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the dynastic mummy
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<blockquote data-quote="Quickleaf" data-source="post: 1888372" data-attributes="member: 20323"><p>I'm working on a template for a "dynastic mummy" creature, which gains power based on which Egyptian dynasty it hails from. I want to provide options for unique features and weaknesses to create a mummy. Here are some power-list-now-chose ideas...</p><p></p><p><strong>Unique Features: </strong> </p><p>Awesome Presence - Intimidating, forces lesser creatures (under 5 HD) to their knees, others shaken.</p><p>Breath of the Swarm - Can spew forth a swarm of locusts/ flying scorpions/ vermin 1/day.</p><p>Dust Form - Can passwall or dimension door at will within their tomb only. Outside of the tomb is limited to 1/day.</p><p>Heart Jar - Gains great immunities so long as heart jar is protected.</p><p>Inhabit Statue - Possess a statue to animate it as a golem.</p><p>Intangible - Attacks miss 50% of the time.</p><p>Master of the Undead - Automatically succeeds on turn/rebuke attempts against undead; and always wins a contest against a rival cleric.</p><p>Rejuvenation - After being killed returns in 2d4 days. A special rite must be performed, or a special weapon used to truly kill the mummy.</p><p>Rotting Touch - An advanced version of mummy's rot based on mummy's HD.</p><p>Serpent Within - A magical cobra lives inside the mummy and can strike of its own accord or offers advice, can poison an oasis, or the mummy's touch.</p><p>Tomb Guardian - Has the power to banish interlopers from the tomb, gains the ability to turn living within the tomb.</p><p>Warded - +4 deflection bonus to AC. Gains immunity to any two things (i.e. silence & deafness or fire & bronze)</p><p></p><p><strong>Unique Weakness: </strong> </p><p>Cursed - Mummy suffers a curse of some sort (unable to harm a members of a certain priesthood, forbidden to lie, an ability score is reduced to 4, etc)</p><p>Decrepitude - The mummy is falling apart, and each week must make a roll or suffer a penalty of some sort (senility, arthritis, foot falls off, forgets a spell, etc)</p><p>Fire Vulnerablity - Takes double damage from fire, all fire spells have +4 to penetrate its spell resistance. Takes -4 on all saves vs. fire.</p><p>Gullible - The mummy is so focused on a single goal, any Bluff playing off of this automatically succeeds. Cannot use Sense Motive skill to detect a bluff that takes advantage of its undying goal.</p><p></p><p><em>Edit: I'm looking for help with creating new features & weaknesses. Thanks!</em></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 1888372, member: 20323"] I'm working on a template for a "dynastic mummy" creature, which gains power based on which Egyptian dynasty it hails from. I want to provide options for unique features and weaknesses to create a mummy. Here are some power-list-now-chose ideas... [B]Unique Features: [/B] Awesome Presence - Intimidating, forces lesser creatures (under 5 HD) to their knees, others shaken. Breath of the Swarm - Can spew forth a swarm of locusts/ flying scorpions/ vermin 1/day. Dust Form - Can passwall or dimension door at will within their tomb only. Outside of the tomb is limited to 1/day. Heart Jar - Gains great immunities so long as heart jar is protected. Inhabit Statue - Possess a statue to animate it as a golem. Intangible - Attacks miss 50% of the time. Master of the Undead - Automatically succeeds on turn/rebuke attempts against undead; and always wins a contest against a rival cleric. Rejuvenation - After being killed returns in 2d4 days. A special rite must be performed, or a special weapon used to truly kill the mummy. Rotting Touch - An advanced version of mummy's rot based on mummy's HD. Serpent Within - A magical cobra lives inside the mummy and can strike of its own accord or offers advice, can poison an oasis, or the mummy's touch. Tomb Guardian - Has the power to banish interlopers from the tomb, gains the ability to turn living within the tomb. Warded - +4 deflection bonus to AC. Gains immunity to any two things (i.e. silence & deafness or fire & bronze) [B]Unique Weakness: [/B] Cursed - Mummy suffers a curse of some sort (unable to harm a members of a certain priesthood, forbidden to lie, an ability score is reduced to 4, etc) Decrepitude - The mummy is falling apart, and each week must make a roll or suffer a penalty of some sort (senility, arthritis, foot falls off, forgets a spell, etc) Fire Vulnerablity - Takes double damage from fire, all fire spells have +4 to penetrate its spell resistance. Takes -4 on all saves vs. fire. Gullible - The mummy is so focused on a single goal, any Bluff playing off of this automatically succeeds. Cannot use Sense Motive skill to detect a bluff that takes advantage of its undying goal. [I]Edit: I'm looking for help with creating new features & weaknesses. Thanks![/I] [/QUOTE]
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