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| Rune_Munch10-18-07, 12:17 AM | This is my first draft of a new race i need to use in my current game. I have no idea of the LA what so ever, but it should be mentioned that an artefact worth many millions of gold is required for the process and will serve as the phylactery after the ritual is done. PEACH Eternal Disciple of Shar Creating an Eternal Disciple of Shar An “Eternal Disciple of Shar” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), An Eternal Disciple of Shar has all the base creature’s statistics and special abilities except as noted here. Speed: As incorporeal creatures the base creatures speed changes to Fly (perfect) Size and Type: The creature’s type changes to incorporeal undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Armor Class: An Eternal Disciple of Shar has a Deflection bonus to the base creature’s armor class, equal to its Charisma Modifier Attack: An Eternal Disciple of Shar has a touch attack (see below) that it can use once per round. If the base creature can use weapons, the Eternal Disciple of Shar retains this ability provided the weapon can be used by an incorporeal creature. A creature with natural weapons looses those natural weapons. An Eternal Disciple of Shar fighting without weapons uses either its touch attack. An Eternal Disciple of Shar armed with a weapon uses its touch or a weapon, as it desires. Full Attack: An Eternal Disciple of Shar fighting without weapons uses its touch attack (see below). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (a free hand that it can use as a secondary attack). Damage: An Eternal Disciple of Shar has a touch attack that uses necromantic energy to deal 1d8 + Charisma modifier points of Negative Energy damage to anything it deliberately touches. Special Attacks: An Eternal Disciple of Shar looses all the base creature’s special attacks but gains those described below. Save DCs are equal to 10 + ½ Eternal Disciple of Shar’s character level + Eternal Disciple of Shar’s Cha modifier unless otherwise noted. Dark touch (Su): The touch of an Eternal Disciple of Shar causes black flame to erupt from the victim, inflicting 1d8 + charisma modifier points of Negative Energy damage upon contact. The victim must also make a Fortitude save DC (10 + ½ Eternal Disciple of Shar’s HD + Charisma modifier) or be blinded for a round. Any living creature an Eternal Disciple of Shar hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a Eternal Disciple of Shar seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. Special Qualities: An Eternal Disciple of Shar retains all the base creature’s special qualities and gains those described below. Turn Resistance (Ex): An Eternal Disciple of Shar has +4 turn resistance. Damage Reduction (Su): An Eternal Disciple of Shar’s undead body is infused with the unholy energies of Shar and gives the creature damage reduction 10/silver and good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction. Immunities (Ex): Eternal Disciple of Shares have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Incorporeal Traits (Ex): An Eternal Disciple of Shar exists partially on the Plane of shadows in stead of the Ethereal Plane. Spell Resistance (Ex): A Eternal Disciple of Shar has SR 10 + their Character Level. Shadow Face (Su): When not in direct sunlight, an Eternal Disciple of Shar is indiscernible, by sight and smell, from a creature of the race he or she used to be. When in direct natural sunlight, the Eternal Disciple of Shar appears as an unliving pillar of pure darkness, only an illusion spell of level 8 or higher will conceal the Eternal Disciple of Shar’s true form. The use of a True Seeing spell out of sunlight will not reveal the pillar of darkness, because one form is as true as the other. Sunlight Powerlessness (Ex): the Eternal Disciples of Shar are powerless in direct natural sunlight, they can cast no spells. And only their Extraordinary abilities function. Immortal (Ex): should the character be killed, he will reform by his phylactery 1d4 days later. Racial traits: Undead, incorporeal Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a Eternal Disciple of Shar has no Constitution score. Skills: Eternal Disciple of Shares have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Bonus Feat: Eschew Materials. Alignment: Any evil. Advancement: By character class. Level Adjustment: ?? |
| Arscura10-18-07, 10:45 AM | That it is an incorpereal creature that can have more than one attack is powerful (look at ghost or shadow for instance, they have but one, even those incorpereal which base attack would allow more like Banshee (MMII)). Special qualities is not bold ;) I also reckon it would be nice, if you would add all undead immunties to the immunities list, as well as the entire incorpereal traits. Just for the sake to be complete. I would say living = paralyze and blind (could be two saves not sure on that one), but do not allow blind for all things like constructs and undead, as it now seems to do. I reckon around +4 (As only +6 to stats, but very nice special ability (+1), incorpereal and flight (+1 LA), Spell Resistance (+1), Immunities (+1), high skill bonuses and feat, but also sunlight powerlessness, and some extra stuff is okay for +4 That it requires an artifect many millions is no factor in templates. Lich has its +LA based on what it gives not the cost to become one. And Half-Dragon remains +2 LA no matter how rare dragons may be in a world Than as last thing, nice fluff thing for Fearun ;) Hoped this all helped |
| Rune_Munch10-18-07, 06:00 PM | Special qualities is not bold ;) Are now ;) I also reckon it would be nice, if you would add all undead immunties to the immunities list, as well as the entire incorpereal traits. Just for the sake to be complete. I probably will do that for the final print, thank you. I would say living = paralyze and blind (could be two saves not sure on that one), but do not allow blind for all things like constructs and undead, as it now seems to do. I was pretty sure undead and constructs were immune to paralysis and blindness, if that is not the case, you are right. I reckon around +4 (As only +6 to stats, but very nice special ability (+1), incorpereal and flight (+1 LA), Spell Resistance (+1), Immunities (+1), high skill bonuses and feat, but also sunlight powerlessness, and some extra stuff is okay for +4 Thank you. That it requires an artifect many millions is no factor in templates. Lich has its +LA based on what it gives not the cost to become one. And Half-Dragon remains +2 LA no matter how rare dragons may be in a world I thought it might not have any real impact on the LA, but i also thought it beared mentioning. Than as last thing, nice fluff thing for Fearun ;) Thank you, i thought so. :) Hoped this all helped It did. and if anybody else have a 2€ please feel free to go ahead |
