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<blockquote data-quote="Obly99" data-source="post: 8974480" data-attributes="member: 7035194"><p style="text-align: center"></p> <p style="text-align: center"><strong><span style="font-size: 26px">Pale Stranger Template (CR +3) </span></strong><em><span style="font-size: 26px">"It's High Noon"</span></em></p><p></p><p>Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon.</p><p></p><p>A pale stranger appears much as it did in life, though desiccated and obviously undead. Pale strangers have the ability to hide their undead nature and appear as they did in life using <em>veil</em>. These pale strangers often attract large groups of adoring bandits and followers who may or may not realize that their murderous idol is in fact an unliving horror.</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Creating a Pale Stranger</span></strong></p><p></p><p>“Pale Stranger” is an acquired template that can be added to any living creature with 5 or more HD and proficiency with firearms (referred to hereafter as the “base creature”). A Pale Stranger uses the base creature’s stats and abilities except as noted here.</p><p></p><p><strong>CR:</strong> As the base creature +3.</p><p></p><p><strong>Alignment:</strong> Any Evil.</p><p></p><p><strong>Size and Type:</strong> The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves.</p><p></p><p><strong>Senses: </strong>A Pale Stranger gains darkvision 60 ft.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +4.</p><p></p><p><strong>Hit Dice:</strong> Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Pale Strangers use their Charisma modifier to determine bonus hit points (instead of Constitution).</p><p></p><p><strong>Defensive Abilities:</strong> A Pale Stranger gains channel resistance +4, DR 10/bludgeoning and magic, and SR 11 + HD, in addition to all of the defensive abilities granted by the undead type.</p><p></p><p><strong>Special Attacks:</strong> A Pale Stranger retains all the special attacks of the base creature and gains the following special attacks.</p><p></p><p><em>Bullets of Vengeance (Su)</em></p><p>Shots from a Pale Stranger's firearms deal an additional 1d6 damage, or 2d6 damage against the one who murdered it. A creature who has never killed a living being doesn't take this damage. When a pale stranger confirm a critical hit with a firearm, the target must succeed at a Fortitude save DC (10 + ½ HD of the Pale Stranger + its Charisma modifier) or be staggered for 1 round.</p><p></p><p><em>Firearms (Su)</em></p><p>A Pale Stranger fights with firearms enhanced with its dark magic. While firearms normally consume bullets and black powder when fired, a Pale Stranger’s firearms supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapon. In addition, any firearm a Pale Stranger wields functions as a +1 weapon, unless its enhancement bonus is higher.</p><p></p><p><em>Gun Training (Ex)</em></p><p>A Pale Stranger select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). It gains a bonus equal to its Dexterity modifier on damage rolls when firing that type of firearm. If the Pale Stranger already have gun training (like if its a gunslinger of 5th level), this firearm is in addition to those already selected. A Pale Stranger does not provoke attacks of opportunity when it fires a firearm in melee, and treats any one-handed firearms as light weapons for the purposes of determining penalties and interactions with two-weapon fighting.</p><p></p><p><em>High Noon (Su)</em></p><p>As a free action once per day, a Pale Stranger can challenge a creature within 60 ft. in a mortal 1vs1. A Will save DC 10 + ½ Pale Stranger HD + its Charisma modifier negate this effect. If the target fail the Will save, both him and the Pale Stranger remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another or be interacted by other creatures. Spells or weapon attacks from the affected creature and the Pale Stranger impact only each other, and spells or weapon attacks from other creatures cannot impact them though spells might affect terrain or other factors not related to other creatures or them. If the target or the Pale Stranger becomes unconscious or dies, the effect ends for both of them. The creature gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the effect ends. The maximum duration of this ability is 1/round per HD of the Pale Stranger and it can dismiss it as a free action.</p><p></p><p><em>Stranger’s Shot (Ex)</em></p><p>As a full-round action, a Pale Stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the Pale Stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +1d6 points of damage per 2 HD of the Pale Stranger (minimum +1d6). This extra damage is not multiplied on a critical hit.