AuraTwilight
2014-07-29, 10:34 PM
So after like...years of being dissatisfied with the lack of Heartless and Nobodies for the sake of emulating Kingdom Hearts storylines in D&D, a player of mine asked me to whip something up.
The-Mage-King did a pretty good job with Nobodies, so I copied a lot of it with some fairly minor tweaking to fit with my Heartless concept. Sorry in advance, and thanks in advance for any criticisms and advice and thoughts and whatnot.
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Heartless Type
Features
- 8-sided Hit Dice
- Base attack bonus equal to 3/4 Hit Dice (As Cleric)
- Good Will saves
- Skill points equal to (2+ Int modifier, Minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the Heartless has an Intelligence score. However, most Heartless are mindless and gain no skill points or feats.
Traits - Heartless possess the following traits (unless otherwise noted in a creature's entry)
- Mindless: Unless otherwise specified in the monster's entry, all creatures with the Heartless type lack an intelligence score.
- Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
- Darkvision out to 60 feet.
- Proficient with their natural weapons and any weapon they are described as wielding.
- Only proficient with armor if they are described as wearing it.
- Heartless do not eat, breath, or sleep.
Furthermore, treat all Heartless as if they're a product of the following template:
Heartless Template
CREATING A HEARTLESS CREATURE
Heartless is an acquired Template that can be added to the following creatures: Aberrations, Animals, Dragons, Fey, Giants, Humanoids Magical Beasts, Monstrous Humanoids, Oozes, Plants and Vermin (referred to hereafter as the base creature).
Size and Type: The creature's Type changes to Heartless. The creature's size does not change.
Special Attacks: If not created through the Create Spawn ability, base creature keeps all special attacks, except that abilities that are good aligned, such as Smite Evil, are changed to affect good-aligned creatures instead (Exceptions exist with the very rare good Heartless). The creature also always gains the following Special Attacks.
Consume Heart (Su): When a creature is knocked out or killed by a heartless, the heartless uses the next round to consume that creature's heart. The heart is transported to the Plane of Shadows to become a Heartless while the creature's body and soul are transported to the Astral Plane to become a Nobody.
Special Qualities: If not created through the Create Spawn quality, the base creature keeps all its special qualities, except that abilities that are good aligned, such as Detect Evil, are changed to effect good-aligned creatures instead (Exceptions exist with the very rare good Heartless). The creature also gains the following Special Qualities.
Create Spawn (Su): Any creature whose heart is consumed by a heartless automatically is revived on the Plane Of Shadows with Heartless Template as well as on the Astral Plane with the Nobody template. The resulting Heartless is usually of the same kind that consumed its heart, much like how undead spawn more of their kind. In the case of a Heartless created from Create Spawn, it does not keep any attacks or qualities from the base creature.
Shadow Door (Ex): At will, as a full round action, a heartless can travel between shadows, just as a shadow dancer may, at a maximum range of 10 feet per Hit Die.
Surface Shadow (Ex): Heartless creatures move at base speed as a complete shadows with their yellow eyes showing on the floor, wall, surface, etc. They are immune to physical attacks (except by Ghost Touch weapons) and can't attack while in this from. The heartless also gains a +10 bonus to Move Silently and -4 to Hide (from the glowing yellow eyes) while in this form.
Black Infinity (Ex): Like an Outsider, a Heartless slain outside of its home plane will reform in a few days. This can only be bypassed by a keyblade, which permanently destroys them. If a Heartless and it's counterpart Nobody are both permanently destroyed, the base creature they originally were is reconstituted at the place they separated, or failing that, the closest safest space.
Dark Allure (Su): Heartless creatures naturally flock to those of evil or chaotic alignments naturally; they will obey the intentions of higher-HD Heartless inherently, and can be Turned and Rebuked as if they were Undead. In addition to this, an evil or chaotic-aligned creature can make an opposed Charisma check in order to command a Heartless creature as if casting dominate monster on it. This can be done on as many heartless as the subject wishes, though if the subject fails to suggest an individual heartless, the heartless creature is immune to that subject's attempts for 24 hours. There is no limit to how many heartless someone can command at any one time. For each heartless successfully commanded, the subject must make a Will Save (DC 10 + ½ Heartless' HD + Heartless' Wisdom modifier). For each failure, they gain a Dark Point.
Dark Points can only be removed by atonement, wish, miracle, or reality revision. If a subject accrues DP equal to or greater than its Wisdom score, the subject becomes a heartless creature with all that entails.
Skills: A heartless creature gains a +10 Racial bonus to Hide checks.
Nobody Type
Features
- d12-sided Hit Dice.
- Base attack bonus equal to 3/4 total Hit Dice (as cleric).
- Good Will saves.
- Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A Nobody possesses the following traits (unless otherwise noted in a creature’s entry).
- No constitution score.
- No immunity to critical hits, despite their lack of a Constitution score. This is due to them having weak points from the loss of fragments of the self to the Void.
- Cannot heal on its own, and is only partially affected by positive energy effects. If targeted by a Conjuration (Healing) spell, a Nobody only recovers half of the Hit Points normally recovered.
- Emotionless: A Nobody is completely unaffected by fear effects or rage effects. On the flip side, they also are unaffected by any effect that grants a morale bonus or otherwise uses emotions to empower the Nobody.
- Since it no longer exists, a Nobody cannot be raised of resurrected. However, provided a Nobody succeeds on a Will save with a DC equal to 15 + Nobody's total hit dice at time of 'death', a Nobody may return to its quasi-existence 3d8 days after it is 'killed', losing a level in the process. The save increases in difficulty by 5 for each time the Nobody has returned in this manner.
- A wish or miracle spell, or a reality revision power, cast or manifested while the Nobody and its Heartless are within ten feet of each other fuses the two, restoring them to their previous form and power. In the case of a Player Character, they immediately remove the template that granted them the Nobody type.
- Proficient with natural weapons only, unless otherwise stated in description as using a non-natural weapon.
- If both a Nobody and its Heartless are destroyed, the original creature reforms, exactly as they were at the time of their separation, at the place where they originally separated (or the nearest safe space).
Creating a Humanoid Nobody
Humanoid Nobody is an acquired template that can be added only to a living humanoid, monstrous humanoid, or native outsider with at least 10 hit dice, referred to hereafter as the base creature. They must also have a minimum of 10 in all of their mental ability scores. Otherwise, they would be a lesser Nobody.
A Humanoid Nobody uses all of the base creature's stats and abilities, except as noted here.
Size and Type
The creature's type changes to Nobody, receiving all effects of the new type as they are. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Special Attacks
A Nobody retains all of its prior special attacks and gains the following special ability.
Limit Break (Ex): A Humanoid Nobody may use a special attack known as a 'limit break' when its hit point total drops below 1/4th of its maximum total, rounding down. This may be used as many times per day as the hit point total drops beneath the mark, but each use of this ability per day makes the mark become 1/2 the previous mark for that day. Activation of this ability is a swift action.
A Limit Break:
- Lasts a number of rounds equal to the Humanoid Nobody's Charisma modifier +1, with a minimum of 1 round.
- Grants a haste effect to the Humanoid Nobody for the duration, with a caster level of 5.
- Grants a +5 inherent bonus to all saves, attack, and damage rolls.
- Allows the Humanoid Nobody to use one 2nd level spell from the Conjuration or Evocation schools with an energy descriptor once. The save DC is Charisma based, with an effective caster level of the Nobody's hit dice. The spell must be selected at the time the base creature applies the template, cannot be changed, and moderate restore Nobody's Health or summoning spells are not allowed to be chosen for this.
Example: Axel has 96 hit points. When his hit point total drops beneath 24, he may use his Limit Break. Doing so, he throws around a flaming sphere, hitting several enemies and killing them. After completing the Limit Break and the encounter ends, he gets healed. The next time Axel wishes to use his Limit Break, his total hit points must be 11 or lower, as 24/2=12. The time after that, he must have 5 or fewer hit points left, and so on. The next day, he can once again use his Limit Break when his hit point total drops beneath 24, and the cycle continues.
Special Qualities
A Humanoid Nobody retains all of the special qualities it had in existence, and gains the following.
Emotionless (Ex): A Humanoid Nobody may be able to put up a front of emotion, and act through the mental steps of emotion, but they cannot actually feel anything. This means that they are completely unaffected by fear effects or rage effects. On the flip side, they also are unaffected by any effect that grants a morale bonus or otherwise uses emotions to empower the Humanoid Nobody.
Corridor of Darkness (Sp): A Humanoid Nobody may plane shift to the Plane of Shadow and from there, 3 times per day. The visual effect is a six foot plus tall pillar of a purplish color, with waves of shadow pulsing off of it, into which the Humanoid Nobody and any people traveling with him step.
Divine Options (Ex): If a Cleric becomes a Humanoid Nobody, he or she may choose to trade the ability to Turn or Rebuke Undead for the ability to rebuke non-humanoid Nobodies.
Resistance (Ex): A Humanoid Nobody gains Resistance 10 to one of the following energy types: Fire, Acid, Electricity, Cold, Sonic. This choice cannot be changed.
Abilities
Dex +2, Cha +2. Humanoid Nobodies have no constitution score, and use their Cha modifier for any skill which would use it.
Skills
Humanoid Nobodies have a +6 racial bonus on Bluff and Disguise checks made to impersonate their former race.
