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World of Kulan
[v.3.5] Fallenlands: Continent of Margoth-Nal
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<blockquote data-quote="Knightfall" data-source="post: 4205429" data-attributes="member: 2012"><p><strong><span style="color: rgb(251, 160, 38)">ZETETIC-TOUCHED</span></strong></p><p><strong>Medium Aberration</strong></p><p><strong>Hit Dice:</strong> 9d8+27 (71 hp)</p><p><strong>Initiative:</strong> +7 (Dex, Improved Initiative)</p><p><strong>Speed:</strong> 20 feet (4 squares), fly 25 feet (average)</p><p><strong>AC:</strong> 19 (+3 Dexterity, +6 natural), touch 13, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +4/+9</p><p><strong>Attack:</strong> +9 melee (1d6+5/x2, 2 morningstars)</p><p><strong>Full Attack:</strong> +9 melee (1d6+5/x2, 2 morningstars) and +9 melee (1d6+5/x2, 2 claws) and +7 melee (1d6+2/x2, bite) and +7 melee (1d4+2/x2 plus numbing effect, tail)</p><p><strong>Space/Reach:</strong> 5 feet/5 feet</p><p><strong>Special Attacks:</strong> Improved grab, constrict (1d6+5), numbing effect</p><p><strong>Special Qualities:</strong> Darkvision 30 feet, DR 5/magic, SR 12</p><p><strong>Saves:</strong> Fort +6, Ref +8, Will +8</p><p><strong>Abilities:</strong> Str 20 (+5), Dex 17 (+3), Con 16 (+3), Int 12 (+1), Wis 15 (+2), Cha 14 (+2)</p><p><strong>Skills:</strong> Hide +8, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (religion) +10, Listen +7, Sense Motive +7, Spot +7, Tumble +7</p><p><strong>Feats:</strong> Improved Initiative, Lightning Reflexes, Multiattack, Power Attack</p><p></p><p><strong>Continent/Region:</strong> The Fallenlands</p><p><strong>Environment:</strong> And land</p><p><strong>Organization:</strong> Solitary, pair, or band (6–12)</p><p><span style="color: #FF8C00"><strong>Challenge Rating:</strong> ?</span></p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often Lawful Neutral</p><p><strong>Advancement:</strong> 10–18 HD (Large)</p><p><strong>Level Adjustment:</strong> +9</p><p></p><p><span style="color: #FF8C00"><em>Description still needed</em></span></p><p></p><p>Zetetic-touched are unnatural creations that fuse the power of the zetetic with that of a humanoid creature. No one is sure how they came into being since the zetetic are sexless. Zetetic-touched areless powerful than their progenitors but they are still highly dangerous aberrations with the same motivations and goals as true zetetic. Unlike a true zetetic, these aberrations have lower limbs that allow them to walk. They can still fly, but they are less precise in the air than a true zetetic.</p><p></p><p>Zetetic-touched speak Ignan and Jinn. They are able to learn almost any language.</p><p></p><p><strong>Combat</strong></p><p>Zetetic-touched are warriors first and foremost. Since they lack some of the special abilities of a true zetetic, they tend to fight with weapons and their natural attacks first. Those that do feel pulled towards the arcane tend to become sorcerers. Zetetic-touched are less likely to be loners than the zetetic, and it isn't unusual to encounter them in significant numbers. More than twice of their progenitors.</p><p></p><p><em>Improved Grab</em> (Ex): To use this ability, a zetetic-touched must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin to constrict as well as make the grappled foe face a cumulative numbing effect (see below). The zetetic-touched can use its tail to grapple and hold foes without being considered grappling itself (it does not lose its Dexterity bonus to Armor Class.)</p><p></p><p><em>Constrict</em> (Ex): When a zetetic-touched establishes a hold with its tail, it wraps the tail around its foe. The zetetic-touched inflicts 1d6+5 points of damage each round as it holds a foe, as well as automatically inflicting its numbing effect each round.</p><p></p><p><em>Numbing Effect</em> (Su): Any living creature not immune to paralysis that is touched by the zetetic-touched's tail feels its muscles relax and lose strength and feeling. The result is a -1 penalty to attack and damage rolls, Strength and Dexterity checks, and Reflex saves. This numbness lasts for 3 rounds. If the tail strikes a creature more than once, the numbing effect is cumulative. Thus, a character struck twice suffers a -2 penalty, and one struck three times suffers a -3 penalty. Characters grappled by the tail suffer the cumulative penalty each round they remain grabbed.