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Harmonite Template

	All harmonite creatures are afflicted with harmonite poisoning; this poison cannot be removed magically (if the creature's spell absorbtion does not outright nullify the spell, the poisoning is instead suppressed for 24 hours). As well, damage from this poisoning cannot be removed magically, the means to do so are treated as attempts to cure it.
	Harmonite Poisoning: DC 16 (no cure) 1/month, 1 CON damage on a failed save
	All harmonite creatures have fast movement +10 feet above for their race, and gain a +4 innate bonus to initiative checks.

Hit Dice Natural Armor Spell Absorbtion Special

 1~4 HD	   +2		SA2 /6		  Magical weakness, Crystal Shards 2d4, Rage (+4 STR/DEX, -4 CON)
 5~8 HD	   +4		SA3 /9		  Spell-like, Crystal Shards 3d4, Rage (+4 STR/DEX, -4 CON)
 9~12HD	   +6		SA4 /12		  Spell-like, Crystal Shards 4d4, Rage (+6 STR/DEX, -4 CON)

13~16HD +8 SA5 /15 Spell-like, Crystal Shards 5d4, Rage (+6 STR/DEX, -4 CON) 17~20HD +11 SA6 /18 Spell-like, Crystal Shards 6d4, Rage (+6 STR/DEX, -4 CON) 21~24HD +14 SA7 /21 Spell-like, Crystal Shards 7d4, Rage (+8 STR/DEX, -4 CON) 25~28HD +17 SA8 /24 Spell-like, Crystal Shards 8d4, Rage (+8 STR/DEX, -4 CON) 29~32HD +20 SA9 /27 Spell-like, Crystal Shards 9d4, Rage (+8 STR/DEX, -4 CON)

	Magical weakness: Amplifies Caster level by creature's Hit Dice for spells that are not absorbed by the creature's spell absorbtion.
	Crystal Shards: When a harmonite creature absorbs spell power, the harmonite crystals inside the creature's body grow, becoming uncomfortable and painful. To rid themselves of the pain, a harmonite creature will shake and attempt to shatter the crystals sending them flying in all directions around them. This range is affected by the power of the spell, being 10 feet, plus 20 feet for each level of the spell absorbed. The damage dealt is shown above, and is based on the creature's hit dice. The crystals deal slashing damage. Using Crystal Shards reduces a harmonite creature's stored spell levels by half the number of dice used.
	Rage: Harmonite creatures are restricted on their actions as if they were in a barbarian's rage, due to the constant pain of the embedded crystals. A harmonite creature with an intelligence of 5 or higher may make a will save (DC15 + rank) to act normally for 1 round in combat, or up to 10 minutes if no danger is present.
	Spell-Like abilities: A harmonite creature can choose a spell from the sorcerer/wizard list to use as a spell like ability at each rank starting at 2nd. They may only cast this spell if they have enough absorbed spell levels; they have no daily limit so long as they have absorbed magic available. A harmonite creature with this ability and an intelligence above 5 can make a will-save (DC15 + number of dice) to avoid using its crystal shards when hit by magic, allowing it to save up. A harmonite creature that possesses spell-like abilities, or spontaneous casting, can use stored spell charges as spell-slots or uses of their other spell-like abilities.
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Page last modified on December 04, 2018, at 10:38 AM