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<blockquote data-quote="Obly99" data-source="post: 8861646" data-attributes="member: 7035194"><p>Today I bring the revised version of a template.</p><p>The heartless template (<a href="https://www.d20pfsrd.com/bestiary/monster-listings/templates/heartless-creature-cr-1/" target="_blank">Heartless Creature (CR +1)[3pp] – d20PFSRD</a>) is extremely beautiful but absolutely broken and goes out of control in less than a second with an endless array of your evil pairs marching on you (personal experience, that was terrifying). This revised version is more balanced.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Heartless</span></strong></p><p></p><p>The heartless are different from other monsters for they are born out of the negative emotions; like poltergeists, they are filled with only the worst of what sentient beings can feel. Like demons or angels, they are physical representations of souls. In this case, however, they have separated from the beings whose emotions have created them. Some vile creatures seek to create heartless creatures, seeing them as a way to corrupt the righteous and turn them into allies. Heartless creatures always have an oppositional color scheme to the base creatures’ normal appearance, giving them a much darker look.</p><p></p><p><strong>Creating a Heartless Creature</strong></p><p></p><p>“Heartless” is an acquired template that can be added to any intelligent creature (Int 3 or more) who can experience negative emotions (for example an inevitable could not become heartless but un undead can) and does not possess the good or heartless subtype.</p><p></p><p>A heartless creature uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p><strong>CR:</strong> +1.</p><p></p><p><strong>Alignment:</strong> Always evil.</p><p></p><p><strong>Size and Type:</strong> The creature’s gains the evil and heartless subtypes.</p><p></p><p><strong>Special Abilities: </strong>A heartless creature retains all the special abilities of the base creature, and gains the special abilities as described below.</p><p></p><p><strong>Aura of Abuse (Su)</strong></p><p>Non-heartless creatures who enter this 30 ft. aura experience visions of the abuse the heartless creature suffered from. A failed Will save DC (see below) determines the effect of the aura; the effect lasts for 5 rounds. Upon a successful save, the subject is shaken for one round. Targets that make their save are immune to this heartless creature’s aura of abuse for 24 hours. Aura of abuse is a fear, mind-affecting effect. Creature with the heartless subtype are immune to aura of abuse.</p><p></p><table style='width: 100%'><tr><td><p style="text-align: center"><strong>DC</strong></p> </td><td><p style="text-align: center"><strong>Condition</strong></p> </td></tr><tr><td><p style="text-align: center">½ the heartless creature’s HD + its Cha modifier</p> </td><td><p style="text-align: center">Cowered</p> </td></tr><tr><td><p style="text-align: center">5 + ½ the heartless creature’s HD + its Cha modifie</p> </td><td><p style="text-align: center">Panicked</p> </td></tr><tr><td><p style="text-align: center">10 + ½ the heartless creature’s HD + its Cha modifie</p> </td><td><p style="text-align: center">Frightened</p> </td></tr></table><p></p><p><strong>Create Heartless (Su)</strong></p><p>As a standard action, a heartless creature can create an exact duplicate of a target creature. To use this ability, the heartless creature must make a melee touch attack that provoke attack of opportunity against an intelligent creature (Int 3 or more) who can experience negative emotions. A successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) negate the effect. Targets that make their save are immune to this heartless creature’s create heartless for 24 hours. That duplicate gains the heartless creature template. A heartless creature does not gain use of this ability until 24 hours after its original creation. The new heartless creature has all the possessions and powers of its original (including magic, though it cannot duplicate artifacts) unless the new alignment or type result in no longer respecting the prerequisites of some abilities, in which case they are changed with some others suitable for his new role (DM discretion, eg. when the heartless of a paladin is generated, the heartless creature, instead of paladin, can be an antipaladin of the Tyrant archetype [for its LE alignment]). Upon the defeat or destruction of the heartless duplicate, the duplicate and its items disappear completely (though the items reappear with improved rejuvenation). The motives of the heartless duplicate, if needed, are determined by the GM. The duplicate is not under the control of its creator. When spawned, the heartless is a copy of the original, but if left free for a long time, it can take on specific levels and abilities of its own (eg. Shelag is a 6th level rogue when her heartless is spawned, at the moment of level up° she decides to continue as a rogue while her heartless decides to enter the prestige class of the master spy in order to better hide from the original after doing some retraining to meet the PrC prerequisites).</p><p>Create heartless cannot be used on creature with the heartless subtype (an heartless cannot create a new heartless from itself nor from another heartless because they are already made of evil and negative emotions) nor creatures who cannot experience negative emotions (for example an inevitable but un undead can), possess the good subtype (as they are literally made of good) or have already their heartless existent in the world (because it was already extracted). In some unique circumstances, these creatures may be vulnerable to create heartless, but this is left to the DM's discretion.</p><p>° The heartless creature gains exp independently from the originator, and depending on the situation, if left free for a long time, there could be a point where a heartless creature could even be of a higher level than the original.