A more ambitious attempt at statting something this time: the mount of the Orphne King. I'm assuming we have access to Fey Creature when we actually do it. I'm using an automatic character sheet meant for PCs to make this, so this may be horribly wrong.

Advanced Dire Magebred Shadow Fey +6 HD Emperor Stag - CR 13

N Large fey (animal, outsider)
Init +10; Senses low-light vision, darkvision 60 ft, scent;

DEFENSE

AC 28, touch 20, flat-footed 18 (+8 Dex, +8 natural)
hp 214 (13d8+156)
DR 10/Cold Iron
Resist Cold 10, Electricity 10
SR 24
Fort +20, Ref +16, Will +12 (+4 to all vs mind-affecting)
Defensive Abilities wary reaction, shadow blend, evasion

OFFENSE

Speed 60ft., fly 85ft. (good), teleport 130 ft.; nimble footing, shadow bite (gore)
Melee gore +18 (2d6+9), 2 hooves +16 (1d6+4)
Space 10 ft., Reach 5ft. (10 w/ gore)

Spell-Like Abilities (CR 13th)
3/day: Dancing lights
1/day: Glitterdust, Deep slumber, Major image, Confusion, Feeblemind, Mislead


STATISTICS

Str 29, Dex 30, Con 34, Int 2, Wis 27, Cha 21
Base Atk +9; CMB +19; CMD 38 (42 vs. trip)
Feats Endurance B, Run B, Skill Focus (Acrobatics, Spot), Improved Natural Attack (gore), Power Attack, Vital Strike, Devastating Strike (2 more)
Skills Acrobatics +12 (+20 when jumping), Spot +10, Listen +10, Survival +3

SPECIAL ABILITIES

Nimble Footing (Ex)
An emperor stag ignores difficult terrain. When an emperor stag charges or runs, it can make one turn of up to 90 degrees during its movement.

Wary Reaction (Ex)
An emperor stag can take a single move action during the surprise round even if caught unawares.

Shadow Blend (Su)
In any illumination other than bright light, a shadow animal blends into the shadows, giving it concealment (20% miss chance). A shadow animal can suspend or resume this ability as a free action.

Shadow Bite (Su)
The shadow animal can make one of its natural attacks through its shadow. Its reach with the selected natural attack increases by 5 feet, and a creature damaged by this natural attack must succeed at a Fortitude save (DC = 10 + half the shadow animal's HD + the shadow animal's Charisma modifier) or take 1 point of Strength damage in addition to the normal damage dealt.

Evasion (Ex)
The shadow animal gains evasion, as per the rogue ability of the same name.

See in Darkness (Su)
The shadow animal can see perfectly in darkness of any kind, including that created by deeper darkness.

Umbral Fast Healing (Ex)
The shadow animal gains fast healing 1 when in areas of dim light or darkness. A shadow animal must have at least 10 HD to select this ability.

Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.

Spell Resistance (Ex)
A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

Change Shape (Su)
A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
 
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@Goldfish, here is the bare branches version of the rider:
Dragon Blood Tree; CR 9
Bonewrought Willow; CR 3
+ Advanced; CR +1
+ Sorcerer Creature; CR +2
+ Blood Magic Creature; CR +2
+ 4 HD; CR +1
+ Aquatic Creature; CR +0
Cost 3,600 IM
Neutral Evil Large plant (extraplanar, amphibious)
Init +2; Senses low-light vision, spiritsense; Perception +8

DEFENSE
AC 19, touch 11, flat-footed 17 (+2 DEX, +8 natural, –1 size)
hp 94 (9d8 + 54)
Fort +12, Ref +5, Will +6
Defensive Abilities negative energy affinity;
DR 5/bludgeoning;
Immune death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, plant traits;
Resist cold 10, electricity 10
Regeneration (equal to 10 points per HD the blood magic creature possess [Maximum 150], this effect costs 6 blood points; bludgeoning, fire, and acid)

OFFENSE
Speed 20 ft., Swim 30 ft.
Melee slam +11 (2d6 + 8)
Space 10 ft.; Reach 10 ft.
Special Attacks bonerattle, spray of splintered bones

