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CORELINE (D20 Modern/D20 BESM Setting).
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<blockquote data-quote="Rappy" data-source="post: 4720568" data-attributes="member: 58456"><p>Only one brief item for now, sorry. I've been really busy, sick from time to time, trying to run my WordPress blogs, and having my grandmother and great uncle both recently in the hospital has severely cut down my stat design time.</p><p></p><p><span style="font-size: 12px">Kishin (Template)</span></p><p>As the human soul devolves into the lower depths of depravity, a spark is formed. Mind twisted into an inhuman form, soul stained as deep a red as the blood they spill from others, such people become horrid demon-beings known as kishin. Little is known about kishin beyond overarcing themes, such as eye patterns and their shared origin as humans driven to consuming the souls of other sapient beings.</p><p></p><p><u>Template Traits</u></p><p>"Kishin" is an acquired template that can be applied to any humanoid with class levels (referred to hereafter as the "base creature"). The creature's type changes to outsider. The Kishin uses the stats of the base creature, with the following exceptions.</p><p><strong>Challenge Rating:</strong> Same as the base creature +4.</p><p><strong>Speed:</strong> The base creature's land speed is increased by 30, and its fly maneuverability (if the base creature could fly) is increased by one category.</p><p><strong>Special Qualities:</strong> The Kishin retains all the special qualities of the base creature. It also gains 3 of the following special qualities (the GM's choice).</p><ul> <li data-xf-list-type="ul"><em>Blood Gash (Ex):</em> The kishin is merciless in combat. Its unarmed strikes are always considered to deal lethal damage, and all natural attacks (including unarmed strikes) are treated as if they had the <em>wounding</em> weapon quality.</li> <li data-xf-list-type="ul"><em>All-Seeing Eyes (Ex):</em> The strange eye-patterns of this particular kishin are actually functional, and thus it cannot be flanked.</li> <li data-xf-list-type="ul"><em>Master of Cloth (Sp):</em> As a standard action, the kishin can cause long straps of cloth on its frame to spring to life. These are treated as Medium-size animated objects and follow the kishin's commands for a number of rounds equal to 3 + the kishin's Charisma modifier before returning to their inert state.</li> <li data-xf-list-type="ul"><em>Resistance (Ex):</em> The kishin gains 10 resistance to one form of damage.</li> <li data-xf-list-type="ul"><em>Fast Healing (Ex):</em> The kishin gains fast healing at a rate equal to half the creature's class level (minimum 1).</li> <li data-xf-list-type="ul"><em>Breath Weapon (Su):</em> The kishin can breath a 50-foot cone weapon that deals one form of energy damage (either the GM's choice or the same type of energy it is resistant to, if it chose energy resistance as another special quality). A creature can make a Reflex save (DC 10 + 1/2 the kishin's hit die + its Constitution modifier) to half the damage taken.</li> <li data-xf-list-type="ul"><em>Spell-like Abilities (Ex):</em> The kishin can create spell-like effects. Its caster level is equal to a Mage of its class level. The spell-like abilities that the kishin can cast are up to the GM, but the numbers are always as follows: a single 1/day spell of 5th level, 2 2/day spells of 4th level, 4 3/day spells of 3rd level, and 6 at will spells of 2nd-0 level.</li> <li data-xf-list-type="ul"><em>Death's Door (Su):</em> The kishin gains the at death's door special quality, as per the bogeyman template. It cannot gain both fast healing and death's door.</li> <li data-xf-list-type="ul"><em>Aura of Madness (Su):</em> Any creature within a 30-foot radius of the kishin must make a Will save (DC 10 + 1/2 the kishin's hit die + the kishin's Charisma modifier) or be maddened*.</li> </ul><p><strong>Abilities:</strong> As the base creature, with the following adjustments: +2 Strength, +4 Dexterity, +2 Constitution, -4 Wisdom, +2 Charisma. Kishin are physically adept and have a commanding personality, but their grasp on sanity is questionable at best.</p><p><strong>Feats:</strong> The kishin gains Lightning Reflexes and Toughness as bonus feats.</p><p></p><p><strong><u>*New Condition: Maddened</u></strong></p><p>This is a variant condition for creatures touched by pure insanity. If the GM chooses, she can utilize the horror and madness system from <em>Unearthed Arcana</em> instead. A maddened creature cannot react rationally in situations where a sound mind is of the essence. It suffers a -2 penalty to all Intelligence- and Wisdom-based checks, is considered flat-footed for the purposes of calculating Defense, and has a 20% chance of attempting to attack its own allies rather than enemies. Each round, a maddened creature makes a Will save (DC equal to that of the madness effect that caused the status problem in the first place) to pull itself together and re-enter sanity. If it fails the check by 10 or more, it is considered insane. At this point, it cannot make any more Will checks to avoid madness at that point, has a 10% chance of gaining the maniac template (if it qualifies), and can only be healed by magical effect such as <em>wish</em> or psychiatric aide (see below).</p><p><strong>Curing Madness:</strong> A successful Knowledge (Behavioral Science) check (DC 20) can be used to soothe a maddened or insane creature and cure its status effects.</p></blockquote><p></p>
