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Old 3rd October 2008, 05:58 AM   #41 (permalink)
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Quote:
A haun is only capable of a slow slither. However, once per turn it can compress its body, and release enough energy to leap up or forward. In this manner, it can leap forward up to 18 feet (3d6 feet) or upward up to 9 feet (1d6 +3 feet). A haun can burrow through ice at half its normal slithering speed.
Maybe this doesn't seem so psionic after all. Want to borrow leap from the cave locust? We can go with 20 ft horizontal or 10 ft vertical.
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Old 3rd October 2008, 08:31 PM   #42 (permalink)
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Sounds good.

Quote:
PSIONIC STRENGTH*:
Level Dis/Sci/Dev Attack/Defense Score PSPs
3 2/2/7 II/M- = Int 120
Psychokenesis--Sciences: telekinesis. Devotions: animate objects, inertial barrier.
Telepathy-Sciences: mindlink. Devotions: aversion (to worms) contact, inflict pain, invisibility, repugnance.
(*) For use with the Complete Psionics Handbook; non-psionic alternatives are given in the Combat Section.
Telekinesis = Telekinetic Force
Animate Object = Control Object
Inertial Barrier = same
Mindlink = same
Aversion = same
Inflict Pain = same
Invisibility = ?
Repugnance = ?
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Old 3rd October 2008, 11:52 PM   #43 (permalink)
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Maybe concealing amorpha (or greater version) for invisibility? Aversion for repulsion (maybe the haun is the thing the target is averted from)?
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Old 6th October 2008, 09:11 PM   #44 (permalink)
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The best hauns can physically do is force an opponent to fall over another haun strategically placed behind him, and try to bite him when on the floor.
That sounds more like telekinetic maneuver than telekinetic force.

So...

Psi-Like Abilities: At will—mindlink; 3/day—aversion (DC x), concealing amorpha, control object, inflict pain (DC 11); 1/day—inertial barrier, telekinetic manuever. Manifester level x. The save DCs are Charisma-based.

We can heighten the manifester level/augment for certain abilities if we are so inclined.
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Old 7th October 2008, 05:29 PM   #45 (permalink)
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Seems like a good list. How are these looking?
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Old 7th October 2008, 06:12 PM   #46 (permalink)
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Updated.

Suggested manifester and caster levels?

EDIT: We have a problem. Neither mindlink nor telepathic bond (or even telepathy, for that matter) will work on the mindless haundars. We'll need a special ability that allows them to communicate with their haundar hosts (or raise haundar Int to 3 so telepathy works on them).
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Old 7th October 2008, 07:06 PM   #47 (permalink)
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I'm going to somewhat arbitrarily say that we should pick ML/CL of 5.

I get the impression that mindlink is mostly for controlling the haundar, so let's bump the haundar Int to 3. Now we need to add skills and feats. Let's max out Spot for the skill (those eyestalks should be good for something). Some feat suggestions: Ability Focus (spit acid burst), Alertness, Lightning Reflexes, Snatch, Flyby Attack, Hover, Power Attack?
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Old 7th October 2008, 08:28 PM   #48 (permalink)
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Sounds good. Here's the updated Haundar.

I went with Skill Focus (Spot) rather than Alertness, since Listen +2 is kind of pointless at that CR.

Updated Haun, too.
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Old 8th October 2008, 02:48 AM   #49 (permalink)
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The haundar looks fine. Or else we can go with a 12/11 split on Spot/Listen with Alertness. Your call.

Haun is looking good. Any SAs left? I'd say weight=10 to 15lb. Let's give them Weapon Finesse as a bonus feat.
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Old 8th October 2008, 04:46 PM   #50 (permalink)
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The only other SA we might need is some sort of "burrow into flesh" ability to explain how they get into a haundar.

Skills: 20

Feats: Weapon Finesse (B), 1 more

Environment: Cold deserts?

Challenge Rating: x

Treasure: x (Type W is a lair treasure of 5-30 1,000s of gold, 1-8 1,000s of platinum, 2-16 gems, 1-8 objects, Any 2 magic items)

Alignment: Usually chaotic, often evil?

Advancement: By character class (favored class: psion)?
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Old 9th October 2008, 08:58 PM   #51 (permalink)
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All suggestions look good.

Burrow into Flesh (Ex): A haun may burrow under the skin of any Large or larger creature by chewing. This process does 1d4 hp damage per round for 1d6 rounds (until the haun has dug out a shelter for itself). Haundar and similarly blubbery creatures do not take damage because the haun prefers to dig into the fatty tissue.

Skills: max out Autohypnosis, Concentration, Hide, Listen, Spot? If you don't think Autohypnosis works, what about Move Silently?

Feat: maybe something fun like Rapid Metabolism?

CR 1?

