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

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (size)
m
Line 21: Line 21:
 
<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 (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.
+
Because it is not mindless, the monster retains its Intelligence, Wisdom and Charisma scores. However, 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 and Wisdom scores 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.
  
 
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.
Line 30: Line 30:
  
 
'''Augment:'''  You can augment this power in one or more of the following ways.
 
'''Augment:'''  You can augment this power in one or more of the following ways.
#For each additional [[SRD:Power Points|power point]] you spend you can affect the corpse of a creature of one HD higher
+
#For every two additional [[SRD:Power Points|power points]] you spend you can affect the corpse of a creature of one HD higher
 
#If you spend 2 extra power points, you can target the corpse of a large-sized creature.
 
#If you spend 2 extra power points, you can target the corpse of a large-sized creature.
 
----
 
----

Revision as of 21:43, 11 May 2019

Homebrew.png
Author: Franken Kesey (talk)
Date Created: 04/14/19
Status: Fin
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article
Frankenstein's Monster
Psychometabolism
Level: Egoist 4, Judge of Existence 4, Wildknife 4, ,
Display: Visual
Manifesting Time: 10 minutes
Range: Touch
Target: A small or medium-sized corpse who had 5 HDs or lower.
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 Intelligence, Wisdom and Charisma scores. However, 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 and Wisdom scores 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.

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 d12 to d12s, 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.

Augment: You can augment this power in one or more of the following ways.

  1. For every two additional power points you spend you can affect the corpse of a creature of one HD higher
  2. If you spend 2 extra power points, you can target the corpse of a large-sized creature.

Back to Main Page3.5e HomebrewClass Ability ComponentsPowersPsion/Wilder
Template:3.5e Judge Powers Breadcrumb
Template:3.5e Wildknife Powers Breadcrumb

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