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<blockquote data-quote="ElectricDragon" data-source="post: 7512509" data-attributes="member: 10778"><p><span style="font-size: 22px">PART TWO</span></p><p><span style="font-size: 18px">Nethrancor</span></p><p><span style="font-size: 18px">Dead Secrets</span></p><p></p><p></p><p>According to Erevann and the <em>Draco Procreatio</em>:</p><p><em>...The last half of the eleventh tablet spends most of its space delineating the dark and the creatures that inhabit it and how Nethrancor is responsible for all that creeps, crawls, or flies after death. Nethrancor is the dark head of all draconic undead, specializing in necromantic magic and reanimation techniques. Called the Death Father, he is said to command the worship of all undead dragons, making him unique among deific elder dragons for having some type of draconic worshipers, even if his are already dead.</em></p><p><em> Nethrancor knows every method of immortality through undeath and he is willing to trade a bit of that knowledge to anyone that swears fealty to him (which he guarantees with his Lay Quest salient divine ability). He also assigns a rogue bone devil to tail such aspirants and report on their successes or setbacks towards becoming undead. Nethrancor's Lay Quest holds them to their word and demands aquisence and fealty even after death into undeath.</em></p><p></p><p></p><p>When in his lair, Nethrancor (<em>neth</em>-ran-kor) most often appears as a Colossal dragon, with black scales so ancient they appear to be almost gray. His wings are leathery and make him seem even darker when they are unfurled and outstretched. Outside his lair, he usually appears as a huge pair of serpentine flaming eyes. To his worshipers of humanoid or giant type, sometimes he assumes the form of a Huge robed skeleton of any type of giant carrying a scythe. It is unknown what form he uses for his undead dragon followers. In all forms, his eyes flame and smolder. </p><p></p><p>As the <em>Death Father</em> he knows the specifics of all means of unlife and he is more than willing to trade such secrets to gain another sycophant follower. Nethrancor always uses his salient divine ability of Lay Quest on such potential followers to ensure they will worship him properly by becoming undead. He also makes deals to hand out any secret of undeath in return for a service, but this deal is only offered to undead.</p><p></p><p></p><p></p><p></p><p><strong><span style="font-size: 15px">New NPC Class</span></strong></p><p><strong>Fanatic</strong></p><p>The fanatic is a member of a religion that has dedicated her life to the service of her church and her deity. Unlike clerics or adepts, fanatics can only rely on their faith, they have no actual training other than in the normal operations of the church. They can be found doing nearly any meanial task for their church, even standing on the front lines of battle if necessary.</p><p></p><p><strong>Hit Dice</strong> d6</p><p></p><p><strong>Good Saves:</strong> Fortitude</p><p><strong>BAB</strong> x3/4 (as cleric)</p><p></p><p><strong>Class Skills:</strong></p><p>The fanatic’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int).</p><p><strong>Skill Points at First Level:</strong> (2 + Intelligence modifier) x 4</p><p><strong>Skill Points at Each Additional Level:</strong> 2 + Intelligence Modifier</p><p></p><p><strong>Class Features:</strong></p><p>All of the following are class features of the fanatic (Fan) NPC class.</p><p><strong>Weapon and Armor Proficiency:</strong> The fanatic is proficient in all simple weapons. The fanatic is not proficient in any type of armor or shields.</p><p></p><p><strong>Steadfast:</strong> Fanatics are immune to any effect that would make her go against her church, her deity, or the tenets of her faith. This means a fanatic can fail a save versus an on-going mental control effect, but if she is told to do something against her church or deity; she automatically breaks free of the magic.</p><p></p><p><strong>Fanatical Rage (Ex):</strong> At 5th level, a fanatic can fly into a fanatical rage once per day. In a fanatical rage, a fanatic temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but she takes a –2 penalty to Armor Class. The increase in Constitution increases the fanatic’s hit points by 1 point per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While in a fanatical rage, a fanatic cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, EscapeArtist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A fit of fanatical rage lasts for a number of rounds equal to 1 + the character’s (newly improved) Constitution modifier. A fanatic may prematurely end her fanatical rage. At the end of the fanatical rage, the fanatic loses the fanatical rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Entering a fanatical rage takes no time itself, but a fanatic can do it only during her action, not in response to someone else’s action. </p><p></p><p><strong>Spells:</strong> At 9th level, a fanatic gains the ability to cast a very few spells. A fanatic casts divine spells which are drawn from the adept spell list. Like a cleric, a fanatic must choose and prepare her spells in advance. Unlike a cleric, a fanatic cannot spontaneously cast cure or inflict spells. To prepare or cast a spell, a fanatic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fanatic’s spell is 10 + the spell level + the fanatic’s Wisdom modifier. Fanatics, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each fanatic must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a fanatic can prepare spells.</p><p></p><p>Like other spellcasters, a fanatic can cast only a certain number of spells of each spell level per day. She does not receive bonus spells per day. Each fanatic has a particular (un)holy symbol (as a divine focus) depending on the fanatic’s magical tradition.</p><p></p><p><strong>Spells/Day</strong></p><p>At 9th level a fanatic can cast one orison (0-level spell) a day. At 13th level, she gains a second orison. At 17th level, she gains her third and last orison. At 20th level, a fanatic gains the ability to pray for and cast up to one 1st level spell.