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Difference between revisions of "Teucri Lifewalkers"

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Lifewalkers only get involved in combat if they are commanded to, even if they are being attacked. Once engaged, they continue to attack until commanded otherwise. They are only able to say a few preprogrammed phrases and so it is impossible to reason with them.
 
Lifewalkers only get involved in combat if they are commanded to, even if they are being attacked. Once engaged, they continue to attack until commanded otherwise. They are only able to say a few preprogrammed phrases and so it is impossible to reason with them.
  
'''Twisted Woldsblood Core (Ex):''' The Teucri experiments with inserting souls into constructs required the use of Woldsblood. As such, all Lifewalkers have a core filled with the substance. This Woldsblood is much stronger than normal and a Fixer can make an Appraise check DC 15 to determine this. If used for traditional [[Fixer]] tasks, the Woldsblood requires no Craft check as all rolls are automatic 20s. Unfortunately, without the additional Teucri magic the Crafted or Fixed items almost never survive (Roll 1d20+Fixer Level versus DC 30). If failed, the items explode violently 1d6+Fixer Level minutes later.
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'''Twisted Woldsblood Core (Ex):''' The Teucri experiments with inserting souls into constructs required the use of Woldsblood. As such, all Lifewalkers have a core filled with the substance. This Woldsblood is mutated and a Fixer can make an Appraise check DC 15 to determine this. If used for traditional [[Fixer]] tasks, the Woldsblood requires no Craft check as all rolls are automatic 20s. Unfortunately, without the additional Teucri magic the Crafted or Fixed items almost never survive (Roll 1d20+Fixer Level versus DC 30). If failed, the items explode violently 1d6+Fixer Level minutes later.
  
 
[Jerry:  I suggest using the term twisted, warped, mutated rather than stronger.  That lets us save the term "stronger" for later.  This is the first change to woldsblood we've used.  No need to go all the way to the term "stronger" for this.]
 
[Jerry:  I suggest using the term twisted, warped, mutated rather than stronger.  That lets us save the term "stronger" for later.  This is the first change to woldsblood we've used.  No need to go all the way to the term "stronger" for this.]
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=Overcharged Teucri Lifewalker Guardian=
 
=Overcharged Teucri Lifewalker Guardian=

Latest revision as of 11:45, 27 April 2009

Lifewalkers are massive golem-like creatures made by the Teucri to protect them from threats. The Teucri sought to put the sparks of life into their constructs; to create a form of life. To do so, they experimented with Woldsblood in such a way that allowed them to power the constructs with the captured souls. Whether or not the Teucri ultimately succeeded is unknown, but the Lifewalkers were an early design that failed to attain sentience.

The souls within the Lifewalkers, while at one point, were relatively sane, over the many years since their creation a number of them have gone mad. While this has little effect on the actions of Lifewalkers, as the Teucri magic that controls them is still strong, the souls are sometimes audible. Those around Lifewalkers may hear voices crying out in languages long dead.

Teucri Lifewalker Guardian

Size/Type: Huge Construct
Hit Dice: 22d10+40 (150 hp)
Speed: 30 ft.
Armor Class: 32 (-2 size, -1 Dex, +25 natural), touch 7, flat-footed 32
Base Attack/Grapple: +11/+31
Attack: Slam +23 (3d8+18)
Full Attack: 2 Slams +23 (3d8+18)
Space/Reach: 15 ft./15 ft.
Special Attacks:
Special Qualities: Construct Traits, Damage Reduction 15/adamantine and bludgeoning, Woldsblood Core, Teucri Magical Chaos, darkvision 60 ft., low-light vision,
Saves: Fort +13, Ref +12, Will +13
Abilities: Str 35, Dex 9, Con -, Int -, Wis 10, Cha 1
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 16
Treasure: None
Alignment: See Below
Advancement:
Level Adjustment:

COMBAT

Lifewalkers only get involved in combat if they are commanded to, even if they are being attacked. Once engaged, they continue to attack until commanded otherwise. They are only able to say a few preprogrammed phrases and so it is impossible to reason with them.

