Post by WickedXox on Sept 29, 2011 18:21:54 GMT -6
ITEM MINDED CREATURE
Through many practices to never loose her precious magical Box of Trickery, Lia Xiloscient made herself one with the box and with the help of Niles Silvermoon she learned how she did it. He thought this event was such a unique thing that he decided to continue experimenting with this idea on many creatures using simpler magic items and learned of the potential that it could bring. His followers wanting to learn this knowledge followed his lead and created creatures as he did and but never learned the full capability that they could do as their Deity did.
“Item Minded” is an acquired template that can be added to any corporeal creature and any Major Magic Item(s)(Or stronger) or an incorporeal creature and a Major Magic Item (Or stronger) with ghost touch ability (referred to Hereafter as the base Creature) An Item Minded Creature has all the base creature’s characteristics except as noted here.
Size and Type: Corporeal creatures become augmented aberrations and incorporeal creatures do not change type. If the item dealt with a energy type then the creature also gains the subtype of that energy.
Hit Dice: Change to D10
Speed: +10 ft., +30 ft. if item is boots, +50 ft. if item deals with speed normally. (The speed increases do not stack)
AC: If item was armor or enhanced armor then AC bonus becomes natural armor
Attacks: If it was a weapon then the abilities of the weapon are placed into the creature natural attacks, if it did not have any then it gains the following from the weapon based on the damage type. Slashing weapons gains a claw attack, Bludgeoning weapons gain a slam attack, and pricing weapons give a bite attack and abilities added to the attack. Bonus attack such as a plus is added to all natural weapons that the creature has. This attacks are secondary attacks to the creature.
Damage: Slashing and pricing weapons gains a claw attack, Bludgeoning weapons gain a slam attack using the weapons base damage or the natural attack (if it had one whichever is higher) and abilities added to the attack. Bonus attack such as a plus is added to all natural weapons that the creature has.
Special Attacks: Any offensive abilities the item(s) the creature gains those abilities. All spell like things that the items allowed the user are now spell like abilities for the creature cast at the level equal to their HD.
Special Qualities: Any qualities that the item(s) may have given the creature then the creature permanently has those qualities. Plus the ability at will to identify the item fully with no chance of failure spontaneously as a free action. All restrictions and traits the item has are now passed to the base creature and if not satisfied then the item looses all powers, gets the drawback the items listed, and also is fatigued until the conditions are met. The creature can only have the item removed under the following conditions: dead, spell cast (Wish [also removes item from living creature], disintegrate [may destroy item, must make save]) or emulstion [see original spells sheet]
Base Saves: Any changes the item(s) may have given the user are now racial bonuses and are doubled.
Abilities: Any changes the item(s) may have given the user are now racial bonuses and are doubled. Also the creature gets the benefit to strength equal to the bonus of the item for weapons only (this is not doubled, but does stack with other bonuses).
Skills: Any changes the item(s) may have given the user are now racial bonuses and are doubled.
Feats: Any feats the item(s) may have allowed the user to act with are automatically gained by the basic creature for free. Any feats that the creature had associated with the item can still be used after the combination.
Climate/Terrain: As base creature and underground
Organization: Solitary
Challenge Rating: Base creature and plus what ever the item is as follows, Armor +2, Weapon +3, Wondrous +3, Artifacts(rarely) +5, If multiple items are added Take the highest and add the others at one less together. EX: Wondrous item and armor are added the total increase would be +4 (+3[wondrous] plus +1[armor])
Treasure: Same as base creature and items used, no other magic items
Alignment: Same as base creature
Level Adjustment: +2, +5 Artifacts(Rarely) (Add together as with Challenge Rating)
Advancement: By Character Class
ITEM MINDED CHARACTERS
Item Minded characters with class levels can vary to anything most commonly they are fighters or barbarians enhanced and simple used as soldier in the front lines on the unexpected enemies.
SAMPLE ITEM MINDED CREATURE
This example uses a Death Dog as the base creature and the Midnight Blade and Ring Gates as the items
Midnight Death Ringed Dog
Medium-Size Magical Beast (Augmented Aberration)
Hit Dice: 2D10+4 (15 hp)
Initiative:
Speed: 60 ft.
AC: 15 (+2 Dex, +3 Natural) touch 12, flat-footed 13
Attacks: 2 Bite +12 Melee or +3 w/out blood ,2 Claws +6 Melee or +1 w/out blood
Damage: Bite 1D6 +9 plus unholy, fleshgrinding, and marrowcrushing (night only) or +0 w/out blood, Claw 1D10+9 plus unholy, fleshgrinding, and marrowcrushing (night only) or +0 w/out blood
Face/Reach: 5 ft./5 ft.
