Wild:PC/Nathaniel/Servants: Difference between revisions
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[[Category:Wild: | [[Category:Wild:NPC]] | ||
[[Category:Wild]] | [[Category:Wild]] | ||
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Latest revision as of 17:07, 8 June 2010
Undead creation and control
- Control
- 4×caster level
- 4×8 = 32HD
- Currently controlling 27HD
- Available: 5HD
- Create with Animate Dead
- 2×CL = 16HD per casting
Demon Taint (Hezrou Zombie)NE Large Undead (Chaotic, Evil) AC: 25; Touch: 8; Flat-footed: 25 Speed: 30' Abilities Str 27, Dex 8, Con --, Int --, Wis 10, Cha 1 Special Corpsecrafted, granting Str +4 and +2 hp per HD. Desecrate cast during animation grants +2hp per HD. Amulet of Bad Breath Bite attacks imbued with Greenblood oil poison (Injury DC 13, 1 Con primary / 1d2 Con secondary) Proficient with all simple and martial weapons, as well as any natural weapons. |
Monkey Bones (Girallon Skeleton)N Large Undead AC: 15; Touch: 13; Flat-footed: 11 Speed: 40', 40' climb Abilities Str 26, Dex 19, Con --, Int --, Wis 10, Cha 1
Special Corpsecrafted, granting Str +4 and +2 hp per HD. Desecrate cast during animation grants +2hp per HD. |
Skeleton template plus Corpsecrafter feats
Lose nearly everything except what is listed here.
- Size and Type
- Becomes Undead but retains alignment subtype and subtypes that indicate kind.
- Hit Dice
- Gains +2hp per hit die
- Speed
- Magical fly speeds are retained, as are other movement modes.
- Size-related changes ( Natural AC / Claw Damage)
- Tiny or smaller +0 / 1d2
- Small +1 / 1d3
- Medium +2 / 1d4
- Large +2 / 1d6
- Huge +3 / 1d8
- Gargantuan +6 / 2d6
- Colossal +10 / 2d8
- Attacks
- Retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to ½ its Hit Dice.
- Special Qualities
- Retains any extraordinary special qualities that improve its melee or ranged attacks.
- Immunity to Cold (Ex)
- DR 5/bludgeoning
- +4 Turn Resistance
- Saves
- Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
- Abilities
- Str +4; Dex +2; No Con or Int; Wis becomes 10; Cha becomes 1.
- Feats
- Gains Improved Initiative.
Zombie template plus Corpsecrafter feats
"Zombie" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
- Size and Type
- Becomes Undead but retains alignment subtype and subtypes that indicate kind.
- Hit Dice
- Double hit dice; if original HD is greater than 10 it can't be a zombie
- Gains +2hp per hit die
- Speed
- maneuverability rating drops to clumsy
- Size-related changes ( Natural AC / Claw Damage)
- Tiny or smaller +0 / 1d3
- Small +1 / 1d4
- Medium +2 / 1d6
- Large +3 / 1d8
- Huge +4 / 2d6
- Gargantuan +7 / 2d8
- Colossal +11 / 4d6
- Attacks
- A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack. A zombie’s base attack bonus is equal to ½ its Hit Dice.
- Special Qualities
- A zombie retains none of the base creature’s special attacks.
- DR 5/slashing
- Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
- +4 Turn Resistance
- Saves
- Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +½ HD + 2.
- Abilities
- Str +6; Dex -2; No Con or Int; Wis becomes 10; Cha becomes 1.
- Feats
- Gains Toughness.