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Old 2nd November 2009, 04:55 PM   #501 (permalink)
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Added to Homebrews.

Can we re-use this?

Vulnerability to Water (Ex): Scorched ones are particularly vulnerable to water, and contact with it (such as reaching into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.
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Old 2nd November 2009, 09:39 PM   #502 (permalink)
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I don't think we need extra immunity to mind-reading, do we? Detect thoughts, for example, is already mind-affecting.

Vulnerability to water looks good, though we can think about changing damage values if we want.
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Old 3rd November 2009, 04:30 PM   #503 (permalink)
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Good point on the "mind reading" bit. Undead are already immune to mind-affecting, so we're good.

I think those damage values will work, but I'm open to adjustments.

Updated.

2d6 or 3d6 swarm damage?
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Old 3rd November 2009, 11:34 PM   #504 (permalink)
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Quote:
Originally Posted by freyar View Post
I don't think we need extra immunity to mind-reading, do we? Detect thoughts, for example, is already mind-affecting.

Vulnerability to water looks good, though we can think about changing damage values if we want.
Well I'll admit I can only think of one mind-reading spells that isn't mind-affecting, telepathic bond, but I fear that lots of examples I don't know about will rear their ugly heads if we didn't specifically exclude mind-reading spells.

Admittedly in the case of telepathic bond it only works on willing participants, but it's more the principle of the thing.

Vulnerability to Water looks good, but I'd cut the damage to half, except for holy water:
Vulnerability to Water (Ex): tymher-haid swarms are particularly vulnerable to water, and contact with it (such as reaching into a pool or being splashed with a vial or bucket of water) inflicts 1d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 3d6 points of damage per round. Holy water inflicts double this damage (e.g. 2d6 per vial).
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Old 4th November 2009, 05:21 PM   #505 (permalink)
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I can live with those rare exceptions affecting them (it seems no stranger than their effect on other creatures immune to mind-influencing effects).

I'm fine with the reduced damage on vulnerabilty to water.

Updated.

2d6 or 3d6 swarm damage?

Skills: 12

Feats: 4

Environment: Any?
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Inside my hands these petals browned;
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Old 4th November 2009, 05:53 PM   #506 (permalink)
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Quote:
Originally Posted by Shade View Post
I can live with those rare exceptions affecting them (it seems no stranger than their effect on other creatures immune to mind-influencing effects).
Oh well, I guess it doesn't make any significant difference.

I'm fine with the reduced damage on vulnerabilty to water.

Quote:
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2d6 or 3d6 swarm damage?
2d6 fire damage?

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Originally Posted by Shade View Post
Skills: 12
6 ranks apiece in Listen and Spot?

Quote:
Originally Posted by Shade View Post
Feats: 4
How about Ability Focus (distraction), Alertness, Iron Will, Lightning Reflexes?

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Environment: Any?
Any land or underground. You won't encounter many aquatic Tymher-haid swarms!
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Old 4th November 2009, 06:50 PM   #507 (permalink)
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Any land or underground. You won't encounter many aquatic Tymher-haid swarms!
Only at the moment of impact!

The rest looks good.

Updated.

CR 3-4? They are weaker and less deadly than another incorporeal swarm, the 12 HD ephemeral swarm (CR 5).
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Old 5th November 2009, 08:51 PM   #508 (permalink)
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CR 4, right in the middle
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Old 6th November 2009, 05:47 PM   #509 (permalink)
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CR 4, right in the middle
Yes Challenge Rating 4 is about right. Normally I'd think a 9HD incorporeal undead swarm would be CR5, but their vulnerability to water is a significant and easily exploited weakness which merits tipping them down to 4.
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Old 7th November 2009, 02:23 AM   #510 (permalink)
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Yes Challenge Rating 4 is about right. Normally I'd think a 9HD incorporeal undead swarm would be CR5, but their vulnerability to water is a significant and easily exploited weakness which merits tipping them down to 4.
Well, assuming the party figures it out! But I agree with CR 4.

EDIT: Wait, why are these Tiny again? They read like Diminutive or even Fine. That would potentially make them a bit tougher.
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Old 8th November 2009, 06:38 PM   #511 (permalink)
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Quote:
Originally Posted by freyar View Post
Well, assuming the party figures it out! But I agree with CR 4.

EDIT: Wait, why are these Tiny again? They read like Diminutive or even Fine. That would potentially make them a bit tougher.
I can't speak for anyone else, but I though they should be Tiny because the original version could be harmed by normal weapons (although they were "hard to hit"). If we made them smaller that wouldn't be an option.
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Old 9th November 2009, 03:58 PM   #512 (permalink)
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Nice catch, freyar! They are supposed to be "1-inch sparks", which is a far cry from Tiny.

So it looks like they should be Fine, and thus much tougher to kill. That vulnerability to water just became much more important.

Updated.

