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<blockquote data-quote="Obly99" data-source="post: 8676078" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Hunefer Template</span></strong></p><p></p><p>Hunefers are the mummies of demigods whose power has not utterly departed to astral realms.</p><p></p><p>Hunefers are withered and desiccated. Their features are hidden beneath ages-old funerary windings. They move with unbelievable celerity, quickly and efficiently defending their resting places. Most hunefers are inscribed with the symbols and pictured idols that were once important to the demigod mummy.</p><p></p><p>Hunefers seek always to recapture their godly essence, though the separation of flesh (the hunefer) and spirit (isles in the astral realm) is remarkably difficult to bridge—the hunefer effectively an altogether different being, who is driven by the corpse memories of its body of past power, though destined to never possess it. Should a dead god rise from its grave in the Astral Plane, the cast-off flesh of a hunefer is likely forgotten, and no better (or worse) off than before, except for its undying rage at being left behind.</p><p></p><p>“Hunefer” is a template that can be added to any character that has been a Demi-God or higher and who subsequently died.</p><p></p><p><strong>Alignment:</strong> Any evil alignment.</p><p></p><p><strong>Type:</strong> The creature’s type changes to undead (augmented). Do not recalculate its base attack bonus, saves, or skill ranks.</p><p></p><p><strong>Divine Template:</strong> A Hunefer lose the divine template.</p><p></p><p><strong>Hit Dice:</strong> The HD of a Hunefer remain the same (maximized, d20, d100, etc.).</p><p></p><p><strong>Aura:</strong> A Hunefer lose the divine aura and gains the following aura.</p><p></p><p><strong>Great Despair Aura (Su)</strong></p><p>All creatures within a 120-foot radius that see a Hunefer must succeed at a Will saving throw or be paralyzed with fear for 2d4 rounds, then shaken for the following 1d4 rounds. Whether or not the saving throw is successful, that creature cannot be affected again by the same Hunefer’s great despair aura ability for 24 hours. This is a mind-affecting paralysis and fear affect. The save DC is Charisma-based.</p><p></p><p><strong>Senses:</strong> A Hunefer keeps the bonus of divine sense and cosmic consciousness (if any) plus darkvision 60 ft. x divine sense and blindsight 300 ft.</p><p></p><p><strong>Armor Class:</strong> A Hunefer increase any previous natural armor bonuses by +20, gains +10 insight bonus, and gains a deflection bonus equal to its Charisma modifier.</p><p></p><p><strong>Speed:</strong> Same as the base immortal.</p><p></p><p><strong>Integrated Class Feature:</strong> The Hunefer maintain any integrated class feature.</p><p></p><p><strong>Spell Like Abilities:</strong> The Hunefer loses any spell like abilities they may have gained from any level of divinity they may have once had, this applies to any portfolio spell like ability as well. A Hunefer gain the following spell-like abilities (CL=HD)</p><p></p><p><strong>At will</strong>– chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, teleport without error, true seeing, unholy aura, weird;</p><p></p><p><strong>1/day</strong>–ruin [E].</p><p></p><p><strong>Defensive Abilities:</strong> A Hunefer lose the immunities given by the divine template. A Hunefer, in addition to the immunities granted by its undead traits and defensive abilities of the base creature, gains the following defensive ability.</p><p></p><p><strong>Channel Resistance (Ex)</strong></p><p>A Hunefer increase his channel resistance to equal his HD.</p><p></p><p><strong>Damage Reduction (Ex)</strong></p><p>A Hunefer maintain any DR from the his former divine template and increase this damage reduction to /–.</p><p></p><p><strong>Hatred (Su)</strong></p><p>A Hunefer gains a profane bonus equal to his Charisma bonus (if any) on all saving throws.</p><p></p><p><strong>Fast Healing (Ex)</strong></p><p>A Hunefer gain fast healing 30 or increase any fast healing of 25, whichever give an higher result.