Difference between revisions of "Frankenstein's Monster (3.5e Power)"
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|range=Touch | |range=Touch | ||
− | |dur= | + | |dur=10 min/level |
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|subj=One small or medium corpse with 5HD or less. | |subj=One small or medium corpse with 5HD or less. | ||
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<onlyinclude>Sew together cadaver parts then shock with electricity to raise an intelligent undead. The base creature is unaugmented (and the only thing which gets a save), but parts can be replaced with augments. | <onlyinclude>Sew together cadaver parts then shock with electricity to raise an intelligent undead. The base creature is unaugmented (and the only thing which gets a save), but parts can be replaced with augments. | ||
− | '''Limitations:''' The body must be freshly dead (within 48 hours), and only works on a creature that had cellular life, thus cannot be used on [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]] or [[SRD:Undead Type|undead]] (except [[Living Dead (3.5e Subtype)|living dead]]). The creature must be 2 HD or less than the manifester (<u>augments cannot exceed this</u>). The monster is not directly under the manifester’s control (but has a friendly attitude). Some creatures are happy in the afterlife, a creature can attempt to remain dead with a Will save (DC10+manifester’s main mental ability modifier). Only the base monster gets a save to resist. | + | '''Limitations:''' The body must be freshly dead (within 48 hours), and only works on a creature that had cellular life, thus cannot be used on [[SRD:Construct Type|constructs]], [[SRD:Elemental Type|elementals]], [[SRD:Ooze Type|oozes]] or [[SRD:Undead Type|undead]] (except [[Living Dead (3.5e Subtype)|living dead]]). The creature must be 2 HD or less than the manifester (<u>augments cannot exceed this</u>). The monster is not directly under the manifester’s control (but has a friendly attitude). Some creatures are happy in the afterlife, a creature can attempt to remain dead with a Will save (DC10+manifester’s main mental ability modifier). Only the base monster gets a save to resist. The charge of electricity only temporarily returns the corpse, when the duration ends it falls to the floor lifeless (but can be raised with a new manifestation). |
'''Type and Subtype:''' The monster changes it type to [[SRD:Undead Type|undead]] and subtype to [[Living Dead (3.5e Subtype)|living dead]]. Making it immune to death effects, disease, energy drain, exhaustion, fatigue, poison, paralysis, sleep effects and stunning. But has no other immunity from being undead (i.e., still subject to critical hits, etc.). The monster is considered undead, and thus vulnerable to positive energy, but negative energy heals it. Since they are not inherently evil, ''[[SRD:Protection from Evil|protect from evil]]'' does not work on them, yet they can still be turned and rebuked like normal undead. The monster retains any racial benefits (except its type and subtype change). | '''Type and Subtype:''' The monster changes it type to [[SRD:Undead Type|undead]] and subtype to [[Living Dead (3.5e Subtype)|living dead]]. Making it immune to death effects, disease, energy drain, exhaustion, fatigue, poison, paralysis, sleep effects and stunning. But has no other immunity from being undead (i.e., still subject to critical hits, etc.). The monster is considered undead, and thus vulnerable to positive energy, but negative energy heals it. Since they are not inherently evil, ''[[SRD:Protection from Evil|protect from evil]]'' does not work on them, yet they can still be turned and rebuked like normal undead. The monster retains any racial benefits (except its type and subtype change). |
Revision as of 14:55, 13 May 2019
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Psychometabolism | |
Level: | Egotist 4, Judge of Existence 4, |
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Display: | Visual |
Manifesting Time: | 5 minutes |
Range: | Touch |
Target: | One small or medium corpse with 5HD or less. |
Duration: | 10 min/level |
Saving Throw: | Will (harmless) |
Power Resistance: | No |
Power Points: | 7 |
Sew together cadaver parts then shock with electricity to raise an intelligent undead. The base creature is unaugmented (and the only thing which gets a save), but parts can be replaced with augments.
Limitations: The body must be freshly dead (within 48 hours), and only works on a creature that had cellular life, thus cannot be used on constructs, elementals, oozes or undead (except living dead). The creature must be 2 HD or less than the manifester (augments cannot exceed this). The monster is not directly under the manifester’s control (but has a friendly attitude). Some creatures are happy in the afterlife, a creature can attempt to remain dead with a Will save (DC10+manifester’s main mental ability modifier). Only the base monster gets a save to resist. The charge of electricity only temporarily returns the corpse, when the duration ends it falls to the floor lifeless (but can be raised with a new manifestation).
Type and Subtype: The monster changes it type to undead and subtype to living dead. Making it immune to death effects, disease, energy drain, exhaustion, fatigue, poison, paralysis, sleep effects and stunning. But has no other immunity from being undead (i.e., still subject to critical hits, etc.). The monster is considered undead, and thus vulnerable to positive energy, but negative energy heals it. Since they are not inherently evil, protect from evil does not work on them, yet they can still be turned and rebuked like normal undead. The monster retains any racial benefits (except its type and subtype change).
Ability Scores: The base monster gains the following ability scores Strength 16, Dexterity 12, Constitution 14, Intelligence 6, Wisdom 8, and Charisma 6.
Previous Features and Stats: The monster replaces its class levels with levels in Undead; replacing HD, BAB and saves with Undead stats. However, it retains all skills from its previous life. If it no longer qualifies for a feat it can be replace with a general or monstrous feat.
Augment: You can augment this power in one or more of the following ways.
- For every additional power points you spend you can affect the corpse of a creature of one HD higher.
- If you spend 2 extra power points and have two larger cadaver arms, you can replace the monster’s base arms with them. These arms add a +2 Strength bonus and increase natural attack damage by one step. They can also use weapons one size category larger. However they are ungainly, thus Dexterity is decreased by 2.
- If you spend 2 extra power points and have a smarter brain, you can replace the monster's base brain with it. This brain adds a +4 Intelligence bonus.
- If you spend 2 extra power points and have the skin of a prettier face, you can replace the monster's base face with it. This face adds a +2 Charisma bonus.
- If you spend 2 extra power points, you can target the corpse of a large-sized creature.
- If you spend 2 extra power points, the monster gains Damage Reduction 5/Slashing.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Powers → Psion/Wilder
Template:3.5e Judge Powers Breadcrumb
Article Balance | Very High + |
Author | Franken Kesey + |
Discipline | Psychometabolism + |
Identifier | 3.5e Power + |
Level | Egotist 4 + and Judge of Existence 4 + |
Rating | Unrated + |
Summary | IT’S ALIVE! + |
Title | Frankenstein's Monster + |