[QUOTE="Rappy, post: 4720568, member: 58456"] Only one brief item for now, sorry. I've been really busy, sick from time to time, trying to run my WordPress blogs, and having my grandmother and great uncle both recently in the hospital has severely cut down my stat design time. [SIZE="3"]Kishin (Template)[/SIZE] As the human soul devolves into the lower depths of depravity, a spark is formed. Mind twisted into an inhuman form, soul stained as deep a red as the blood they spill from others, such people become horrid demon-beings known as kishin. Little is known about kishin beyond overarcing themes, such as eye patterns and their shared origin as humans driven to consuming the souls of other sapient beings. [U]Template Traits[/U] "Kishin" is an acquired template that can be applied to any humanoid with class levels (referred to hereafter as the "base creature"). The creature's type changes to outsider. The Kishin uses the stats of the base creature, with the following exceptions. [B]Challenge Rating:[/B] Same as the base creature +4. [B]Speed:[/B] The base creature's land speed is increased by 30, and its fly maneuverability (if the base creature could fly) is increased by one category. [B]Special Qualities:[/B] The Kishin retains all the special qualities of the base creature. It also gains 3 of the following special qualities (the GM's choice). [LIST] [*][I]Blood Gash (Ex):[/I] The kishin is merciless in combat. Its unarmed strikes are always considered to deal lethal damage, and all natural attacks (including unarmed strikes) are treated as if they had the [I]wounding[/I] weapon quality. [*][I]All-Seeing Eyes (Ex):[/I] The strange eye-patterns of this particular kishin are actually functional, and thus it cannot be flanked. [*][I]Master of Cloth (Sp):[/I] As a standard action, the kishin can cause long straps of cloth on its frame to spring to life. These are treated as Medium-size animated objects and follow the kishin's commands for a number of rounds equal to 3 + the kishin's Charisma modifier before returning to their inert state. [*][I]Resistance (Ex):[/I] The kishin gains 10 resistance to one form of damage. [*][I]Fast Healing (Ex):[/I] The kishin gains fast healing at a rate equal to half the creature's class level (minimum 1). [*][I]Breath Weapon (Su):[/I] The kishin can breath a 50-foot cone weapon that deals one form of energy damage (either the GM's choice or the same type of energy it is resistant to, if it chose energy resistance as another special quality). A creature can make a Reflex save (DC 10 + 1/2 the kishin's hit die + its Constitution modifier) to half the damage taken. [*][I]Spell-like Abilities (Ex):[/I] The kishin can create spell-like effects. Its caster level is equal to a Mage of its class level. The spell-like abilities that the kishin can cast are up to the GM, but the numbers are always as follows: a single 1/day spell of 5th level, 2 2/day spells of 4th level, 4 3/day spells of 3rd level, and 6 at will spells of 2nd-0 level. [*][I]Death's Door (Su):[/I] The kishin gains the at death's door special quality, as per the bogeyman template. It cannot gain both fast healing and death's door. [*][I]Aura of Madness (Su):[/I] Any creature within a 30-foot radius of the kishin must make a Will save (DC 10 + 1/2 the kishin's hit die + the kishin's Charisma modifier) or be maddened*. [/LIST] [B]Abilities:[/B] As the base creature, with the following adjustments: +2 Strength, +4 Dexterity, +2 Constitution, -4 Wisdom, +2 Charisma. Kishin are physically adept and have a commanding personality, but their grasp on sanity is questionable at best. [B]Feats:[/B] The kishin gains Lightning Reflexes and Toughness as bonus feats. [B][U]*New Condition: Maddened[/U][/B] This is a variant condition for creatures touched by pure insanity. If the GM chooses, she can utilize the horror and madness system from [I]Unearthed Arcana[/I] instead. A maddened creature cannot react rationally in situations where a sound mind is of the essence. It suffers a -2 penalty to all Intelligence- and Wisdom-based checks, is considered flat-footed for the purposes of calculating Defense, and has a 20% chance of attempting to attack its own allies rather than enemies. Each round, a maddened creature makes a Will save (DC equal to that of the madness effect that caused the status problem in the first place) to pull itself together and re-enter sanity. If it fails the check by 10 or more, it is considered insane. At this point, it cannot make any more Will checks to avoid madness at that point, has a 10% chance of gaining the maniac template (if it qualifies), and can only be healed by magical effect such as [I]wish[/I] or psychiatric aide (see below). [B]Curing Madness:[/B] A successful Knowledge (Behavioral Science) check (DC 20) can be used to soothe a maddened or insane creature and cure its status effects. [/QUOTE]
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