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<blockquote data-quote="Qwillion" data-source="post: 2254237" data-attributes="member: 14641"><p><strong>Stab at Template</strong></p><p></p><p>Thralls of the Flesh</p><p></p><p></p><p>CREATING A Thrall of the Flesh</p><p></p><p>"Thralls of the Flesh" is an acquired template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature).</p><p>Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It also gains the augmented subtype of the base creature. It uses all the base creature's statistics and special abilities except as noted here.</p><p>Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. </p><p>Speed: increase all base speeds by 10 feet due to influx of positive energy</p><p>Armor Class: Natural armor bonus changes to a number based on the Thrall of the Flesh's size:</p><p>Tiny or smalleer------+2 </p><p>Small----------------+3 </p><p>Medium or Large-----+4 </p><p>Huge----------------+5 </p><p>Gargantuan---------+10 </p><p>Colossal-------------+20 </p><p>Attacks: A Thrall of the Flesh retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; and one bite attack if it has a mouth, the skeleton can strike with each of its claw attacks at its full attack bonus. A Thrall of the Flesh's base attack bonus is equal to 1/2 its Hit Dice.</p><p>Damage: Natural and manufactured weapons deal damage normally. All claw and bite attacks deal positive energy damage (see special attacks) depending on the Thrall of the Flesh's size. (If the base creature already had claw attacks with its hands and bite attack with a mouth, use the Thralls of the Flesh claw damage or bite damage only if it's better.)</p><p>Size, claw bite </p><p>Diminutive or Fine---1d2 </p><p>Tiny----------------1d3 </p><p>Small---------------1d4 </p><p>Medium-------------1d6 </p><p>Large---------------1d8 </p><p>Huge----------------2d6 </p><p>Gargantuan----------2d8 </p><p>Colossal-------------3d6 </p><p>Special Attacks: A Thralls of the Flesh retains none of the base creature's special attacks but gains the following special attacks:</p><p>Frenzied Attack (Ex): Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards.</p><p>Positive Energy Damage (Su): The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts additional positive energy damage equal to the creatures claw attack (medium +1d6, large +1d8, etc.) on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I.</p><p>Positive Energy Surge (Su): Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy.</p><p>Special Qualities: A Thrall of flesh loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A thrall of flesh gains the following special qualities.</p><p>Evasion (Ex): The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue.</p><p>Fast Healing (Ex): Thralls of the Flesh recover 2 Hit Points per round unless destroyed.</p><p>Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.</p><p>Abilities: A thrall of the flesh's Strenght Dexterity increases by +4, it has no Constitution score, its Int changes to 5 , and its Wisdom and Charisma changes to 10.</p><p>Skills: recalculate the creatures skill points, the creature has spot and listen as class skills.</p><p>Feats: reassign all feat choices.</p><p>Environment: Any Underground, usually same as base creature.</p><p>Organization: Solitary, mob (2-4), pack (5-10)</p><p>Challenge Rating: Depends on Hit Dice, as follows:</p><p>Hit Dice Challenge Rating </p><p>1/2------1 </p><p>1--------2 </p><p>2–3------3 </p><p>4–5------4 </p><p>6–7------5 </p><p>8–9------6 </p><p>10–11----7 </p><p>12–14----8 </p><p>15–17----9 </p><p>18–20---10</p><p>Treasure: None.</p><p>Alignment: Always chaotic neutral.</p><p>Advancement: As base creature (or — if the base creature advances by character class).</p><p>Level Adjustment: —.</p><p></p><p>-- </p><p>Steve "Quillion" Russell</p><p><a href="http://www.callofthehorn.com" target="_blank">www.callofthehorn.com</a></p></blockquote><p></p>