</p><p></p><p><strong>Spell-like Abilities:</strong> A Pale Stranger may use the following spell-like abilities with caster level equal to its HD.</p><p></p><p><strong>Constant</strong>—<em>bullet shield</em></p><p></p><p><strong>At-will</strong>—<em>veil</em> (self only; only to appear as when alive, no Disguise check needed)</p><p></p><p><strong>3/day</strong>—<em>named bullet</em>, <em>quieting weapons</em> (firearms only), <em>recoil fire</em>, <em>violent misfire</em></p><p></p><p><strong>1/day</strong>—<em>greater named bullet</em>, <em>ricochet shot</em></p><p></p><p><strong>Special Qualities</strong>: A Pale Stranger maintain the special qualities of the base creature and gains the following.</p><p></p><p><em>Stranger’s Luck (Su)</em></p><p>A Pale Stranger gains a luck bonus to AC equal to 1/3 its HD and has no chance of misfire when using firearms.</p><p></p><p><strong>Ability Scores:</strong> Str +2, Dex +6, Wis +6, Cha +4.</p><p></p><p><strong>Skills:</strong> Pale Strangers have a +8 racial bonus on Craft (alchemy; firearms ammunition only), Craft (firearms), Intimidate, Ride, Stealth, and Survival checks.</p><p></p><p><strong>Feats:</strong> Pale Strangers gain Clustered Shot, Deadly Aim, Improved Critical (one firearm selected with gun training), Improved Initiative, Point-Blank Shot, Precise Shot, and Quick Draw as bonus feats without the need to meet their prerequisites. If the Pale Stranger have the Grit class feature and at least 10 HD, it also gains Guns out of the Grave as a bonus feat.</p><p></p><p><strong><span style="font-size: 26px">Guns out of the Grave</span></strong></p><p>(originally found her <a href="https://thatboomerkid.tumblr.com/post//98874119991/guns-out-of-the-grave-pathfinder-undead?source=share" target="_blank">Guns out of the Grave -- Pathfinder Undead Gunslinger Feat</a>)</p><p><em>You don't stay dead, and you bow to none. Possessed of a soul that burns with hated and an unquenchable thirst for vengeance, you're a shade too rough and an ounce too mean to stay buried ... or scorching down in the hot-spot. On the lonely prairie wind, you ride upon the songs of the dead, your guns blazing with hellfire and your boots striding implacably over ashen, blood-splattered soil.</em></p><p></p><p><strong>Prerequisite:</strong> Grit pool, proficiency in firearms, 10 HD, Undead type.</p><p></p><p>If you are destroyed while you have one or more points of grit, you rise again in 2d4 days, much like the rejuvenation ability of a ghost; if you have no points of grit when you are destroyed, you instead rise after 1d10 years. While destroyed, if your remains are immersed in holy water and targeted with a <em>dispel evil</em>, <em>gentle repose</em> and <em>undeath to death</em> spells in succession you are permanently destroyed. Using this spells in this way does not require a material component and do not allow saving throw or spell resistance.</p><p></p><p>If your firearms have been removed from whatever remains of your body after your "destruction," they return to your possession when you rise, via a teleportation effect similar to that of a called weapon with a range in miles equal to your Hit Dice. If these weapons were broken or destroyed in the intervening time, they are repaired to their full operational condition upon your return. If your firearms are prevented from returning to you by magic or distance, you instead gain a sense of their location similar to the Sense Murderer ability of a revenant.</p><p></p><p>In addition, you may spend one point of grit to perform any of the following special deeds:</p><ul> <li data-xf-list-type="ul"><em>Desolate Cry:</em> As a move action, you cause all those within 30 ft. who can hear you to become shaken (no save) until the beginning of your next turn; you may maintain this ability in subsequent rounds as a free action by spending additional points of grit. This ability also destroys all mundane and non-magical vegetation in the area, causing it to blacken and crumble to dust. It otherwise functions identically to the dirge of doom bardic performance ability.</li> <li data-xf-list-type="ul"><em>Ghost Rider:</em> You can cast phantom steed as a spell-like ability, using your HD in place of caster level. Much like the mount of a graveknight, this skeletal apparition looks distinctive and always appears the same each time it is summoned.</li> <li data-xf-list-type="ul"><em>Hideous Wound:</em> As a swift action, you may apply the special effect of any one melee attack type you possess (such as a vampire's energy drain or a ghoul's paralysis) to a single firearm attack you make. You must choose to use this ability before the attack roll is made.</li> <li data-xf-list-type="ul"><em>Shake Off Control: </em>You gain an immediate, additional Will save to obviate the effects of Command Undead or similar abilities.</li> </ul></blockquote><p></p>