</p><p></p><p><strong>Resistant to Blows (Ex)</strong></p><p>Physical attacks deal only half damage to Hunefers. Apply this effect before damage reduction.</p><p></p><p><strong>Rejuvenation (Su)</strong></p><p>One day after a Hunefer is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d4 days. If the body is destroyed before that time passes, the process starts anew. After this time, the Hunefer awakens fully healed in its tomb. To permanently destroy a Hunefer, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, all cast with a slot of 10th level or higher, cast in consecutive rounds and in that order.</p><p></p><p><strong>Spell Resistance (Ex)</strong></p><p>A Hunefer gains SR 15 + HD.</p><p></p><p><strong>Weakness: </strong>A Hunefer gains vulnerability to fire.</p><p></p><p><strong>Melee:</strong> A Hunefer gains 2 slam attack that deals 4d6 damage (Medium-size) if it didn't already have they. Those hit by a Hunefer’s slam attack also run the risk of succumbing to insidious hunefer rot (see Special Attacks below).</p><p></p><p><strong>Special Attacks: </strong>A Hunefer has all of the base creature’s special attacks. It also has the following special attacks.</p><p></p><p><strong>Channel Rot (Su)</strong></p><p>A Hunefer can deliver its hunefer rot through melee weapon attacks, its slam attack, and any natural attacks it possesses.</p><p></p><p><strong>Divine Abilities</strong></p><p>A Hunefer lose all its divine ability.</p><p></p><p><strong>Divine Artifacts</strong></p><p>A Hunefer loses it's ability to summon any divine artifact is may have once had, those artifacts now also can be permanently destroyed if disjoined. The Hunefer may still use it's old gear, but that gear can be taken, stolen, destroyed or sundered like any normal artifact.</p><p></p><p><strong>Hunefer Rot (Su)</strong></p><p>Curse and disease—slam; save Fortitude DC 10 + 1/2 the Hunefer’s Hit Dice + its Charisma modifier; onset 1 round; frequency 1/round; effect 1d6 Constitution and 1d6 Charisma damage; cure —. Hunefer rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease. Even after the curse element of hunefer rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check (DC = 11 + the Hunefer’s HD), or the spell is wasted and the healing has no effect. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and reform the dead character with the dread mummy template (Advanced Bestiary) under the hunefer's command.</p><p></p><p><strong>Portfolios</strong></p><p>A Hunefer loses all access to any Divine Portfolio it may have had including all spell like abilities, all immunities, and any granted power including the ability to grant spells or any ability to tap quintessence from worshippers.</p><p></p><p><strong>Sandstorm Wrath (Su)</strong></p><p>A number of time per day equal to its former divine rank, as a standard action, a Hunefer can exhale a blast of superheated sand in a 120-foot cone. The blast deals 4d8 points of fire and slashing damage for every 3 Hit Dice a Hunefer possesses. A successful Reflex save halves this damage.</p><p></p><p>Creatures that fail this save are also blinded.</p><p></p><p><strong>Undead Empire (Su)</strong></p><p>As a standard action, a Hunefer can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the Hunefer’s control (the save DC is Charisma-based).</p><p></p><p>An undead with an Intelligence score is allowed an additional save every day to break free of the Hunefer’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same Hunefer’s undead mastery for 24 hours. A Hunefer can control 12 Hit Dice of undead creatures for every Hit Die it has.</p><p></p><p>If the Hunefer exceeds this limit, any excess undead from earlier uses of this ability become uncontrolled, as per animate dead. If another creature is currently controlling an undead that fails its save against undead mastery, the Hunefer must roll an opposed Charisma check against the current controller. If the Hunefer succeeds, it wrests away control of the undead. Otherwise, the Hunefer’s undead mastery attempt has no effect.</p><p></p><p><strong>Special Qualities</strong></p><p>A Hunefer has all of the base creature’s special qualities. It also has the special qualities listed below.