Tuesday, November 1, 2022

Prestige Class: Pumpkin King

Pumpkin King

(Taken from here and slightly modified)

The sight of the ghostly green pumpkin fires has haunted many a soul. The light it casts reveals not the world beneath the cloak of shadows, but a world of nightmares and terror. The children of the vine are called into service by it. The light calls to them, and they rise to obey their Pumpkin King.

Requirements: Body Assemblage Featable to cast 3rd level spells and cast necromancy spells from every spell level available.

(Spellcasting is +1 Spellcaster Level for each level as normal)

        BAB    Ft    Rf    Wp

1st +0   +0   +0   +2   Children of the Vine, Grow Vines
2nd +1   +0   +0   +3   Pumpkin Bomb, Plant Spells
3rd +1   +1   +1   +3   Pluck the Ripe, Soul of the Harvest
4th +2   +1   +1   +4   Pumpkin Men
5th +2   +1   +1   +4   Reap the Unworthy, Soul of the Pumpkin
6th +3   +2   +2   +5   Patch of Doom
7th +3   +2   +2   +5   Dark Harvest
8th +4   +2   +2   +6   Cornucopia of Death

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Pumpkin Kings gain proficiency in the scythe, but otherwise gain no proficiency with any weapon or armor.

Spellcasting: Every level, the Pumpkin King casts spells (including gaining any new spell slots and spell knowledge) as if he had also gained a level in a spellcasting class he had previous to gaining that level.

Children of the Vine (Sp): At first level, the Pumpkin King has learned to create the Children of the Vine. As an at-will spell-like ability, you may cast a special version of animate dead to create skeletons, and only skeletons, from bones or corpses. To use this effect, you must place a pumpkin seed in the mouth or eyes of the skulls used. Vines then creep out of the eyes and wrap themselves around the newly created skeleton’s bones. These Children of the Vine last until the next dawn, and this ability shares a control pool with animate dead. Children of the Vine that fall inert with the Sun's rise may be reanimated as normal. If a corpse has any flesh remaining upon its bones when animated by this effect, that flesh is scrubbed clean by the vines.

Grow Vines (Sp): A Pumpkin King can grow pumpkin seeds into lush vines with fully ripened fruit at will.

Also at this level, leaves and small vines start to grow out of the Pumpkin King's hair. If he is an undead creature, these vines and leaves appear brown and dried; otherwise, they are dark green.

Pumpkin Bomb (Su): A 2nd level Pumpkin King may throw a Pumpkin Bomb up to fifty feet. He conjures a pumpkin blazing with green and black flames that detonates with unholy energy when it reaches its target. The explosion is 15 feet in radius and inflicts 1d6 per character level of Unholy Damage. A successful Reflex save halves the damage and the Save DC is Charisma based. Throwing a bomb is a full-round action that may be used at will.

Plant Spells: At 2nd level, the spells entangle, command plants, control plants, plant growth, and wall of thorns are added to the Pumpkin King's spells known. The spells are known at the level they appear on the Druid spell list.

Pluck the Ripe (Ex): At 3rd level, any undead the Pumpkin King creates with spells, class features, or feats have vines and leaves protruding from their bodies. This infestation means that the Pumpkin King's skeletons have a minimum natural armor bonus equal to his levels in his class level, and they gain immunity to unholy damage.

Soul of the Harvest: At 3rd level, the irises of your eyes become orange and seem to have an inner light. You gain immunity to unholy damage.

Pumpkin Men (Sp): At 4th level, the Pumpkin King may replace the heads of existing skeletons or Children of the Vine with specially carved pumpkins, creating Pumpkin Men. Pumpkin Men are equal to normal skeletons that have had the awaken undead spell used on them, that have a minimum natural armor bonus equal to the Pumpkin King's class level, immunity to unholy damage and the Woodland Stride ability of a 2nd level Druid. The holes in the pumpkins that are their eyes and mouths glow with the sickly fires of a Pumpkin Bomb. You may simultaneously control up to your Pumpkin King level in Pumpkin Men. If you try to convert another skeleton or corpse into a Pumpkin Man beyond your control limit, the Pumpkin Man you have controlled the longest is destroyed. This is an at-will spell-like ability, but properly carving such a pumpkin takes 10 minutes.

Reap the Unworthy (Ex): At 5th level, any creature damaged by one of the Pumpkin King's Pumpkin Bombs also must make a Willpower save or become frightened.