Challenge Rating
+1
Level Adjustment
+2
The-Mage-King did a pretty good job with Nobodies, so I copied a lot of it with some fairly minor tweaking to fit with my Heartless concept. Sorry in advance, and thanks in advance for any criticisms and advice and thoughts and whatnot.
---
Heartless Type
Features
- 8-sided Hit Dice
- Base attack bonus equal to 3/4 Hit Dice (As Cleric)
- Good Will saves
- Skill points equal to (2+ Int modifier, Minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the Heartless has an Intelligence score. However, most Heartless are mindless and gain no skill points or feats.
Traits - Heartless possess the following traits (unless otherwise noted in a creature's entry)
- Mindless: Unless otherwise specified in the monster's entry, all creatures with the Heartless type lack an intelligence score.
- Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects)
- Darkvision out to 60 feet.
- Proficient with their natural weapons and any weapon they are described as wielding.
- Only proficient with armor if they are described as wearing it.
- Heartless do not eat, breath, or sleep.
Furthermore, treat all Heartless as if they're a product of the following template:
Heartless Template
CREATING A HEARTLESS CREATURE
Heartless is an acquired Template that can be added to the following creatures: Aberrations, Animals, Dragons, Fey, Giants, Humanoids Magical Beasts, Monstrous Humanoids, Oozes, Plants and Vermin (referred to hereafter as the base creature).
Size and Type: The creature's Type changes to Heartless. The creature's size does not change.
Special Attacks: If not created through the Create Spawn ability, base creature keeps all special attacks, except that abilities that are good aligned, such as Smite Evil, are changed to affect good-aligned creatures instead (Exceptions exist with the very rare good Heartless). The creature also always gains the following Special Attacks.
Consume Heart (Su): When a creature is knocked out or killed by a heartless, the heartless uses the next round to consume that creature's heart. The heart is transported to the Plane of Shadows to become a Heartless while the creature's body and soul are transported to the Astral Plane to become a Nobody.
Special Qualities: If not created through the Create Spawn quality, the base creature keeps all its special qualities, except that abilities that are good aligned, such as Detect Evil, are changed to effect good-aligned creatures instead (Exceptions exist with the very rare good Heartless). The creature also gains the following Special Qualities.
Create Spawn (Su): Any creature whose heart is consumed by a heartless automatically is revived on the Plane Of Shadows with Heartless Template as well as on the Astral Plane with the Nobody template. The resulting Heartless is usually of the same kind that consumed its heart, much like how undead spawn more of their kind. In the case of a Heartless created from Create Spawn, it does not keep any attacks or qualities from the base creature.
Shadow Door (Ex): At will, as a full round action, a heartless can travel between shadows, just as a shadow dancer may, at a maximum range of 10 feet per Hit Die.
Surface Shadow (Ex): Heartless creatures move at base speed as a complete shadows with their yellow eyes showing on the floor, wall, surface, etc. They are immune to physical attacks (except by Ghost Touch weapons) and can't attack while in this from. The heartless also gains a +10 bonus to Move Silently and -4 to Hide (from the glowing yellow eyes) while in this form.
Black Infinity (Ex): Like an Outsider, a Heartless slain outside of its home plane will reform in a few days. This can only be bypassed by a keyblade, which permanently destroys them. If a Heartless and it's counterpart Nobody are both permanently destroyed, the base creature they originally were is reconstituted at the place they separated, or failing that, the closest safest space.
Dark Allure (Su): Heartless creatures naturally flock to those of evil or chaotic alignments naturally; they will obey the intentions of higher-HD Heartless inherently, and can be Turned and Rebuked as if they were Undead. In addition to this, an evil or chaotic-aligned creature can make an opposed Charisma check in order to command a Heartless creature as if casting dominate monster on it. This can be done on as many heartless as the subject wishes, though if the subject fails to suggest an individual heartless, the heartless creature is immune to that subject's attempts for 24 hours. There is no limit to how many heartless someone can command at any one time. For each heartless successfully commanded, the subject must make a Will Save (DC 10 + ½ Heartless' HD + Heartless' Wisdom modifier). For each failure, they gain a Dark Point.
Dark Points can only be removed by atonement, wish, miracle, or reality revision. If a subject accrues DP equal to or greater than its Wisdom score, the subject becomes a heartless creature with all that entails.
Skills: A heartless creature gains a +10 Racial bonus to Hide checks.
Nobody Type
Features
- d12-sided Hit Dice.
- Base attack bonus equal to 3/4 total Hit Dice (as cleric).
- Good Will saves.
- Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits
A Nobody possesses the following traits (unless otherwise noted in a creature’s entry).
- No constitution score.