</p><p></p><p><strong>Might (Ex)</strong></p><p>A Hunefer maintain the might.</p><p></p><p><strong>Mythic (Ex)</strong></p><p>A Hunefer has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A hunefer can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. If the hunefer is already mythic (like wizard 60/archmage 8), this pool of mythic power is apart and cannot be used for activate mythic path abilities (like the wild arcana path ability) and the hunefer is considered 10th-rank or his other rank/tier, whichever of the two is higher. If his other rank/tier is higher, this pool improved: this pool can be used a number of time per day equal to his rank/tier and the surge increase as appropriate for the rank/tier.</p><p></p><p><strong>Only Flesh (Ex)</strong></p><p>A Hunefer is generated when the spirit of an immortal and his body separate. Having no soul, a Hunefer is immune to all effects targeting a soul such as trap the soul, soul bind, etc., or the Spiritsense sense of Psychopomps. It cannot undergo effects that "free" a soul from the flesh such as Astral Projection.</p><p></p><p><strong>Polyglot (Su)</strong></p><p>Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages, as it digs through its memories.</p><p></p><p><strong>Ability Scores:</strong> The Hunefer lost the base bonus to ability scores given by the divine template. The Hunefer gain Str +30, Dex +20, Int +10, Wis +10, Cha +20. As an undead creature, a Hunefer has no Constitution score.</p><p></p><p><strong>Skills:</strong> The Hunefer lost the divine bonus to skills given by the divine template. A Hunefer gains a +20 racial bonus on Intimidate, Sense Motive, and Stealth checks. It always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, its skills are the same as those of the base creature.</p><p></p><p><strong>Epic Feats:</strong> A Hunefer gain Improved Combat Reflexes, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite.</p><p></p><p>-----------------------------------------------------------------------------------------------------------------------</p><p></p><p><strong>Master of the Flesh (Ex) [Cosmic Ability]</strong></p><p>Prerequisites: Undead Type.</p><p></p><p>Benefit: You gain the Hunefer template adjusted as below.</p><p></p><p><strong>Alignment:</strong> Any evil alignment.</p><p></p><p><strong>Divine Template:</strong> The Hunefer does not lose the divine template if it gains the template with the Master of the Flesh cosmic ability.</p><p></p><p><strong>Aura:</strong> A Hunefer gains the following aura.</p><p></p><p><strong>Great Despair Aura (Su)</strong></p><p>All creatures within a 120-foot radius that see a Hunefer must succeed at a Will saving throw or be paralyzed with fear for 2d4 rounds, then shaken for the following 1d4 rounds. Whether or not the saving throw is successful, that creature cannot be affected again by the same Hunefer’s great despair aura ability for 24 hours. This is a mind-affecting paralysis and fear affect. The save DC is Charisma-based.</p><p></p><p><strong>Senses:</strong> A Hunefer gains darkvision 60 ft. x divine sense and blindsight 300 ft.</p><p></p><p><strong>Armor Class:</strong> A Hunefer increase any previous natural armor bonuses by +20, and gains +10 insight bonus to AC.</p><p></p><p><strong>Spell Like Abilities:</strong> A Hunefer gain the following spell-like abilities (CL=HD+Divine Rank)</p><p></p><p><strong>At will</strong>– chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, teleport without error, true seeing, unholy aura, weird;</p><p></p><p><strong>1/day</strong>–ruin [E].</p><p></p><p><strong>Defensive Abilities:</strong> A Hunefer, in addition to the immunities granted by its undead traits and defensive abilities of the base creature, gains the following defensive ability.</p><p></p><p><strong>Channel Resistance (Ex)</strong></p><p>A Hunefer increase his channel resistance to equal his HD.</p><p></p><p><strong>Damage Reduction (Ex)</strong></p><p>A Hunefer increase his damage reduction to /–.</p><p></p><p><strong>Hatred (Su)</strong></p><p>A Hunefer gains a profane bonus equal to his Charisma bonus (if any) on all saving throws.