STATISTICS
Str 23, Dex 14, Con 22, Int 13, Wis 16, Cha 29
Base Atk +6
Feats Mounted Combat, Trample, Ride-By Attack, 1 Feat
Languages Common (can't speak)
Skills (27)
Concentration: 12 + 6 (CON) = 18
Intimidate: 3 + 9 (CHA) + 8 (Racial) = 20
Ride: 12 + 4 (DEX) = 16

SPELLCASTING
Caster Level 7
Spell Save 10 + Spell Level + 9

Spells
0th: 7 Spells - 6/day
1st: 4 Spells - 9/day
2nd: Brow Gasher, 1 Spell - 7/day
3rd: Fly - 5/day

SPECIAL ABILITIES
Bonerattle (Su)
As a standard action, a bonewrought willow can shake its branches to produce an eerie rattling sound and attempt a single Intimidate check to demoralize all creatures within 60 feet who can hear it.

Spiritsense (Su)
A bonewrought willow can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.

Spray of Splintered Bones (Ex)
Once per hour as a standard action, a bonewrought willow can eject a 15-foot cone of bone shards that deal 4d6 points of piercing damage and 1d4 points of bleed damage to all creatures in the area. A DC 18 Reflex save halves the piercing damage and negates the bleed damage.

Blood Point (Su)
When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool's maximum are lost. A blood magic creature can activate this templates special abilities by expending blood points or it can be used to enhance any of the creature's abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:
- +2 to any one d20 roll.
- +2 to the DC of any extrodinary, spell, spell-like or supernatural ability.
- During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
- At the beginning of a blood magic creature's turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
- Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.

Caustic Blood (Ex)
If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature's HD +it's Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.
As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below
Black Lotus Extract: Type poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves.

Spell-Like Abilities
A Blood Magic creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Activating a spell-like ability is still a standard action bu it requires it to expend a number of blood points equal to the spell level. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). See link at the top for available SLAs.

They are meant to ride the regular Bloodsharks.
forums.sufficientvelocity.com

A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover

@Goldfish, here is my proposal. -[] Undead Contigent for the Iron Isles --[] 10x Area Denial Units ---[] These units are put together to deny the Illithid certain areas, most importantly beaches, which can't be blocked off entirely, yet do need constant protection. To this end, living guards...

There's 1 Feat, some spells and 1 CR still available if you have improvement suggestions.
 
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A more ambitious attempt at statting something this time: the mount of the Orphne King. I'm assuming we have access to Fey Creature when we actually do it. I'm using an automatic character sheet meant for PCs to make this, so this may be horribly wrong.

Advanced Dire Magebred Shadow Fey +6 HD Emperor Stag - CR 13

N Large fey (animal, outsider)
Init +8; Senses low-light vision, darkvision 60 ft, scent;

DEFENSE

AC 26, touch 18, flat-footed 18 (+8 Dex, +8 natural)
hp 214 (13d8+156)
DR 10/Cold Iron
Resist Cold 10, Electricity 10
SR 24
Fort +20, Ref +16, Will +12 (+4 to all vs mind-affecting)
Defensive Abilities wary reaction, shadow blend, evasion

OFFENSE

Speed 60ft., fly 85ft. (good), teleport 130 ft.; nimble footing, shadow bite (gore)
Melee gore +19 (2d6+10), 2 hooves +17 (1d6+5)

STATISTICS

Str 31, Dex 26, Con 34, Int 2, Wis 27, Cha 19
Base Atk +9; CMB +19; CMD 37 (41 vs. trip)
Feats Endurance B, Run B, Skill Focus (Acrobatics, Spot), Improved Natural Attack (gore), (5 more)
Skills Acrobatics +12 (+20 when jumping), Spot +10, Listen +10, Survival +3

SPECIAL ABILITIES

Nimble Footing (Ex)
An emperor stag ignores difficult terrain. When an emperor stag charges or runs, it can make one turn of up to 90 degrees during its movement.

Wary Reaction (Ex)
An emperor stag can take a single move action during the surprise round even if caught unawares.

