BlackWands RPG World
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Tablet of the Tomb Warden
Article Author: BlackWand
View Count: 219 ![]() This tablet is a minor artifact which has the purpose to turn people into tomb wardens, to guard a specific tomb/ruin/place. The tablet is useable once a year and requires a willing subject which will be turned into the warden below. The Tomb Warden isn't neccesarily evil, but its undead state makes it weak to positive powers such as cure spells and Smite Evil. Primary power - Turn a willing person into a Tomb Warden (see below). Secondary power - Blinding Speed (5 rounds / day). Spells 1/dayBlade of Pain and Fear (1d6+10, DC 30). (Líbris Mortís, page 63). Break Enchantment (caster level 20) One-time power - grant one person one of the abilities below. Once used up, this artifact cannot give any more of these one-time powers.Sneak Attack 1d6. Turn or rebuke Undead. +2 Inherit bonus to one ability score (does not stack). 1 Fighter bonus feat. Favored Enemy (see page 47 Players Handbook). Tomb Warden Medium-sized Undead [Soldier] Hit Dice: 30d12 (195) +Soldier (300) (495 hp) Initiative: +23 (+15 Dex, +8 Superior Initiative) Speed: 40 ft. Armor Class: 40 (10, +15 Dex, +15 Natural Armor) Attack: 2x Slam +35 Damage: Slam 2d8+19 plus 2d6 negative energy. Special Attacks: Ray of Darkness, Breath Weapon, Despair, Mummy Rot, Special Powers. Special Qualities: Resistances, Tomb Teleport, Turn Immunity, Tomb Sense, Power of the Dead, Damage Reduction 5/-, Vulnerability to Fire (+50%). Saves: Fort +11, Ref +26, Will +35 Abilities: Str 49 (+19), Dex 40 (+15), Con -, Int 43 (+16), Wis 46 (+18), Cha 45 (+17) Skills: Spot +51, Listen +51, Hide +30, Move Silently +30. Feats: Power Attack, Weapon Focus (Slam), Improved Initiative. Epic Feats: Superior Initiative, Blinding Speed (5 rounds). Alignment: Neutral Evil. Despair (Su, Arcane) At the mere sight of this Tomb Warden, a viewer must succeed with a Will save (DC 42) or be paralyzed with fear for 1d4 rounds. No matter the save, the target cannot be affected by the same despair ability from the same Tomb Warden for 24 hours. Mummy Rot (Su, Arcane) On each slam, fortitude save (DC 42). Incubation period 1 minute; damage 1d6 Constitution and 1d6 Charisma. Draining continues each minute until the afflicted person reaches 0 in Constitution. To be healed from this supernatural disease, a Break Enchantment or Remove Curse must be casted on the cursed target, and then healed. Ray of Darkness (Su, Arcane) Once each 1d4 round as a ranged touch attack (attack +30) the Tomb Warden can shot forth a ray of darkness from its fingertips at the enemy. The one so hit will take 20d6 shadow damage. A successful fortitude save (DC 42) will cut the damage in half. Breath Weapon (Su, Arcane) Once each 1d4 round the Tomb Warden can spew forth a deadly green gas cloud in a 100 feet cone. Anyone so caught must succeed with a fortitude save (DC 42) or receive 2 negative levels. Reistances (Ex) Fire, Cold, Lightning, Sonic, Acid resistance 20. Tomb Teleport (Su, Arcane) As a move action the Tomb Warden can teleport to any spot in his tomb. Tomb Sense (Su, Arcane) The Tomb Warden knows the exact location of all intruders in its guarding tomb/ruin/place. Treat this as blindsense except the range limit is the tomb itself. Power of the Dead (Su, Arcane) Free action to activate and the Tomb Warden will receive Charisma modifier on attack bonus, damage rolls and all saving throws for 10 minutes. Special Powers (Su, Arcane) Each power costs 1 point, the Tomb Warden has 17 points / day (Charisma). Control Monster (Will DC 42), target will be under the Tomb Wardens absolete control for 1 round, usually attack friendly targets. Chain Missile (10d4+10 / 1d4). Energy Vortex (quickened), 1d8+20, Reflex half (DC 42). Rapid Power, any power above can be casted as quickened. |