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3.5 IH stuff from my old notes
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<blockquote data-quote="Khisanth the Ancient" data-source="post: 9316722" data-attributes="member: 11368"><p><strong>Welkin Template</strong></p><p></p><p>A welkin is one of the greatest undead that currently exists outside the cosmic bindings of the sidereals, blood-hungry animated flesh infused with power from the dimension of entropy that grants it power beyond that of most immortals. A welkin resembles a withered version of its former self, with an aura of shadows clinging to it.</p><p></p><p>“Welkin” is a template that can be added to any character, vampire, mummy, nosferatu or hunefer, overlapping those templates rather than adding to them. Such a character has generally spent millennia as either a nosferatu or a hunefer before achieving welkin status, though it is conceivable that unusual cosmic phenomena or the intervention of a sidereal of entropy could transform a mere vampire or mummy – or even a living mortal – directly into a welkin.</p><p></p><p>It is suggested that the welkin template only be applied to creatures with at least 75 HD/levels but that is not an absolute.</p><p></p><p><strong>Type </strong>Becomes undead if not already</p><p></p><p><strong>HD</strong> A welkin has d20s for hit dice, and always has double maximum hit points.</p><p></p><p><strong>Initiative</strong> Perfect Initiative</p><p></p><p><strong>Speed</strong> Supersonic (6710 ft.), Fly (Perfect Maneuverability)</p><p></p><p><strong>AC</strong> Natural Armor +60</p><p></p><p><strong>Damage</strong> Recalculate for four additional virtual size categories … x4 damage. A welkin's natural weapon attacks deal permanent damage.</p><p></p><p><strong>Special Attacks</strong></p><p><em>Energy Drain</em> (Su): Any creature struck by a welkin's natural weapon attack suffers five negative levels.</p><p></p><p><em>Rotting Aura</em> (Su): 100 ft. + 10 ft./HD radius. All creatures within the aura suffer 1d6 Con drain (Fort negates, DC 10 + ½ HD + Cha mod) every round. If a creature has taken Con drain from this effect, it still suffers the effects every round even after it leaves the aura until a <em>remove disease </em>spell or equivalent effect is applied.</p><p></p><p><em>Create Spawn</em> (Su): Creatures killed by the welkin's rotting aura rise as mummies (24 or fewer HD) or hunefers (25+ HD) 1d4 rounds later. Creatures killed by the welkin's energy drain rise as vampire spawn (4 or fewer HD), vampires (5-24 HD), or nosferatu (25+ HD) 1d4 rounds later.</p><p></p><p><em>Spell-Like Abilities</em>: At will— empowered<em> horrid wilting, unholy aura, weird</em>; 3/day— <em>greater</em> <em>ruin</em> (epic spell).</p><p></p><p><strong>Special Qualities </strong></p><p><em>Abrogate </em>(Su): A single opponent of the welkin within 100 ft. + 10 ft./HD has its greatest ability negated. This can be an ability score (reducing it to 10) or one of its other abilities (divine, cosmic etc.).</p><p></p><p><em>Damage Reduction</em> (Ex): The welkin has damage reduction 50/-.</p><p></p><p><em>Energy Absorption/ Immunities</em> (Ex): Welkin are healed by cold damage and are immune to cold, electricity, and sonic damage.</p><p></p><p><em>Fast Healing</em> (Ex): Welkin have fast healing 50. A welkin will continue to heal even after being reduced to 0 hit points, even if <em>disintegrated, </em>unless it is coup de graced with an artifact weapon (skull crushed, head cut off or heart pierced) while it is at 0 hit points or below.</p><p></p><p><em>Half Damage (Su): </em>Welkin take half damage from all attacks and effects.</p><p></p><p><em>Numinous</em> (Su): The welkin radiates an antimagic field out to 100 ft. + 10 ft./HD (note that this does not affect artifacts or the spells/abilities of immortals)</p><p></p><p><em>Spell Resistance </em>(Su): The welkin has spell resistance equal to its new CR + 11.</p><p></p><p><em>True Spawn of the Night </em>(Su): The welkin can summon 1 greater unelemental.</p><p></p><p><strong>Abilities</strong></p><p>Str +60, Dex +20, Int +20, Wis +20, Cha +40.</p><p></p><p><strong>Skills</strong></p><p>The welkin knows all skills and has maximum ranks in all skills.