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

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<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).
 
<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).
  
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. The monster gets a +2 bonus to Strength, but has its Dexterity reduced by 2, and has no Constitution score.
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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 class level). The monster gets a +2 bonus to Strength, but has its Dexterity reduced by 2, and has no Constitution score.
  
 
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.
 
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.
  
The monster rerolls all HD 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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The monster rerolls all HD less than d10 to d10s, 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.).
  
Lastly, the monster has [[SRD:Damage Reduction|Damage Reduction]] 2/Slashing, and gets a +2 bonus to natural armor.
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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.
 
 
The monster is considered undead, and thus vulnerable to positive energy, but negative energy heals it.
 
 
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{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
{{3.5e Psion/Wilder Powers Breadcrumb}}<br/>
 
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{{3.5e Wildknife Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]
 
{{3.5e Wildknife Powers Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Power]]

Revision as of 15:21, 11 May 2019

Homebrew.png
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: Shaper 4, Judge of Existence 4, Wildknife 4, ,
Display: Visual
Manifesting Time: 10 minutes
Range: Touch
Target: One corpse with ≤3HD less than the manifester.
Duration: Instantaneous
Saving Throw: None
Power Resistance: No
Power Points: 7

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).

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 class level). The monster gets a +2 bonus to Strength, but has its Dexterity reduced by 2, and has no Constitution score.

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.

The monster rerolls all HD less than d10 to d10s, and changes its type and subtype to Undead (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.).

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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Article BalanceHigh +
AuthorFranken Kesey +
DisciplinePsychometabolism +
Identifier3.5e Power +
LevelShaper 4 +, Judge of Existence 4 + and Wildknife 4 +
RatingUnrated +
SummaryIT’S ALIVE!. +
TitleFrankenstein's Monster +