[QUOTE="Qwillion, post: 2254237, member: 14641"] [b]Stab at Template[/b] Thralls of the Flesh CREATING A Thrall of the Flesh "Thralls of the Flesh" is an acquired template that can be added to any corporeal creature other than an undead (referred to hereafter as the base creature). Size and Type: The creature's type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It also gains the augmented subtype of the base creature. It uses all the base creature's statistics and special abilities except as noted here. Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. Speed: increase all base speeds by 10 feet due to influx of positive energy Armor Class: Natural armor bonus changes to a number based on the Thrall of the Flesh's size: Tiny or smalleer------+2 Small----------------+3 Medium or Large-----+4 Huge----------------+5 Gargantuan---------+10 Colossal-------------+20 Attacks: A Thrall of the Flesh retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; and one bite attack if it has a mouth, the skeleton can strike with each of its claw attacks at its full attack bonus. A Thrall of the Flesh's base attack bonus is equal to 1/2 its Hit Dice. Damage: Natural and manufactured weapons deal damage normally. All claw and bite attacks deal positive energy damage (see special attacks) depending on the Thrall of the Flesh's size. (If the base creature already had claw attacks with its hands and bite attack with a mouth, use the Thralls of the Flesh claw damage or bite damage only if it's better.) Size, claw bite Diminutive or Fine---1d2 Tiny----------------1d3 Small---------------1d4 Medium-------------1d6 Large---------------1d8 Huge----------------2d6 Gargantuan----------2d8 Colossal-------------3d6 Special Attacks: A Thralls of the Flesh retains none of the base creature's special attacks but gains the following special attacks: Frenzied Attack (Ex): Thralls of the Flesh enter a berserk rage when they spot a potential victim. Their frenzy is identitcal to a Barbarian's Rage ability of the same level. Thralls can maintain this state for up to 4 rounds. thralls do not suffer exhaustion after the rage passes, but cannot use this ability again for 1 hour afterwards. Positive Energy Damage (Su): The positive energy animating the Thralls surges forth when they attack their victims, tearing through their bodies. A successful claw or bite attack by a Thrall inflicts additional positive energy damage equal to the creatures claw attack (medium +1d6, large +1d8, etc.) on the target. With living creatures, this 'damage' will actually heal wounds inflicted by the Thralls in combat. However, if the creature in question exceeds its normal Hit Points, they must immediately make a Fortitude save (DC 15 + the amount of damage inflicted that round) or suffer 1d6 Intelligence damage. Creatures reduced to 0 Int by the Thralls die, rising as Thralls within 1d3 rounds. Alternately, the DM may elect to roll on the Random Mutation Table for Region I. Positive Energy Surge (Su): Instead of making a full attack against a target, the Thralls may unleash a burst of positive energy in a 10' radius, inflicting 4d6 positive energy damage (DC 15 for 1/2 damage). This damage functions the same as the normal positive energy damage of the Thralls' attack, including the random mutations spawned by the influx of positive energy. Special Qualities: A Thrall of flesh loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A thrall of flesh gains the following special qualities. Evasion (Ex): The positive energy animating Thralls of the Flesh grants them almost supernatual alacrity. The Evasion ability of thralls is the same as that of a 2nd level Rogue. Fast Healing (Ex): Thralls of the Flesh recover 2 Hit Points per round unless destroyed. Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. Abilities: A thrall of the flesh's Strenght Dexterity increases by +4, it has no Constitution score, its Int changes to 5 , and its Wisdom and Charisma changes to 10. Skills: recalculate the creatures skill points, the creature has spot and listen as class skills. Feats: reassign all feat choices. Environment: Any Underground, usually same as base creature. Organization: Solitary, mob (2-4), pack (5-10) Challenge Rating: Depends on Hit Dice, as follows: Hit Dice Challenge Rating 1/2------1 1--------2 2–3------3 4–5------4 6–7------5 8–9------6 10–11----7 12–14----8 15–17----9 18–20---10 Treasure: None. Alignment: Always chaotic neutral. Advancement: As base creature (or — if the base creature advances by character class). Level Adjustment: —. -- Steve "Quillion" Russell [url]www.callofthehorn.com[/url] [/QUOTE]
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