Special Attacks: Disease, Trip
Special Qualities: Darkvision 60 ft., Low-light vision, scent, Ring Step 100 miles, Required blood draw
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 19 (10 w/out blood draw), Dex 15, Con 14, Int 4, Wis 13, Cha 7
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4
Feats: Weapon Focus (Bite)
Climate/Terrain: Any Desert, hill, plains, mountains, or underground (Nocturnal)
Organization: Solitary
Challenge Rating: 9
Treasure: None (Other than items fused)
Alignment: Always Chaotic Evil
Advancement: 3HD (Medium-size); 4-6HD (Large)
Level Adjustment: +6
Midnight Death Ringed Dog exist only one as the servant of a powerful guard for the first temple of Marluiaus, the vampire god, as a sign of protest against Niles who the information was stolen from to create this beast.
COMBAT
Disease: Any creature hit by a death dog’s bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1D4 points of Strength damage and 1D3 points of Constitution damage. (See Chapter 3 of the DMG for more about diseases.)
Trip: A death dog that hits with a bite attack can attempt to trip its opponent as a free action with out making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog.
Unholy, Fleshgrinding, Marrowcrushing: Unholy: +2D6 (unholy/evil) to the death dogs natural attacks against good alignment foes. Fleshgrinding: Due to the fact that the death dog can not remove any part of its body the death dog can not use the Midnight Blade’s fleshgrinding power. Marrowcrushing: Every time the death dog deals damage naturally, it also does 1 point of Constitution damage to the target.
Required Blood Draw: The death dog must every night draw the blood from at least one creature of Medium-size or larger, or it looses all the abilities of the Midnight Blade and gains the -4 cursed penalty the sword would have gained normally. The death dog can restore the abilities only by slaying a creature of Medium-size or larger at night with this penalty.
Ring Step: The death dog being fused with both sides of the ring gates it gains the ability to move up to 100 miles as if it had went through the rings once a day. This ending point can be either specified to a location such as to a safe haven or just in a general direction.
Scent: A death dog can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Death dogs have a +4 racial bonus on Listen and Spot checks.
Through many practices to never loose her precious magical Box of Trickery, Lia Xiloscient made herself one with the box and with the help of Niles Silvermoon she learned how she did it. He thought this event was such a unique thing that he decided to continue experimenting with this idea on many creatures using simpler magic items and learned of the potential that it could bring. His followers wanting to learn this knowledge followed his lead and created creatures as he did and but never learned the full capability that they could do as their Deity did.
“Item Minded” is an acquired template that can be added to any corporeal creature and any Major Magic Item(s)(Or stronger) or an incorporeal creature and a Major Magic Item (Or stronger) with ghost touch ability (referred to Hereafter as the base Creature) An Item Minded Creature has all the base creature’s characteristics except as noted here.
Size and Type: Corporeal creatures become augmented aberrations and incorporeal creatures do not change type. If the item dealt with a energy type then the creature also gains the subtype of that energy.
Hit Dice: Change to D10
Speed: +10 ft., +30 ft. if item is boots, +50 ft. if item deals with speed normally. (The speed increases do not stack)
AC: If item was armor or enhanced armor then AC bonus becomes natural armor
Attacks: If it was a weapon then the abilities of the weapon are placed into the creature natural attacks, if it did not have any then it gains the following from the weapon based on the damage type. Slashing weapons gains a claw attack, Bludgeoning weapons gain a slam attack, and pricing weapons give a bite attack and abilities added to the attack. Bonus attack such as a plus is added to all natural weapons that the creature has. This attacks are secondary attacks to the creature.
Damage: Slashing and pricing weapons gains a claw attack, Bludgeoning weapons gain a slam attack using the weapons base damage or the natural attack (if it had one whichever is higher) and abilities added to the attack. Bonus attack such as a plus is added to all natural weapons that the creature has.
Special Attacks: Any offensive abilities the item(s) the creature gains those abilities. All spell like things that the items allowed the user are now spell like abilities for the creature cast at the level equal to their HD.
Special Qualities: Any qualities that the item(s) may have given the creature then the creature permanently has those qualities. Plus the ability at will to identify the item fully with no chance of failure spontaneously as a free action. All restrictions and traits the item has are now passed to the base creature and if not satisfied then the item looses all powers, gets the drawback the items listed, and also is fatigued until the conditions are met. The creature can only have the item removed under the following conditions: dead, spell cast (Wish [also removes item from living creature], disintegrate [may destroy item, must make save]) or emulstion [see original spells sheet]
Base Saves: Any changes the item(s) may have given the user are now racial bonuses and are doubled.