</p><p></p><p><strong>Note:</strong> Most fanatics are tied to a religion, but not all. Some fanatics revere a cause, a city-state or country, or even a person (such as Ygor or Renfield). Such fanatics receive their spells from their total faith in the object of their fanaticism.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7512509, member: 10778"] [size=6]PART TWO[/size] [size=5]Nethrancor Dead Secrets[/size] According to Erevann and the [i]Draco Procreatio[/i]: [i]...The last half of the eleventh tablet spends most of its space delineating the dark and the creatures that inhabit it and how Nethrancor is responsible for all that creeps, crawls, or flies after death. Nethrancor is the dark head of all draconic undead, specializing in necromantic magic and reanimation techniques. Called the Death Father, he is said to command the worship of all undead dragons, making him unique among deific elder dragons for having some type of draconic worshipers, even if his are already dead. Nethrancor knows every method of immortality through undeath and he is willing to trade a bit of that knowledge to anyone that swears fealty to him (which he guarantees with his Lay Quest salient divine ability). He also assigns a rogue bone devil to tail such aspirants and report on their successes or setbacks towards becoming undead. Nethrancor's Lay Quest holds them to their word and demands aquisence and fealty even after death into undeath.[/i] When in his lair, Nethrancor ([i]neth[/i]-ran-kor) most often appears as a Colossal dragon, with black scales so ancient they appear to be almost gray. His wings are leathery and make him seem even darker when they are unfurled and outstretched. Outside his lair, he usually appears as a huge pair of serpentine flaming eyes. To his worshipers of humanoid or giant type, sometimes he assumes the form of a Huge robed skeleton of any type of giant carrying a scythe. It is unknown what form he uses for his undead dragon followers. In all forms, his eyes flame and smolder. As the [i]Death Father[/i] he knows the specifics of all means of unlife and he is more than willing to trade such secrets to gain another sycophant follower. Nethrancor always uses his salient divine ability of Lay Quest on such potential followers to ensure they will worship him properly by becoming undead. He also makes deals to hand out any secret of undeath in return for a service, but this deal is only offered to undead. [b][size=4]New NPC Class[/size] Fanatic[/b] The fanatic is a member of a religion that has dedicated her life to the service of her church and her deity. Unlike clerics or adepts, fanatics can only rely on their faith, they have no actual training other than in the normal operations of the church. They can be found doing nearly any meanial task for their church, even standing on the front lines of battle if necessary. [b]Hit Dice[/b] d6 [b]Good Saves:[/b] Fortitude [b]BAB[/b] x3/4 (as cleric) [b]Class Skills:[/b] The fanatic’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int). [b]Skill Points at First Level:[/b] (2 + Intelligence modifier) x 4 [b]Skill Points at Each Additional Level:[/b] 2 + Intelligence Modifier [b]Class Features:[/b] All of the following are class features of the fanatic (Fan) NPC class. [b]Weapon and Armor Proficiency:[/b] The fanatic is proficient in all simple weapons. The fanatic is not proficient in any type of armor or shields. [b]Steadfast:[/b] Fanatics are immune to any effect that would make her go against her church, her deity, or the tenets of her faith. This means a fanatic can fail a save versus an on-going mental control effect, but if she is told to do something against her church or deity; she automatically breaks free of the magic. [b]Fanatical Rage (Ex):[/b] At 5th level, a fanatic can fly into a fanatical rage once per day. In a fanatical rage, a fanatic temporarily gains a +2 bonus to Strength, a +2 bonus to Constitution, and a +1 morale bonus on Will saves, but she takes a –2 penalty to Armor Class. The increase in Constitution increases the fanatic’s hit points by 1 point per level, but these hit points go away at the end of the rage when her Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While in a fanatical rage, a fanatic cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, EscapeArtist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A fit of fanatical rage lasts for a number of rounds equal to 1 + the character’s (newly improved) Constitution modifier. A fanatic may prematurely end her fanatical rage. At the end of the fanatical rage, the fanatic loses the fanatical rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. Entering a fanatical rage takes no time itself, but a fanatic can do it only during her action, not in response to someone else’s action. [b]Spells:[/b] At 9th level, a fanatic gains the ability to cast a very few spells. A fanatic casts divine spells which are drawn from the adept spell list. Like a cleric, a fanatic must choose and prepare her spells in advance. Unlike a cleric, a fanatic cannot spontaneously cast cure or inflict spells. To prepare or cast a spell, a fanatic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a fanatic’s spell is 10 + the spell level + the fanatic’s Wisdom modifier. Fanatics, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each fanatic must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a fanatic can prepare spells. Like other spellcasters, a fanatic can cast only a certain number of spells of each spell level per day. She does not receive bonus spells per day. Each fanatic has a particular (un)holy symbol (as a divine focus) depending on the fanatic’s magical tradition. [b]Spells/Day[/b] At 9th level a fanatic can cast one orison (0-level spell) a day. At 13th level, she gains a second orison. At 17th level, she gains her third and last orison. At 20th level, a fanatic gains the ability to pray for and cast up to one 1st level spell. [b]Note:[/b] Most fanatics are tied to a religion, but not all. Some fanatics revere a cause, a city-state or country, or even a person (such as Ygor or Renfield). Such fanatics receive their spells from their total faith in the object of their fanaticism. [/QUOTE]
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