</p><p></p><p><strong>Fast Healing (Ex)</strong></p><p>A Hunefer gain fast healing 30 or increase any fast healing of 25, whichever give an higher result.</p><p></p><p><strong>Resistant to Blows (Ex)</strong></p><p>Physical attacks deal only half damage to Hunefers. Apply this effect before damage reduction.</p><p></p><p><strong>Rejuvenation (Su)</strong></p><p>One day after a Hunefer is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d4 days. If the body is destroyed before that time passes, the process starts anew. After this time, the Hunefer awakens fully healed in its tomb. To permanently destroy a Hunefer, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, all cast with a slot of 10th level or higher, cast in consecutive rounds and in that order.</p><p></p><p><strong>Spell Resistance (Ex)</strong></p><p>A Hunefer gains SR 15 + HD.</p><p></p><p><strong>Weakness: </strong>A Hunefer gains vulnerability to fire.</p><p></p><p><strong>Melee:</strong> A Hunefer gains 2 slam attack that deals 4d6 damage (Medium-size) if it didn't already have they. Those hit by a Hunefer’s slam attack also run the risk of succumbing to insidious hunefer rot (see Special Attacks below).</p><p></p><p><strong>Special Attacks: </strong>A Hunefer has all of the base creature’s special attacks. It also has the following special attacks.</p><p></p><p><strong>Channel Rot (Su)</strong></p><p>A Hunefer can deliver its hunefer rot through melee weapon attacks, its slam attack, and any natural attacks it possesses.</p><p></p><p><strong>Hunefer Rot (Su)</strong></p><p>Curse and disease—slam; save Fortitude DC 10 + 1/2 the Hunefer’s Hit Dice + its Charisma modifier; onset 1 round; frequency 1/round; effect 1d6 Constitution and 1d6 Charisma damage; cure —. Hunefer rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease. Even after the curse element of hunefer rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check (DC = 11 + the Hunefer’s HD), or the spell is wasted and the healing has no effect. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and reform the dead character with the dread mummy template (Advanced Bestiary) under the hunefer's command.</p><p></p><p><strong>Sandstorm Wrath (Su)</strong></p><p>A number of time per day equal to its divine rank, as a standard action, a Hunefer can exhale a blast of superheated sand in a 120-foot cone. The blast deals 4d8 points of fire and slashing damage for every 3 Hit Dice a Hunefer possesses. A successful Reflex save halves this damage.</p><p></p><p>Creatures that fail this save are also blinded.</p><p></p><p><strong>Undead Empire (Su)</strong></p><p>As a standard action, a Hunefer can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the Hunefer’s control (the save DC is Charisma-based).</p><p></p><p>An undead with an Intelligence score is allowed an additional save every day to break free of the Hunefer’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same Hunefer’s undead mastery for 24 hours. A Hunefer can control 12 Hit Dice of undead creatures for every Hit Die it has.</p><p></p><p>If the Hunefer exceeds this limit, any excess undead from earlier uses of this ability become uncontrolled, as per animate dead. If another creature is currently controlling an undead that fails its save against undead mastery, the Hunefer must roll an opposed Charisma check against the current controller. If the Hunefer succeeds, it wrests away control of the undead. Otherwise, the Hunefer’s undead mastery attempt has no effect.</p><p></p><p><strong>Special Qualities</strong></p><p>A Hunefer has all of the base creature’s special qualities. It also has the special qualities listed below.</p><p></p><p><strong>Only Flesh (Ex)</strong></p><p>A Hunefer is generated when the spirit of an immortal and his body separate. Having no soul, a Hunefer is immune to all effects targeting a soul such as trap the soul, soul bind, etc., or the Spiritsense sense of Psychopomps. It cannot undergo effects that "free" a soul from the flesh such as Astral Projection.</p><p></p><p><strong>Polyglot (Su)</strong></p><p>Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages, as it digs through its memories.</p><p></p><p><strong>Ability Scores:</strong> The Hunefer gain Str +30, Dex +20, Int +10, Wis +10, Cha +20. As an undead creature, a Hunefer has no Constitution score.</p><p></p><p><strong>Skills:</strong> A Hunefer gains a +20 racial bonus on Intimidate, Sense Motive, and Stealth checks. It always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, its skills are the same as those of the base creature.</p><p></p><p><strong>Epic Feats:</strong> A Hunefer gain Improved Combat Reflexes, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite</p></blockquote><p></p>