Abilities: Any changes the item(s) may have given the user are now racial bonuses and are doubled. Also the creature gets the benefit to strength equal to the bonus of the item for weapons only (this is not doubled, but does stack with other bonuses).
Skills: Any changes the item(s) may have given the user are now racial bonuses and are doubled.
Feats: Any feats the item(s) may have allowed the user to act with are automatically gained by the basic creature for free. Any feats that the creature had associated with the item can still be used after the combination.
Climate/Terrain: As base creature and underground
Organization: Solitary
Challenge Rating: Base creature and plus what ever the item is as follows, Armor +2, Weapon +3, Wondrous +3, Artifacts(rarely) +5, If multiple items are added Take the highest and add the others at one less together. EX: Wondrous item and armor are added the total increase would be +4 (+3[wondrous] plus +1[armor])
Treasure: Same as base creature and items used, no other magic items
Alignment: Same as base creature
Level Adjustment: +2, +5 Artifacts(Rarely) (Add together as with Challenge Rating)
Advancement: By Character Class
ITEM MINDED CHARACTERS
Item Minded characters with class levels can vary to anything most commonly they are fighters or barbarians enhanced and simple used as soldier in the front lines on the unexpected enemies.
SAMPLE ITEM MINDED CREATURE
This example uses a Death Dog as the base creature and the Midnight Blade and Ring Gates as the items
Midnight Death Ringed Dog
Medium-Size Magical Beast (Augmented Aberration)
Hit Dice: 2D10+4 (15 hp)
Initiative:
Speed: 60 ft.
AC: 15 (+2 Dex, +3 Natural) touch 12, flat-footed 13
Attacks: 2 Bite +12 Melee or +3 w/out blood ,2 Claws +6 Melee or +1 w/out blood
Damage: Bite 1D6 +9 plus unholy, fleshgrinding, and marrowcrushing (night only) or +0 w/out blood, Claw 1D10+9 plus unholy, fleshgrinding, and marrowcrushing (night only) or +0 w/out blood
Face/Reach: 5 ft./5 ft.
Special Attacks: Disease, Trip
Special Qualities: Darkvision 60 ft., Low-light vision, scent, Ring Step 100 miles, Required blood draw
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 19 (10 w/out blood draw), Dex 15, Con 14, Int 4, Wis 13, Cha 7
Skills: Hide +3, Listen +6, Move Silently +4, Spot +4
Feats: Weapon Focus (Bite)
Climate/Terrain: Any Desert, hill, plains, mountains, or underground (Nocturnal)
Organization: Solitary
Challenge Rating: 9
Treasure: None (Other than items fused)
Alignment: Always Chaotic Evil
Advancement: 3HD (Medium-size); 4-6HD (Large)
Level Adjustment: +6
Midnight Death Ringed Dog exist only one as the servant of a powerful guard for the first temple of Marluiaus, the vampire god, as a sign of protest against Niles who the information was stolen from to create this beast.
COMBAT
Disease: Any creature hit by a death dog’s bite attack must succeed on a Fortitude save (DC 13) or contract a disease. The incubation period is 1 day, and the disease deals 1D4 points of Strength damage and 1D3 points of Constitution damage. (See Chapter 3 of the DMG for more about diseases.)
Trip: A death dog that hits with a bite attack can attempt to trip its opponent as a free action with out making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the death dog.
Unholy, Fleshgrinding, Marrowcrushing: Unholy: +2D6 (unholy/evil) to the death dogs natural attacks against good alignment foes. Fleshgrinding: Due to the fact that the death dog can not remove any part of its body the death dog can not use the Midnight Blade’s fleshgrinding power. Marrowcrushing: Every time the death dog deals damage naturally, it also does 1 point of Constitution damage to the target.
Required Blood Draw: The death dog must every night draw the blood from at least one creature of Medium-size or larger, or it looses all the abilities of the Midnight Blade and gains the -4 cursed penalty the sword would have gained normally. The death dog can restore the abilities only by slaying a creature of Medium-size or larger at night with this penalty.
Ring Step: The death dog being fused with both sides of the ring gates it gains the ability to move up to 100 miles as if it had went through the rings once a day. This ending point can be either specified to a location such as to a safe haven or just in a general direction.
Scent: A death dog can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skills: Death dogs have a +4 racial bonus on Listen and Spot checks.