Soul of the Pumpkin: At 5th level, the Pumpkin King's form becomes gaunt and stick-like. He gains immunity to energy drain, negative levels, ability damage, and ability drain.

Patch of Doom (Sp): At 6th level, a Pumpkin King may create a Patch of Doom one per day as a spell-like ability. A Patch of Doom is a necromantically-charged pumpkin patch. He creates a 10’ by 10 area covered in vines, leaves, and pumpkins, and he and his undead in this area gain Fast Healing 1 and immunity to Turning (but not Rebuking). A Patch of Doom is a permanent effect until it is burned clean and the area has a consecrate effect cast on it. Several uses of this ability can create a single and contiguous Patch of Doom covering a large area. The area of the patch is considered desecrated. Anyone eating these pumpkins is poisoned as if he had eaten Black Lotus. A Patch of Doom radiates moderate evil, and does not need light, water, soil, or nutrients to survive, but its effects are suppressed if it is covered in ice or snow.

Dark Harvest (Su): At 7th level, any creature killed in a Patch of Doom created by the Pumpkin King becomes a Pumpkin Man that is not under his control (and does not count towards his control pool). This Pumpkin Man will not attack the creator of his Patch of Doom, but will attack any other living creature entering any Patch of Doom contiguous to his own Patch of Doom.

Cornucopia of Death (Su): At 8th level, the Pumpkin King will return to life if killed. On the next full moon, a body will be created for him in a Patch of Doom of his choice that he has created. He loses a level as normal for returning from the dead, unless there is already one or more Pumpkin Men in that patch, in which case one of the Pumpkin Men is destroyed to create the new body and the Pumpkin King loses no levels. Once he has used this ability, his head will have been replaced with a pumpkin with eyes and mouth glowing with sickly greenish-yellow fires. This has no game effect.

Feat: Body Assemblage

Feat: Body Assemblage

Requirements: Caster Level 1+, Prerequisite::Ability to cast 1st level spells of the Necromancy school

Benefit: You may create skeletons and zombies that serve you alone. You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.


https://dungeons.fandom.com/wiki/Body_Assemblage_(3.5e_Feat)

Tuesday, August 2, 2022

House Rule: Hero Points

Hero Points

There are moments in any struggle that influence the outcome. Does the brave warrior lay low the villain before he can finish casting a devastating spell? Does the sly rogue avoid detection as she sneaks into the giant chieftain’s lair? Does the pious cleric finish casting her healing spell before the rain of arrows ends the life of her companions? Just a few die rolls decide each of these critical moments, and while failure is always a possibility, true heroes find a way to succeed, despite the odds. Hero Points represent this potential for greatness. They give heroes the chance to succeed even when the dice turn against them.

Multiple Hero Points are only awarded to player characters. NPCs, animal companions, familiars, cohorts, and mounts have 1 hero point per 4 levels or HD (except for non-humanoid felines, which automatically have 9). Hero points are renewed with the start of each new story arc. Hero Points are awarded as a character gains levels or whenever a character accomplishes a truly heroic feat. The GM is the final arbiter on the award and use of hero points. The DM will decide if a creature or NPC spends a hero point.

Awarding Hero Points

Each PC begins play with 1 hero point, regardless of her level. In addition, whenever a character gains a level, she earns an additional hero point. Aside from these basic rules, awarding additional hero points is up to the GM. The following options are just some of the ways that a GM might award additional hero points.

• Character Story: GMs can award a hero point for the completion of a written character back-story. This reward encourages players to take an active roll in the history of the game. In addition, the GM can use this back-story to generate a pivotal moment for your character concerning his past. When this key event is resolved, the GM can reward another hero point. Alternatively, the GM might award a hero point for painting a miniature or drawing a character portrait in the likeness of your character, helping the rest of the group visualize your hero.

• Completing Plot Arcs: The GM might award a hero point to each of the PCs who were involved in completing a major chapter or arc in the campaign story. These hero points are awarded at the conclusion of the arc if the PCs were successful or advanced the story in a meaningful way.

• Faith: In a campaign where the gods play an important role in every character’s life, hero points might represent their favor. In such a setting, the GM can award hero points to characters whenever they uphold the tenets of their faith in a grand way, or whenever they take on one of the faith’s major enemies. Such hero points might be temporary, and if not spent on the task at hand, they fade away.

