Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Converting Dark*Matter Creatures
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rappy" data-source="post: 5162960" data-attributes="member: 58456"><p><span style="font-size: 12px"><strong>Fader</strong></span></p><p><strong>CR:</strong> 4</p><p><strong>Medium-size Outsider (Extraplanar)</strong></p><p><strong>Hit Die:</strong> 4d8+12</p><p><strong>Hit Points:</strong> 30</p><p><strong>Massive Damage Threshold:</strong> 17</p><p><strong>Initiative:</strong> +2</p><p><strong>Speed:</strong> 30 ft.</p><p><strong>Defense:</strong> 17, touch 15, flat-footed 15 (+3 deflection, +2 Dex, +2 natural)</p><p><strong>Base Attack Bonus:</strong> +4</p><p><strong>Grapple:</strong> +6</p><p><strong>Attack:</strong> +6 melee (1d3+2, unarmed strike) or +6 ranged (2d6, SITES M9 revolver)</p><p><strong>Full attack:</strong> +6 melee (1d3+2, unarmed strike) or +6 ranged (2d6, SITES M9 revolver)</p><p><strong>Fighting Space:</strong> 5 ft. by 5 ft.</p><p><strong>Reach:</strong> 5 ft.</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., ethereal jaunt, fuse (DC 13), power resistance 13</p><p><strong>Allegiances:</strong> Alien</p><p><strong>Saves:</strong> Fort +7, Ref +8, Will +7</p><p><strong>Action Points:</strong> 0</p><p><strong>Reputation:</strong> +0</p><p><strong>Abilities:</strong> Str 14, Dex 15, Con 17, Int 16, Wis 17, Cha 13</p><p><strong>Skills:</strong> Climb +9, Craft (Mechanical) +10, Drive +9, Hide +9, Investigate +10, Jump +9, Knowledge (Arcane Lore) +10, Knowledge (Physical Sciences) +10, Knowledge (Technology) +10, Move Silently +9, Read/Write English, Speak English, Swim +9.</p><p><strong>Feats:</strong> Lightning Reflexes, Personal Firearms Proficiency.</p><p><strong>Advancement:</strong> By character class</p><p><strong>Possessions:</strong> None</p><p></p><p>Faders are aliens in human skin, invaders that are simultaneously too human and too alien for comfort. These beings outwardly resemble humans, but rarely display any human emotions beyond those needed by their cover, leading many to believe that they are aloof or quietly hostile individuals. Faders typically work as scientists or engineers to both further their masters' enigmatic goals and to fuel their diet of electromagnetic energy. A particularly desperate individual of the species may even raid television or radio towers to survive.</p><p></p><p>The few known faders are presumably all from the infamous Philadelphia Experiment, although it is not unlikely that more may have been created in similar experiments performed since that time. Faders usually prefer flight over fight, but will engage in combat if their mission is compromised or they are directly threatened without any apparent means of escape.</p><p></p><p></p><p><strong><u>Species Traits</u></strong></p><p><strong>Ethereal Jaunt (Su):</strong> A fader can shift from the physical world to an ethereal dimension during the course of any move action, and shift back again as a free action. It can remain in this pocket dimension for 1 round before returning to the physical world. The ability is otherwise identical with the <em>ethereal jaunt</em> spell (caster level 13th).</p><p></p><p><strong>Fuse (Su): </strong>Once per day, a fader can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the fader’s Hit Dice + its Charisma modifier) or be fused with the object, taking 2d8 points of Strength and Constitution damage.</p><p></p><p>If the target survives this damage they are unable to move away from the object into which they are fused, and suffer a -4 penalty on all their attack rolls, ability checks and skill checks due to their pain and restricted movement. These penalties persist until all the ability damage the victim took from the fuse attack has been healed. A fused victim can be torn free with a DC 22 Strength check, but takes 1d10 hit points of damage for every attempt (successful or otherwise), or they can be surgically removed from the fused object with a successful Treat Injury check (DC 25).</p><p></p><p></p><p><strong><u>Faders In Dungeons and Dragons</u></strong></p><p><strong>Environment:</strong> Any urban</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually Neutral Evil</p><p></p><p>Faders are the spawn of aberrations from the far reaches, rather than extraterrestrials. They are likely to gather around alchemical laboratories or wizard's towers to feast upon any ambient energy they need to sustain themselves. In addition to swapping out Personal Firearms Proficiency with Martial Weapons Proficiency (and the SITES M9 with either a longbow or shortbow, depending on the DM's preference), the following skill changes are made:</p><ul> <li data-xf-list-type="ul">Craft (Mechanical) to Craft (Bowmaking or Weaponsmithing)</li> <li data-xf-list-type="ul">Drive to Ride</li> <li data-xf-list-type="ul">Knowledge (Arcane Lore) to Knowledge (Arcana)</li> <li data-xf-list-type="ul">Knowledge (Physical Sciences) to Knowledge (Geography)</li> <li data-xf-list-type="ul">Knowledge (Technology) to Knowledge (Architecture and Engineering)</li> <li data-xf-list-type="ul">Read/Write and Speak English to Read/Write and Speak Common</li> </ul><p></p><p><em>The Fader is © 2000 Wizards of the Coast, Inc.</em></p><p><em>Originally found in Dark*Matter: Xenoforms</em></p></blockquote><p></p>