[QUOTE="Obly99, post: 8974480, member: 7035194"] [CENTER] [B][SIZE=7]Pale Stranger Template (CR +3) [/SIZE][/B][I][SIZE=7]"It's High Noon"[/SIZE][/I][/CENTER] Sometimes death itself cannot come between a gunslinger and its final revenge. When a gunslinger is slain by a hated enemy, or murdered before it can achieve vengeance against a hated foe, the anger and wrath can animate its remains as a vengeful undead monstrosity. When a pale stranger first rises, it seeks out the source of its anger to finish the job—thereafter, it wanders the desolate parts of the world looking for new victims to vent its unending rage upon. A pale stranger appears much as it did in life, though desiccated and obviously undead. Pale strangers have the ability to hide their undead nature and appear as they did in life using [I]veil[/I]. These pale strangers often attract large groups of adoring bandits and followers who may or may not realize that their murderous idol is in fact an unliving horror. [CENTER][B][SIZE=7]Creating a Pale Stranger[/SIZE][/B][/CENTER] “Pale Stranger” is an acquired template that can be added to any living creature with 5 or more HD and proficiency with firearms (referred to hereafter as the “base creature”). A Pale Stranger uses the base creature’s stats and abilities except as noted here. [B]CR:[/B] As the base creature +3. [B]Alignment:[/B] Any Evil. [B]Size and Type:[/B] The creature’s type changes to undead (augmented). Do not recalculate class Hit Dice, BAB, or saves. [B]Senses: [/B]A Pale Stranger gains darkvision 60 ft. [B]Armor Class:[/B] Natural armor improves by +4. [B]Hit Dice:[/B] Change all racial Hit Dice to d8s. Class Hit Dice are unaffected. As undead, Pale Strangers use their Charisma modifier to determine bonus hit points (instead of Constitution). [B]Defensive Abilities:[/B] A Pale Stranger gains channel resistance +4, DR 10/bludgeoning and magic, and SR 11 + HD, in addition to all of the defensive abilities granted by the undead type. [B]Special Attacks:[/B] A Pale Stranger retains all the special attacks of the base creature and gains the following special attacks. [I]Bullets of Vengeance (Su)[/I] Shots from a Pale Stranger's firearms deal an additional 1d6 damage, or 2d6 damage against the one who murdered it. A creature who has never killed a living being doesn't take this damage. When a pale stranger confirm a critical hit with a firearm, the target must succeed at a Fortitude save DC (10 + ½ HD of the Pale Stranger + its Charisma modifier) or be staggered for 1 round. [I]Firearms (Su)[/I] A Pale Stranger fights with firearms enhanced with its dark magic. While firearms normally consume bullets and black powder when fired, a Pale Stranger’s firearms supernaturally reload the instant it fires them, allowing the undead to make multiple attacks in a round with the weapon. In addition, any firearm a Pale Stranger wields functions as a +1 weapon, unless its enhancement bonus is higher. [I]Gun Training (Ex)[/I] A Pale Stranger select one specific type of firearm (such as an axe musket, blunderbuss, musket, or pistol). It gains a bonus equal to its Dexterity modifier on damage rolls when firing that type of firearm. If the Pale Stranger already have gun training (like if its a gunslinger of 5th level), this firearm is in addition to those already selected. A Pale Stranger does not provoke attacks of opportunity when it fires a firearm in melee, and treats any one-handed firearms as light weapons for the purposes of determining penalties and interactions with two-weapon fighting. [I]High Noon (Su)[/I] As a free action once per day, a Pale Stranger can challenge a creature within 60 ft. in a mortal 1vs1. A Will save DC 10 + ½ Pale Stranger HD + its Charisma modifier negate this effect. If the target fail the Will save, both him and the Pale Stranger remain visible and audible, and can see and hear other creatures, but cannot physically interact with any creature save one another or be interacted by other creatures. Spells or weapon attacks from the affected creature and the Pale Stranger impact only each other, and spells or weapon attacks from other creatures cannot impact them though spells might affect terrain or other factors not related to other creatures or them. If the target or the Pale Stranger becomes unconscious or dies, the effect ends for both of them. The creature gains a new Will saving throw at the beginning of each turn, and on a successful saving throw the effect ends. The maximum duration of this ability is 1/round per HD of the Pale Stranger and it can dismiss it as a free action. [I]Stranger’s Shot (Ex)[/I] As a full-round action, a Pale Stranger can take careful aim with one of its firearms and take a single, ruinous