Difference between revisions of "User:Timplate/Hulk Syndrome (3.5e Template)"
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− | BERSERK MODE: While this creature has this ability active its size increases to the next size category, small to medium or medium to large. It also gains a Sonic Breath Weapon, land movement speed increased by 10ft, slam attack (damage according to Its size) Pounce, +2 Natural Armor, Regeneration/Acid = 1/2HD (Max 10 at 20 HD), +2 Will save vs spells and spell like abilities(does not apply towards "Rampage Mode") and because it is so strong it can make a jump check as if it already got a running start. Entering or exiting this state is a Full Round Action, which does not provoke an attack or opportunity. | + | BERSERK MODE: While this creature has this ability active its size increases to the next size category, small to medium or medium to large. It also gains a Sonic Breath Weapon, land movement speed increased by 10ft, slam attack (damage according to Its size) Pounce, +2 Natural Armor, Regeneration/Acid = 1/2HD (Max 10 at 20 HD), +2 Will save vs spells and spell like abilities(does not apply towards "Rampage Mode") and because it is so strong it can make a jump check as if it already got a running start. Entering or exiting this state is a Full Round Action, which does not provoke an attack or opportunity. Space/Reach: 10/10ft |
If the base creature already has fast healing or Regeneration, Berserk Mode's regeneration overrides that bonus, but only when in Berserk Mode or Rampage Mode. | If the base creature already has fast healing or Regeneration, Berserk Mode's regeneration overrides that bonus, but only when in Berserk Mode or Rampage Mode. |
Revision as of 02:49, 1 October 2013
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Contents
- 1 HULK SYNDROME
- 1.1 Creating a HULK SYNDROME
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Full Attack
- 1.1.7 Special Attacks
- 1.1.8 Special Qualities
- 1.1.9 Abilities
- 1.1.10 Skills
- 1.1.11 Feats
- 1.1.12 Environment
- 1.1.13 Organization
- 1.1.14 Challenge Rating
- 1.1.15 Treasure
- 1.1.16 Alignment
- 1.1.17 Advancement
- 1.1.18 Level Adjustment
- 1.1 Creating a HULK SYNDROME
HULK SYNDROME
If you want a Super strong Berserk-like character, this is the template for you. All its physical attributes are far superior then the base creature of its kind, including all 5 senses.
The most common creatures that acquired this template are Orcs, but any race that favors the barbarian class is also common.
Creating a HULK SYNDROME
This template is an acquired template that can be applied to any living Humanoid or Monstrous Humanoid of small or medium size category.
Size and Type
Size remains unchanged, unless in Berserk Mode(see special qualities). Type changes to Monstrous Humanoid if it isn't already, subtype Shapechanger.
Space and Reach remain unchanged, unless in Berserk Mode(see special qualities).
Hit Dice
-
Speed
Movement remains unchanged, unless in Berserk Mode (see Special Qualities).
Armor Class
AC remains unchanged, unless in Berserk Mode (see Special Qualities).
Attack
You gain a Slam attack while in Berserk Mode (see special qualities) 1d4 for medium creatures 1d6 for large creatures, +Str
Full Attack
-
Special Attacks
In Berserk Mode you gain a Breath Weapon, 60ft Cone Sonic Damage. 1d6/HD, DC = 10 + 1/2HD + Con. Ref or be deaf for 1d4 rounds(1d8 if within 15ft), Con for half damage. See Special qualities for Berserk Mode. Usable every 1d4+1 rounds.
Special Qualities
Darkvision 60ft
Scent
BERSERK MODE: While this creature has this ability active its size increases to the next size category, small to medium or medium to large. It also gains a Sonic Breath Weapon, land movement speed increased by 10ft, slam attack (damage according to Its size) Pounce, +2 Natural Armor, Regeneration/Acid = 1/2HD (Max 10 at 20 HD), +2 Will save vs spells and spell like abilities(does not apply towards "Rampage Mode") and because it is so strong it can make a jump check as if it already got a running start. Entering or exiting this state is a Full Round Action, which does not provoke an attack or opportunity. Space/Reach: 10/10ft
If the base creature already has fast healing or Regeneration, Berserk Mode's regeneration overrides that bonus, but only when in Berserk Mode or Rampage Mode.
If the creature remains in Berserk mode for more then 5 rounds, non-consecutively, (within the same Combat, or within same hour) it has a chance of going into a state referred to as "Rampage Mode" (see below for more details).
RAMPAGE MODE: In this state the creature is less capable of controlling its own actions. While in "Rampage Mode" the creature Must be able to make a will (DC = 10 + Con Modifier +2/round after the first) to willingly exit these modes and return to their original form. If the creature is unable to exit Berserk Mode and transfers over to Rampage Mode it will start to attack anything within reach, friend or foe. Every round ,from 6th round or higher, the creature takes 2 temporary Intelligence damage until it hits 0 and it falls unconscious, it will remain unconscious for 1 hour/round in Rampage Mode. If Rampage Mode lasts longer then 5 rounds the temporary Int damage will double, and double again every 5 more rounds there after. The creatures Int can never be reduced lower then 0. Upon awakening the creature will be fully rested and Int damage restored to normal and with no memory of actions taken while in Rampage Mode. If the creature is able to successfully exit Rampage mode before Intelligence hits 0 it will still fall unconscious for only half the appropriate amount of time.
Abilities
+4 Strength, +4 Constitution, -2 Intelligence.
Skills
+2 to spot and listen checks
Feats
A creature gains Track as a bonus feat, but only while not in Berserk or Rampage Mode. The creature cannot remain focused long enough to track something while in either state.
Environment
Same as base creature
Organization
-
Challenge Rating
+1 or +4 in Berserk Mode
Treasure
-
Alignment
Usually Chaotic
Advancement
-
Level Adjustment
+1
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