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From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)
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<blockquote data-quote="Obly99" data-source="post: 8649634" data-attributes="member: 7035194"><p>Ok now they put Helioedes down but as Helioeides (what you get with Sunstruck) and let's try to fix it for everyone [USER=6670757]@Beefermatic[/USER]</p><p></p><p style="text-align: center"><strong>Helioeides (Sunstuck Ability)</strong></p><p></p><p><strong>AL:</strong> Any chaotic.<strong> </strong></p><p><strong></strong></p><p><strong>Size and Type:</strong> The creature’s type changes to aberration (chaotic). Do not recalculate base attack bonus, saves, or skill points. Size is increased by +20 (the creature, if in the canonical size range, change to the Mega-corrispondent).</p><p></p><p><strong>Defensive Abilities:</strong> Immunity to ability drain, ability damage, death effects, disease, mind-affecting effects, polymorphing, and poison. Not subject to death from massive damage. All-round vision, Amorphous and Regeneration, equal to HD/Class level x5 (divine with a domain/portfolio opposed to the helioedes).</p><p></p><p><strong>Armor Class:</strong> Helioeides gain a bonus to natural armor of +75.</p><p></p><p><strong>Speed:</strong> A helioeides’s speed increases to the speed of sound (6710 ft. = 1342 squares) or increases tenfold, whichever gives greater results (as per the Supersonic Cosmic ability) (do not stack with Supersonic).</p><p></p><p><strong>Special Attacks</strong></p><p>A helioeides creature retains all the special attacks of the base creature and also gains the following:</p><p></p><p><em>Constant Insight (Ex):</em> The helioeides is not affected by the miss chance that applies to attacks against a concealed target.</p><p></p><p><em>Dimensional Rip (Su): </em>As a standard action, a helioeides can make a melee touch attack against a creature. If the creature fail a Will save, its teleported on the Material plane, the Dark Tapestry, the Dreamlands or Leng (helioedes choice), in a place decided by the helioeides. This teleportation has no chance of arrive off target. This is a conjuration (teleport) effect and the save DC is Charisma-based.</p><p></p><p><em>Gamma Ray Burster (Su):</em> The helioeides can direct its intense radiation at an opponent. This has a range of extreme (1600 ft. + 160 ft./HD) and inflicts 1d100 divine fire damage per 2 hit dice of the helioeides. This requires a ranged touch attack. If the helioeides has the Sea or Winter Portfolio or other Portfolios that give Divine Cold or Perfect Divine Cold, this attack, Solar Constrict and Fiery Storm inflict divine cold damage instead of divine fire.</p><p></p><p><em>Mind Boggling (Su): </em>Helioeides can warp space enabling her to use all her tentacles against a single opponent each round. This full attack action is resolved as a free action.</p><p></p><p><em>Solar Constriction (Su):</em> The helioeides gains the constrict ability (same damage of the tentacle). In addition to normal constrict damage, each successful grapple check deals 1d20 divine fire damage per 4 hit dice of the helioedes and permanently drains 1d4 points of Constitution. At the same time, the helioeides regains 50 lost hit points.</p><p></p><p><strong>Special Qualities:</strong> A helioedes retains all the special qualities of the base creature and also gains the following.</p><p></p><p><em>Beyond Morality (Ex):</em> Helioeides are beyond the comune morality and lower dilemmas do not touch them. Helioeides gains the Apostasy Cosmic Ability and Beyond Morality Mythic Ability.</p><p></p><p><em>Damage Reduction (Ex):</em> The helioeides gains DR/— equal to 8x her HD.</p><p></p><p><em>Dimensional Mastery (Ex): </em>A helioeides is immune to any effect that suppresses teleportation or planar travel abilities unless it comes from a First One or equivalent in power.</p><p></p><p><em>Fiery Storm (Su):</em> The helioeides is surrounded by a flaming aura with a radius of 400 ft. + 40 ft./HD; all creatures within the aura take 1d6 divine fire damage per 8 HD of the helioeides per round.</p><p></p><p><em>Ignore Reality (Ex):</em> The helioeides does not suffer size penalty to attack rolls, armor class or skill checks.