Difference between revisions of "Frankenstein's Monster (3.5e Power)"

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|disc=Psychometabolism
 
|disc=Psychometabolism
 
|desc=
 
|desc=
|lvl=Egoist 4, Judge of Existence 4, Wildknife 4
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|lvl=Egoist 4, Judge of Existence 4, Psyblade 4
 
|disp=Visual
 
|disp=Visual
|time=10 minutes
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|time=5 minutes
 
|range=Touch
 
|range=Touch
 
|dur=Instantaneous
 
|dur=Instantaneous
 
|tsea=t
 
|tsea=t
|subj=A medium-sized corpse of a humanoid, monstrous humanoid or undead creature who had 5 HDs or lower.
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|subj=One touched corpse.
|save=None
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|save=Will (harmless)
 
|pr=No
 
|pr=No
 
|pp=7
 
|pp=7
|summary=IT’S ALIVE!.}}
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|summary=IT’S ALIVE! A resurrection gone wrong, which brings subject back as an intelligent undead.}}
<onlyinclude>By sewing together cadaver parts, implanting a fresh brain, then jolting it with a powerful shock of electricity bring to life a corpse. This corpse becomes much like a corpse creature, as such it is not mindless, inherently evil, or directly under the manifester’s control (but has a friendly attitude towards the manifester). Unlike other necromancy abilities, all the parts must be fresh (within one week dead).
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{{quote
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|I am not a zombie, I am soul, with memories intact, trapped in a rotting corpse!
 +
|orig=Carrow}}
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<onlyinclude>Sew together cadaver parts then shock with electricity to raise an intelligent undead. This resurrects a recently dead corpse into a living dead creature. The creature becomes an intelligent corporal undead with memories intact. The original raised corpse is called the "Monster" for all naming below, and is considered unaugmented for all sections above augments. Augments can replace limbs and organs with better parts, however a base monster is unaltered. (This can be used on dead party members.)
  
Because it is not mindless, the monster retains its Wisdom and Charisma scores. The trauma caused by placing the brain in another body, plus cell death from being without a living host for a time, kills many brain cells, this permanently reduces Intelligence score by 2 (this is retroactive on skills, remove one rank in a skill for each HD). The monster gets a +2 bonus to Strength, but has its Dexterity reduced by 2, and has no Constitution score.
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'''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]], [[SRD:Outsider Type|outsiders]] or [[SRD:Undead Type|undead]] (except [[Living Dead (3.5e Subtype)|living dead]]). 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). The monster is not under the manifester's control.
  
Any feats that the monster no longer qualifies for can be replaced with a monstrous feat that it meets the prerequisites for. It retains all other feats, plus its class(es), skills, BAB, saves and special attacks.
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'''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 not inherently evil, yet it can still be turned and rebuked like normal undead. The monster retains any racial benefits (except its type and subtype change).
  
The monster rerolls all HD less than d12 to d12s, and changes its type and subtype to [[SRD:Undead Type|Undead]] ([[SRD:Augmented Subtype|augmented]]). Making it immune to poison, paralysis, stunning, disease and death effects. But has no other immunity from being undead (i.e., still subject to sleep effect, critical hits, etc.).
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'''Ability Scores:''' The monster retains all its scores (including mental and Constitution), with the following changes. Being dead temporarily kills many brain cells, the physical decomposition and rot impacts its mobility and social skills, yet its body is much stronger. This changes scores as follows: +2 Strength, -2 Dexterity, -2 Intelligence and -2 Charisma.
  
