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Enemies, Allies, and Ideas for Sidereals, Eternals, and above
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<blockquote data-quote="Beefermatic" data-source="post: 6969071" data-attributes="member: 6670757"><p><strong><span style="font-size: 15px">Mordite Axe </span></strong></p><p></p><p><em>A terrifying ship shaped like a massive geometric battle axe made of the blackest material warps into sight, it moves ‘handle’ end first which ends in a spear like diamond shaped head, it’s surface is cracked like freshly cooled lava and ominous red energy emanates from the fissures.</em></p><p></p><p><strong>CR: 700</strong></p><p><strong>Macro Diminutive Construct</strong></p><p><strong>Init:</strong> +1,150 (700 circumstance, 250 Wis, 200 dex). <strong>Speed:</strong> Superluminal, Rail Access</p><p></p><p><strong>HD:</strong>700d1000+70,000, +700,000 Shield (1,470,000hp)</p><p><strong>AC:</strong>1400 (250 Nat, 200 Dex, 250 Insight, 700 Deflection)</p><p><strong>DR:</strong>--/-- (immune to standard damage)</p><p></p><p><strong>Abilities:</strong></p><p>Str: 400 (+200)</p><p>Dex: 400 (+200)</p><p>Con:--</p><p>Int:--</p><p>Wis: 500 (+250)</p><p>Cha: 1</p><p></p><p><strong>Attack:</strong></p><p>-Ram: +950 Melee </p><p></p><p><strong>Damage: </strong></p><p>-Red Lightning Cannon: 700d100 +70,000 + annihilation, : 30ft wide and 1 Lightday long Line DC 1,400 Ref ½ and negates aniihilation</p><p>-Black Energy Space Charge: 350d1000 (1 attack plus splash) 1 Lightround range, 700 mile radius blast, DC 1,400 Fort save for ½, negates most forms of damage immunity and concealment </p><p>-Rain of Black Stars: 700d20+7,000 damage to all enemies targeted with no save, damage is unavoidable, range is out to edges of the current dimensional plane it inhabits</p><p>-Ram: 350d20 +250+ annihilation</p><p></p><p><strong>Special Abilities: </strong></p><p><strong></strong></p><p><strong>Red Lightning Cannon:</strong> A Terrifying beam of alien Red Lighning dealing 700d100 +70,000 and annihilating all foes struck (See Annihilation) : 30ft wide and 1 Lightday long Line DC 1,400 Ref ½ and negates aniihilation but not the consequent antimatter explosion</p><p></p><p><strong>Black Energy Space Charge:</strong> 350d1000 (1 attack plus splash) 1 Lightround range, 700 mile radius blast, DC 1,400 Fort save for ½, negates most forms of damage immunity and concealment (works as the Oblique Strike ability)</p><p></p><p><strong>Shield (Ex):</strong> 700,000 hp barrier surrounds the craft, damage done to the ship is applied to the shield first. It regenerates 14,000 health per round.</p><p></p><p><strong>Luminal Celerity (Ex):</strong> Always Hasted, Improved Evasion, and Superluminal. For 1 round every 1d4+1 rounds, can make a double action just as if they had the Time Dilation cosmic ability.</p><p></p><p><strong>Inertial Dampeners (Ex):</strong> Perfect Maneuverability, can make an immediate move action after an attacker misses or doesn't break through the shield. </p><p></p><p><strong>Immunity (Ex):</strong> Immune to all natural and magical effects, standard forms of damage, environmental effects and all abilities requiring a save. Can be undermined via Abrogate and abilities that either return damage to an attacker or things that bypass standard damage immunity and deal direct damage such as Oblique Strike.</p><p></p><p><strong>Annihilation (Ex):</strong> All forms of energy or matter that touch the Mordites are annihilated and converted into an antimatter explosion. When it touches a foe or for any ability that has the ‘Annihilation’ ability attached to it instantly destroys any being that touches it with a reflex save of 1,400 that is lower than Time Lord status (or of 1000 HD) a successful Reflex save still deals an amount of damage equal to the being in question’s HD in d100s. If a being is annihilated an explosion with a radius of miles equal to the being annihilated’s HD bursts out of the doomed creature damaging all non Mordite beings with a Reflex save of 1,400 and dealing an amount of damage equal to the being in question’s HD in d100s. Energy Attacks similarly explode dealing d100’s equal to the number of damage dice of the attack negated.