</p><p></p><p><em>Mad Mind (Ex):</em> The helioeides use her Charisma score instead of Wisdom for Will saves and use Charisma for all Wisdom-based skill checks, rolls, prerequisite and ability (like the <em>Unknowing Mind</em> divine ability). Anyone attempting to access the helioeides mind (whether through telepathy or spells such as Detect Thoughts) is stunned for 1 round instead of succeeding and must make a Will saving throw or become insane like the spell insanity. If you use the sanity rule, this deal 1d10 sanity damage for every HD of the helioeides, with a Will save for half the damage. This is a mind-effecting and insanity effect. The saving throw is Charisam-based. Creature immune to mind-effecting or insanity gain +4 to the saving throw.</p><p></p><p><em>Madness Aura (Su):</em> The helioeides' hyper-intense perceptions warp a large area around it (400 ft. + 40 ft./HD); all creatures within the aura suffer a insight penalty equal to the helioeides divine rank on all rolls as mad perceptions and patterns bombard their minds. Creature inside the aura must make a Will saving throw every round or are reduced to stammering masses of madness. This combine the effect of feeblemind and insanity. If you use the sanity rule, this deal 1d6 sanity damage for every 2 HD of the helioeides, with a Will save for half the damage. This is a mind-effecting and insanity effect. The saving throw is Charisma-based. Creature immune to mind-effecting or insanity gain +4 to the saving throw. Creatures that see the helioedes must make the save as if they were inside the area.</p><p></p><p><em>Madness Sovereign (Su):</em> A helioeides ignore the immunity to compulsion, insanity, or mind-affecting effect of creature of lesser divine rank of itself.</p><p></p><p><em>Perfect Casting (Su):</em> The helioeides cast all of her spells, spell-like abilities and effects thet replicate spell (like Alter Reality) as if they were modified by the Devastating Spell and Greater Intensified Spell [E] (removes the maximum cap) feats. This does not increase their level or casting time. An helioeides of 750 HD replace the Devastating Spell feat with the Doomsday Spell and Unreal Spell feats but keeps the Greater Intensified Spell. This still does not increase their level or casting time. ???</p><p></p><p><em>Reality Shift (Su): </em>A helioeides, as a move action, can shift between the Material plane, the Dark Tapestry, the Dreamlands and Leng. A helioeides senses extends into this planes at a distance of 10.000 miles from the plane where she currently is, as long as she is in one of these four. She can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover (constant insight does not work for this), as long as she is in one of these four. This ability does not function if the helioedes is subject to a dimensional anchor or similar effect (if that spell/effect overcome her immunity to non epic effect).</p><p></p><p><em>Starflight (Su): </em>A helioeides flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes 2d4 rounds, and a trip beyond normally takes 1d6 hours (or more, at the GM’s discretion).</p><p></p><p><em>Telepathy (Su):</em> A helioeides has telepathy with range equal to her cosmic consciousness.</p><p></p><p><em>Tentacle Mass:</em> The helioeides gain one primary tentacle attack with the grab special quality for each 5 HD the creature has. A helioeides’s natural weapons gains +1 enhancement bonus for every 3 HD and are treated as chaotic and epic for the purpose of overcoming damage reduction.</p><p></p><p><em>Unnamable Doom (Ex):</em> The helioeides is the quintessence of wrongness, her very name becoming a danger for mortals to utter. The helioedes is aware of any creature on the dimension where the helioeides is currently located that speaks its name, becoming able to see and hear the creature and its surroundings through a magical sensor for 1 minute similar to the greater scrying spell (but with no saving throw allowed). Creatures which speak the name also gain a penalty equal to the helioeides on saves against the helioedes abilities for 24 hours.</p><p></p><p><em>Unspeakable Form (Ex): </em>The natural form of the helioeides is a grotesque, tentacled mass (or another appropriately gruesome form). As a free action the heliodes can make its tentacles obtained from the template disappear or reappear (she can decide how many tentacle disappear or reappear).</p><p></p><p>The helioeides can as a swift action re-shape in a form much better for the mortal mind. This work like the Change Shape (shapechange) universal monster ability but even when take a “normal” form the helioeides can chose to maintains some original characteristics. When this ability is active the fiery storm and madness aura are suppressed. True Seeing does not automatically pass this ability but if for any reason a creature passes it, it must immediately make the Will save for madness aura.</p><p></p><p><em>Unspeakable Grip (Ex): </em>The helioeides' can grab creature normally immune to grab, like creature under a<em> freedom of movement </em>spell.</p><p></p><p><strong>Abilities:</strong> +96 Str, +48 Dex, +96 Con, +36 Int, +36 Wis and +48 Cha</p></blockquote><p></p>
