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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-20-2006, 11:37 PM   Top  -  End  -  #31
The_Cowinator
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Default Re: [Template] How fragile we are...

*shudders*

This is the kind of thing that keeps me up all night. Can't wait to throw a few at my players. Their gonna hate me after all the wizards in the party die :D.
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Old 08-21-2006, 01:15 AM   Top  -  End  -  #32
The Vorpal Tribble
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Default Re: [Template] How fragile we are...

Quote:
Originally Posted by The_Glyphstone

Saw that...but other similar abilities have the disclaimers. Might want to at least specify that it can only affect things with a spine/fixed anatomy, and probably make it a death effect. Otherwise, you get the fantastically wierd possibility of one Broken using Death Grip to kill another Broken, despite the fact that they're already like that...
Disclaimages written in ;)

Quote:
Originally Posted by Hyrael, The Dreamer
I'm so going to use it if ever I get the chance.
Quote:
Originally Posted by The_Cowinator
Can't wait to throw a few at my players. Their gonna hate me after all the wizards in the party die :D.
Be sure to let me know how it goes.
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Old 08-24-2006, 12:36 AM   Top  -  End  -  #33
The_Cowinator
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Default Re: [Template] How fragile we are...

Quote:
Originally Posted by The Vorpal Tribble
Be sure to let me know how it goes.
Perfect.
Round One: Cleric attempts to turn. Fails. Fighters rush it, one gets knocked unconcious by non-lethal damage. Other one misses. Both fighters are using maces (suckers). Wizard casts Magic Missile.
Round Two: Cleric engages it. A second Broken walks into the room, and they both hit and drop the Fighter and the Cleric unconcious. Wizard attacks with staff, hits but does no damage.
Round 3: Both Broken attack the Wizard. Wizards is killed by Critical hit.
Subsequent Rounds: Broken break the necks of the remaining party members. Slaughterfest.
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Old 08-24-2006, 09:31 AM   Top  -  End  -  #34
The Vorpal Tribble
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Default Re: [Template] How fragile we are...

Ouch. All using bludgeoning weapons?

What was the base creatures you used?
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Old 08-24-2006, 11:48 AM   Top  -  End  -  #35
Abd al-Azrad
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Default Re: [Template] How fragile we are...

Quote:
Originally Posted by The_Cowinator
Round One: Cleric attempts to turn. Fails. Fighters rush it, one gets knocked unconcious by non-lethal damage. Other one misses. Both fighters are using maces (suckers). Wizard casts Magic Missile.
Round Two: Cleric engages it. A second Broken walks into the room, and they both hit and drop the Fighter and the Cleric unconcious. Wizard attacks with staff, hits but does no damage.
Round 3: Both Broken attack the Wizard. Wizards is killed by Critical hit.
Subsequent Rounds: Broken break the necks of the remaining party members. Slaughterfest.
Owch. Why did you initiate a TPK? On your first level party?
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Old 10-31-2006, 10:31 AM   Top  -  End  -  #36
The Vorpal Tribble
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Default Re: [Template] How fragile we are...

Halloween bump!
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Old 11-01-2006, 04:57 PM   Top  -  End  -  #37
fangthane
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Default Re: [Template] How fragile we are...

Feh. If I made a critter called a Broken, it'd have abilities like Burn and Pinion. I note that you did manage to work the Fragile into things though, so props on that. ;)

Loved the HH ref though...

<begins singing a flattened fifth out of tune>
Share and enjoy
Share and enjoy...
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Old 11-01-2006, 05:12 PM   Top  -  End  -  #38
The Vorpal Tribble
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Default Re: [Template] How fragile we are...

Quote:
Originally Posted by fangthane View Post
Feh. If I made a critter called a Broken, it'd have abilities like Burn and Pinion. I note that you did manage to work the Fragile into things though, so props on that. ;)

Loved the HH ref though...

<begins singing a flattened fifth out of tune>
Share and enjoy
Share and enjoy...
HH reference? Was referencing a song by Sting
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Old 11-01-2006, 05:19 PM   Top  -  End  -  #39
Captain van der Decken
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Default Re: [Template] How fragile we are...

