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| NexH04-23-04, 09:02 PM | What I tried to create is a template widely versatile, that could be useful for many kind of monsters, in very different ways. If you have some suggestion or question about it, I will gladly hear it. Disembodied eye (Template) CREATING AN DISEMBODIED EYE “Disembodied eye of …” is an acquired template that can be added to any creature with at least 3 int, wis and cha. The base creature must have at least one eye and at least 10 HD. An disembodied eye has all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type is unchanged. Size goes down by 5 size categories (Colossal to small, gargantuan to tiny, etc) to a minimum of fine. Hit Dice: Unchanged. Armor Class: An disembodied eye gains a +4 deflection bonus and a +10 profane bonus to AC, the creature loses up to 8 points of natural armor, for each point lost this way, the creature gains an extra +1 deflection bonus to AC. Speed: The creature loses all previous forms of movement and gains a fly speed of 80 ft. with perfect maneuverability Attack: An disembodied eye loses all natural attacks. (But see “Abilities Transfiguration” below) Full Attack: An disembodied eye loses all natural attacks. Damage: An disembodied eye loses all natural attacks. Special Attacks: The disembodied eyes loses any Special Attack, Special Quality, or Feat the base creature had that is no longer possible to utilize in its new form, but gains a new ability in replace (see Abilities Transfiguration below). Spell-like abilities: Disembodied eyes gain the following spell-like abilities: Always active: True seeing At will: Mage Hand (Caster level 10) 5/day: Greater Dispel Magic(Caster level 20) Spells: An disembodied eye can cast any spells it could cast before the ritual. It gains: Perfect Automatic Still Spell (Ex): The disembodied eye can cast all the spells it knows without gestures Perfect Automatic Silent Spell (Ex): The disembodied eye can cast all the spells it knows without verbal components. Special Qualities: At the end of the ritual the caster can imbue the eye with one of the following powers: - An extra +6 profane bonus to AC. - Fast healing 6 - The ability to make Ego Manifestation affect a 10 ft. x 10 ft. x 10 ft. cube, adding 10 points of extra damage and increasing the Save DC by 2. Unbodied existence(Ex): Disembodied eyes don’t need to (nor can) sleep, eat or breath, and they don’t die of old age. They can’t talk, but they retain their hearing. SR: An disembodied eye has a SR equal to its HD + 10. If the base creature has SR, use whichever is better. Regeneration (Su): The creature gains Regeneration 5. Good aligned weapons and spells with the [Good] descriptor deal normal damage to the creature. Immunities (Ex): Disembodied eyes have immunity to polymorph (and they can’t use polymorph effects on themselves), mind-affecting attacks, poison, sleep effects, diseases, ability damage, and petrification. Saves: Disembodied eyes gain a +10 profane bonus to all saving throws. Abilities: Change from the base creature as follows: Str: -20 (minimum 1), Dex: +10, Con: -8 (minimum 1, if the creature doesn’t have a Constitution score it gets –4 hp per HD instead), Int +2, Wis +8, Cha +6. Skills: Disembodied eyes gain a +15 insight bonus to spot and search checks. Otherwise same as the base creature. Challenge Rating: Same as the base creature + 6. Treasure: Standard (usually only ioun stones). Alignment: Any evil. Advancement: By character class. Level Adjustment: Same as the base creature + 10 Abilities Transfiguration The creature gains the “Ego manifestation” supernatural ability. Its damage equals the sum of the average damage of all natural attacks (adding only their corresponding strength bonuses) the base creature had, OR the average damage of all unarmed attacks, taking into account the base attack bonus to calculate how many times the creature could attack unarmed per round (also take into account flurry of blows and increased damage for creatures with monks levels). Ego manifestation (Su): This special attack deals the previously calculated damage to all creatures in a single 5 ft x 5 ft x 5 ft cube within 1 ft per point of charisma of the disembodied eye, a Reflex Save (DC equals 10+ ½ of the creature HD + charisma modifier) negates the damage. The damage itself can be a combination of slashing, piercing, and bludgeoning, the combination is chosen by the disembodied eye at the moment of using this attack. However it cannot have a type of damage the base creature couldn’t deal (i.e. if the creature only had slams attacks the damage must be all bludgeoning) The now improved “sense of self” of the disembodied eye combined with the mighty dark magics of the ritual of becoming give the creature the chance to use a magical extension of the self to provoke effects similar to those the creature had the ability to cause before acquiring the template. Special attacks, special qualities and feats no longer usable are dropped and replaced by an ability of similar effect, a small list is provided below. As a general guideline the power of the ability is increased and has a similar effect, visual and auditory effects with no mechanical bonuses can be added freely if the templated creature has a somewhat high charisma score. Improved Grab --->The disembodied eye can use Black Tentacles as a spell-like ability 3 times per day, the manifester level is its HD Constrict ---> The disembodied eye’s Black Tentacles deal the double of the normal damage on a succesful grapple check. Improved Critical (certain weapon) --->The Ego Manifestation Special Attack increases its DC by 1, and its damage by 4. Simple weapons proficiency --->The Ego Manifestation Special Attack can deal its full