[QUOTE="Obly99, post: 8649634, member: 7035194"] Ok now they put Helioedes down but as Helioeides (what you get with Sunstruck) and let's try to fix it for everyone [USER=6670757]@Beefermatic[/USER] [CENTER][B]Helioeides (Sunstuck Ability)[/B][/CENTER] [B]AL:[/B] Any chaotic.[B] Size and Type:[/B] The creature’s type changes to aberration (chaotic). Do not recalculate base attack bonus, saves, or skill points. Size is increased by +20 (the creature, if in the canonical size range, change to the Mega-corrispondent). [B]Defensive Abilities:[/B] Immunity to ability drain, ability damage, death effects, disease, mind-affecting effects, polymorphing, and poison. Not subject to death from massive damage. All-round vision, Amorphous and Regeneration, equal to HD/Class level x5 (divine with a domain/portfolio opposed to the helioedes). [B]Armor Class:[/B] Helioeides gain a bonus to natural armor of +75. [B]Speed:[/B] A helioeides’s speed increases to the speed of sound (6710 ft. = 1342 squares) or increases tenfold, whichever gives greater results (as per the Supersonic Cosmic ability) (do not stack with Supersonic). [B]Special Attacks[/B] A helioeides creature retains all the special attacks of the base creature and also gains the following: [I]Constant Insight (Ex):[/I] The helioeides is not affected by the miss chance that applies to attacks against a concealed target. [I]Dimensional Rip (Su): [/I]As a standard action, a helioeides can make a melee touch attack against a creature. If the creature fail a Will save, its teleported on the Material plane, the Dark Tapestry, the Dreamlands or Leng (helioedes choice), in a place decided by the helioeides. This teleportation has no chance of arrive off target. This is a conjuration (teleport) effect and the save DC is Charisma-based. [I]Gamma Ray Burster (Su):[/I] The helioeides can direct its intense radiation at an opponent. This has a range of extreme (1600 ft. + 160 ft./HD) and inflicts 1d100 divine fire damage per 2 hit dice of the helioeides. This requires a ranged touch attack. If the helioeides has the Sea or Winter Portfolio or other Portfolios that give Divine Cold or Perfect Divine Cold, this attack, Solar Constrict and Fiery Storm inflict divine cold damage instead of divine fire. [I]Mind Boggling (Su): [/I]Helioeides can warp space enabling her to use all her tentacles against a single opponent each round. This full attack action is resolved as a free action. [I]Solar Constriction (Su):[/I] The helioeides gains the constrict ability (same damage of the tentacle). In addition to normal constrict damage, each successful grapple check deals 1d20 divine fire damage per 4 hit dice of the helioedes and permanently drains 1d4 points of Constitution. At the same time, the helioeides regains 50 lost hit points. [B]Special Qualities:[/B] A helioedes retains all the special qualities of the base creature and also gains the following. [I]Beyond Morality (Ex):[/I] Helioeides are beyond the comune morality and lower dilemmas do not touch them. Helioeides gains the Apostasy Cosmic Ability and Beyond Morality Mythic Ability. [I]Damage Reduction (Ex):[/I] The helioeides gains DR/— equal to 8x her HD. [I]Dimensional Mastery (Ex): [/I]A helioeides is immune to any effect that suppresses teleportation or planar travel abilities unless it comes from a First One or equivalent in power. [I]Fiery Storm (Su):[/I] The helioeides is surrounded by a flaming aura with a radius of 400 ft. + 40 ft./HD; all creatures within the aura take 1d6 divine fire damage per 8 HD of the helioeides per round. [I]Ignore Reality (Ex):[/I] The helioeides does not suffer size penalty to attack rolls, armor class or skill checks. [I]Mad Mind (Ex):[/I] The helioeides use her Charisma score instead of Wisdom for Will saves and use Charisma for all Wisdom-based skill checks, rolls, prerequisite and ability (like the [I]Unknowing Mind[/I] divine ability). Anyone attempting to access the helioeides mind (whether through telepathy or spells such as Detect Thoughts) is stunned for 1 round instead of succeeding and must make a Will saving throw or become insane like the spell insanity. If you use the sanity rule, this deal 1d10 sanity damage for every HD of the helioeides, with a Will save for half the damage. This is a mind-effecting and insanity effect. The saving