Shadow Blend (Su)
In any illumination other than bright light, a shadow animal blends into the shadows, giving it concealment (20% miss chance). A shadow animal can suspend or resume this ability as a free action.

Shadow Bite (Su)
The shadow animal can make one of its natural attacks through its shadow. Its reach with the selected natural attack increases by 5 feet, and a creature damaged by this natural attack must succeed at a Fortitude save (DC = 10 + half the shadow animal's HD + the shadow animal's Charisma modifier) or take 1 point of Strength damage in addition to the normal damage dealt.

Evasion (Ex)
The shadow animal gains evasion, as per the rogue ability of the same name.

See in Darkness (Su)
The shadow animal can see perfectly in darkness of any kind, including that created by deeper darkness.

Umbral Fast Healing (Ex)
The shadow animal gains fast healing 1 when in areas of dim light or darkness. A shadow animal must have at least 10 HD to select this ability.

Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.

Spell Resistance (Ex)
A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

Change Shape (Su)
A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
Needs some polishing, but this looks like a mount the Orphne Lord would be proud to own. Let's grow it this month.
 
@Goldfish, here is the bare branches version of the rider:
Dragon Blood Tree; CR 9
Bonewrought Willow; CR 3
+ Advanced; CR +1
+ Sorcerer Creature; CR +2
+ Blood Magic Creature; CR +2
+ 4 HD; CR +1
+ Aquatic Creature; CR +0
Cost 3,600 IM
Neutral Evil Large plant (extraplanar, amphibious)
Init +2; Senses low-light vision, spiritsense; Perception +8

DEFENSE
AC 19, touch 11, flat-footed 17 (+2 DEX, +8 natural, –1 size)
hp 94 (9d8 + 54)
Fort +12, Ref +5, Will +6
Defensive Abilities negative energy affinity;
DR 5/bludgeoning;
Immune death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, plant traits;
Resist cold 10, electricity 10
Regeneration (equal to 10 points per HD the blood magic creature possess [Maximum 150], this effect costs 6 blood points; bludgeoning, fire, and acid)

OFFENSE
Speed 20 ft., Swim 30 ft.
Melee slam +11 (2d6 + 8)
Space 10 ft.; Reach 10 ft.
Special Attacks bonerattle, spray of splintered bones

STATISTICS
Str 23, Dex 14, Con 22, Int 13, Wis 16, Cha 29
Base Atk +6
Feats Mounted Combat, Trample, Ride-By Attack, 1 Feat
Languages Common (can't speak)
Skills (27)
Concentration: 12 + 6 (CON) = 18
Intimidate: 3 + 9 (CHA) + 8 (Racial) = 20
Ride: 12 + 4 (DEX) = 16

SPELLCASTING
Caster Level 7
Spell Save 10 + Spell Level + 9

Spells
0th: 7 Spells - 6/day
1st: 4 Spells - 9/day
2nd: Brow Gasher, 1 Spell - 7/day
3rd: Fly - 5/day

SPECIAL ABILITIES
Bonerattle (Su)
As a standard action, a bonewrought willow can shake its branches to produce an eerie rattling sound and attempt a single Intimidate check to demoralize all creatures within 60 feet who can hear it.

Spiritsense (Su)
A bonewrought willow can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.

Spray of Splintered Bones (Ex)
Once per hour as a standard action, a bonewrought willow can eject a 15-foot cone of bone shards that deal 4d6 points of piercing damage and 1d4 points of bleed damage to all creatures in the area. A DC 18 Reflex save halves the piercing damage and negates the bleed damage.

Blood Point (Su)
When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool's maximum are lost. A blood magic creature can activate this templates special abilities by expending blood points or it can be used to enhance any of the creature's abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:
- +2 to any one d20 roll.
- +2 to the DC of any extrodinary, spell, spell-like or supernatural ability.
- During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
- At the beginning of a blood magic creature's turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
- Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.

Caustic Blood (Ex)
If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature's HD +it's Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.
As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below
Black Lotus Extract: Type poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves.

Spell-Like Abilities
A Blood Magic creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Activating a spell-like ability is still a standard action bu it requires it to expend a number of blood points equal to the spell level. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). See link at the top for available SLAs.