Maybe Standard treasure with flavor that this belongs to a brood in its lair?
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Old 9th October 2008, 11:50 PM   #52 (permalink)
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I like all that except CR. They have some fairly potent PLAs for low levels, despite their small HD. Perhaps 2?
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Old 10th October 2008, 06:43 AM   #53 (permalink)
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CR 2 is fine. I wasn't too sure about that CR.
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Old 10th October 2008, 05:27 PM   #54 (permalink)
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Great! It looks like we're ready to move on...

Burnbones
CLIMATE/TERRAIN: Any land
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Nil
INTELLIGENCE: High to genius (14-18)
TREASURE: Nil
ALIGNMENT: Neutral evil
NO. APPEARING: 1
ARMOR CLASS: 3
MOVEMENT: 12
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d10
SPECIAL ATTACKS: Searing touch, heat aura, priest spells, can cast spell and attack simultaneously
SPECIAL DEFENSES: +2 or better magical weapon to hit, spell immunities, immune to poison, immune to fire, quarter damage from cold, half damage by weapon type, turned only by lawful good priests
MAGIC RESISTANCE: 40%
SIZE: M (6' tall)
MORALE: Fanatic (17-18)
XP VALUE: 12,000

The early days of the Banedeath did not go well for Cyric, the (then) new god of the dead, and many of his fledgling clerics were slaughtered at the hands of powerful Banites. Cyric soon after empowered select members of his clerical faithful with a portion of his power'so much power, in fact, that these clerics' mortal forms dissolved into nothing more than mere bones and the fiery power of the Dark Sun. These new undead, burnbones, are similar to the blazing bones found in the ruins of Myth Drannor in appearance, but that is where the similarity ends. Burnbones tend to wear the symbol of Cyric on themselves (as a holy symbol, for instance) as a sign of their devotion.

Combat: A burnbones causes 2d10 points of damage with its supernatural flaming touch, affecting even creatures or magical items that are immune to the harmful effects of fire or magical fire. Anyone standing within 10 feet of the creature also suffers 1d3 points of heat damage; magical spells and items can prevent this damage. In addition to its fiery attack, a burnbones can cast priest spells as it did in life. The creature has the spellcasting abilities of a cleric of at least 12th level. If the cleric was of higher level in life, it still retains its level for spellcasting purposes after the transformation. A burnbones requires no verbal, somatic, or material components to cast spells; the creature simply points its finger, and the spell issues forth. The casting time of the spell is unchanged for initiative purposes, and the spell (or another that the creature chooses of the same level) returns to its memory after a 24-hour period. A burnbones may attack with one hand and cast a spell with another simultaneously. Because of the way in which a burnbones casts a spell, it can never be interrupted during spellcasting and lose a spell. A burnbones is immune to all forms of normal and magical fire, and takes only a quarter of the normal damage from cold-based attacks. As an undead creature, the burnbones is also immune to sleep, charm and other mind-affecting enchantments, hold spells, and all poisons. Curative spells that restore hit points—such as cure light wounds—have the opposite effect on the creature, while the reverse of these spells cures damage. All weapons must be of +2 enchantment or greater to have any chance of striking a burnbones. Because a burnbones is a skeletal creature, slashing and piercing weapons only inflict half damage. A burnbones can only be turned by a cleric or priest of a lawful good faith. A burnbones is turned as a ghost. Holy water obtained from a lawful good faith acts like strong acid against these beings, causing 2d10 points of damage per vial. Other holy water is ineffectual.

Habitat/Society: Burnbones were created from Cyric's priesthood, and were chosen for their fanatical loyalty. This loyalty led quickly to a somewhat insane and paranoid state of mind after their transformations. Burnbones exist only to serve the greater glory of the Prince of Lies, bending to his every whim. To do otherwise causes the creatures insufferable pain and anguish. Considering the unstable nature of the god they serve, it is not unheard of for burnbones to be apparently working at cross purposes while still working under their god's direct orders. Cyric created nearly a two dozen of these creatures at the onset of the Banedeath, and their numbers were soon halved by Banites and the forces of good in the Heartlands. As his enemies discovered means by which to destroy the creatures, Cyric sent some of the remaining ones into hiding until needed, and created others as reinforcements. Cyric has created new burnbones only sporadically however, for he seems to be easily distracted, with the result that only a handful of burnbones are created every year.

Ecology: A burnbones is infused with a portion of Cyric's power, giving Cyric complete control over it when he so wishes. All of the burnbones created at the time of the Banedeath were a minimum of 12th level before their transformation. When Cyric infuses clerics of lesser level with power enough to increase their levels as burnbones, the increased power bums out their corporeal forms in a short period of time. The greater the difference between the cleric's original level and that of the enhanced burnbones, the shorter the existence of the burnbones. (A one-level difference will generally result in a creature that lasts a year. For each level greater the difference is, subtract a month from the duration of the creature's existence.) Burnbones that are not “overcharged” last until they are destroyed.