throw is Charisam-based. Creature immune to mind-effecting or insanity gain +4 to the saving throw. [I]Madness Aura (Su):[/I] The helioeides' hyper-intense perceptions warp a large area around it (400 ft. + 40 ft./HD); all creatures within the aura suffer a insight penalty equal to the helioeides divine rank on all rolls as mad perceptions and patterns bombard their minds. Creature inside the aura must make a Will saving throw every round or are reduced to stammering masses of madness. This combine the effect of feeblemind and insanity. If you use the sanity rule, this deal 1d6 sanity damage for every 2 HD of the helioeides, with a Will save for half the damage. This is a mind-effecting and insanity effect. The saving throw is Charisma-based. Creature immune to mind-effecting or insanity gain +4 to the saving throw. Creatures that see the helioedes must make the save as if they were inside the area. [I]Madness Sovereign (Su):[/I] A helioeides ignore the immunity to compulsion, insanity, or mind-affecting effect of creature of lesser divine rank of itself. [I]Perfect Casting (Su):[/I] The helioeides cast all of her spells, spell-like abilities and effects thet replicate spell (like Alter Reality) as if they were modified by the Devastating Spell and Greater Intensified Spell [E] (removes the maximum cap) feats. This does not increase their level or casting time. An helioeides of 750 HD replace the Devastating Spell feat with the Doomsday Spell and Unreal Spell feats but keeps the Greater Intensified Spell. This still does not increase their level or casting time. ??? [I]Reality Shift (Su): [/I]A helioeides, as a move action, can shift between the Material plane, the Dark Tapestry, the Dreamlands and Leng. A helioeides senses extends into this planes at a distance of 10.000 miles from the plane where she currently is, as long as she is in one of these four. She can attack and target with effects creatures on either of these planes normally, although such creatures are treated as having cover (constant insight does not work for this), as long as she is in one of these four. This ability does not function if the helioedes is subject to a dimensional anchor or similar effect (if that spell/effect overcome her immunity to non epic effect). [I]Starflight (Su): [/I]A helioeides flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes 2d4 rounds, and a trip beyond normally takes 1d6 hours (or more, at the GM’s discretion). [I]Telepathy (Su):[/I] A helioeides has telepathy with range equal to her cosmic consciousness. [I]Tentacle Mass:[/I] The helioeides gain one primary tentacle attack with the grab special quality for each 5 HD the creature has. A helioeides’s natural weapons gains +1 enhancement bonus for every 3 HD and are treated as chaotic and epic for the purpose of overcoming damage reduction. [I]Unnamable Doom (Ex):[/I] The helioeides is the quintessence of wrongness, her very name becoming a danger for mortals to utter. The helioedes is aware of any creature on the dimension where the helioeides is currently located that speaks its name, becoming able to see and hear the creature and its surroundings through a magical sensor for 1 minute similar to the greater scrying spell (but with no saving throw allowed). Creatures which speak the name also gain a penalty equal to the helioeides on saves against the helioedes abilities for 24 hours. [I]Unspeakable Form (Ex): [/I]The natural form of the helioeides is a grotesque, tentacled mass (or another appropriately gruesome form). As a free action the heliodes can make its tentacles obtained from the template disappear or reappear (she can decide how many tentacle disappear or reappear). The helioeides can as a swift action re-shape in a form much better for the mortal mind. This work like the Change Shape (shapechange) universal monster ability but even when take a “normal” form the helioeides can chose to maintains some original characteristics. When this ability is active the fiery storm and madness aura are suppressed. True Seeing does not automatically pass this ability but if for any reason a creature passes it, it must immediately make the Will save for madness aura. [I]Unspeakable Grip (Ex): [/I]The helioeides' can grab creature normally immune to grab, like creature under a[I] freedom of movement [/I]spell. [B]Abilities:[/B] +96 Str, +48 Dex, +96 Con, +36 Int, +36 Wis and +48 Cha [/QUOTE]
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From the mind of the Lonely of Providence, fear the Great Old One and Outer God (template)
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