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[[File:FFUnicorn.png|thumb|right|325px|A Unicorn Esper]] | [[File:FFUnicorn.png|thumb|right|325px|A Unicorn Esper]] | ||
| − | '' | + | ''In the heart of the glade stands a magnificent creature, its form a vision of purest white against the emerald backdrop of the forest. A pristine unicorn, its coat gleams like freshly fallen snow in the sunlight, adorned with a mane and tail of golden blonde that cascades in shimmering waves with every graceful movement.'' |
| + | |||
| + | ''Its hooves, too, are aglow with a radiant golden hue, leaving trails of sparkling light in their wake as the unicorn moves with an otherworldly grace. But most mesmerizing of all is the unicorn's horn, a majestic spiral of pure gold, towering nearly two feet in height, catching the sunlight and casting a warm, luminous glow upon the surrounding flora.'' <br/> | ||
__TOC__ | __TOC__ | ||
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|ac=18 (6 Natural armor, 3 Dex, -1 size) |touch=12 |flat=15 | |ac=18 (6 Natural armor, 3 Dex, -1 size) |touch=12 |flat=15 | ||
|bab=+7 |grapple=+17 (7 BAB, 6 Str, +4 size) | |bab=+7 |grapple=+17 (7 BAB, 6 Str, +4 size) | ||
| − | |at=Horn + | + | |at=Charge with Horn +14 (1d8 + 6 {18 - 20 X3} )* |
| − | |full_at=Horn +12/+7 melee (1d8 + 6) | + | |full_at=Melee with Horn +12/+7 melee (1d8 + 6 x2) |
|space=10 ft |reach=5 ft | |space=10 ft |reach=5 ft | ||
|sa=[[#Wild Empathy|Wild Empathy]], [[#Scent|Scent]], [[#Flawless Stride|Flawless Stride]], [[#Healing Horn|Healing Horn]], [[#Mount|Mount]], [[#Spell-like Abilities|Spell-like Abilities]], [[#Spring of Heroism|Spring of Heroism]] | |sa=[[#Wild Empathy|Wild Empathy]], [[#Scent|Scent]], [[#Flawless Stride|Flawless Stride]], [[#Healing Horn|Healing Horn]], [[#Mount|Mount]], [[#Spell-like Abilities|Spell-like Abilities]], [[#Spring of Heroism|Spring of Heroism]] | ||
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}} | }} | ||
| − | + | The Unicorn is a large, majestic equine standing 16 hands (or 5'4") tall at the front shoulder (or withers). It has a glossy white hide, and a golden blonde mane and tail that looks as good as well-kept human hair. Its hooves are a golden color, as is its 2-foot-long golden spiral horn that grows from its forehead. The Unicorn's horn has a hardness of 10 and 20 hit points. The horn repairs any damage normally while sleeping and resting the way skin heals and nails regrow. A completely severed horn will not regrow naturally. A Unicorn who has had its horn severed cannot use these abilities. A ''Regenerate'', ''Limited Wish'', ''Wish'' or ''Miracle'' spell can restore a severed horn. | |
=== Combat === | === Combat === | ||
| + | The Unicorn uses its horn like a sword in combat. It is extremely proficient with its horn and can parry a sword easily. The horn can be used as a slashing or piercing weapon depending on how the Unicorn moves its head. | ||
| + | *The +14 attack for the charge accounts for the +2 for charging. The Unicorn's horn is treated as a lance for the purposes of determining damage for a charge. If the Unicorn kills an opponent by impaling them on its horn and the opponent is a light load, the Unicorn can toss the creature's carcass 10 feet to either side. | ||
=== Special Attacks === | === Special Attacks === | ||
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'''{{Anchor|Flawless Stride}} {{Ex}}:''' A Unicorn can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at its normal movement speed and without taking damage or suffering any other impairment. This ability also allows it to run and charge in situations where other mounts cannot. It may charge or run over difficult terrain that normally slows movement or allies or neutral characters blocking its path. This ability enables it to run down steep stairs, leap down from a balcony, and jump over tables to get to its destination. Depending on the circumstances, it still may need to make appropriate checks (Jump and balance, in particular) to successfully move over the terrain. This ability does not let it move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Unicorn loses this ability when wearing heavy armor or carrying a heavy load. | '''{{Anchor|Flawless Stride}} {{Ex}}:''' A Unicorn can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at its normal movement speed and without taking damage or suffering any other impairment. This ability also allows it to run and charge in situations where other mounts cannot. It may charge or run over difficult terrain that normally slows movement or allies or neutral characters blocking its path. This ability enables it to run down steep stairs, leap down from a balcony, and jump over tables to get to its destination. Depending on the circumstances, it still may need to make appropriate checks (Jump and balance, in particular) to successfully move over the terrain. This ability does not let it move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Unicorn loses this ability when wearing heavy armor or carrying a heavy load. | ||