</p><p>(70HD being being struck would explode in a 70d100 explosion out to a radius of 70 miles, a 10d6 fireball cast at a Mordite vessel would be negated and converted into antimatter dealing 10d100 to a radius of 10 miles)</p><p></p><p><strong>Adaption (Ex):</strong> Allows for the ship to exist in most forms of natural environment without damage, it also grants it 10 Anyfeat slots, and allows the ship to not be undermined by temporal means. </p><p></p><p><strong>Rain of Black Stars (Ex): </strong>A barrage of black and purple pinpoints of energy not unlike a barrage of tiny stars, deals 700d20+7,000 damage to all enemies targeted with no save, damage is unavoidable, range is out to edges of the current dimensional plane it inhabits</p><p></p><p><strong>Probability Matrix (Ex): </strong>By manipulating the fundamental matrices of Fate and Chance, the Mordites can bend reality to allow for the best possible outcome in any given situation whilst simultaneously allowing for the least favorable outcome for all enemies. This ability mimics the "Inner Eye" Cosmic Ability, and the “Evil Eye” Transcendent Ability, and allows the ship to apply it's Wisdom bonus as Insight to AC, Attack, and Initiative.</p><p><strong></strong></p><p><strong>Starflight (Ex): </strong>Can compress space to reach any point in the multiverse in 3d20 days.</p><p></p><p><strong>Rail Access (Ex):</strong> The Ancient Mordite Rail system is still very active though unable to be accessed by non Mordite beings. This system is as sophisticated or perhaps moreso that that of the Communion, allowing them to reach any area of the Multiverse nearly instantaneously.</p><p><strong></strong></p><p><strong>Distress Signal (Ex):</strong> If a Mordite vessel is damaged invariably a swarm of Mordite vessels warp in within 1d3+1 rounds, these vessels seem to appear in portals of black and purple energy and no sign of their coming vice the inevitability of their coming.</p><p><strong></strong></p><p><strong>Unearthly Construction (Ex): </strong>Made by the hands of beings lost to time itself, beings made by the previous Supreme Being, all mordite vessels have d1000’s HD and gain an additional 100 hp per hit dice. </p><p><strong></strong></p><p><strong>Mordite Construction (Ex):</strong> Both the Mordites themselves an all of their items and vessels are made of the ultrahard substance ‘Mordite’ which is utterly unbreakable and deals the same vicious annihilation ability as it’s living counterparts when handled in any way by anything less than Time Lord or similar being’s hands making it a favorite material of those unimaginable beings.</p></blockquote><p></p>
[QUOTE="Beefermatic, post: 6969071, member: 6670757"] [B][SIZE=4]Mordite Axe [/SIZE][/B] [I]A terrifying ship shaped like a massive geometric battle axe made of the blackest material warps into sight, it moves ‘handle’ end first which ends in a spear like diamond shaped head, it’s surface is cracked like freshly cooled lava and ominous red energy emanates from the fissures.[/I] [B]CR: 700[/B] [B]Macro Diminutive Construct[/B] [B]Init:[/B] +1,150 (700 circumstance, 250 Wis, 200 dex). [B]Speed:[/B] Superluminal, Rail Access [B]HD:[/B]700d1000+70,000, +700,000 Shield (1,470,000hp) [B]AC:[/B]1400 (250 Nat, 200 Dex, 250 Insight, 700 Deflection) [B]DR:[/B]--/-- (immune to standard damage) [B]Abilities:[/B] Str: 400 (+200) Dex: 400 (+200) Con:-- Int:-- Wis: 500 (+250) Cha: 1 [B]Attack:[/B] -Ram: +950 Melee [B]Damage: [/B] -Red Lightning Cannon: 700d100 +70,000 + annihilation, : 30ft wide and 1 Lightday long Line DC 1,400 Ref ½ and negates aniihilation -Black Energy Space Charge: 350d1000 (1 attack plus splash) 1 Lightround range, 700 mile radius blast, DC 1,400 Fort save for ½, negates most forms of damage immunity and concealment -Rain of Black Stars: 700d20+7,000 damage to all enemies targeted with no save, damage is unavoidable, range is out to edges of the current dimensional plane it inhabits -Ram: 350d20 +250+ annihilation [B]Special Abilities: [/B] [B] Red Lightning Cannon:[/B] A Terrifying beam of alien Red Lighning dealing 700d100 +70,000 and annihilating all foes struck (See Annihilation) : 30ft wide and 1 Lightday long Line DC 1,400 Ref ½ and negates aniihilation but not the consequent antimatter explosion [B]Black Energy Space Charge:[/B] 350d1000 (1 attack plus splash) 1 Lightround range, 700 mile radius blast, DC 1,400 Fort save for ½, negates most forms of damage immunity and concealment (works as the Oblique Strike ability) [B]Shield (Ex):[/B] 700,000 hp barrier surrounds the craft, damage done to the ship is applied to the shield first. It regenerates 14,000 health per round. [B]Luminal Celerity (Ex):[/B] Always Hasted, Improved Evasion, and Superluminal. For 1 round every 1d4+1 rounds, can make a double action just as if they had the Time Dilation cosmic ability. [B]Inertial Dampeners (Ex):[/B] Perfect Maneuverability, can make an immediate move action after an attacker misses or doesn't break through the shield. [B]Immunity (Ex):[/B] Immune to all natural and magical effects, standard forms of damage, environmental effects and all abilities requiring a save. Can be undermined via Abrogate and abilities that either return damage to an attacker or things that bypass standard damage immunity and deal direct damage such as Oblique Strike. [B]Annihilation (Ex):[/B] All forms of energy or matter that touch the Mordites are annihilated and converted into an antimatter explosion. When it touches a foe or for any ability that has the ‘Annihilation’ ability attached to it instantly destroys any being that touches it with a reflex save of 1,400 that is lower than Time Lord status (or of 1000 HD) a successful Reflex save still deals an amount of damage equal to the being in question’s HD in d100s. If a being is annihilated an explosion with a radius of miles equal to the being annihilated’s HD bursts out of the doomed creature damaging all non Mordite beings with a Reflex save of 1,400 and dealing an amount of damage equal to the being in question’s HD in d100s. Energy Attacks similarly explode dealing d100’s equal to the number of damage dice of the attack negated. (70HD being being struck would explode in a 70d100 explosion out to a radius of 70 miles, a 10d6 fireball cast at a Mordite vessel would be negated and converted into antimatter dealing 10d100 to a radius of 10 miles) [B]Adaption (Ex):[/B] Allows for the ship to exist in most forms of natural environment without damage, it also grants it 10 Anyfeat slots, and allows the ship to not be undermined by temporal means. [B]Rain of Black Stars (Ex): [/B]A barrage of black and purple pinpoints of energy not unlike a barrage of tiny stars, deals 700d20+7,000 damage to all enemies targeted with no save, damage is unavoidable, range is out to edges of the current dimensional plane it inhabits [B]Probability Matrix (Ex): [/B]By manipulating the fundamental matrices of Fate and Chance, the Mordites can bend reality to allow for the best possible outcome in any given situation whilst simultaneously allowing for the least favorable outcome for all enemies. This ability mimics the "Inner Eye" Cosmic Ability, and the “Evil Eye” Transcendent Ability, and allows the ship to apply it's Wisdom bonus as Insight to AC, Attack, and Initiative. [B] Starflight (Ex): [/B]Can compress space to reach any point in the multiverse in 3d20 days. [B]Rail Access (Ex):[/B] The Ancient Mordite Rail system is still very active though unable to be accessed by non Mordite beings. This system is as sophisticated or perhaps moreso that that of the Communion, allowing them to reach any area of the Multiverse nearly instantaneously. [B] Distress Signal (Ex):[/B] If a Mordite vessel is damaged invariably a swarm of Mordite vessels warp in within 1d3+1 rounds, these vessels seem to appear in portals of black and purple energy and no sign of their coming vice the inevitability of their coming. [B] Unearthly Construction (Ex): [/B]Made by the hands of beings lost to time itself, beings made by the previous Supreme Being, all mordite vessels have d1000’s HD and gain an additional 100 hp per hit dice. [B] Mordite Construction (Ex):[/B] Both the Mordites themselves an all of their items and vessels are made of the ultrahard substance ‘Mordite’ which is utterly unbreakable and deals the same vicious annihilation ability as it’s living counterparts when handled in any way by anything less than Time Lord or similar being’s hands making it a favorite material of those unimaginable beings. [/QUOTE]
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