</p><p></p><p><strong>Improved Rejuvenation (Su)</strong></p><p>In most cases, it’s difficult to destroy a heartless creature through simple combat: the “destroyed” or “slain” heartless creature restores itself in 1d4+1 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a heartless creature is to have its originator slain or destroyed, or to have the originator absorb the creature. The originator can automatically absorb a helpless or pinned heartless creature, otherwise it must make a successful touch attack against the heartless creature and succeed on an opposed Charisma check. If the originator die, the heartless creature gains 1 permanent negative level every day the creator remain dead. This negative levels ignore every immunity against them and cannot be removed with nothing less powerful of a wish or miracle but even in that case, they resume accumulate the next day. If the heartless creature gains a number of negative levels equal to its HD, it dissolve in a disgusting puddle. If the originator comes back to life when the heartless creature still exists, these negative levels are removed at the rate of 1 per day. If the originator comes back to life when the heartless has been destroyed by this negative levels (it was not absorbed by the originator), it returns to existence at the point where it was destroyed with a number of negative levels equal to its HD-1, these negative levels are removed at the rate of 1 per day. Actually, the only way to permanently destroy a heartless without having the originator permanently die, is for the originator to absorb it.</p><p></p><p><strong>Mocking Laughter (Su)</strong></p><p>Once every 1d6 rounds, as a swift action, the heartless can unleash a torrent of braying laughter combined with a stream of vile expletives and invective, this is directed against one target within 60 ft. If the target fails its Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) it suffers 1d6 points of nonlethal damage for every 2 HD the heartless creature possesses (minimum 1d6).</p><p></p><p>In addition, upon a failed save, the target is filled with humiliation, shame, and self-loathing, taking a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 day per HD of the heartless. This penalty increases by -1 for every 3 HD the heartless creature possesses. This penalty can be removed by application of any effect that grants a morale bonus to any attack roll, saving throw, ability check or skill check. Targets that make their save are immune to this heartless creature’s mocking laughter for 24 hours. This is a compulsion, mind-affecting effect. Creature with the heartless subtype are immune to mocking laughter.</p><p></p><p><strong>Malevolence (Su)</strong></p><p>Once per round, the heartless creature can merge its body with its originator. This ability is similar to a <em>greater possession</em> spell (caster level 15th or the heartless creature’s HD, whichever is higher), except that it ignore immunity to necromancy effects. To use this ability, the heartless creature must make a melee touch attack against its originator. The target can resist the effect with a successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier). An originator that successfully saves is immune to the heartless creature’s malevolence for 24 hours.</p></blockquote><p></p>
[QUOTE="Obly99, post: 8861646, member: 7035194"] Today I bring the revised version of a template. The heartless template ([URL="https://www.d20pfsrd.com/bestiary/monster-listings/templates/heartless-creature-cr-1/"]Heartless Creature (CR +1)[3pp] – d20PFSRD[/URL]) is extremely beautiful but absolutely broken and goes out of control in less than a second with an endless array of your evil pairs marching on you (personal experience, that was terrifying). This revised version is more balanced. [CENTER][B][SIZE=7]Heartless[/SIZE][/B][/CENTER] The heartless are different from other monsters for they are born out of the negative emotions; like poltergeists, they are filled with only the worst of what sentient beings can feel. Like demons or angels, they are physical representations of souls. In this case, however, they have separated from the beings whose emotions have created them. Some vile creatures seek to create heartless creatures, seeing them as a way to corrupt the righteous and turn them into allies. Heartless creatures always have an oppositional color scheme to the base creatures’ normal appearance, giving them a much darker look. [B]Creating a Heartless Creature[/B] “Heartless” is an acquired template that can be added to any intelligent creature (Int 3 or more) who can experience negative emotions (for example an inevitable could not become heartless but un undead can) and does not possess the good or heartless subtype. A heartless creature uses all the base creature’s statistics and special abilities except as noted here. [B]CR:[/B] +1. [B]Alignment:[/B] Always evil. [B]Size and Type:[/B] The creature’s gains the evil and heartless subtypes. [B]Special Abilities: [/B]A heartless creature retains all the special abilities of the base creature, and gains the special abilities as described below. [B]Aura of Abuse (Su)[/B] Non-heartless creatures who enter this 30 ft. aura experience visions of the abuse the heartless creature suffered from. A failed Will save DC (see below) determines the effect of the aura; the effect lasts for 5 rounds. Upon a successful save, the subject is shaken for one round. Targets that make their save are immune to this heartless creature’s aura of abuse for 24 hours. Aura of abuse is a fear, mind-affecting effect. Creature with the heartless subtype are immune to aura of abuse. [TABLE] [TR] [TD][CENTER][B]DC[/B][/CENTER][/TD] [TD][CENTER][B]Condition[/B][/CENTER][/TD] [/TR] [TR] [TD][CENTER]½ the heartless creature’s HD + its Cha modifier[/CENTER][/TD] [TD][CENTER]Cowered[/CENTER][/TD] [/TR] [TR] [TD][CENTER]5 + ½ the heartless creature’s HD + its Cha modifie[/CENTER][/TD] [TD][CENTER]Panicked[/CENTER][/TD] [/TR] [TR] [TD][CENTER]10 + ½ the heartless creature’s HD + its Cha