damage as slashing, piercing, or bludgeoning damage. Breath weapon ---> The disembodied eye can still use this Special attack, but now its area is a line twice the normal length, and the save DC is charisma-based. Gaze attack ---> The disembodied eye can end and resume this ability as a free action. Power attack ---> When using the Ego Manifestation Special Attack, the disembodied eye can choose to subtract a number not higher than its charisma bonus to the Save DC, for each point subtracted this way the damage for the Ego Manifestation increases by 4. Creating an Disembodied Eye The process of becoming an Disembodied Eye is difficult and exhausting, and first of all, the creature must survive the first stage of the ritual. The process begins by the extraction of an eye of the base creature, which is then infused with powerful magic during the next 30 hours, at the end the base creature dies if willing, and its soul is transferred to the eye. The ritual itself is extremely complicated, and few have the power necessary to perform it, plus it drains 2000 xp from the caster and cost 40.000 gps in rare components. It requieres an evil cleric of at least 18th level with 21 ranks in Knowledge (religion) to perform the ritual, and the cleric must worship an evil god of knowledge. A cleric can perform this ritual on himself. |
| NexH04-24-04, 03:14 PM | Here is a sample creature with the template: The disembodied eye of Gruhk (8th level fighter ogre) Fine Giant Hit Dice: 4d8+8d10+3–12 (57 hp) Initiative: +8 Speed: Fly 80 ft (perfect) Armor Class: 41 (+8 size,+4 dex, +9 deflection, +10 profane) Base Attack/Grapple: +11/-8 Attack: - Full Attack: - Space/Reach: 1/2ft./0 ft. Special Attacks: Spell-like abilities, Ego Manifestation Special Qualities: Darkvision 60 ft., low-light vision, SR 22, Regeneration 5, Immunities, Unbodied existence Saves: Fort +19, Ref +19, Will +19 Abilities: Str 4, Dex 19, Con 9, Int 9, Wis 19, Cha 17 Skills: Listen +6, Spot +21, Search +14 , Intimidate: +11 Feats: Toughness, Weapon Focus (greatclub), Improved Initiative, Power Attack, Weapon Focus (javalin), Weapon Specialization (greatclub), Iron Will, Weapon Specialization (javalin), Improved Critical (Greatclub), Lighting Reflexes. Organization: Unique, solitary Challenge Rating: 17 Treasure: Standard (ioun stones only) Alignment: Chaotic evil Advancement: By character class Spell-like abilities: Always active: True seeing At will: Mage Hand (Caster level 10) 5/day: Greater Dispel Magic (Caster level 20) Ego manifestation (Su): This special attack deals 52 (3x1d4+7 from unarmed attacks, +5 from each Weapon Specialization, +4 from a Improved Critical, +10 from choice at creation) damage to all creatures in a single 10 ft x 10 ft x 10 ft cube within 15 ft (17 rounded down), a Reflex Save DC 24 (19 base, +1 improved critical, +1 per weapon focus, +2 from choice at creation) negates the damage. The damage itself can be of any combination of slashing, piercing, and bludgeoning (because the base creature had Martial Weapons Proficiencies as a virtual feat) Unbodied existence(Ex): Disembodied eyes don’t need to (nor can) sleep, eat or breath, and they don’t die of old age. They can’t talk, but they retain their hearing. Regeneration (Su): Good aligned weapons and spells with the [Good] descriptor deal normal damage to the creature. Immunities (Ex): Disembodied eyes have immunity to polymorph (and they can’t use polymorph effects on themselves), mind-affecting attacks, poison, sleep effects, diseases, ability damage, and petrification. Abilities transfiguration: Power attack is changed as listed in the template. Weapon Focus, Specialization, and Improved critical have been taken into account in Ego Manifestation. |
| NightScreamer2004-24-04, 03:42 PM | CR should be at least +6, LA should drop to +8 as well...really as a rule I wouldn't allow a Disembodied Eye to takes class levels at all though. I mean It just couldn't, it's inability to speak/wear armor/wield weapons/use material and somatic components thus negates all ability to cast spells or fight. I think type should change to 'Aberration' or even 'Undead' You should drop the See Invisibility spell and jsut give the Disembodied Eye a True Seeing (Sp) ability that's always active and the ability to use Detect Magic at will as a free action. my 2 cents... |
| NexH04-24-04, 05:32 PM | Originally posted by NightScreamer20 CR should be at least +6, LA should drop to +8 as well...really as a rule I wouldn't allow a Disembodied Eye to takes class levels at all though. I mean It just couldn't, it's inability to speak/wear armor/wield weapons/use material and somatic components thus negates all ability to cast spells or fight. I totally forgot about verbal and somatic components, I changed the template so now they get the ability to cast spells without them. I gave them a CR of +6 now, but I'm not sure if its totally appropiate, seeing how the demilich gets the same adjustment and gets more power. I think they are better suited for taking class levels now, although they probably should take levels of caster classes only. Originally posted by NightScreamer20 I think type should change to 'Aberration' or even 'Undead' I thought about changing to aberration at first, but it didn't feel right. It probably depends on how do you define the different "types", and why certain effects and spells only affect some types and not others. Originally posted by NightScreamer20 You should drop the See Invisibility spell and just give the Disembodied Eye a True Seeing (Sp) ability that's always active and the ability to use Detect Magic at will as a free action. my 2 cents... I replaced See invisibility for True seeing now, as it fits better into the new CR. Thanks for your useful suggestions. |