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Special Conversion Thread: Sheens


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Updated.

A dasher expends an extraordinary amount of energy and must return to the machine cyst daily to replenish its energy stores. If it fails to do so, it slows to a standstill, tips over, and lies inactive.

Does that need an ability writeup, or will flavor suffice?

Skills: 6

Feats: 2

Organization: Solitary?

Advancement: x
 



None for the drifter/flitters.

We gave the walkers...

Electrically Charged (Ex): Walkers are powered by electricity. A walker normally carries enough charges to function for up to one month (30 charges). After this time, the walker becomes inert until recharged. Walkers generally return to their cysts before this time elapses.

Each time a walker uses its electrical discharge ability, it expends one charge.

Within a cyst, a walker may fully recharge after one hour of inactivity. Alternatively, a walker can recharge "in the field" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a walker hit by a lightning bolt gains 3 charges if the attack would have dealt 15 points of damage. A walker gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a walker, it cannot exceed its normal maximum of 30 charges.
 






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