</p><p></p><p><strong>ECL/CR</strong></p><p>+75 ECL/+50 CR. +50 ECL/+33 CR without increased equipment.</p><p></p><p><strong>Weaknesses</strong></p><p>Welkin lack the traditional weaknesses of vampires (such as garlic, running water, and sunlight) and mummies (such as fire). A welkin can be permanently destroyed only by an artifact weapon (see Fast Healing).</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 9316722, member: 11368"] [B]Welkin Template[/B] A welkin is one of the greatest undead that currently exists outside the cosmic bindings of the sidereals, blood-hungry animated flesh infused with power from the dimension of entropy that grants it power beyond that of most immortals. A welkin resembles a withered version of its former self, with an aura of shadows clinging to it. “Welkin” is a template that can be added to any character, vampire, mummy, nosferatu or hunefer, overlapping those templates rather than adding to them. Such a character has generally spent millennia as either a nosferatu or a hunefer before achieving welkin status, though it is conceivable that unusual cosmic phenomena or the intervention of a sidereal of entropy could transform a mere vampire or mummy – or even a living mortal – directly into a welkin. It is suggested that the welkin template only be applied to creatures with at least 75 HD/levels but that is not an absolute. [B]Type [/B]Becomes undead if not already [B]HD[/B] A welkin has d20s for hit dice, and always has double maximum hit points. [B]Initiative[/B] Perfect Initiative [B]Speed[/B] Supersonic (6710 ft.), Fly (Perfect Maneuverability) [B]AC[/B] Natural Armor +60 [B]Damage[/B] Recalculate for four additional virtual size categories … x4 damage. A welkin's natural weapon attacks deal permanent damage. [B]Special Attacks[/B] [I]Energy Drain[/I] (Su): Any creature struck by a welkin's natural weapon attack suffers five negative levels. [I]Rotting Aura[/I] (Su): 100 ft. + 10 ft./HD radius. All creatures within the aura suffer 1d6 Con drain (Fort negates, DC 10 + ½ HD + Cha mod) every round. If a creature has taken Con drain from this effect, it still suffers the effects every round even after it leaves the aura until a [I]remove disease [/I]spell or equivalent effect is applied. [I]Create Spawn[/I] (Su): Creatures killed by the welkin's rotting aura rise as mummies (24 or fewer HD) or hunefers (25+ HD) 1d4 rounds later. Creatures killed by the welkin's energy drain rise as vampire spawn (4 or fewer HD), vampires (5-24 HD), or nosferatu (25+ HD) 1d4 rounds later. [I]Spell-Like Abilities[/I]: At will— empowered[I] horrid wilting, unholy aura, weird[/I]; 3/day— [I]greater[/I] [I]ruin[/I] (epic spell). [B]Special Qualities [/B] [I]Abrogate [/I](Su): A single opponent of the welkin within 100 ft. + 10 ft./HD has its greatest ability negated. This can be an ability score (reducing it to 10) or one of its other abilities (divine, cosmic etc.). [I]Damage Reduction[/I] (Ex): The welkin has damage reduction 50/-. [I]Energy Absorption/ Immunities[/I] (Ex): Welkin are healed by cold damage and are immune to cold, electricity, and sonic damage. [I]Fast Healing[/I] (Ex): Welkin have fast healing 50. A welkin will continue to heal even after being reduced to 0 hit points, even if [I]disintegrated, [/I]unless it is coup de graced with an artifact weapon (skull crushed, head cut off or heart pierced) while it is at 0 hit points or below. [I]Half Damage (Su): [/I]Welkin take half damage from all attacks and effects. [I]Numinous[/I] (Su): The welkin radiates an antimagic field out to 100 ft. + 10 ft./HD (note that this does not affect artifacts or the spells/abilities of immortals) [I]Spell Resistance [/I](Su): The welkin has spell resistance equal to its new CR + 11. [I]True Spawn of the Night [/I](Su): The welkin can summon 1 greater unelemental. [B]Abilities[/B] Str +60, Dex +20, Int +20, Wis +20, Cha +40. [B]Skills[/B] The welkin knows all skills and has maximum ranks in all skills. [B]ECL/CR[/B] +75 ECL/+50 CR. +50 ECL/+33 CR without increased equipment. [B]Weaknesses[/B] Welkin lack the traditional weaknesses of vampires (such as garlic, running water, and sunlight) and mummies (such as fire). A welkin can be permanently destroyed only by an artifact weapon (see Fast Healing). [/QUOTE]
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