• Group Service: The GM can award hero points for acts outside the game as well. Buying pizza for the group, helping to clean up afterwards, or even hosting the game for a night might be worth a hero point. This sort of hero point should be given out of generosity, not as a payment.

• Heroic Acts: Whenever a character performs an exceptionally heroic act, she can be awarded a hero point. This might include anything from slaying an evil dragon when the rest of the group has fled to rescuing townsfolk from a burning building despite being terribly wounded. It does not have to be related to combat. Convincing the reticent king to send troops to help with a bandit problem or successfully jumping a wide chasm might earn a character a hero point, depending on the circumstances. Note that a hero point should only be awarded if the PC involved did not spend a hero point to accomplish the task.

• Return from the Dead: When a character dies and is brought back with magic, she will only have her level equivalent of points.

Using Hero Points

Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

• Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

• Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

• Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

• Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

• Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

• Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

• Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spell caster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

• Cheat Death: A character can spend 1 hero point to cheat death. How this plays out is up to the GM, but generally the character is left alive, with 1 hit point and stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 1 hero point, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed. The character can spend hero points in this way to prevent the death of a familiar, animal companion or special mount, but not another character or NPC (who must spend their own).


House Rule: Fall damage based on mass (size)

Falling Damage is based on mass, requiring a Ref DC 20 save for 1/2 damage.

Size, Damage per 10' fall, Cap:
Fine, 0, --
Diminutive, 1, 10 dam
Tiny, 1d4, 5d4
Small, 1d6, 10d6
Medium, 1d6, 20d6
Large, 1d8, 30d8
Huge, 1d10, 50d10
Gargantuan, 2d10, 100d8
Colossal, 4d10, 200d10

To explain: 

What Happens If We Throw an Elephant From a Skyscraper?


Sunday, November 14, 2021

Diseases

A disease is a particular abnormal condition that negatively affects the structure or function of all or part of an organism, and that is not necessarily due to any immediate external injury.

(Original disease information comes from here and here, and some are modified.)


• Anthrax

Type: Infection; Save Fortitude DC: 22 (Inhalation)

Onset: 1-3 days; Frequency 1/day

Effect: Nauseated or ability damage (1d6 Con), possible unconsciousness or death (2 weeks); Cure 2 consecutive saves

This is the pneumatic version of anthrax, not the subcutaneous. Anthrax has been around for many years, and was known as Woolpicker's disease or Ragpicker's disease (due to the prevalence of the illness coming from sheep's wool). Anthrax causes flu-like symptoms, then sudden respiratory collapse; it can also cause stomach ache and vomiting of blood, and bloody diarrhea. If the PC fails the check by more than 5 points, s/he suffers the ability damage mentioned (1d6 Con) and falls unconscious. If the PC fails the check by more than 10 points, s/he dies.


• Bog Rot

Type disease, contact; Save Fortitude DC 16

Onset 1 day; Frequency 1/day

Effect 1d6 Str, Dex, Con, or Cha (determine randomly using 1d4) damage; Cure 

Creatures afflicted with bog rot do not heal naturally and gain only one-half benefit from magical healing until the disease is cured. Unlike normal diseases, bog rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. The save DC is Charisma-based. A character with bog rot will develop 3d6 green pustules all over that last for the length of the infection, and there is a 10% chance per day that one of these pustules will naturally rupture (they can be intentionally ruptured with a pinprick). Anyone coming in contact with the puss after a rupture risks infection.

Bog Rot

• Brainworms

Type disease (parasite), contact or injury; Save Fortitude DC 14

Onset 1 day; Frequency 1/day

Effect 1d3 Wis damage and 1d3 Int damage, if damaged in combat, target must make a second Fort save or gain the confused condition for the duration of the encounter; Cure 2 consecutive saves

Individually, these tiny parasites are almost invisible to the naked eye, yet en masse they’re capable of taking down even the strongest animals. Entering the body through contact with an infected host or corpse (especially through open wounds), these thin worms quickly migrate to the brain and begin reproducing. The infestation is typically evidenced by a dulling of the senses and intellect and by erratic bouts of irrational rage toward other creatures during which the worms attempt to spread to other hosts through combat and injury. Examining the brain of a late-stage victim reveals a living carpet of thousands of tiny parasites.