Disturbing. Epecially Crackdown and Reconfigure.
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Old 11-01-2006, 05:36 PM   Top  -  End  -  #40
fangthane
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Default Re: [Template] How fragile we are...

Quote:
Originally Posted by The_Vorpal_Tribble View Post
HH reference? Was referencing a song by Sting
Suuuuure you were... Stick your head in a pig as we walk through fields of gold, right? :)

Just bring it to us, we won't give a fig,
We'll tell you to go stick your head in a pig! :)
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Old 03-23-2007, 11:40 PM   Top  -  End  -  #41
Tetujin
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Default Re: [Template] How fragile we are...

Instead of it's squeezing ability why not give it ooze traits (which include slipping through cracks)? One less unique ability is always good.
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Old 04-15-2007, 04:25 PM   Top  -  End  -  #42
Matthew
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Default Re: [Template] How fragile we are...

Pretty cool template. Maybe a bit strong on Abilities, but good nonetheless.
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Old 04-15-2007, 04:44 PM   Top  -  End  -  #43
The Vorpal Tribble
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Default Re: [Template] How fragile we are...

Quote:
Originally Posted by Tetujin View Post
Instead of it's squeezing ability why not give it ooze traits (which include slipping through cracks)? One less unique ability is always good.
Last time I looked that was not an ooze trait. Gelatinous cubes have to hold their cube shape for example.
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Old 04-15-2007, 05:54 PM   Top  -  End  -  #44
Khoran
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Default Re: [Template] How fragile we are...

Great template! Reconfigure seems really powerful though and in my opinion should be toned down a little, perhaps it should be turned down from immunity to a 50-75% reduction?

Also, a silly question, but I think the Common Sence area of my brain is off. A spellcaster turned into a Broken retains all spell casting (Except if he's a Paladin.), correct?
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Old 04-15-2007, 06:46 PM   Top  -  End  -  #45
Magnor Criol
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Default Re: [Template] How fragile we are...

In the example creature block you explain that Agonizing Shriek gives +2d6 nonlethal damage bonus, while in the template explanation and the stat block for the example you list it as +a 1d6 bonus. You didn't fix all the inconsistencies. =p

This is an amazingly creepy template. Nice throwback to exorcist with their walking stance. Ve-e-e-ery unsettling, both in its description and its attacks.
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Old 04-15-2007, 08:57 PM   Top  -  End  -  #46
Gwyn chan 'r Gwyll
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Default Re: [Template] How fragile we are...

So... many.. broken jokes... my head ... is going to ... BREAK!!!


(i try)
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What. Is. This. Madness.
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Old 04-16-2007, 11:12 AM   Top  -  End  -  #47
Closet_Skeleton
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Default Re: [Template] How fragile we are...

Mu hu hu ha...

Multiple templates is fun

Half-Iron Golem broken Blackguard
Barbarian 6/Rogue 1/Blackguard 2
Medium Undead
Hit Dice: 9d12+9 (72 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 27 (+1 dex +11 natural, +5 armour), touch 11, flat-footed 27
Base Attack/Grapple: +8/+19
Attack: Slam +19 melee (1d6+17 plus 1d6 non-lethal) or +1 humanbane unholy spiked chain +20 (+22 vs humans) melee (2d4+18 +2d6 vs good +2d6+2 vs humans)
Full Attack: Slam +19 melee (1d6+17 plus 1d6 non-lethal) or +1 humanbane unholy spiked chain +20/+15 (+22/+17 vs humans) melee (2d4+18 +2d6 vs good +2d6+2 vs humans)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage 2/day, Sneak Attack +1d6, Smite Good 1/day, Breath Weapon, Agonizing strike, cry of agony, death grip, improved grab, marrow wring
Special Qualities: Aura of Evil, Dark Blessing, Improved Uncanny Dodge, Trap Sense +2, Rust Vulnerability, Crackdown, damage reduction 15/adamantine, damage reduction 5/slashing, darkvision 60 ft., resistance to cold 10 and electricity 10, reconfigure, undead traits,
Saves: Fort +10, Ref +5, Will +4
Abilities: Str 32, Dex 12, Con -, Int 2, Wis 14, Cha 8
Skills: Escape Artist +31, Hide +8, Intimidate +18, Knowledge (Religion) -1, Survival +12
Feats: Cleave, Exotic Weapon Proficiency (Spiked Chain), Improved Sunder, Improved Toughness, Power Attack
Environment: Underground
Organization: Solitary, pair, or inquisition (4-20)
Challenge Rating: 14
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
Level Adjustment: -
This depraved amalgum of steel and bone shuffles towards you, draggin its chains. On close inspection you notice scraps of once fearsome black armour. You shudder as you realise this 'thing' was once human.