| − | '''{{Anchor|Healing Horn}} {{Su}}:''' A single golden-colored, spiral horn, about 2 feet long, grows from the center of the Unicorn's forehead. The Unicorn's horn is renowned for its healing properties. Merely touching the horn to a creature and willing it allows the Unicorn to channel positive energy for multiple purposes. Up to 3/day, a Unicorn may use its horn to use [[SRD:Cure_Light_Wounds|''Cure Light Wounds'']] and once per day a Unicorn may use [[SRD:Cure_Moderate_Wounds|''Cure Moderate Wounds'']], [[SRD:Neutralize_Poison|''Neutralize Poison'']] and [[SRD:Restoration|''Restoration'']] | + | '''{{Anchor|Healing Horn}} {{Su}}:''' A single golden-colored, spiral horn, about 2 feet long, grows from the center of the Unicorn's forehead. The Unicorn's horn is renowned for its healing properties. Merely touching the horn to a creature and willing it allows the Unicorn to channel positive energy for multiple purposes. Up to 3/day, a Unicorn may use its horn to use [[SRD:Cure_Light_Wounds|''Cure Light Wounds'']] and once per day a Unicorn may use [[SRD:Cure_Moderate_Wounds|''Cure Moderate Wounds'']], [[SRD:Neutralize_Poison|''Neutralize Poison'']] and [[SRD:Restoration|''Restoration'']]. |
'''{{Anchor|Mount}}: {{Su}}:''' A Summoner may summon the Unicorn to serve as a mount. This decision to summon the Unicorn as a mount must be made before the Unicorn is summoned and cannot be changed after. The Summoner can summon the Unicorn at will for this purpose, and it can stay indefinitely when summoned for mount purposes. When summoned as a mount, because the Unicorn is bonded with the Summoner it will only accept the Summoner as a rider unless there are dire extenuating circumstances (at the DM's discretion). The Unicorn will not participate in combat for any reason when summoned as a mount and is completely incapable of using its Healing Horn and Overdrive abilities at all, but it does maintain its [[SRD:Magic_Circle_against_Evil|''Magic Circle against Evil'']] effect. Instead, it will assist its rider in fleeing from combat or traveling through it and can even use its Escape ability if needed. If forced into a direct combat situation, the Unicorn will use its "''Word of Recall''" ability to return to its original plane, regardless of the consequences to the Summoner or any other rider. | '''{{Anchor|Mount}}: {{Su}}:''' A Summoner may summon the Unicorn to serve as a mount. This decision to summon the Unicorn as a mount must be made before the Unicorn is summoned and cannot be changed after. The Summoner can summon the Unicorn at will for this purpose, and it can stay indefinitely when summoned for mount purposes. When summoned as a mount, because the Unicorn is bonded with the Summoner it will only accept the Summoner as a rider unless there are dire extenuating circumstances (at the DM's discretion). The Unicorn will not participate in combat for any reason when summoned as a mount and is completely incapable of using its Healing Horn and Overdrive abilities at all, but it does maintain its [[SRD:Magic_Circle_against_Evil|''Magic Circle against Evil'']] effect. Instead, it will assist its rider in fleeing from combat or traveling through it and can even use its Escape ability if needed. If forced into a direct combat situation, the Unicorn will use its "''Word of Recall''" ability to return to its original plane, regardless of the consequences to the Summoner or any other rider. | ||
Revision as of 13:28, 22 February 2024
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In the heart of the glade stands a magnificent creature, its form a vision of purest white against the emerald backdrop of the forest. A pristine unicorn, its coat gleams like freshly fallen snow in the sunlight, adorned with a mane and tail of golden blonde that cascades in shimmering waves with every graceful movement.