They are meant to ride the regular Bloodsharks.
forums.sufficientvelocity.com

A Sword Without a Hilt: A Song of Ice and Fire/D&D 3.5 Crossover

@Goldfish, here is my proposal. -[] Undead Contigent for the Iron Isles --[] 10x Area Denial Units ---[] These units are put together to deny the Illithid certain areas, most importantly beaches, which can't be blocked off entirely, yet do need constant protection. To this end, living guards...

There's 1 Feat, some spells and 1 CR still available if you have improvement suggestions.
Looks cool, dude. One of the few compatible creatures we could grow that would work well with Undead.

I would just push it up another 4 HD to round it off to CR 10.

That will improve lots of stuff, including its spellcasting abilities and add another feat.

There are a lot of good spells we can use, but I'm not at my computer right now so it's hard to make many recommendations. One that comes to mind, though, is Hydrophobia. It's great for an aquatic combatant, and absolutely brutal against underwater creatures. Our Mighty Mind Dragons know it.
 
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A more ambitious attempt at statting something this time: the mount of the Orphne King. I'm assuming we have access to Fey Creature when we actually do it. I'm using an automatic character sheet meant for PCs to make this, so this may be horribly wrong.

Advanced Dire Magebred Shadow Fey +6 HD Emperor Stag - CR 13

N Large fey (animal, outsider)
Init +8; Senses low-light vision, darkvision 60 ft, scent;

DEFENSE

AC 26, touch 18, flat-footed 18 (+8 Dex, +8 natural)
hp 214 (13d8+156)
DR 10/Cold Iron
Resist Cold 10, Electricity 10
SR 24
Fort +20, Ref +16, Will +12 (+4 to all vs mind-affecting)
Defensive Abilities wary reaction, shadow blend, evasion

OFFENSE

Speed 60ft., fly 85ft. (good), teleport 130 ft.; nimble footing, shadow bite (gore)
Melee gore +19 (2d6+10), 2 hooves +17 (1d6+5)

STATISTICS

Str 31, Dex 26, Con 34, Int 2, Wis 27, Cha 19
Base Atk +9; CMB +19; CMD 37 (41 vs. trip)
Feats Endurance B, Run B, Skill Focus (Acrobatics, Spot), Improved Natural Attack (gore), (5 more)
Skills Acrobatics +12 (+20 when jumping), Spot +10, Listen +10, Survival +3

SPECIAL ABILITIES

Nimble Footing (Ex)
An emperor stag ignores difficult terrain. When an emperor stag charges or runs, it can make one turn of up to 90 degrees during its movement.

Wary Reaction (Ex)
An emperor stag can take a single move action during the surprise round even if caught unawares.

Shadow Blend (Su)
In any illumination other than bright light, a shadow animal blends into the shadows, giving it concealment (20% miss chance). A shadow animal can suspend or resume this ability as a free action.

Shadow Bite (Su)
The shadow animal can make one of its natural attacks through its shadow. Its reach with the selected natural attack increases by 5 feet, and a creature damaged by this natural attack must succeed at a Fortitude save (DC = 10 + half the shadow animal's HD + the shadow animal's Charisma modifier) or take 1 point of Strength damage in addition to the normal damage dealt.

Evasion (Ex)
The shadow animal gains evasion, as per the rogue ability of the same name.

See in Darkness (Su)
The shadow animal can see perfectly in darkness of any kind, including that created by deeper darkness.

Umbral Fast Healing (Ex)
The shadow animal gains fast healing 1 when in areas of dim light or darkness. A shadow animal must have at least 10 HD to select this ability.

Long Step (Su)
A fey creature can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.

Spell Resistance (Ex)
A fey creature gains SR equal to 11 + its CR. This does not stack with any existing SR possessed by the base creature.