[QUOTE="Obly99, post: 8676078, member: 7035194"] [CENTER][B][SIZE=7]Hunefer Template[/SIZE][/B][/CENTER] Hunefers are the mummies of demigods whose power has not utterly departed to astral realms. Hunefers are withered and desiccated. Their features are hidden beneath ages-old funerary windings. They move with unbelievable celerity, quickly and efficiently defending their resting places. Most hunefers are inscribed with the symbols and pictured idols that were once important to the demigod mummy. Hunefers seek always to recapture their godly essence, though the separation of flesh (the hunefer) and spirit (isles in the astral realm) is remarkably difficult to bridge—the hunefer effectively an altogether different being, who is driven by the corpse memories of its body of past power, though destined to never possess it. Should a dead god rise from its grave in the Astral Plane, the cast-off flesh of a hunefer is likely forgotten, and no better (or worse) off than before, except for its undying rage at being left behind. “Hunefer” is a template that can be added to any character that has been a Demi-God or higher and who subsequently died. [B]Alignment:[/B] Any evil alignment. [B]Type:[/B] The creature’s type changes to undead (augmented). Do not recalculate its base attack bonus, saves, or skill ranks. [B]Divine Template:[/B] A Hunefer lose the divine template. [B]Hit Dice:[/B] The HD of a Hunefer remain the same (maximized, d20, d100, etc.). [B]Aura:[/B] A Hunefer lose the divine aura and gains the following aura. [B]Great Despair Aura (Su)[/B] All creatures within a 120-foot radius that see a Hunefer must succeed at a Will saving throw or be paralyzed with fear for 2d4 rounds, then shaken for the following 1d4 rounds. Whether or not the saving throw is successful, that creature cannot be affected again by the same Hunefer’s great despair aura ability for 24 hours. This is a mind-affecting paralysis and fear affect. The save DC is Charisma-based. [B]Senses:[/B] A Hunefer keeps the bonus of divine sense and cosmic consciousness (if any) plus darkvision 60 ft. x divine sense and blindsight 300 ft. [B]Armor Class:[/B] A Hunefer increase any previous natural armor bonuses by +20, gains +10 insight bonus, and gains a deflection bonus equal to its Charisma modifier. [B]Speed:[/B] Same as the base immortal. [B]Integrated Class Feature:[/B] The Hunefer maintain any integrated class feature. [B]Spell Like Abilities:[/B] The Hunefer loses any spell like abilities they may have gained from any level of divinity they may have once had, this applies to any portfolio spell like ability as well. A Hunefer gain the following spell-like abilities (CL=HD) [B]At will[/B]– chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, teleport without error, true seeing, unholy aura, weird; [B]1/day[/B]–ruin [E]. [B]Defensive Abilities:[/B] A Hunefer lose the immunities given by the divine template. A Hunefer, in addition to the immunities granted by its undead traits and defensive abilities of the base creature, gains the following defensive ability. [B]Channel Resistance (Ex)[/B] A Hunefer increase his channel resistance to equal his HD. [B]Damage Reduction (Ex)[/B] A Hunefer maintain any DR from the his former divine template and increase this damage reduction to /–. [B]Hatred (Su)[/B] A Hunefer gains a profane bonus equal to his Charisma bonus (if any) on all saving throws. [B]Fast Healing (Ex)[/B] A Hunefer gain fast healing 30 or increase any fast healing of 25, whichever give an higher result. [B]Resistant to