Twisted Woldsblood Core (Ex): The Teucri experiments with inserting souls into constructs required the use of Woldsblood. As such, all Lifewalkers have a core filled with the substance. This Woldsblood is mutated and a Fixer can make an Appraise check DC 15 to determine this. If used for traditional Fixer tasks, the Woldsblood requires no Craft check as all rolls are automatic 20s. Unfortunately, without the additional Teucri magic the Crafted or Fixed items almost never survive (Roll 1d20+Fixer Level versus DC 30). If failed, the items explode violently 1d6+Fixer Level minutes later.

[Jerry: I suggest using the term twisted, warped, mutated rather than stronger. That lets us save the term "stronger" for later. This is the first change to woldsblood we've used. No need to go all the way to the term "stronger" for this.]

Furthermore, this Twisted Woldsblood Core has the same dangerous effects as normal Woldsblood only stronger. Any living being (undead, fey, constructs, elementals, etc. are excluded) that comes within 10 feet of the Lifewalker will feel the substance pulling upon their soul. This has a distracting effect, and should the being fail a Will save DC20, they will find themselves dazed for 1d4. Should a living being come in contact with exposed Woldsblood, a Will save DC25 per drop exposed must be made or the being will find their soul momentarily torn from their body, dazing them for 1d4 minutes and inflicting 1d6 Wisdom damage. This damage may be healed normally. The Fixer's normal immunity does not apply here, since the Teucri have altered the Woldsblood. Fixers are still much less likely to be affected and gain a +5 Bonus on both Will Saves.

Teucri Magical Chaos (Ex): Just like all Teucri creations, the Lifewalkers are magic-based. The specific type of magic is difficult to determine as they often radiate all schools or magic and sometimes, none at all. This same holds true for alignments. Furthermore, the Lifewalkers have been enhanced with special protections from normal spells. Any time a spell or spell-like effect targets a Lifewalker, roll 1d20 and consult the Magical Chaos Effects table.

Table: Magical Chaos Effects
Roll Effect
1-10 Spell Works as Normal
10-15 Spell Effect (Damage, duration, etc) Halved
16-18 Random Spell Effect of Same Level
19-20 Spell Reflect

Overcharged Teucri Lifewalker Guardian

Size/Type: Gargantuan Construct
Hit Dice: 40d10+60 (260 hp)
Speed: 40 ft.
Armor Class: 35 (-4 size, -1 Dex, +30 natural), touch 5, flat-footed 35
Base Attack/Grapple: +11/+36
Attack: Slam +25 (3d8+30)
Full Attack: 2 Slams +25 (3d8+30)
Space/Reach: 20 ft./20 ft.
Special Attacks:
Special Qualities: Construct Traits, Damage Reduction 15/adamantine and bludgeoning, Woldsblood Core, Overcharged Teucri Magical Chaos, darkvision 60 ft., low-light vision,
Saves: Fort +15, Ref +13, Will +15
Abilities: Str 45, Dex 9, Con -, Int -, Wis 10, Cha 1
Skills:
Feats:
Environment: Any
Organization: Any
Challenge Rating: 20
Treasure: None
Alignment: See Below
Advancement:
Level Adjustment:

COMBAT

Overcharged Lifewalkers no longer follow the magical commands that force them to act. Instead, the soul within it's Woldsblood Core has taken it over and is ruled by the time-maddened being that powers it.

Overcharged Teucri Magical Chaos (Ex): Overcharged Magical Chaos acts the same as normal, except the Overcharged Table must be consulted for the effects.

Table: Overcharged Magical Chaos Effects
Roll Effect
1-5 Spell Works as Normal
6-10 Spell Effect (Damage, duration, etc) Halved
11-18 Random Spell Effect of Same Level
19-20 Spell Reflect

Jerry: I'd like to see more "story" elements with this. The monster is fine. It is the setup and story I'm mostly interested in planning carefully.