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<blockquote data-quote="Voadam" data-source="post: 9672725" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596" target="_blank">Hammer & Helm</a></p><p>3.0</p><p><strong>Defender of Mar-Namor:</strong> The defenders of Mar-Namor are undead bound to the Forge God’s will and granted heightened powers. Long ago, the great city of Mar-Namor faced attack by a powerful illithid army keen to plunder its wealth and enslave its tireless dwarven workers. The bravery of the city’s legions was for naught: The illithids blasted the minds of dwarven warriors sent against them, and soon many of the defenders fought as thralls in the invading army. The automatons and golems of Mar-Namor could not be so overtaken, but they were too few to do much more than delay the illithid host. </p><p>Desperate, the city’s defenders turned to the arts of necromancy, creating undead dedicated to the Forge God. For a while the ploy worked, and the undead legions marched with impunity against the illithids. Necromancy, however, was not the succor that Mar- Namor needed-the city was betrayed from within by many of the same spellcasters who built the new defenders. As the city fell, the traitors fled, taking the secrets of creating the new undead with them, and some can still be found in remote locations. </p><p>“Defender of Mar-Namor” is a template that can be added to any corporeal undead creature. </p><p>A defender of Mar-Namor can be created by clerics casting animate dead, create undead, or create greater undead. A cleric must have acquired knowledge of the defender of Mar-Namor template and its application through adventuring (GM’s discretion) before he can use it in conjunction with these spells. The ritual also requires a suit of the appropriate armor, along with the weapon the creature will wield and the other components necessary for the spell. </p><p>The rituals that bind an undead creature with the trappings of the Forge God are long and impossible to complete without some other means of controlling it. Applying the template to existing undead requires that it first be controlled by a turn attempt, then somehow immobilized without being destroyed. Finally, a dwarf cleric (or a character with access to the proper profane knowledge) must expend a turn attempt powerful enough to destroy the undead and sacrifice XP equal to 20 times the undead’s Hit Dice total. </p><p><strong>Defender of Mar-Namor, Undead Bound to the Forge God's Will And Granted Heightened Powers, Undead Dedicated to the Forge God:</strong> ?</p><p><strong>Defender of Mar-Namor, Mindless Undead:</strong> ?</p><p><strong>Defender of Mar-Namor, Especially Powerful Defender Made From Intelligent Undead:</strong> ?</p><p><strong>Defender of Mar-Namor, Especially Powerful Knight Made From Intelligent Undead:</strong> ?</p><p><strong>Defender of Mar-Namor, Intelligent Undead:</strong> ?</p><p><strong>Ghoul Soldier of Mar-Namor:</strong> ?</p><p><strong>Mummy Defender of Mar-Namor:</strong> ?</p><p><strong>Undead, Undead Creature, Normal Undead Creature, Normal Undead:</strong> ?</p><p><strong>Advanced Undead:</strong> Beginning at 2nd level, the spirit stone defiler can enhance undead he creates with the animate dead spell or similar magic by including spirit stone as a power component. Every 20 gp of spirit stone consumed in the casting advances a single created undead by one Hit Die, up to a number of Hit Dice equal to the defiler’s class level. Sheathed in fragments of spirit stone, the advanced undead looks alien and warped. Sometimes such creatures bear the visages of the dwarven souls that formerly blessed the spirit stone, now twisted with pain. </p><p><strong>Undead Servant:</strong> ?</p><p><strong>Independent Undead:</strong> ?</p><p><strong>Corporeal Undead Creature:</strong> ?</p><p><strong>Undead Foe:</strong> ?</p><p><strong>Undead Warrior:</strong> ?</p><p><strong>Ghoul:</strong> If a ghoul soldier of Mar-Namor does not devour a humanoid victim, the corpse rises as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. </p><p><strong>Malicath, Arch-Lich:</strong> ?</p><p><strong>Shadow:</strong> ?</p><p><strong>Vampire:</strong> Talisman of the Wild Vampiric magic item.</p><p><strong>Wight:</strong> ?</p><p></p><p>Talisman of the Wild </p><p>Each of these talismans grants the user greater transformation ability whenever casting the polymorph self spell, using a druid’s wild shape ability, or employing similar effects. A given talisman of the wild grants the listed template to the assumed form. Each talisman’s effects are listed on page 96. Only one talisman of the wild can be used at a time, and if the template could not normally be added to the assumed form, it has no effect. A talisman requires the Craft Wondrous Item feat to create in addition to the spell listed. Weight: 1 lb. </p><p></p><p>Talisman of the Wild </p><p>Talisman Template Caster Level Prerequisites Market Price Cost to Create </p><p>Heavenly Celestial 11th holy word 8,000 gp 4,000 gp + 320 XP </p><p>Infernal Fiendish 11th blasphemy 8,000 gp 4,000 gp + 320 XP </p><p>Ironbound Iron-souled 13th iron body 2,000 gp 1,000 gp + 80 XP </p><p>Taloned Half-dragon 11th fly 18,000 gp 9,000 gp + 720 XP </p><p>Vampiric Vampire 13th enervation 8,000 gp 4,000 gp + 320 XP</p></blockquote><p></p>