[QUOTE="Rappy, post: 5162960, member: 58456"] [SIZE=3][B]Fader[/B][/SIZE] [B]CR:[/B] 4 [B]Medium-size Outsider (Extraplanar)[/B] [B]Hit Die:[/B] 4d8+12 [B]Hit Points:[/B] 30 [B]Massive Damage Threshold:[/B] 17 [B]Initiative:[/B] +2 [B]Speed:[/B] 30 ft. [B]Defense:[/B] 17, touch 15, flat-footed 15 (+3 deflection, +2 Dex, +2 natural) [B]Base Attack Bonus:[/B] +4 [B]Grapple:[/B] +6 [B]Attack:[/B] +6 melee (1d3+2, unarmed strike) or +6 ranged (2d6, SITES M9 revolver) [B]Full attack:[/B] +6 melee (1d3+2, unarmed strike) or +6 ranged (2d6, SITES M9 revolver) [B]Fighting Space:[/B] 5 ft. by 5 ft. [B]Reach:[/B] 5 ft. [B]Special Qualities:[/B] Darkvision 60 ft., ethereal jaunt, fuse (DC 13), power resistance 13 [B]Allegiances:[/B] Alien [B]Saves:[/B] Fort +7, Ref +8, Will +7 [B]Action Points:[/B] 0 [B]Reputation:[/B] +0 [B]Abilities:[/B] Str 14, Dex 15, Con 17, Int 16, Wis 17, Cha 13 [B]Skills:[/B] Climb +9, Craft (Mechanical) +10, Drive +9, Hide +9, Investigate +10, Jump +9, Knowledge (Arcane Lore) +10, Knowledge (Physical Sciences) +10, Knowledge (Technology) +10, Move Silently +9, Read/Write English, Speak English, Swim +9. [B]Feats:[/B] Lightning Reflexes, Personal Firearms Proficiency. [B]Advancement:[/B] By character class [B]Possessions:[/B] None Faders are aliens in human skin, invaders that are simultaneously too human and too alien for comfort. These beings outwardly resemble humans, but rarely display any human emotions beyond those needed by their cover, leading many to believe that they are aloof or quietly hostile individuals. Faders typically work as scientists or engineers to both further their masters' enigmatic goals and to fuel their diet of electromagnetic energy. A particularly desperate individual of the species may even raid television or radio towers to survive. The few known faders are presumably all from the infamous Philadelphia Experiment, although it is not unlikely that more may have been created in similar experiments performed since that time. Faders usually prefer flight over fight, but will engage in combat if their mission is compromised or they are directly threatened without any apparent means of escape. [B][U]Species Traits[/U][/B] [B]Ethereal Jaunt (Su):[/B] A fader can shift from the physical world to an ethereal dimension during the course of any move action, and shift back again as a free action. It can remain in this pocket dimension for 1 round before returning to the physical world. The ability is otherwise identical with the [I]ethereal jaunt[/I] spell (caster level 13th). [B]Fuse (Su): [/B]Once per day, a fader can cause a creature it has successfully hit with a melee attack to fuse with nearby matter. At the time of the attack, the target creature must be within 5 feet of a solid object with a volume at least equal to its own. (In most cases, the ground or a wall is sufficient.) The target must succeed at a Will saving throw (DC 10 + 1/2 the fader’s Hit Dice + its Charisma modifier) or be fused with the object, taking 2d8 points of Strength and Constitution damage. If the target survives this damage they are unable to move away from the object into which they are fused, and suffer a -4 penalty on all their attack rolls, ability checks and skill checks due to their pain and restricted movement. These penalties persist until all the ability damage the victim took from the fuse attack has been healed. A fused victim can be torn free with a DC 22 Strength check, but takes 1d10 hit points of damage for every attempt (successful or otherwise), or they can be surgically removed from the fused object with a successful Treat Injury check (DC 25). [B][U]Faders In Dungeons and Dragons[/U][/B] [B]Environment:[/B] Any urban [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually Neutral Evil Faders are the spawn of aberrations from the far reaches, rather than extraterrestrials. They are likely to gather around alchemical laboratories or wizard's towers to feast upon any ambient energy they need to sustain themselves. In addition to swapping out Personal Firearms Proficiency with Martial Weapons Proficiency (and the SITES M9 with either a longbow or shortbow, depending on the DM's preference), the following skill changes are made: [LIST][*]Craft (Mechanical) to Craft (Bowmaking or Weaponsmithing) [*]Drive to Ride [*]Knowledge (Arcane Lore) to Knowledge (Arcana) [*]Knowledge (Physical Sciences) to Knowledge (Geography) [*]Knowledge (Technology) to Knowledge (Architecture and Engineering) [*]Read/Write and Speak English to Read/Write and Speak Common[/LIST] [I]The Fader is © 2000 Wizards of the Coast, Inc. Originally found in Dark*Matter: Xenoforms[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Converting Dark*Matter Creatures
Top