• Bubonic Plague

Type disease, injury or inhaled; Save Fortitude DC 17

Onset 1 day; Frequency 1/day

Effect 1d4 Con damage and 1 Cha damage and target is fatigued; Cure 2 consecutive saves

Infected vermin and parasites spread this disease, also known as Daemon’s Touch or the Black Death, through their bites. Once contracted, the disease spreads quickly, polluting the victim’s body with toxins. As the disease reaches the lymph nodes, the victim suffers extreme inflammation of glands, and his skin might take on a black pallor. Symptoms include fever, headaches, nausea, fatigue, and swelling of the lymph nodes (called buboes) on the neck, underarms, and inner thigh areas, and eventually bleeding beneath the skin. A victim who takes any Constitution damage from the disease must immediately make a successful Fortitude save or become fatigued until all his Constitution damage is healed. Each time a victim takes 2 points of Constitution damage from Black Death, he also takes 1 point of Charisma damage.


• Cholera

Type disease (injury); Save Fortitude DC 13

Onset 1d3 days; Frequency 1/day

Effect 1d2 Con damage; as long as a character suffers Con damage from Cholera, he is fatigued; Cure 2 consecutive saves

This is an infectious and often fatal bacterial disease of the small intestine, typically contracted from infected water supplies and causing severe vomiting and diarrhea.


• Dysentery

Type disease (parasite), contact or injury; Save Fortitude DC 16

Onset 1d3 days; Frequency 1/day

Effect 1d6 nonlethal damage and target is fatigued and staggered; Cure 2 consecutive saves

A broad family of intestinal afflictions caused by everything from bacteria to viruses to parasitic worms, dysentery is characterized by explosive and sometimes bloody diarrhea, leading to dehydration and occasionally death.


• Leprosy

Type disease, contact, inhaled, or injury; Save Fortitude DC 12 negates, Fortitude DC 20 to avoid effects

Onset 2d4 weeks; Frequency 1/week

Effect 1d4 Cha damage; Cure 3 consecutive saves

Leprosy is spread by victims of the disease through direct, even casual, contact. Leprosy results in skin lesions, extreme nasal congestion, and wounds that do not heal. A highly visible malady, leprosy can permanently disfigure those who don’t receive magical aid. If left untreated, the victim develops sores and becomes easily fatigued. While leprosy can prove difficult to contract, few overcome the disease once infected. When exposed to leprosy, a character must make a DC 12 Fortitude save to resist the disease. If he fails, once the affliction’s incubation time passes and symptoms begin showing, the save to recover from the malady increases to DC 20. Suffering from a slow deterioration, particularly hardy lepers can remain quite active for years after first exhibiting signs of the disease.


Leprosy

• Malaria

Type disease, injury; Save Fortitude DC 18

Onset 1d3 days; Frequency 1/day

Effect 1d3 Str damage and 1d3 Con damage and target is fatigued; Cure 2 consecutive saves

A classic traveler’s nightmare, malaria is transmitted by the bites of mosquitoes and leads to fever, vomiting, shivering, and convulsions, and sometimes even severe brain damage, particularly in children.


• Mononucleosis 

Type disease, infection; Save Fortitude DC 20

Onset: 3-6 weeks; Frequency 1/day

Effect: Sore Throat, fatigue, headache, insomnia (see text); Cure 2 consecutive saves

This disease is spread from anyone who has the disease, and it is spread through the mildest contact, including handshakes. Anyone who contracts this disease feels the symptoms 3-6 weeks later, and the symptoms last for 1-3 weeks. Anyone who contracts this disease is contagious, and can therefore spread it to their party, so often they are left behind for the duration (though they are not contagious until the symptoms appear). Those who contract this disease feel the following symptoms:

Fatigue: A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

Headache: A character with a headache cannot concentrate as well as normal. This causes a -6 penalty to Concentration checks.

Insomnia: A character with insomnia cannot sleep very well. Any time the character attempts to fall asleep, and every hour that they remain sleeping, they must succeed a fortitude save (DC 15) or wake up, not being able to fall asleep again for 6d4 minutes. If a character of a race that does not sleep (such as elves) has insomnia, treat his form of sleep (such as meditation) as sleep for the purposes of this symptom.

Sore Throat: Any time the character attempts to speak, he must succeed a fortitude save (DC 15) or take 1 Voice damage. This damage is permanent, unless treated specifically with a healing spell (the voice has its own HP, so a healing spell must target the voice specifically, rather than the body). If the character's voice HP is reduced to 0, the damage cannot be healed. Voice damage is shown below.