Originally appeared in Ruins of Zhentil Keep (1995).
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Inside my hands these petals browned;
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I pushed my fingers through the earth,
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Old 10th October 2008, 05:48 PM   #55 (permalink)
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Template, definately. We may wish to expand its utility to followers of other chaotic evil gods, as opposed to just Cyric.
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Old 11th October 2008, 05:08 AM   #56 (permalink)
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Agreed.

Free Silent Spell and Still Spell on all spellcasting with no level slot cost?
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Old 11th October 2008, 05:54 AM   #57 (permalink)
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Agreed.
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Old 13th October 2008, 09:29 PM   #58 (permalink)
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Quote:
INTELLIGENCE: High to genius (14-18)
Int +4 or higher?

Quote:
MAGIC RESISTANCE: 40%
That equates to CR +9.

Quote:
A burnbones causes 2d10 points of damage with its supernatural flaming touch, affecting even creatures or magical items that are immune to the harmful effects of fire or magical fire.
Should we make it deal wholly fire damage with a special note of overcoming immunity, or make it more like flame strike where half the damage is divine?

Quote:
Anyone standing within 10 feet of the creature also suffers 1d3 points of heat damage; magical spells and items can prevent this damage.
We can modify this...

Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.

Quote:
In addition to its fiery attack, a burnbones can cast priest spells as it did in life. The creature has the spellcasting abilities of a cleric of at least 12th level. If the cleric was of higher level in life, it still retains its level for spellcasting purposes after the transformation.
Simply limit the template to 12th-level clerics (or ability to cast 6th-level divine spells?) with Cyric as patron deity?

Quote:
A burnbones requires no verbal, somatic, or material components to cast spells; the creature simply points its finger, and the spell issues forth. The casting time of the spell is unchanged for initiative purposes, and the spell (or another that the creature chooses of the same level) returns to its memory after a 24-hour period.
Go with Still and Silent spell as suggested above, or treat as SLAs?

Quote:
A burnbones may attack with one hand and cast a spell with another simultaneously.
Some ability that allows a single attack and single spell as a full-round action? Or maybe allow an attack as a swift action when casting a spell?

Quote:
Because of the way in which a burnbones casts a spell, it can never be interrupted during spellcasting and lose a spell.
Automatically succeeds on Concentration checks?

Quote:
A burnbones is immune to all forms of normal and magical fire, and takes only a quarter of the normal damage from cold-based attacks. As an undead creature, the burnbones is also immune to sleep, charm and other mind-affecting enchantments, hold spells, and all poisons. Curative spells that restore hit points—such as cure light wounds—have the opposite effect on the creature, while the reverse of these spells cures damage.
Most of that is covered by undead type. Also, immunity to fire and resistance to cold x?

Quote:
All weapons must be of +2 enchantment or greater to have any chance of striking a burnbones. Because a burnbones is a skeletal creature, slashing and piercing weapons only inflict half damage.
Damage reduction 5/bludgeoning (like a skeleton) and lawful (this seems more appropriate than magic based on the other abilities)?

Quote:
A burnbones can only be turned by a cleric or priest of a lawful good faith. A burnbones is turned as a ghost.
+4 turn resistance vs. LG characters, turn immunity vs. rest?

Quote:
Holy water obtained from a lawful good faith acts like strong acid against these beings, causing 2d10 points of damage per vial. Other holy water is ineffectual.
Immunity to holy water unless created by a lawful good character?

Quote:
All of the burnbones created at the time of the Banedeath were a minimum of 12th level before their transformation. When Cyric infuses clerics of lesser level with power enough to increase their levels as burnbones, the increased power bums out their corporeal forms in a short period of time. The greater the difference between the cleric's original level and that of the enhanced burnbones, the shorter the existence of the burnbones. (A one-level difference will generally result in a creature that lasts a year. For each level greater the difference is, subtract a month from the duration of the creature's existence.) Burnbones that are not “overcharged” last until they are destroyed.
Something special for a creation section?
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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Old 14th October 2008, 02:41 AM   #59 (permalink)
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As I said above-thread, I think the template should be broadened to pertain to followers of all chaotic evil deities. I like the idea of turning all of their spells into SLAs.

BoVD and FC 2 established "hellfire", which is cosmetically fire but ignores all resistances and immunities to fire. Something similar seems reasonable.
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Old 14th October 2008, 04:44 PM   #60 (permalink)
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Originally Posted by demiurge1138 View Post
As I said above-thread, I think the template should be broadened to pertain to followers of all chaotic evil deities.
Good idea.

Quote:
Originally Posted by demiurge1138 View Post
BoVD and FC 2 established "hellfire", which is cosmetically fire but ignores all resistances and immunities to fire. Something similar seems reasonable.
Yeah, something like that should work.
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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