Half-Iron Golem broken Blackguards are the disposed corpses of failed champions of evil. After failing their dark masters they were given to depraved sorcerer-scientists who performed cruel experiments on them and then threw them away. After spontaneously animating due to their evil wills their demonic lords saw fit to use them as shock troops against the most resolute and fearless champions of good.

Combat
A broken Blackguard rushes at living creatures while releasing a horrible scream of pain. It then snatches out with a bloodied hand to grab its victim and twists with the merciless force of a thumbscrew.

Agonizing Strike (Ex): A broken's natural weapons cause horrible pain that deals an extra 1d6 points of nonlethal damage to its victim.

Breath Weapon (Su): 10-foot cone, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 14 negates. The save DC is Constitution-based.

Crackdown (Ex): A Broken can pulverize its own bones to fit through tight spaces down to half the size of its head without a reduction to speed. This grants it a +30 bonus to Escape Artist checks.

Cry of Agony (Su): A broken creature may release an inhuman shriek of such piercing agony that those within 60 feet that hear it must succeed on a Will save (DC 13), or be shaken for the duration of the encounter. Those whom make the save are immune to the broken creature's cry of agony for 24 hours. This is a sonic, mind-affecting fear affect.

Death Grip (Ex): If a Broken pins its its opponent while grappling and maintains the pin for 3 consecutive rounds, opponent must make a Fortitude save (DC 25), at the end of the third round or die as its neck and spine are twisted to the breaking point. This ability only affects living creatures with a fixed skeletal system.

Immunity to Magic (Ex): An half-iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw.
A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an half-iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.


Improved Grab (Ex): To use this ability, an Broken must hit with one of its natural attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Marrow Wring (Ex): A broken attacks by grabbing and twisting. Upon a critical hit a Broken snaps the bone and twists the limb. There is a 50% chance the limb is a leg and a 50% chance it is an arm. If a leg or arm is broken it is rendered useless and the victim takes the appropriate penalties. The pain caused by this attack is such that the victim must succeed on a Fortitude save (DC 25) or be nauseated for 1 round for every 4 points of damage dealt.
Once the damage dealt to break the limb is healed, the limb can be used again, though if healed naturally a DC 15 heal check must be made to set the limb straight again or the victim's land speed is reduced by 10 feet (to a minimum speed of 5 feet).

Rage: A broken can fly into a rage twice per day. While raging a broken temporarily gains a +4 bonus to Strength, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a broken cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function A fit of rage lasts for rounds. A barbarian may prematurely end his rage.

Reconfigure (Ex): A broken is immune to bludgeoning, for whenever its bones are cracked it simply reforms its shape to adapt.

Rust Vulnerability: As a half-golem, the broken is vulnerable to rust attacks such as the rusting grasp spell.

Smite Good: Once per day, a broken may attempt to smite good with one normal melee attack, dealing an additional 2 points of damage. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day

Sneak Attack: A broken deals an extra 1d6 points of damage against flat-footed or flanking opponents.
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Last edited by Closet_Skeleton : 04-16-2007 at 11:14 AM.
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Old 04-16-2007, 07:58 PM   Top  -  End  -  #48
The_Cowinator
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Default Re: [Template] How fragile we are...

Thats just mean...At least it's not a Druid/Blackguard
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Old 04-16-2007, 08:19 PM   Top  -  End  -  #49
Eleven
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Default Re: [Template] How fragile we are...

creepy. i'm liking it. What do you see happening if a creature was 'broken' using magical means. would that justify a new template?
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