Voice Damage: All characters have 10 Voice HP. Whenever a character attempts to speak, he must roll a d10. If the result of the d10 is greater than the character's current voice HP, he fails to say what he was attempting to, and cannot speak for one full round. (ex. If a character has taken 2 Voice Damage, and therefore has 8 VHP remaining, he must roll a d10. If the result is 9 or 10, he fails to speak. This VHP is used for all characters, regardless of whether or not they have the disease; it just isn't thought of, since at 10 VHP, it is impossible to fail the speech.) If a character's Voice Damage isn't healed within 2 weeks of its initial occurrence, the damage is completely permanent. Some DMs may allow permanent Voice Damage as a character flaw upon creation.


• Pneumonia

Type disease, infection; Save Fortitude DC 24 (after long illness only, see description)

Onset: 1-4 weeks; Frequency 1/day

Effect: Sick or nauseated, exhausted or fatigued, possibly confused or prone, possibly staggered or unconscious; Cure 2 consecutive saves

Pneumonia is no laughing matter. It is most definitely fatal in long-term illnesses. Pneumonia is generally a complication of other diseases (though it can be caught by it's lonesome) and causes coughing (with or without blood), chest pain, fever, shaking, chills, headaches, sweaty skin, fatigue, blueish skin, nausea, joint pains and muscle aches.

If the PC fails their check by more than 5 points, s/he becomes nauseated instead of sick, and fatigued instead of exhausted.

If the PC fails by more than 10 points, s/he becomes confused and staggered in addition to nauseated and fatigued.

If the PC rolls a natural 1 or fails by more than 15 points, s/he becomes prone and unconscious (effectively helpless) until some Good Samaritan drags him or her off to be healed.


• Rabies

Type disease, injury; Save Fortitude DC 14

Onset 2d6 weeks; Frequency 1/day

Effect 1 Con damage plus 1d3 Wis damage (minimum reduction to 1 Wis); Cure 3 consecutive saves

Rabies is a viral disease that causes inflammation of the brain in humans and other mammals. Early symptoms can include fever and tingling at the site of exposure. These symptoms are followed by one or more of the following symptoms: nausea, vomiting, violent movements, uncontrolled excitement, fear of water, an inability to move parts of the body, confusion, and loss of consciousness. Once symptoms appear, the result is virtually always death.


Rabies sufferers almost always die.

• Smallpox

Type: disease, contact, inhalation; Save Fortitude DC 18

Onset 1-4 days; Frequency 1/day

Effect: Nauseated or exhausted, possible ability damage;  Cure 3 consecutive saves

Smallpox may have been eradicated in our world, but during the Middle Ages it was an unrepentant killer. Known as alastrim, cotton pox, white pox, and milk pox, it was common throughout the history of the world. It causes fever, muscle pain, headache, nausea, and vomiting; within 12-15 days small white lesions appear in and around the mouth, these will grow and rupture. The white lesions may spread across the body and then stop. If the PC fails the check by more than 5 points, s/he becomes exhausted instead of fatigued. If the PC fails the check by more than 10 points, s/he suffers 1d6 Con damage.


• Tetanus

Type disease, injury; Save Fortitude DC 14

Onset 1d6 days; Frequency 1/day

Effect 1d4 Dex damage and 50% chance stiffened jaw muscles prevent speech for the next 24 hours; Cure 2 consecutive saves

Tetanus is an infection caused by bacteria called Clostridium tetani. When the bacteria invade the body, they produce a poison (toxin) that causes painful muscle contractions. Another name for tetanus is “lockjaw”. It often causes a person's neck and jaw muscles to lock, making it hard to open the mouth or swallow.


• Tuberculosis

Type disease, inhaled; Save Fortitude DC 18

Onset 1d4 days; Frequency 1/day

Effect 1d4 Str damage and 1d4 Con Damage; Cure 3 consecutive saves

This disease flourishes in unsanitary conditions, places of stale air, and many humanoid cities. Symptoms include chest pain and a productive, prolonged, bloody cough. If left untreated, the disease quickly progresses, leading to high fever, chills, night sweats, appetite loss, pallor, fatigue and eventually death.