Its hooves, too, are aglow with a radiant golden hue, leaving trails of sparkling light in their wake as the unicorn moves with an otherworldly grace. But most mesmerizing of all is the unicorn's horn, a majestic spiral of pure gold, towering nearly two feet in height, catching the sunlight and casting a warm, luminous glow upon the surrounding flora.
Contents
| Unicorn | |
|---|---|
| Size/Type: | Large Outsider (Esper) |
| Hit Dice: | 7d12 + 35 (119 hp) |
| Initiative: | +3 |
| Speed: | 70 ft (350 ft running) |
| Armor Class: | 18 (6 Natural armor, 3 Dex, -1 size), touch 12, flat-footed 15 |
| Base Attack/Grapple: | +7/+17 (7 BAB, 6 Str, +4 size) |
| Attack: | Charge with Horn +14 (1d8 + 6 {18 - 20 X3} )* |
| Full Attack: | Melee with Horn +12/+7 melee (1d8 + 6 x2) |
| Space/Reach: | 10 ft/5 ft |
| Special Attacks: | Wild Empathy, Scent, Flawless Stride, Healing Horn, Mount, Spell-like Abilities, Spring of Heroism
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
|
| Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
| Saves: | Fort +10, Ref +8, Will +10 |
| Abilities: | Str 22, Dex 17, Con 21, Int 10, Wis 21, Cha 23 |
| Skills: | Escape Artist +13, Jump +16, Knowledge (Nature) +10, Listen +17, Move Silently +13, Sense Motive +15, Spot +17, Survival +15 |
| Feats: | Endurance, Run, Alertness |
| Environment: | Warm or temperate plains or Forests |
| Organization: | Solitary or Herd (3-15) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always Chaotic Good |
| Advancement: | — |
| Level Adjustment: | — |
The Unicorn is a large, majestic equine standing 16 hands (or 5'4") tall at the front shoulder (or withers). It has a glossy white hide, and a golden blonde mane and tail that looks as good as well-kept human hair. Its hooves are a golden color, as is its 2-foot-long golden spiral horn that grows from its forehead. The Unicorn's horn has a hardness of 10 and 20 hit points. The horn repairs any damage normally while sleeping and resting the way skin heals and nails regrow. A completely severed horn will not regrow naturally. A Unicorn who has had its horn severed cannot use these abilities. A Regenerate, Limited Wish, Wish or Miracle spell can restore a severed horn.
Combat
The Unicorn uses its horn like a sword in combat. It is extremely proficient with its horn and can parry a sword easily. The horn can be used as a slashing or piercing weapon depending on how the Unicorn moves its head.
*The +14 attack for the charge accounts for the +2 for charging. The Unicorn's horn is treated as a lance for the purposes of determining damage for a charge. If the Unicorn kills an opponent by impaling them on its horn and the opponent is a light load, the Unicorn can toss the creature's carcass 10 feet to either side.
Special Attacks
Wild Empathy (Ex): This ability works like the druid's wild empathy class feature, except the Unicorn has a +6 racial bonus on the check.
Scent (Ex): This special quality allows the Unicorn to detect approaching enemies, sniff out hidden foes, and track by sense of smell. The Unicorn can identify familiar odors just as humans do familiar sights. The Unicorn can detect opponents within 30 feet by sense of smell. if the opponent is upwind, the range increase to 60 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents such as skunk musk or troglodyte stench, can be detected at triple normal range.
When the Unicorn detects a scent, the exact location of the source is not revealed-only its presence somewhere within the range. The Unicorn can take a move action to not the direction of the scent. Whenever the Unicorn comes within 5 feet of the source, the Unicorn pinpoints the source's location.
Flawless Stride (Ex): A Unicorn can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at its normal movement speed and without taking damage or suffering any other impairment. This ability also allows it to run and charge in situations where other mounts cannot. It may charge or run over difficult terrain that normally slows movement or allies or neutral characters blocking its path. This ability enables it to run down steep stairs, leap down from a balcony, and jump over tables to get to its destination. Depending on the circumstances, it still may need to make appropriate checks (Jump and balance, in particular) to successfully move over the terrain. This ability does not let it move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Unicorn loses this ability when wearing heavy armor or carrying a heavy load.