Lastly, 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.
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'''Previous Classes and Stats:''' Due to the barbaric nature of this power, the corpse is inflicted with one [[SRD:Energy Drain, Negative Levels, and Level Loss#Level Loss|level lost]]. However, they otherwise retain all class features, HD, BAB, saves, skills and feats, and can continue to advance in classes like normal. 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.
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'''Repeated Use:''' If this is used on creature who had been brought back by a previous ''Frankenstein's monster'' it does not change any of the ability scores or stats. It also, does not inflict a level loss. All it does is resurrect. The monster can be augmented when manifesting this power, but augments do not stack (i.e., if it already had larger arms, it cannot get even larger ones, but its existing ones carry over for no extra cost).
#For each additional [[SRD:Power Points|power point]] you spend you can affect the corpse of a creature of one HD higher
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#If you spend 2 extra power points, you can target the corpse of a creature one size category larger.
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'''Augment:''' You can augment this power in one or more of the following ways. <u>All augments add 5 extra minutes to the manifesting time each.</u>
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#If you spend 2 extra [[SRD:Power Points|power points]] and have larger cadaver arms, 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.
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#If you spend 2 extra power points and have the tendons of an athlete, you can replace the monster's base tendons with them. These tendons increases quick-twitch muscle control adding a +4 Dexterity bonus.
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#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. However, the soul remains the same as base creature (they just gain better brain cells).
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#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.
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#If you spend 2 extra power points, the monster gains [[SRD:Damage Reduction|Damage Reduction]] 5/Slashing.
 
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{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Judge Powers Breadcrumb}}<br/>
 
{{3.5e Judge Powers Breadcrumb}}<br/>
{{3.5e Wildknife Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
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{{3.5e Psyblade Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
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{{Navboxes}}

Latest revision as of 06:17, 27 June 2019

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Author: Franken Kesey (talk)
Date Created: 04/14/19
Status: Fin
Editing: Clarity edits only please
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Frankenstein's Monster
Psychometabolism
Level: Egoist 4, Judge of Existence 4, Psyblade 4, ,
Display: Visual
Manifesting Time: 5 minutes
Range: Touch
Target: One touched corpse.
Duration: Instantaneous
Saving Throw: Will (harmless)
Power Resistance: No
Power Points: 7
I am not a zombie, I am soul, with memories intact, trapped in a rotting corpse!
—Carrow

Sew together cadaver parts then shock with electricity to raise an intelligent undead. This resurrects a recently dead corpse into a living dead creature. The creature becomes an intelligent corporal undead with memories intact. The original raised corpse is called the "Monster" for all naming below, and is considered unaugmented for all sections above augments. Augments can replace limbs and organs with better parts, however a base monster is unaltered. (This can be used on dead party members.)

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, outsiders or undead (except living dead). 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). The monster is not under the manifester's control.

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 not inherently evil, yet it can still be turned and rebuked like normal undead. The monster retains any racial benefits (except its type and subtype change).

Ability Scores: The monster retains all its scores (including mental and Constitution), with the following changes. Being dead temporarily kills many brain cells, the physical decomposition and rot impacts its mobility and social skills, yet its body is much stronger. This changes scores as follows: +2 Strength, -2 Dexterity, -2 Intelligence and -2 Charisma.

Previous Classes and Stats: Due to the barbaric nature of this power, the corpse is inflicted with one level lost. However, they otherwise retain all class features, HD, BAB, saves, skills and feats, and can continue to advance in classes like normal. If it no longer qualifies for a feat it can be replace with a general or monstrous feat.

Repeated Use: If this is used on creature who had been brought back by a previous Frankenstein's monster it does not change any of the ability scores or stats. It also, does not inflict a level loss. All it does is resurrect. The monster can be augmented when manifesting this power, but augments do not stack (i.e., if it already had larger arms, it cannot get even larger ones, but its existing ones carry over for no extra cost).

Augment: You can augment this power in one or more of the following ways. All augments add 5 extra minutes to the manifesting time each.

  1. If you spend 2 extra power points and have larger cadaver arms, 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.
  2. If you spend 2 extra power points and have the tendons of an athlete, you can replace the monster's base tendons with them. These tendons increases quick-twitch muscle control adding a +4 Dexterity bonus.
  3. 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. However, the soul remains the same as base creature (they just gain better brain cells).
  4. 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.
  5. If you spend 2 extra power points, the monster gains Damage Reduction 5/Slashing.

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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
Article BalanceHigh +
AuthorFranken Kesey +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelEgoist 4 +, Judge of Existence 4 + and Psyblade 4 +
RatingUnrated +
SummaryIT’S ALIVE! A resurrection gone wrong, which brings subject back as an intelligent undead. +
TitleFrankenstein's Monster +