My next project (#5)!

A group of TRACKERS has the option of combining their efforts into a single Survival skill check using the Aid Another action (see Player's Handbook, Chapter 4) when tracking. As many as 7 TRACKERS can aid another for the purposes of tracking a single creature.
 

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moving right along... :)

#4
Medium-Size Undead
Hit Dice: 4dl2(26hp)
Initiative: +2
Speed: 30 ft (6 Squares)
Armour Class: 16 (+2 Dex,+4 natural)
Base Attack/Grapple: +1/+2
Attack: Claws +4 melee
Full Attack: 2 claws +4 melee (ld.4+1) and fire (2d6) (see burning blood)
Space/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Burning blood, fire burst
Special Qualities: Undead, damage reduction 10/slashing, Darkvision, immunity to fire, vulnerabilities
Saves: Fort+1, Ref+3, Will+6
Abilities: Str 13, Dex 15, Con -, Int 13, Wis 14, Chal4
Skills: Climb +6, Escape Artist +7, Hide +7, Intimidate +6, Jump +6, Listen +8, Move Silently +6, Search +6, Spot +8
Feats: Blind-Fight, Weapon Finesse
Environment: Any land and underground
Organization: Solitary, gang (2-4) or pack (5-10)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-9 HD (Medium-size); 10-12 HD (Large)
The FIREDEAD is a rare form of undead, created in areas of unusually high negative energy saturation when a sentient creature is put to death by fire for a crime it was innocent of. Utterly twisted and maddened by their fate, FIREDEADs are fearsome undead, consumed with a hatred for the living and seeking to end life wherever they find it.
The FIREDEAD appears as a member of its original race, though distinct features are obliterated by the charred and blackened flesh. Ash perpetually trails from the creature as it moves and often small patches of burnt skin flake from its body. They can often still be found wearing the clothes they wore whilst burnt, if the garments survived the flames, though a FIREDEAD of any great age will usually have none. Their eyes are small dots of brilliant crimson fire. The distinct and pungent stench of burnt flesh is often the harbinger of a FIREDEAD's arrival and is easily noticeable within 60-ft. of the creature.
Combat
A FIREDEAD always attacks with its claws, seeking to slay any living creature it encounters. It favors
burning its victims to death but is quite content to rend them apart if they should prove immune to fire.
Burning Blood (Su): A FIREDEAD's claw attacks heats the blood of living creatures upon contact, causing great pain as it sizzles and boils away into the air. A living creature damaged by the FIREDEAD's claw attack must succeed at a Fortitude save (DC 14) or take an additional 2d6 points of fire damage as the blood is violently evaporated around the wound.
Fire Burst (Ex): Once per day, the FIREDEAD can emit a 20-foot radius burst of flames. These flames do 6d6 points of damage to all within the area of effect, though a Reflex save (DC 14) will halve this. The FIREDEAD is slowed for 1 d6 rounds after using this ability as it rebuilds the fire within its burnt husk.
Immunity to Fire (Ex): A FIREDEAD is immune to all fire effects.
Vulnerabilities (Ex): Water-based spells deal an extra Id4 points of damage per caster level. Cold-based spells deal double damage unless the FIREDEAD makes a successful save.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
 

This one doesn't look too bad...it just needs the usual "3.5 tuneup" work.

I'd scrap the special cold vulnerability and go with the standard vulnerability to cold.
 



BAB/Grapple should be +2/+3, but the attack bonus for the claws is correct. The claw damage should be altered to "1d4+1 plus burning blood".

It should have 35 skills points, but apparently has 46. I'd recommend giving it 7 ranks each in Climb, Hide, Jump, Listen, Move Silently and Spot for a total of Climb +8, Hide +9, Jump +8, Listen +9, Move Silently +8 and Spot +9

Demiurge out.
 


other than that, how do the abilities look?

Burning Blood (Su): A FIREDEAD's claw attacks heats the blood of living creatures upon contact, causing great pain as it sizzles and boils away into the air. A living creature damaged by the FIREDEAD's claw attack must succeed at a Fortitude save (DC 14) or take an additional 2d6 points of fire damage as the blood is violently evaporated around the wound.

Fire Burst (Ex): Once per day, the FIREDEAD can emit a 20-foot radius burst of flames. These flames do 6d6 points of damage to all within the area of effect, though a Reflex save (DC 14) will halve this. The FIREDEAD is slowed for 1 d6 rounds after using this ability as it rebuilds the fire within its burnt husk.

Vulnerabilities (Ex): Water-based spells deal an extra Id4 points of damage per caster level.
 

I'd revise 'em as follows:

Burning Blood (Su): A FIREDEAD's claw attacks heats the blood of living creatures upon contact, causing great pain as it sizzles and boils away into the air. A living creature damaged by the FIREDEAD's claw attack must succeed on a DC 14 Fortitude save or take an additional 2d6 points of fire damage as the blood is violently evaporated around the wound. The save DC is Charisma-based.

Fire Burst (Ex): Once per day, the FIREDEAD can emit a 20-foot radius burst of flames. These flames do 6d6 points of fire damage to all within the area of effect (Reflex DC 14 half). The FIREDEAD is slowed for 1 d6 rounds after using this ability as it rebuilds the fire within its burnt husk. The save DC is Charisma-based.

Vulnerabilities (Ex): Water-based spells deal an extra 1d4 points of damage per caster level to a FIREDEAD.
 

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