</p><p></p><p><em>Skills</em> (Ex): All zetetic-touched gain a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills.</p><p></p><p><strong>Zetetic-touched Racial Traits</strong></p><p>• +3 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom, +2 Charisma.</p><p>• Medium-size. As a Medium-size creature, a zetetic-touched character has no special bonuses or penalties due to its size.</p><p>• Aberration: A zetetic-touched is an aberration, and is therefore immune to spells that only affect humanoids, such as charm person.</p><p>• A zetetic-touched’s base speed is 20 feet. It also has a fly speed of 25 feet with Average maneuverability.</p><p>• Racial Hit Dice: A zetetic-touched character begins with nine levels of aberration, which provide 9d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +3, Ref +3, Will +6.</p><p>• Racial Skills: A zetetic-touched's aberration levels give it skill points equal to 12 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (geography), Knowledge (history), Knowledge (religion), Listen, Sense Motive, Spot, and Tumble. A zetetic-touched character gains a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills.</p><p>• Racial Feats: A zetetic-touched's aberration levels give it four feats.</p><p>• A zetetic-touched has a +6 natural armor bonus.</p><p>• Natural Attacks: A zetetic-touched character may attack with a two claws (1d6) a bite (1d6), and a tail (1d4 plus numbing effect) as a full-round action. It is always treated as being armed when using its natural attacks.</p><p>• Weapon and Armor Proficiency: A zetetic-touched character is proficient with all simple weapons, as well as light and medium armor.</p><p>• Special Attacks (see above): Improved grab, constrict (1d6 + Strength bonus), and numbing effect.</p><p>• Special Qualities: Darkvision 30 feet and DR 5/magic.</p><p>• A zetetic-touched has spell resistance of 12 + its character levels.</p><p>• Automatic Languages: Ignan and Jinn. Bonus Languages: Any Fallenlanden languages.</p><p>• Favored Class: Fighter. A multiclass zetetic-touched character’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.</p><p>• Level Adjustment: +9; ECL 18.</p><p></p><p><strong>[Based on the Zetetic monster from the Arcana Unearthed sourcebook called Legacy of the Dragons.]</strong></p></blockquote><p></p>
[QUOTE="Knightfall, post: 4205429, member: 2012"] [B][COLOR=rgb(251, 160, 38)]ZETETIC-TOUCHED[/COLOR] Medium Aberration Hit Dice:[/B] 9d8+27 (71 hp) [B]Initiative:[/B] +7 (Dex, Improved Initiative) [B]Speed:[/B] 20 feet (4 squares), fly 25 feet (average) [B]AC:[/B] 19 (+3 Dexterity, +6 natural), touch 13, flat-footed 16 [B]Base Attack/Grapple:[/B] +4/+9 [B]Attack:[/B] +9 melee (1d6+5/x2, 2 morningstars) [B]Full Attack:[/B] +9 melee (1d6+5/x2, 2 morningstars) and +9 melee (1d6+5/x2, 2 claws) and +7 melee (1d6+2/x2, bite) and +7 melee (1d4+2/x2 plus numbing effect, tail) [B]Space/Reach:[/B] 5 feet/5 feet [B]Special Attacks:[/B] Improved grab, constrict (1d6+5), numbing effect [B]Special Qualities:[/B] Darkvision 30 feet, DR 5/magic, SR 12 [B]Saves:[/B] Fort +6, Ref +8, Will +8 [B]Abilities:[/B] Str 20 (+5), Dex 17 (+3), Con 16 (+3), Int 12 (+1), Wis 15 (+2), Cha 14 (+2) [B]Skills:[/B] Hide +8, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (religion) +10, Listen +7, Sense Motive +7, Spot +7, Tumble +7 [B]Feats:[/B] Improved Initiative, Lightning Reflexes, Multiattack, Power Attack [B]Continent/Region:[/B] The Fallenlands [B]Environment:[/B] And land [B]Organization:[/B] Solitary, pair, or band (6–12) [COLOR=#FF8C00][B]Challenge Rating:[/B] ?