• Typhoid Fever

Type disease, injury; Save Fortitude DC 15

Onset 5d6 days; Frequency 1/day

Effect 1d6 Str damage and 50% chance of 1 Con Damage; Cure 2 consecutive saves

Typhoid fever, also known as typhoid, is a disease caused by salmonella serotype typhi bacteria. Symptoms may vary from mild to severe, and usually begin six to 30 days after exposure. Often there is a gradual onset of a high fever over several days. This is commonly accompanied by weakness, abdominal pain, constipation, headaches, and mild vomiting. Some people develop a skin rash with rose colored spots. In severe cases, people may experience confusion. Without treatment, symptoms may last weeks or months. Diarrhea is uncommon. Other people may carry the bacterium without being affected, but they are still able to spread the disease to others. The risk of death may be as high as 20% without treatment.

Wednesday, November 10, 2021

Race: Gloomwalker

The Gloomwalker


The Gloomwalker are an undead curiosity. Through a mishap in the casting of Raise Dead, a curse or some other reason, a Gloomwalker is the animated corpse of an individual that is still under the control of the original spirit. For all intents and purposes the character is alive, dead and undead all at once.

The skin of the Gloomwalker is slightly pasty, and their eyes turn a gray-white. Their flesh is clammy to the touch, they no longer need to eat or sleep and they become moody and pessimistic due to knowing that they're trapped on the mortal plane. Despite this, they don't undergo any type of profound alignment change and are still the same person they were in life. They're just dead. And undead.

Features
A Gloomwalker has the following features.
  • 12-sided Hit Dice.
  • Base attack bonus equal to ½ total Hit Dice (as wizard).
  • 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 Gloomwalker possesses the following traits.
  • No Constitution score.
  • Darkvision out to 60 feet.
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
  • Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
  • No natural healing.
  • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Uses its Charisma modifier for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the Gloomwalker. These spells turn Gloomwalkers back into the living creatures they were before becoming undead.
  • Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Gloomwalkers are proficient with shields if they are proficient with any form of armor.
  • Do not breathe, eat, or sleep.
Stat Adjustment
A Gloomwalker possesses the following adjustments.
  • -2 CHA
  • -1 DEX
  • +1 STR
  • No CON
  • +2 Natural Armor bonus
  • No Level Adjustment or additional DC

Sunday, November 7, 2021

Spell: Voodoo Doll

Voodoo Doll

School: Necromancy [Evil]
Level: Assassin 2, Cleric (Houngan) 2, Sorcerer/Wizard (Bokor) 2
Components: V, S, F
Casting time: 1 standard action
Range: Distant (1 mile per level)
Target: One corporeal living creature
Duration: Concentration, up to 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

Cross the heart, hope they die, stick a needle in their eye.

DESCRIPTION

If a target fails the save against this spell, the doll you hold in your hand takes on a vague appearance like them. You may proceed to push pin needles into the doll, subsequently injuring the actual creature. When the creature fails the save you can immediately push a pin in, and another each round as a standard action. Pins deal 1d4 points of damage per 2 caster levels (maximum 10d4 at 20th), and have an additional effect depending where you stab the target. The creature needs to possess the appropriate body part.

  • Arm: The target takes a -4 penalty to attack rolls.
  • Body: The target takes a -4 penalty to AC.
  • Face: The target takes a 20% miss chance as its partly blinded.
  • Leg: The target's non-fly speeds are halved.
  • Tail: The target takes a -10 penalty to Balance and Jump checks.
  • Throat: The target takes a 20% chance to be unable to speak, acting as spell failure for vocal component spells.
  • Wing: The target's fly speeds are halved.

Penalties last for 1 round. Each round you must choose a new body part to attack, though never the same body part consecutively (so you can jump between arms and face, but not arms and arms again) or no body part this round simply maintaining concentration. A creature gets a Fortitude save to negate the penalty (but not the damage). You can choose to deal nonlethal damage instead of lethal damage.

The spell ends if you stop concentrating, if the creature moves outside the range of the spell, or if the doll is destroyed. The doll can be sundered (hardness 1, 10 hp), though doing so deals damage to the creature as if a pin has been pushed into it (with no subsequent penalty). There is no Fort save against damage done from sundering the doll.

If you obtain a part of the target (such as hair) or a something of value of theirs over 50 gp, they take a -3 penalty to their saving throw.

Focus
A generic humanoid effigy, which takes a shape akin to the target.


(Note: Spell taken from https://dnd-wiki.org/wiki/Voodoo_Doll_(3.5e_Spell) and slightly modified.)