Change Shape (Su)
A fey creature can change shape into a single form. Possible forms include a normal specimen of its base creature, a humanoid creature within one size category, or an animal within one size category. In all cases, the fey creature appears as the same individual of its alternate form each time it changes shape. The type of polymorph spell used should be chosen as appropriate based on the alternate form, such as alter self for taking humanoid form. This ability can be selected more than once, granting an additional form each time.
One issue with this that just occurred to me is that we don't have access to the Fey Creature template. I don't know what we would need to add the template to the Forges, but it's probably a bit more difficult than feeding a random Fey corpse to a Forge.
 
One issue with this that just occurred to me is that we don't have access to the Fey Creature template. I don't know what we would need to add the template to the Forges, but it's probably a bit more difficult than feeding a random Fey corpse to a Forge.

The plan assumes we'll get it at some point. We could go suplex Ymeri or the Others until a Fey template something or other falls out. If we can get flying from another source, like Half-Dragon (though it feels wrong to combine it with Dire), we can replace Fey with a few adjustments. If we hit the Plane of Air and find a creature with this template, that'd be a cheap flight source.

Also, I adjusted the stats, as I forgot to incdue the ability adjustments or SLAs of the Fey Creature template.

Any suggestions for its five (5.5 actually, odd CR) feats?
 
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One issue with this that just occurred to me is that we don't have access to the Fey Creature template. I don't know what we would need to add the template to the Forges, but it's probably a bit more difficult than feeding a random Fey corpse to a Forge.

I mean we can always visit the Orphene and ask them to hunt down such a creature...it will cost us something however.
 
Now with another 4 HD. Upside is that they can have a single 5th level spell, allowing them to establish a warded base of operations with Mages Private Sanctum.
Best thing would be a spell-storing weapon, then he could cast swanky stuff like Enervate or Bestow Curse into it before charging his victims.
Dragon Blood Tree; CR 10
Bonewrought Willow; CR 3
+ Advanced; CR +1
+ Sorcerer Creature; CR +2
+ Blood Magic Creature; CR +2
+ 8 HD; CR +2
+ Aquatic Creature; CR +0
Cost 4,800 IM
Neutral Evil Large plant (extraplanar, amphibious)
Init +2; Senses low-light vision, spiritsense

DEFENSE
AC 27, touch 11, flat-footed 27 (+2 DEX, +8 natural, –1 size, +4 Shield, +4 Mage Armor)
hp 136 (13d8 + 78)
Fort +14, Ref +6, Will +7
Defensive Abilities negative energy affinity;
DR 5/bludgeoning;
Immune death effects, disease, energy drain, exhaustion, fatigue, nonlethal damage, plant traits;
Resist cold 10, electricity 10
Regeneration (equal to 10 points per HD the blood magic creature possess [Maximum 150], this effect costs 6 blood points; bludgeoning, fire, and acid)

OFFENSE
Speed 20 ft., Swim 30 ft.
Melee Lance +14/+9 (4d6 + 18; 20/x3); Slam +14 (2d6 + 9)
Space 10 ft.; Reach 10 ft.
Special Attacks bonerattle, spray of splintered bones

STATISTICS
Str 23, Dex 14, Con 22, Int 14, Wis 16, Cha 30
Base Atk +9
Feats Mounted Combat, Trample, Ride-By Attack, Trick-Riding, Mounted Skirmisher
Languages Common, Draconic, Sylvan
Skills (61)
Concentration: 16 + 6 (CON) = 22
Knowledge (Martial): 5 + 3 (WIS) = 8
Intimidate: 16 + 9 (CHA) + 8 (Racial) = 33
Ride: 16 + 4 (DEX) = 20
Survival: 8 + 3 (WIS) = 11

SPELLCASTING
Caster Level 11
Spell Save 10 + Spell Level + 10

Spells
0th: 9 Spells - 6/day
1st: Shield, Mage Armor, 3 Spells - 9/day
2nd: Brow Gasher, 3 Spells - 9/day
3rd: Fly, Hydrophobia, Dispel Magic - 8/day
4th: Bestow Curse, Enervation - 7/day
5th: Mages Private Sanctum - 5/day
Note: Spend a blood point and the necessary spell-slot to use Smiting Spell

SPECIAL ABILITIES
Bonerattle (Su)
As a standard action, a bonewrought willow can shake its branches to produce an eerie rattling sound and attempt a single Intimidate check to demoralize all creatures within 60 feet who can hear it.