Healing Horn (Su): A single golden-colored, spiral horn, about 2 feet long, grows from the center of the Unicorn's forehead. The Unicorn's horn is renowned for its healing properties. Merely touching the horn to a creature and willing it allows the Unicorn to channel positive energy for multiple purposes. Up to 3/day, a Unicorn may use its horn to use Cure Light Wounds and once per day a Unicorn may use Cure Moderate Wounds, Neutralize Poison and Restoration.
Mount: (Su): A Summoner may summon the Unicorn to serve as a mount. This decision to summon the Unicorn as a mount must be made before the Unicorn is summoned and cannot be changed after. The Summoner can summon the Unicorn at will for this purpose, and it can stay indefinitely when summoned for mount purposes. When summoned as a mount, because the Unicorn is bonded with the Summoner it will only accept the Summoner as a rider unless there are dire extenuating circumstances (at the DM's discretion). The Unicorn will not participate in combat for any reason when summoned as a mount and is completely incapable of using its Healing Horn and Overdrive abilities at all, but it does maintain its Magic Circle against Evil effect. Instead, it will assist its rider in fleeing from combat or traveling through it and can even use its Escape ability if needed. If forced into a direct combat situation, the Unicorn will use its "Word of Recall" ability to return to its original plane, regardless of the consequences to the Summoner or any other rider.
While the Unicorn is summoned as a mount, the Summoner's normal abilities are not restricted as they would be when summoning a regular Esper. However, the Summoner cannot summon another Esper while the Unicorn is summoned as a mount. Attempting to do so will cause the Unicorn to be dismissed.
Spell-like Abilities: Always active, Magic Circle against Evil The DC is equal to 10 + 1/2 the Summoner's Class level + the Unicorn's Charisma modifier. Caster level is equal to the Summoner's class level (minimum of 1st). The save DC is Charisma based.
Overdrive
Spring of Heroism (Su): As a full round action, the Unicorn can charge up its horn with positive energy making it glow dimly. At the end of the action the light flashes out 15 feet in all directions and all allies within the area gain a +2 bonus on attack rolls, saves and skill checks for 3 rounds.
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DM's Description
| X | |
|---|---|
| Size/Type: | Medium Outsider (Esper) |
| Hit Dice: | 7d12 + X (X hp) |
| Initiative: | X |
| Speed: | 30 ft |
| Armor Class: | X (X Natural armor, X Dex, +1 size), touch X, flat-footed X |
| Base Attack/Grapple: | +7/X (7 BAB, X Str, -4 size) |
| Attack: | Slam +7/+2 melee (1d4 + X) |
| Full Attack: | Slam +7/+2 melee (1d4 + X) |
| Space/Reach: | 5 ft/5 ft |
| Special Attacks: | X, X, X X, X, X X, Spell-like Abilities, X
Tongues (Su): All Espers can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
|
| Special Qualities: | Darkvision 120 ft, Low-Light Vision, 25% Fortification against critical strikes, immune to banishment, dismissal, petrification, death-effect, polymorphing, fear and any enchantment or compulsion effects. +4 racial bonus on saves against all stunning effects, poisons and diseases. |
| Saves: | Fort +5, Ref +5, Will +5 |
| Abilities: | Str 6, Dex 27, Con 8, Int 7, Wis 20, Cha 13 |
| Skills: | X +10, X +10, X +10, X +10, X +10, X +10, X +10, X +10, X +10, X +10 |
| Feats: | X, X, X |
| Environment: | Warm or temperate plains or Underground |
| Organization: | Solitary or X (#) |
| Challenge Rating: | 7 |
| Treasure: | None |
| Alignment: | Always Chaotic Evil |
| Advancement: | — |
| Level Adjustment: | — |
Physical and personality description
Combat
Combat Blurb
Special Attacks
XX: X
XX: X
XX: X
Spell-like Abilities: 1/day XXX (DC 16), XXX (DC 15). Caster level is equal to the Summoner's class level (minimum of 1st). The save DC is Charisma based.
Overdrive
XX: X
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