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Nephilim
Construct Form
After the cast bronze set in the clay mold, the statues were extracted from the clay. The
bronze statues were carved by master craftsmen to allow an articulated mobility and to represent the characteristics
to the person enclosed within the bronze. To ensure the statues remained standing, the statues were then
enclosed in clay, with holes for the ears and eyes - to listen and look for intruders, and painted and shaped
in a more abstract form of the occupant (similar in style to how a sarcophagus was styled). The clay statues
were set on a clay base to remain standing for eternity.
- Breaking out from the clay mold, in order to move, requires a DC 10 Muscle check.
Template
- Arcane spell failure +10%. Treat this as light armor for the purpose of abilities that reduce or ignore the penalty of arcane spell failure in light armor.
- Armor check penalty increases by -4 (i.e. -4 to Acrobatics, Climb, Sleight of Hand, Sneak, and -8 to Swim)
- Damage resistance 10/ballistic or piercing
- Resistance to cold 10 and fire 10
- Slam attack doing 1d6 damage
- Speed 20' and may not use the Run action (i.e. maximum movement rate/round is movement rate x2), but can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Modified construct subtype:
- Cannot eat or sleep, may breathe for talking
- Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion,
and effects that cause sickened conditions
- Immune to critical hits, nonlethal damage, stunning, ability damage, ability
drain, and death effects
- Immune to petrification
- May be subject to necromantic effects not listed in the above immunities
- Immediately destroyed when reduced to 0 hit points or less (spirit released)
- Not immune to energy drain, charms, compulsions, phantasms, patterns, morale
effects, or any effect that requires a Fortitude save
- Cannot heal damage naturally and healing spells provide no benefit, but
vulnerable to effects such as Cause Light Wounds
- Damage from Heat Metal or Chill Metal as if wearing metal armor; affected by
Repel Metal; not affected by Rusting Grasp (bronze not iron); 2d6 points of
damage from a Rust Monster's touch attack, with Reflex save DC 17 for half
- Spellcasters must still rest mentally to restore spells
Commandments and restrictions on the guardians
In order of priority:
- Ensure Seti I passes to the afterlife.
- Guard the mummy of Seti I.
- Guard the canopic jars.
- Prevent the looting of the tomb.
- Annihilate any robbers.
- Prevent where possible any damage to the tomb in following the above tasks.
Activation stimuli: observed presence of grave robbers in the tomb.
Deactivation occurs when there are no grave robbers in the tomb, and
tasks 1. 2 and 3 are complete. For example, if the tomb has been looted,
but robbers in the tomb have been killed, and the mummy is in sarcophagus
with canopic jars next to it, to pass to the afterlife.
Possession
There is a cost of 1 spirit point to attempt to possess someone. The Will save DC
for the target is 10 + your level/2 + Willpower. You may not possess a creature that
has more than your level/2. A creature's will save versus possession is rolled in
advance - if they are difficult to possess, that will always be the case. Note that
a drugged, unconscious or sleeping target receives -4 to their Will save. To initiate
a possession you must make a touch attack, and you get a bonus of +4 as you are
effectively insivible in spirit form on the ethereal.
Ghost touch weapons and transdimensional spells affect the spirit form
normally even while the spirit is in the host.
When possessing you get 1 rank initially from the target in language skills and an
additional rank, up to the host's maximum rank, in any language skills that they have
every 24 hours. These skill ranks overlap with yours.
To leave the host, the host must either be killed, or you must expend all your
spirit points.
Impact of Possession on Host
| Host |
Aging (years/day) |
Incurable Damage (HP/hr) |
Minor Offset |
Major Offset |
| Construct |
– |
– |
– |
– |
| Burrowing or underground |
2 |
1 |
8 ranks in Earth talents to avoid damage |
16 ranks in Earth talents to avoid aging |
| Desert dwelling |
2 |
1 |
8 ranks in Fire talents to avoid damage |
16 ranks in Fire talents to avoid aging |
| Flying |
2 |
1 |
8 ranks in Air talents to avoid damage |
16 ranks in Air talents to avoid aging |
| Human |
2 |
– |
8 ranks in Sun talents to avoid aging if host willing |
16 ranks in Sun talents to avoid aging if host unwilling |
| Nocturnal (above ground) |
2 |
1 |
8 ranks in Moon talents to avoid damage |
16 ranks in Moon talents to avoid aging |
| Primate |
2 |
1 |
8 ranks in Sun talents to avoid damage |
16 ranks in Sun talents to avoid aging |
| Water breathing |
2 |
1 |
8 ranks in Water talents to avoid damage |
16 ranks in Water talents to avoid aging |
Spirit Form
- -10 to Perception checks to observe things on the prime
- Affected only by spells from the prime metamagicked with Transdimensional Spell
- Affected only by ghost touch weapons from the prime
- Normally affected by any ethereal creature or object
- May not move through solid objects and creatures that have been stationary for more than 10 rounds.
- Solid objects and creatures that have been stationary for less than 10 rounds can be moved through,
with probability of the number of stationary rounds / 10.
Spirit Point Regeneration
| State |
Rate |
| In spirit form |
1/10 min |
| Possessing |
1/10 min |
| While using a Nephilim talent with duration that has a spirit point cost |
– |
A Nephilim with 8 ranks in Moon talents may recover spirit points while using the Manifest on Prime talent.
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