shot. This single shot always resolves as a touch attack, regardless of the actual range. If the Pale Stranger threatens a critical hit with this shot, it automatically confirms the critical hit. Regardless of whether the shot is a critical hit or not, it deals +1d6 points of damage per 2 HD of the Pale Stranger (minimum +1d6). This extra damage is not multiplied on a critical hit. [B]Spell-like Abilities:[/B] A Pale Stranger may use the following spell-like abilities with caster level equal to its HD. [B]Constant[/B]—[I]bullet shield[/I] [B]At-will[/B]—[I]veil[/I] (self only; only to appear as when alive, no Disguise check needed) [B]3/day[/B]—[I]named bullet[/I], [I]quieting weapons[/I] (firearms only), [I]recoil fire[/I], [I]violent misfire[/I] [B]1/day[/B]—[I]greater named bullet[/I], [I]ricochet shot[/I] [B]Special Qualities[/B]: A Pale Stranger maintain the special qualities of the base creature and gains the following. [I]Stranger’s Luck (Su)[/I] A Pale Stranger gains a luck bonus to AC equal to 1/3 its HD and has no chance of misfire when using firearms. [B]Ability Scores:[/B] Str +2, Dex +6, Wis +6, Cha +4. [B]Skills:[/B] Pale Strangers have a +8 racial bonus on Craft (alchemy; firearms ammunition only), Craft (firearms), Intimidate, Ride, Stealth, and Survival checks. [B]Feats:[/B] Pale Strangers gain Clustered Shot, Deadly Aim, Improved Critical (one firearm selected with gun training), Improved Initiative, Point-Blank Shot, Precise Shot, and Quick Draw as bonus feats without the need to meet their prerequisites. If the Pale Stranger have the Grit class feature and at least 10 HD, it also gains Guns out of the Grave as a bonus feat. [B][SIZE=7]Guns out of the Grave[/SIZE][/B] (originally found her [URL='https://thatboomerkid.tumblr.com/post//98874119991/guns-out-of-the-grave-pathfinder-undead?source=share']Guns out of the Grave -- Pathfinder Undead Gunslinger Feat[/URL]) [I]You don't stay dead, and you bow to none. Possessed of a soul that burns with hated and an unquenchable thirst for vengeance, you're a shade too rough and an ounce too mean to stay buried ... or scorching down in the hot-spot. On the lonely prairie wind, you ride upon the songs of the dead, your guns blazing with hellfire and your boots striding implacably over ashen, blood-splattered soil.[/I] [B]Prerequisite:[/B] Grit pool, proficiency in firearms, 10 HD, Undead type. If you are destroyed while you have one or more points of grit, you rise again in 2d4 days, much like the rejuvenation ability of a ghost; if you have no points of grit when you are destroyed, you instead rise after 1d10 years. While destroyed, if your remains are immersed in holy water and targeted with a [I]dispel evil[/I], [I]gentle repose[/I] and [I]undeath to death[/I] spells in succession you are permanently destroyed. Using this spells in this way does not require a material component and do not allow saving throw or spell resistance. If your firearms have been removed from whatever remains of your body after your "destruction," they return to your possession when you rise, via a teleportation effect similar to that of a called weapon with a range in miles equal to your Hit Dice. If these weapons were broken or destroyed in the intervening time, they are repaired to their full operational condition upon your return. If your firearms are prevented from returning to you by magic or distance, you instead gain a sense of their location similar to the Sense Murderer ability of a revenant. In addition, you may spend one point of grit to perform any of the following special deeds: [LIST] [*][I]Desolate Cry:[/I] As a move action, you cause all those within 30 ft. who can hear you to become shaken (no save) until the beginning of your next turn; you may maintain this ability in subsequent rounds as a free action by spending additional points of grit. This ability also destroys all mundane and non-magical vegetation in the area, causing it to blacken and crumble to dust. It otherwise functions identically to the dirge of doom bardic performance ability. [*][I]Ghost Rider:[/I] You can cast phantom steed as a spell-like ability, using your HD in place of caster level. Much like the mount of a graveknight, this skeletal apparition looks distinctive and always appears the same each time it is summoned. [*][I]Hideous Wound:[/I] As a swift action, you may apply the special effect of any one melee attack type you possess (such as a vampire's energy drain or a ghoul's paralysis) to a single firearm attack you make. You must choose to use this ability before the attack roll is made. [*][I]Shake Off Control: [/I]You gain an immediate, additional Will save to obviate the effects of Command Undead or similar abilities. [/LIST] [/QUOTE]
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