Blows (Ex)[/B] Physical attacks deal only half damage to Hunefers. Apply this effect before damage reduction. [B]Rejuvenation (Su)[/B] One day after a Hunefer is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d4 days. If the body is destroyed before that time passes, the process starts anew. After this time, the Hunefer awakens fully healed in its tomb. To permanently destroy a Hunefer, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, all cast with a slot of 10th level or higher, cast in consecutive rounds and in that order. [B]Spell Resistance (Ex)[/B] A Hunefer gains SR 15 + HD. [B]Weakness: [/B]A Hunefer gains vulnerability to fire. [B]Melee:[/B] A Hunefer gains 2 slam attack that deals 4d6 damage (Medium-size) if it didn't already have they. Those hit by a Hunefer’s slam attack also run the risk of succumbing to insidious hunefer rot (see Special Attacks below). [B]Special Attacks: [/B]A Hunefer has all of the base creature’s special attacks. It also has the following special attacks. [B]Channel Rot (Su)[/B] A Hunefer can deliver its hunefer rot through melee weapon attacks, its slam attack, and any natural attacks it possesses. [B]Divine Abilities[/B] A Hunefer lose all its divine ability. [B]Divine Artifacts[/B] A Hunefer loses it's ability to summon any divine artifact is may have once had, those artifacts now also can be permanently destroyed if disjoined. The Hunefer may still use it's old gear, but that gear can be taken, stolen, destroyed or sundered like any normal artifact. [B]Hunefer Rot (Su)[/B] Curse and disease—slam; save Fortitude DC 10 + 1/2 the Hunefer’s Hit Dice + its Charisma modifier; onset 1 round; frequency 1/round; effect 1d6 Constitution and 1d6 Charisma damage; cure —. Hunefer rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease. Even after the curse element of hunefer rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check (DC = 11 + the Hunefer’s HD), or the spell is wasted and the healing has no effect. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and reform the dead character with the dread mummy template (Advanced Bestiary) under the hunefer's command. [B]Portfolios[/B] A Hunefer loses all access to any Divine Portfolio it may have had including all spell like abilities, all immunities, and any granted power including the ability to grant spells or any ability to tap quintessence from worshippers. [B]Sandstorm Wrath (Su)[/B] A number of time per day equal to its former divine rank, as a standard action, a Hunefer can exhale a blast of superheated sand in a 120-foot cone. The blast deals 4d8 points of fire and slashing damage for every 3 Hit Dice a Hunefer possesses. A successful Reflex save halves this damage. Creatures that fail this save are also blinded. [B]Undead Empire (Su)[/B] As a standard action, a Hunefer can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the Hunefer’s control (the save DC is Charisma-based). An undead with an Intelligence score is allowed an additional save every day to break free of the Hunefer’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same Hunefer’s undead mastery for 24 hours. A Hunefer can control 12 Hit Dice of undead creatures for every Hit Die it has. If the Hunefer exceeds this limit, any excess undead from earlier uses of this ability become uncontrolled, as per animate dead. If another creature is currently controlling an undead that fails its save against undead mastery, the Hunefer must roll an opposed Charisma check against the current controller. If the Hunefer succeeds, it wrests away control of the undead. Otherwise, the Hunefer’s undead mastery attempt has no effect. [B]Special Qualities[/B] A Hunefer has all of the base creature’s special qualities. It also has the special qualities listed below. [B]Might (Ex)[/B] A Hunefer maintain the might. [B]Mythic (Ex)[/B] A Hunefer has Mythic Power (10/day, Surge +1d12) and counts as a 10th-rank Mythic creature. A hunefer can use any of his spell and spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell and spell-like abilities. If the hunefer is already mythic (like wizard 60/archmage 8), this pool of mythic power is apart