[/COLOR] [B]Treasure:[/B] Standard [B]Alignment:[/B] Often Lawful Neutral [B]Advancement:[/B] 10–18 HD (Large) [B]Level Adjustment:[/B] +9 [COLOR=#FF8C00][I]Description still needed[/I][/COLOR] Zetetic-touched are unnatural creations that fuse the power of the zetetic with that of a humanoid creature. No one is sure how they came into being since the zetetic are sexless. Zetetic-touched areless powerful than their progenitors but they are still highly dangerous aberrations with the same motivations and goals as true zetetic. Unlike a true zetetic, these aberrations have lower limbs that allow them to walk. They can still fly, but they are less precise in the air than a true zetetic. Zetetic-touched speak Ignan and Jinn. They are able to learn almost any language. [B]Combat[/B] Zetetic-touched are warriors first and foremost. Since they lack some of the special abilities of a true zetetic, they tend to fight with weapons and their natural attacks first. Those that do feel pulled towards the arcane tend to become sorcerers. Zetetic-touched are less likely to be loners than the zetetic, and it isn't unusual to encounter them in significant numbers. More than twice of their progenitors. [I]Improved Grab[/I] (Ex): To use this ability, a zetetic-touched must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin to constrict as well as make the grappled foe face a cumulative numbing effect (see below). The zetetic-touched can use its tail to grapple and hold foes without being considered grappling itself (it does not lose its Dexterity bonus to Armor Class.) [I]Constrict[/I] (Ex): When a zetetic-touched establishes a hold with its tail, it wraps the tail around its foe. The zetetic-touched inflicts 1d6+5 points of damage each round as it holds a foe, as well as automatically inflicting its numbing effect each round. [I]Numbing Effect[/I] (Su): Any living creature not immune to paralysis that is touched by the zetetic-touched's tail feels its muscles relax and lose strength and feeling. The result is a -1 penalty to attack and damage rolls, Strength and Dexterity checks, and Reflex saves. This numbness lasts for 3 rounds. If the tail strikes a creature more than once, the numbing effect is cumulative. Thus, a character struck twice suffers a -2 penalty, and one struck three times suffers a -3 penalty. Characters grappled by the tail suffer the cumulative penalty each round they remain grabbed. [I]Skills[/I] (Ex): All zetetic-touched gain a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills. [B]Zetetic-touched Racial Traits[/B] • +3 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom, +2 Charisma. • Medium-size. As a Medium-size creature, a zetetic-touched character has no special bonuses or penalties due to its size. • Aberration: A zetetic-touched is an aberration, and is therefore immune to spells that only affect humanoids, such as charm person. • A zetetic-touched’s base speed is 20 feet. It also has a fly speed of 25 feet with Average maneuverability. • Racial Hit Dice: A zetetic-touched character begins with nine levels of aberration, which provide 9d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +3, Ref +3, Will +6. • Racial Skills: A zetetic-touched's aberration levels give it skill points equal to 12 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (geography), Knowledge (history), Knowledge (religion), Listen, Sense Motive, Spot, and Tumble. A zetetic-touched character gains a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills. • Racial Feats: A zetetic-touched's aberration levels give it four feats. • A zetetic-touched has a +6 natural armor bonus. • Natural Attacks: A zetetic-touched character may attack with a two claws (1d6) a bite (1d6), and a tail (1d4 plus numbing effect) as a full-round action. It is always treated as being armed when using its natural attacks. • Weapon and Armor Proficiency: A zetetic-touched character is proficient with all simple weapons, as well as light and medium armor. • Special Attacks (see above): Improved grab, constrict (1d6 + Strength bonus), and numbing effect. • Special Qualities: Darkvision 30 feet and DR 5/magic. • A zetetic-touched has spell resistance of 12 + its character levels. • Automatic Languages: Ignan and Jinn. Bonus Languages: Any Fallenlanden languages. • Favored Class: Fighter. A multiclass zetetic-touched character’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. • Level Adjustment: +9; ECL 18. [B][Based on the Zetetic monster from the Arcana Unearthed sourcebook called Legacy of the Dragons.][/B] [/QUOTE]
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[v.3.5] Fallenlands: Continent of Margoth-Nal
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