[QUOTE="Voadam, post: 9672725, member: 2209"] [URL=https://www.drivethrurpg.com/product/417926/3rd-Era-PDF-MegaBundle?affiliate_id=17596]Hammer & Helm[/URL] 3.0 [b]Defender of Mar-Namor:[/b] The defenders of Mar-Namor are undead bound to the Forge God’s will and granted heightened powers. Long ago, the great city of Mar-Namor faced attack by a powerful illithid army keen to plunder its wealth and enslave its tireless dwarven workers. The bravery of the city’s legions was for naught: The illithids blasted the minds of dwarven warriors sent against them, and soon many of the defenders fought as thralls in the invading army. The automatons and golems of Mar-Namor could not be so overtaken, but they were too few to do much more than delay the illithid host. Desperate, the city’s defenders turned to the arts of necromancy, creating undead dedicated to the Forge God. For a while the ploy worked, and the undead legions marched with impunity against the illithids. Necromancy, however, was not the succor that Mar- Namor needed-the city was betrayed from within by many of the same spellcasters who built the new defenders. As the city fell, the traitors fled, taking the secrets of creating the new undead with them, and some can still be found in remote locations. “Defender of Mar-Namor” is a template that can be added to any corporeal undead creature. A defender of Mar-Namor can be created by clerics casting animate dead, create undead, or create greater undead. A cleric must have acquired knowledge of the defender of Mar-Namor template and its application through adventuring (GM’s discretion) before he can use it in conjunction with these spells. The ritual also requires a suit of the appropriate armor, along with the weapon the creature will wield and the other components necessary for the spell. The rituals that bind an undead creature with the trappings of the Forge God are long and impossible to complete without some other means of controlling it. Applying the template to existing undead requires that it first be controlled by a turn attempt, then somehow immobilized without being destroyed. Finally, a dwarf cleric (or a character with access to the proper profane knowledge) must expend a turn attempt powerful enough to destroy the undead and sacrifice XP equal to 20 times the undead’s Hit Dice total. [b]Defender of Mar-Namor, Undead Bound to the Forge God's Will And Granted Heightened Powers, Undead Dedicated to the Forge God:[/b] ? [b]Defender of Mar-Namor, Mindless Undead:[/b] ? [b]Defender of Mar-Namor, Especially Powerful Defender Made From Intelligent Undead:[/b] ? [b]Defender of Mar-Namor, Especially Powerful Knight Made From Intelligent Undead:[/b] ? [b]Defender of Mar-Namor, Intelligent Undead:[/b] ? [b]Ghoul Soldier of Mar-Namor:[/b] ? [b]Mummy Defender of Mar-Namor:[/b] ? [b]Undead, Undead Creature, Normal Undead Creature, Normal Undead:[/b] ? [b]Advanced Undead:[/b] Beginning at 2nd level, the spirit stone defiler can enhance undead he creates with the animate dead spell or similar magic by including spirit stone as a power component. Every 20 gp of spirit stone consumed in the casting advances a single created undead by one Hit Die, up to a number of Hit Dice equal to the defiler’s class level. Sheathed in fragments of spirit stone, the advanced undead looks alien and warped. Sometimes such creatures bear the visages of the dwarven souls that formerly blessed the spirit stone, now twisted with pain. [b]Undead Servant:[/b] ? [b]Independent Undead:[/b] ? [b]Corporeal Undead Creature:[/b] ? [b]Undead Foe:[/b] ? [b]Undead Warrior:[/b] ? [b]Ghoul:[/b] If a ghoul soldier of Mar-Namor does not devour a humanoid victim, the corpse rises as a ghoul in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. [b]Malicath, Arch-Lich:[/b] ? [b]Shadow:[/b] ? [b]Vampire:[/b] Talisman of the Wild Vampiric magic item. [b]Wight:[/b] ? Talisman of the Wild Each of these talismans grants the user greater transformation ability whenever casting the polymorph self spell, using a druid’s wild shape ability, or employing similar effects. A given talisman of the wild grants the listed template to the assumed form. Each talisman’s effects are listed on page 96. Only one talisman of the wild can be used at a time, and if the template could not normally be added to the assumed form, it has no effect. A talisman requires the Craft Wondrous Item feat to create in addition to the spell listed. Weight: 1 lb. Talisman of the Wild Talisman Template Caster Level Prerequisites Market Price Cost to Create Heavenly Celestial 11th holy word 8,000 gp 4,000 gp + 320 XP Infernal Fiendish 11th blasphemy 8,000 gp 4,000 gp + 320 XP Ironbound Iron-souled 13th iron body 2,000 gp 1,000 gp + 80 XP Taloned Half-dragon 11th fly 18,000 gp 9,000 gp + 720 XP Vampiric Vampire 13th enervation 8,000 gp 4,000 gp + 320 XP [/QUOTE]
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