| Arscura10-19-07, 06:49 AM | I was pretty sure undead and constructs were immune to paralysis and blindness, if that is not the case, you are right. They are immune to it, but I say this because I personally find the description here and there lacking. If I would read the first line all victims get the damage, but undead ought to be healed by negative energy. I would change victim into 'living creature', as you put it in your permanent paralyzing line. |
| Need_A_Life10-19-07, 07:36 AM | Half-dragons are LA +3, IIRC, not LA +2. Anyway, this template seems to powerful to be allowed for Player Characters. Cheers! |
| Rune_Munch10-19-07, 05:56 PM | Second draft PEACH Eternal Disciple of Shar Creating an Eternal Disciple of Shar An “Eternal Disciple of Shar” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), An Eternal Disciple of Shar has all the base creature’s statistics and special abilities except as noted here. Speed: As incorporeal creatures the base creatures speed changes to Fly (perfect) Size and Type: The creature’s type changes to incorporeal undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Hit Dice: Increase all current and future Hit Dice to d12s. Attack: An Eternal Disciple of Shar has a touch attack (see below) that it can use once per round. If the base creature can use weapons, the Eternal Disciple of Shar retains this ability provided the weapon can be used by an incorporeal creature. A creature with natural weapons looses those natural weapons. An Eternal Disciple of Shar fighting without weapons uses either its touch attack. An Eternal Disciple of Shar armed with a weapon uses its touch or a weapon, as it desires. Full Attack: An Eternal Disciple of Shar fighting without weapons uses its touch attack (see below). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (a free hand that it can use as a secondary attack). Damage: An Eternal Disciple of Shar has a touch attack that uses necromantic energy to deal 1d8 + Charisma modifier points of Negative Energy damage to anything it deliberately touches. Special Attacks: An Eternal Disciple of Shar looses all the base creature’s special attacks but gains those described below. Save DCs are equal to 10 + ½ Eternal Disciple of Shar’s character level + Eternal Disciple of Shar’s Cha modifier unless otherwise noted. Dark touch (Su):The touch of an Eternal Disciple of Shar causes black flame to erupt from the victim, inflicting 1d8 + charisma modifier points of Negative Energy damage upon contact. The victim must also make a Fortitude save DC (10 + ½ Eternal Disciple of Shar’s HD + Charisma modifier) or be blinded for a round. Creature an Eternal Disciple of Shar hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed by a Eternal Disciple of Shar seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive. Special Qualities: An Eternal Disciple of Shar retains all the base creature’s special qualities and gains those described below. Turn Resistance (Ex): An Eternal Disciple of Shar has +4 turn resistance. Damage Reduction (Su): An Eternal Disciple of Shar’s undead body is infused with the unholy energies of Shar and gives the creature damage reduction 10/silver and good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction. Immunities (Ex): Eternal Disciple of Shares have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Incorporeal subtype: An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature. An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. An Eternal Disciple of Shar exists partially on the Plane of shadows in stead of the Ethereal Plane. Undead Type:—Darkvision out to 60 feet. —Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). —Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects. —Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. —Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score. —Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). —Uses its Charisma modifier for Concentration checks. —Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. —Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. —Proficient with its natural weapons —Undead do not breathe, eat, or sleep. Spell Resistance (Ex): A Eternal Disciple of Shar has SR 10 + their Character Level. Shadow Face (Su): When not in direct sunlight, an Eternal Disciple of Shar is indiscernible, by sight and smell, from a creature of the race he or she used to be. When in direct natural sunlight, the Eternal Disciple of Shar appears as an unliving pillar of pure darkness, only an illusion spell of level 8 or higher will conceal the Eternal Disciple of Shar’s true form. The use of a True Seeing spell out of sunlight will not reveal the pillar of darkness, because one form is as true as the other. Sunlight Powerlessness (Ex): the Eternal Disciples of Shar are powerless in direct natural sunlight, they can cast no spells. And only their Extraordinary abilities function. Immortal (Ex): should the character be killed, he will reform by his phylactery 1d4 days later. Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a Eternal Disciple of Shar has no Constitution score. Skills: Eternal Disciple of Shares have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. Bonus Feat: Eschew Materials. Alignment: Any evil. Advancement: By character class. Level Adjustment: +4 |
| Rune_Munch10-26-07, 03:04 PM | Final BUMP. Any comments appreciated |
| Gloomweave12-03-07, 08:49 PM | On the phylactery, this just like lich's? Is there a level requirement? I think its really cool. I think I'll use it in my game. I could see one of my players wanting to play one. |
| Balthanon12-03-07, 10:06 PM | Given that this template has more or less everything that a lich has (better touch attack, lower DR with better type, missing the fear aura), plus flight, incorporeal status, and spell resistance, I can't see it being any lower than a +5 or +6 level adjustment. |
| Rune_Munch01-21-08, 02:58 PM | On the phylactery, this just like lich's? Is there a level requirement? I think its really cool. I think I'll use it in my game. I could see one of my players wanting to play one. The phylactery functions like a lich's. I didn't consider putting in a level requitement, but you could certainly argue that you would need to be able to Create Greater Undead. Thank you for the comment, let me know what happens with the game. Given that this template has more or less everything that a lich has (better touch attack, lower DR with better type, missing the fear aura), plus flight, incorporeal status, and spell resistance, I can't see it being any lower than a +5 or +6 level adjustment. true, but it also have a harsher drawback (IMO) than the lich, the sunlight powerlessness. im not sure if this balances it out at +4 but i dont think it will ever lift it above +5 |