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Community
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*Pathfinder & Starfinder
Horror zombie template (reworked and with examples)
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<blockquote data-quote="ChimericDream" data-source="post: 3423410" data-attributes="member: 43444"><p>Well, I guess I should have done a bit more explaining of the thought behind the template since it's been awhile since the last version of it.</p><p></p><p>Basically what I'm shooting for is a zombie-like creature that seems nigh impossible to stop and exists for the sole purpose of attacking and feeding on other creatures. I'm thinking 28 Days Later meets Resident Evil meets The Dawn of the Dead. These creatures soak up damage like it's going out of style, they move quickly, and they don't go down unless you *seriously* pump a lot into them.</p><p></p><p>Of course, that being said, you brought up a couple of things that didn't stand out to me before but do now.</p><p></p><p></p><p></p><p>The DR and fast healing are there to really show the kind of beating these guys can take. As for the electricity resistance, I can't remember why it was there, and you have a point. It's out.</p><p></p><p></p><p></p><p>Going back to the inspiration for the template, in all of the cases the zombies/infected/whatever didn't really do much but loll around until they noticed living beings around. So, this opens up a lot of potential for characters who know these critters are roaming around to make attempts to sneak up and take some out from range.</p><p></p><p>The negative hit points thing was an oversight. I used the Barbarian's rage as the basis for the frenzy ability, and it was a leftover. It's been changed.</p><p></p><p></p><p></p><p>Scent seemed like a perfectly reasonable ability to add in, considering the predatory nature of these creatures. They (un)live to hunt and kill living creatures, so they need some method of tracking them down.</p><p></p><p></p><p></p><p>Good point. Fixed. They now have an Int of 1. <s>The skill points were already at the minimum (1 per HD +3 for the extra at 1st), so they shouldn't need changing.</s></p><p></p><p><strong>Edit:</strong> Crap. I just realized that I was still giving them 4 skill points per level. I'll have to change the skill points, but that may have to wait till tomorrow.</p><p></p><p></p><p></p><p>I was intentionally making it strong, but since you bring it up, a low level party will have problems against even a single kobold horror zombie. A fort save DC 22 isn't easy to make for low level PCs, and they won't have access to the spells necessary to remove the curse. I think I'll cut it down to 12 + HD. Still has a level of risk to it, but not in the realm of a TPK.</p><p></p><p></p><p>Overall, I really appreciate the comments. I'm slowly working on getting this template to a stable point. With the changes I'm mentioning here, what sort of CR would you peg this template for?</p></blockquote><p></p>
[QUOTE="ChimericDream, post: 3423410, member: 43444"] Well, I guess I should have done a bit more explaining of the thought behind the template since it's been awhile since the last version of it. Basically what I'm shooting for is a zombie-like creature that seems nigh impossible to stop and exists for the sole purpose of attacking and feeding on other creatures. I'm thinking 28 Days Later meets Resident Evil meets The Dawn of the Dead. These creatures soak up damage like it's going out of style, they move quickly, and they don't go down unless you *seriously* pump a lot into them. Of course, that being said, you brought up a couple of things that didn't stand out to me before but do now. The DR and fast healing are there to really show the kind of beating these guys can take. As for the electricity resistance, I can't remember why it was there, and you have a point. It's out. Going back to the inspiration for the template, in all of the cases the zombies/infected/whatever didn't really do much but loll around until they noticed living beings around. So, this opens up a lot of potential for characters who know these critters are roaming around to make attempts to sneak up and take some out from range. The negative hit points thing was an oversight. I used the Barbarian's rage as the basis for the frenzy ability, and it was a leftover. It's been changed. Scent seemed like a perfectly reasonable ability to add in, considering the predatory nature of these creatures. They (un)live to hunt and kill living creatures, so they need some method of tracking them down. Good point. Fixed. They now have an Int of 1. [s]The skill points were already at the minimum (1 per HD +3 for the extra at 1st), so they shouldn't need changing.[/s] [b]Edit:[/b] Crap. I just realized that I was still giving them 4 skill points per level. I'll have to change the skill points, but that may have to wait till tomorrow. I was intentionally making it strong, but since you bring it up, a low level party will have problems against even a single kobold horror zombie. A fort save DC 22 isn't easy to make for low level PCs, and they won't have access to the spells necessary to remove the curse. I think I'll cut it down to 12 + HD. Still has a level of risk to it, but not in the realm of a TPK. Overall, I really appreciate the comments. I'm slowly working on getting this template to a stable point. With the changes I'm mentioning here, what sort of CR would you peg this template for? [/QUOTE]
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Horror zombie template (reworked and with examples)
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