modifie[/CENTER][/TD] [TD][CENTER]Frightened[/CENTER][/TD] [/TR] [/TABLE] [B]Create Heartless (Su)[/B] As a standard action, a heartless creature can create an exact duplicate of a target creature. To use this ability, the heartless creature must make a melee touch attack that provoke attack of opportunity against an intelligent creature (Int 3 or more) who can experience negative emotions. A successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) negate the effect. Targets that make their save are immune to this heartless creature’s create heartless for 24 hours. That duplicate gains the heartless creature template. A heartless creature does not gain use of this ability until 24 hours after its original creation. The new heartless creature has all the possessions and powers of its original (including magic, though it cannot duplicate artifacts) unless the new alignment or type result in no longer respecting the prerequisites of some abilities, in which case they are changed with some others suitable for his new role (DM discretion, eg. when the heartless of a paladin is generated, the heartless creature, instead of paladin, can be an antipaladin of the Tyrant archetype [for its LE alignment]). Upon the defeat or destruction of the heartless duplicate, the duplicate and its items disappear completely (though the items reappear with improved rejuvenation). The motives of the heartless duplicate, if needed, are determined by the GM. The duplicate is not under the control of its creator. When spawned, the heartless is a copy of the original, but if left free for a long time, it can take on specific levels and abilities of its own (eg. Shelag is a 6th level rogue when her heartless is spawned, at the moment of level up° she decides to continue as a rogue while her heartless decides to enter the prestige class of the master spy in order to better hide from the original after doing some retraining to meet the PrC prerequisites). Create heartless cannot be used on creature with the heartless subtype (an heartless cannot create a new heartless from itself nor from another heartless because they are already made of evil and negative emotions) nor creatures who cannot experience negative emotions (for example an inevitable but un undead can), possess the good subtype (as they are literally made of good) or have already their heartless existent in the world (because it was already extracted). In some unique circumstances, these creatures may be vulnerable to create heartless, but this is left to the DM's discretion. ° The heartless creature gains exp independently from the originator, and depending on the situation, if left free for a long time, there could be a point where a heartless creature could even be of a higher level than the original. [B]Improved Rejuvenation (Su)[/B] In most cases, it’s difficult to destroy a heartless creature through simple combat: the “destroyed” or “slain” heartless creature restores itself in 1d4+1 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a heartless creature is to have its originator slain or destroyed, or to have the originator absorb the creature. The originator can automatically absorb a helpless or pinned heartless creature, otherwise it must make a successful touch attack against the heartless creature and succeed on an opposed Charisma check. If the originator die, the heartless creature gains 1 permanent negative level every day the creator remain dead. This negative levels ignore every immunity against them and cannot be removed with nothing less powerful of a wish or miracle but even in that case, they resume accumulate the next day. If the heartless creature gains a number of negative levels equal to its HD, it dissolve in a disgusting puddle. If the originator comes back to life when the heartless creature still exists, these negative levels are removed at the rate of 1 per day. If the originator comes back to life when the heartless has been destroyed by this negative levels (it was not absorbed by the originator), it returns to existence at the point where it was destroyed with a number of negative levels equal to its HD-1, these negative levels are removed at the rate of 1 per day. Actually, the only way to permanently destroy a heartless without having the originator permanently die, is for the originator to absorb it. [B]Mocking Laughter (Su)[/B] Once every 1d6 rounds, as a swift action, the heartless can unleash a torrent of braying laughter combined with a stream of vile expletives and invective, this is directed against one target within 60 ft. If the target fails its Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier) it suffers 1d6 points of nonlethal damage for every 2 HD the heartless creature possesses (minimum 1d6). In addition, upon a failed save, the target is filled with humiliation, shame, and self-loathing, taking a -1 penalty on attack rolls, saving throws, ability checks, and skill checks for 1 day per HD of the heartless. This penalty increases by -1 for every 3 HD the heartless creature possesses. This penalty can be removed by application of any effect that grants a morale bonus to any attack roll, saving throw, ability check or skill check. Targets that make their save are immune to this heartless creature’s mocking laughter for 24 hours. This is a compulsion, mind-affecting effect. Creature with the heartless subtype are immune to mocking laughter. [B]Malevolence (Su)[/B] Once per round, the heartless creature can merge its body with its originator. This ability is similar to a [I]greater possession[/I] spell (caster level 15th or the heartless creature’s HD, whichever is higher), except that it ignore immunity to necromancy effects. To use this ability, the heartless creature must make a melee touch attack against its originator. The target can resist the effect with a successful Will save (DC 10 + ½ the heartless creature’s HD + its Cha modifier). An originator that successfully saves is immune to the heartless creature’s malevolence for 24 hours. [/QUOTE]
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