So, bump to CR 5?
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Inside my hands these petals browned;
dried up falling to the ground,
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I pushed my fingers through the earth,
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Old 9th November 2009, 05:08 PM   #513 (permalink)
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Quote:
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I can't speak for anyone else, but I though they should be Tiny because the original version could be harmed by normal weapons (although they were "hard to hit"). If we made them smaller that wouldn't be an option.
I think this is just an example of different editions having different mechanics. I'd much rather match the original flavor than change their basic nature (ie, size) just to match one mechanical issue.

Quote:
Originally Posted by Shade View Post
Nice catch, freyar! They are supposed to be "1-inch sparks", which is a far cry from Tiny.

So it looks like they should be Fine, and thus much tougher to kill. That vulnerability to water just became much more important.

Updated.

So, bump to CR 5?
Yes, I'd bump it.
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Old 9th November 2009, 05:45 PM   #514 (permalink)
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Updated.

All done?
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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 9th November 2009, 07:18 PM   #515 (permalink)
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Looking good to me, though we should see what Cleon thinks.
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Old 10th November 2009, 07:55 PM   #516 (permalink)
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Quote:
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I think this is just an example of different editions having different mechanics. I'd much rather match the original flavor than change their basic nature (ie, size) just to match one mechanical issue.

Yes, I'd bump it.
I'd prefer to keep the original mechanics (damage from normal weapons) and fix the size to fit rather than vica-versa. There are some swarm-like entities in AD&D that are functionally immune to weapon damage, but the original Tymher-haid is not one of them.

Still, it wouldn't bother me if you want to drop them to Fine, but it should certainly increase the CR to 5.

Quote:
Originally Posted by Shade View Post
Nice catch, freyar! They are supposed to be "1-inch sparks", which is a far cry from Tiny.
Maybe it's a AD&D dungeon movement scale inch, and they are actually ten feet across.

EDIT: Oh yes, the stats look fine to me, so we can declare it finished if you prefer a Fine sized swarm.

Last edited by Cleon; 10th November 2009 at 07:59 PM..
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Old 10th November 2009, 09:43 PM   #517 (permalink)
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I'm Fine with it.

Tyerkow
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 12”
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE: E
NO. OF ATTACKS: 1 bite or 1 weapon
DAMAGE/ATTACK: 1-3 or by weapon type ( + 2 for strength)
SPECIAL ATTACKS: Blood drain, charm person, summon rats (only)
SPECIAL DEFENSES: Regeneration, special spell and poison immunities
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil

A speech- and tool-using, man-eating, undead monster. The tyerkow does not drain life levels, but its bite drains 1-4 hp per round from its charmed victims. It has the same powers of regeneration, summoning, and charming that normal AD&D game vampires have, but it cannot assume gaseous form or shape change. Garlic, holy symbols, holy water, running water, mirrors, and sunlight affect tyerkows just as they do normal vampires. Additionally, taking the skin of a tyerkow and burning it dooms the monster, for it will disintegrate forever at dawn. A tyerkow is a city-dwelling vampire. It can move about normally by day while wearing its skin, even in direct sunlight (though it dislikes doing so). A tyerkow always operates alone, and it has a strength of 18 (nonpercentile).

Originally appeared in Dragon Magazine #122 (1987).
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Inside my hands these petals browned;
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I pushed my fingers through the earth,
returned this flower to the dirt;
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Old 11th November 2009, 03:05 AM   #518 (permalink)
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Umm, variant vampire template?
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Old 11th November 2009, 04:35 PM   #519 (permalink)
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Umm, variant vampire template?
It's a lot weaker than a true vampire. I'd say a regular non-template monster, using the Vampire Spawn as a foundation.

Take the Vampire Spawn, Increase Strength to 18, maybe reduce its Dex or NA since it's only got AD&D AC7, although I would think we should aim for something a tad better than Armour Class 13. Drop the Energy Drain (I'd let it keep Blood Drain though), Damage Reduction and Gaseous Form, Add a reduced form of the Template Vamp's Children of the Night (1d3 rat swarms?) and add a 'skin trick' SQ.

Upon reflection, I'd keep the Vamp Spawn's +3 natural armour and +2 Dex, that's still pretty weak for a 6HD Undead, I could even see tweaking it up to a ghast's +4 NA.

So, 6 Hit Dice, Natural Armour +3, Str 18, Dex 14, Con -, Int 13, Wis 13, Cha 14.

Now, I'm guessing the 'skin trick' will let it masquerade as a living creature, but is it the Tyerkow's original skin, or does it steal the skin of a victim?

There's no mention as to how they propagate, make them Create Spawn from creatures they've blood-drained to death?
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Old 11th November 2009, 04:35 PM   #520 (permalink)
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So comparing to vampire template...

SA
Blood drain = unchanged
Children of the night = rat swarms only
Create Spawn = ??
Dominate = unchanged
Energy drain = drop

SQ
Alternate Form = drop
Damage Reduction = unchanged?
Fast Healing = remove the "forced into gaseous form" portion
Gaseous Form = drop
Resistances = unchanged?
Spider Climb = unchanged?
Turn Resistance = unchanged?

Weaknesses
Drop the coffin/stake portions, and give it a special "wear skin" ability to move about in daylight, along with a vulnerability to having its skin destroyed?
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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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