- No immunity to critical hits, despite their lack of a Constitution score. This is due to them having weak points from the loss of fragments of the self to the Void.
- Cannot heal on its own, and is only partially affected by positive energy effects. If targeted by a Conjuration (Healing) spell, a Nobody only recovers half of the Hit Points normally recovered.
- Emotionless: A Nobody is completely unaffected by fear effects or rage effects. On the flip side, they also are unaffected by any effect that grants a morale bonus or otherwise uses emotions to empower the Nobody.
- Since it no longer exists, a Nobody cannot be raised of resurrected. However, provided a Nobody succeeds on a Will save with a DC equal to 15 + Nobody's total hit dice at time of 'death', a Nobody may return to its quasi-existence 3d8 days after it is 'killed', losing a level in the process. The save increases in difficulty by 5 for each time the Nobody has returned in this manner.
- A wish or miracle spell, or a reality revision power, cast or manifested while the Nobody and its Heartless are within ten feet of each other fuses the two, restoring them to their previous form and power. In the case of a Player Character, they immediately remove the template that granted them the Nobody type.
- Proficient with natural weapons only, unless otherwise stated in description as using a non-natural weapon.
- If both a Nobody and its Heartless are destroyed, the original creature reforms, exactly as they were at the time of their separation, at the place where they originally separated (or the nearest safe space).
Creating a Humanoid Nobody
Humanoid Nobody is an acquired template that can be added only to a living humanoid, monstrous humanoid, or native outsider with at least 10 hit dice, referred to hereafter as the base creature. They must also have a minimum of 10 in all of their mental ability scores. Otherwise, they would be a lesser Nobody.
A Humanoid Nobody uses all of the base creature's stats and abilities, except as noted here.
Size and Type
The creature's type changes to Nobody, receiving all effects of the new type as they are. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Increase all current and future Hit Dice to d12s.
Special Attacks
A Nobody retains all of its prior special attacks and gains the following special ability.
Limit Break (Ex): A Humanoid Nobody may use a special attack known as a 'limit break' when its hit point total drops below 1/4th of its maximum total, rounding down. This may be used as many times per day as the hit point total drops beneath the mark, but each use of this ability per day makes the mark become 1/2 the previous mark for that day. Activation of this ability is a swift action.
A Limit Break:
- Lasts a number of rounds equal to the Humanoid Nobody's Charisma modifier +1, with a minimum of 1 round.
- Grants a haste effect to the Humanoid Nobody for the duration, with a caster level of 5.
- Grants a +5 inherent bonus to all saves, attack, and damage rolls.
- Allows the Humanoid Nobody to use one 2nd level spell from the Conjuration or Evocation schools with an energy descriptor once. The save DC is Charisma based, with an effective caster level of the Nobody's hit dice. The spell must be selected at the time the base creature applies the template, cannot be changed, and moderate restore Nobody's Health or summoning spells are not allowed to be chosen for this.
Example: Axel has 96 hit points. When his hit point total drops beneath 24, he may use his Limit Break. Doing so, he throws around a flaming sphere, hitting several enemies and killing them. After completing the Limit Break and the encounter ends, he gets healed. The next time Axel wishes to use his Limit Break, his total hit points must be 11 or lower, as 24/2=12. The time after that, he must have 5 or fewer hit points left, and so on. The next day, he can once again use his Limit Break when his hit point total drops beneath 24, and the cycle continues.
Special Qualities
A Humanoid Nobody retains all of the special qualities it had in existence, and gains the following.
Emotionless (Ex): A Humanoid Nobody may be able to put up a front of emotion, and act through the mental steps of emotion, but they cannot actually feel anything. This means that they are completely unaffected by fear effects or rage effects. On the flip side, they also are unaffected by any effect that grants a morale bonus or otherwise uses emotions to empower the Humanoid Nobody.
Corridor of Darkness (Sp): A Humanoid Nobody may plane shift to the Plane of Shadow and from there, 3 times per day. The visual effect is a six foot plus tall pillar of a purplish color, with waves of shadow pulsing off of it, into which the Humanoid Nobody and any people traveling with him step.
Divine Options (Ex): If a Cleric becomes a Humanoid Nobody, he or she may choose to trade the ability to Turn or Rebuke Undead for the ability to rebuke non-humanoid Nobodies.
Resistance (Ex): A Humanoid Nobody gains Resistance 10 to one of the following energy types: Fire, Acid, Electricity, Cold, Sonic. This choice cannot be changed.
Abilities
Dex +2, Cha +2. Humanoid Nobodies have no constitution score, and use their Cha modifier for any skill which would use it.
Skills
Humanoid Nobodies have a +6 racial bonus on Bluff and Disguise checks made to impersonate their former race.
Challenge Rating
+1
Level Adjustment
+2