and cannot be used for activate mythic path abilities (like the wild arcana path ability) and the hunefer is considered 10th-rank or his other rank/tier, whichever of the two is higher. If his other rank/tier is higher, this pool improved: this pool can be used a number of time per day equal to his rank/tier and the surge increase as appropriate for the rank/tier. [B]Only Flesh (Ex)[/B] A Hunefer is generated when the spirit of an immortal and his body separate. Having no soul, a Hunefer is immune to all effects targeting a soul such as trap the soul, soul bind, etc., or the Spiritsense sense of Psychopomps. It cannot undergo effects that "free" a soul from the flesh such as Astral Projection. [B]Polyglot (Su)[/B] Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages, as it digs through its memories. [B]Ability Scores:[/B] The Hunefer lost the base bonus to ability scores given by the divine template. The Hunefer gain Str +30, Dex +20, Int +10, Wis +10, Cha +20. As an undead creature, a Hunefer has no Constitution score. [B]Skills:[/B] The Hunefer lost the divine bonus to skills given by the divine template. A Hunefer gains a +20 racial bonus on Intimidate, Sense Motive, and Stealth checks. It always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, its skills are the same as those of the base creature. [B]Epic Feats:[/B] A Hunefer gain Improved Combat Reflexes, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite. ----------------------------------------------------------------------------------------------------------------------- [B]Master of the Flesh (Ex) [Cosmic Ability][/B] Prerequisites: Undead Type. Benefit: You gain the Hunefer template adjusted as below. [B]Alignment:[/B] Any evil alignment. [B]Divine Template:[/B] The Hunefer does not lose the divine template if it gains the template with the Master of the Flesh cosmic ability. [B]Aura:[/B] A Hunefer gains the following aura. [B]Great Despair Aura (Su)[/B] All creatures within a 120-foot radius that see a Hunefer must succeed at a Will saving throw or be paralyzed with fear for 2d4 rounds, then shaken for the following 1d4 rounds. Whether or not the saving throw is successful, that creature cannot be affected again by the same Hunefer’s great despair aura ability for 24 hours. This is a mind-affecting paralysis and fear affect. The save DC is Charisma-based. [B]Senses:[/B] A Hunefer gains darkvision 60 ft. x divine sense and blindsight 300 ft. [B]Armor Class:[/B] A Hunefer increase any previous natural armor bonuses by +20, and gains +10 insight bonus to AC. [B]Spell Like Abilities:[/B] A Hunefer gain the following spell-like abilities (CL=HD+Divine Rank) [B]At will[/B]– chain lightning, displacement, haste, knock, greater dispel magic, passwall, scrying, teleport without error, true seeing, unholy aura, weird; [B]1/day[/B]–ruin [E]. [B]Defensive Abilities:[/B] A Hunefer, in addition to the immunities granted by its undead traits and defensive abilities of the base creature, gains the following defensive ability. [B]Channel Resistance (Ex)[/B] A Hunefer increase his channel resistance to equal his HD. [B]Damage Reduction (Ex)[/B] A Hunefer increase his damage reduction to /–. [B]Hatred (Su)[/B] A Hunefer gains a profane bonus equal to his Charisma bonus (if any) on all saving throws. [B]Fast Healing (Ex)[/B] A Hunefer gain fast healing 30 or increase any fast healing of 25, whichever give an higher result. [B]Resistant to Blows (Ex)[/B] Physical attacks deal only half damage to Hunefers. Apply this effect before damage reduction. [B]Rejuvenation (Su)[/B] One day after a Hunefer is destroyed, the necromantic energies that created the abomination begin to rebuild its body. This process takes 1d4 days. If the body is destroyed before that time passes, the process starts anew. After this time, the Hunefer awakens fully healed in its tomb. To permanently destroy a Hunefer, it must be destroyed and then its remains must be targeted by consecrate, hallow, and then dispel evil, all cast with a slot of 10th level or higher, cast in consecutive rounds and in that order. [B]Spell Resistance (Ex)[/B] A Hunefer gains SR 15 + HD. [B]Weakness: [/B]A Hunefer gains vulnerability to fire. [B]Melee:[/B] A Hunefer gains 2 slam attack that deals 4d6 damage (Medium-size) if it didn't already have they. Those hit by a Hunefer’s slam attack also run the risk of succumbing to insidious hunefer rot (see Special Attacks below). [B]Special Attacks: [/B]A Hunefer has all of the base creature’s special attacks. It also has the following special attacks. [B]Channel Rot (Su)[/B] A Hunefer can deliver its hunefer rot through melee weapon attacks, its slam attack, and any natural attacks it possesses. [B]Hunefer Rot (Su)[/B] Curse and disease—slam; save Fortitude DC 10 + 1/2 the Hunefer’s Hit Dice + its Charisma modifier; onset 1 round; frequency 1/round; effect 1d6 Constitution and 1d6 Charisma damage; cure —. Hunefer rot is both a curse and disease, and can be cured only by first removing the curse and then curing the disease. Even after the curse element of hunefer rot is lifted, a creature suffering from it cannot recover naturally over time. Anyone casting a conjuration (healing) spell on the afflicted creature must succeed at a caster level check (DC = 11 + the Hunefer’s HD), or the spell is wasted and the healing has no effect. An afflicted creature that dies shrivels away into sand unless both remove disease and raise dead (or better) are cast on the remains within 2 rounds. If the remains are not so treated, on the third round the dust swirls and reform the dead character with the dread mummy template (Advanced Bestiary) under the hunefer's command. [B]Sandstorm Wrath (Su)[/B] A number of time per day equal to its divine rank, as a standard action, a Hunefer can exhale a blast of superheated sand in a 120-foot cone. The blast deals 4d8 points of fire and slashing damage for every 3 Hit Dice a Hunefer possesses. A successful Reflex save halves this damage. Creatures that fail this save are also blinded. [B]Undead Empire (Su)[/B] As a standard action, a Hunefer can attempt to bend any undead creature within 50 feet to its will. The targeted undead must succeed at a Will save or fall under the Hunefer’s control (the save DC is Charisma-based). An undead with an Intelligence score is allowed an additional save every day to break free of the Hunefer’s control; for undead without an Intelligence score, the control is permanent. A creature that succeeds at its Will save cannot be affected again by the same Hunefer’s undead mastery for 24 hours. A Hunefer can control 12 Hit Dice of undead creatures for every Hit Die it has. If the Hunefer exceeds this limit, any excess undead from earlier uses of this ability become uncontrolled, as per animate dead. If another creature is currently controlling an undead that fails its save against undead mastery, the Hunefer must roll an opposed Charisma check against the current controller. If the Hunefer succeeds, it wrests away control of the undead. Otherwise, the Hunefer’s undead mastery attempt has no effect. [B]Special Qualities[/B] A Hunefer has all of the base creature’s special qualities. It also has the special qualities listed below. [B]Only Flesh (Ex)[/B] A Hunefer is generated when the spirit of an immortal and his body separate. Having no soul, a Hunefer is immune to all effects targeting a soul such as trap the soul, soul bind, etc., or the Spiritsense sense of Psychopomps. It cannot undergo effects that "free" a soul from the flesh such as Astral Projection. [B]Polyglot (Su)[/B] Hunefers speak all spoken languages, though it takes one 1d4 rounds to switch between languages, as it digs through its memories. [B]Ability Scores:[/B] The Hunefer gain Str +30, Dex +20, Int +10, Wis +10, Cha +20. As an undead creature, a Hunefer has no Constitution score. [B]Skills:[/B] A Hunefer gains a +20 racial bonus on Intimidate, Sense Motive, and Stealth checks. It always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, its skills are the same as those of the base creature. [B]Epic Feats:[/B] A Hunefer gain Improved Combat Reflexes, Sixth Sense, and Superior Initiative as bonus epic feats without need to meet their prerequisite [/QUOTE]
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