Spiritsense (Su)
A bonewrought willow can notice, locate, and distinguish between living and undead creatures within 60 feet, just as if it had the blindsight ability. This sense does not allow it to detect objects, but it does allow it to notice living things that are not creatures.

Spray of Splintered Bones (Ex)
Once per hour as a standard action, a bonewrought willow can eject a 15-foot cone of bone shards that deal 4d6 points of piercing damage and 1d4 points of bleed damage to all creatures in the area. A DC 18 Reflex save halves the piercing damage and negates the bleed damage.

Blood Point (Su)
When a blood magic creature inflicts the dead condition upon a non-plant living creature, it gains 1 point in its blood pool. If it kills a creature with blood designated as special (GM adjudication) its blood pool is filled. The maximum number of blood points it can possess in its pool is equal to 10 + its HD + its Cha modifier. Any points above its blood pool's maximum are lost. A blood magic creature can activate this templates special abilities by expending blood points or it can be used to enhance any of the creature's abilities. Spending a blood point is a free action that cannot be used to create the same effect or provide more than one of the benefits listed below in the same round. Spending a blood point grants the creature any of the following benefits:
- +2 to any one d20 roll.
- +2 to the DC of any extrodinary, spell, spell-like or supernatural ability.
- During any round in which a blood magic creature takes a full attack action, it may spend 1 blood point to make an extra attack at his highest base attack bonus. Blood points may be used in this way with both melee and ranged attacks. This does not stack with haste or the speed special weapon ability
- At the beginning of a blood magic creature's turn, it may spend 1 blood point to gain the benefit of a feat it does not have. It must meet the prerequisites of the feat. It gains the benefit until the beginning of his next turn.
- Spellcasters who prepare their spells in advance can spend 1 blood point to recall any spell just cast.

Caustic Blood (Ex)
If an blood magic creature is damaged by a slashing or piercing melee weapon, the wielder must make a Reflex saving throw (DC 10 +1/2 the blood magic creature's HD +it's Con modifier) or suffer 2d6 points of acid damage, a successful save results in half damage.
As an additional effect a blood magic creature can expend one blood point to make the blood toxic as well as acidic. It may select any one poison it is aware of, the DC of the poison is always 10 +1/2 its HD + its Con Modifier. A common choice is listed below
Black Lotus Extract: Type poison (contact); Save Fortitude DC 20 Onset 1 minute; Frequency 1/round for 6 rounds Effect 1d6 Con damage; Cure 2 consecutive saves.

Spell-Like Abilities
A Blood Magic creature with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Activating a spell-like ability is still a standard action bu it requires it to expend a number of blood points equal to the spell level. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). See link at the top for available SLAs.
 
Looks cool, dude. One of the few compatible creatures we could grow that would work well with Undead.

I would just push it up another 4 HD to round it off to CR 10.

That will improve lots of stuff, including its spellcasting abilities and add another feat.

There are a lot of good spells we can use, but I'm not at my computer right now so it's hard to make many recommendations. One that comes to mind, though, is Hydrophobia. It's great for an aquatic combatant, and absolutely brutal against underwater creatures. Our Mighty Mind Dragons know it.
Cup of dust as well, so you can stack them to really screw over one guy in particular.
 
Why a scythe and Blue Ice?
TNE asked about the blade that the Other-servant Roose Bolton is scheduled to fight is wielding, not the one for the shark-rider.

The Dragon Blood Tree is supposed to get a swanky lance to murder stuff with.

Also, I'm really looking forward to that Fly spell being used. I expect the Drowned Men to scream like little girls when they see that.
 
Maiming on a Keen Scythe is pure evil, especially with a ton of fixed damage like that.

Roose can easily get one-shotted by that. Hell, most of the main party would get one-shotted. That's almost 190 damage on a good Maiming roll.

That's why you pick up Fortification whenever you can folks.

What's his build? Some sort of PF initiator?
 
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Someone posted Roose's character sheet at one point, but good luck sifting through the thread to find it. He's a Harbinger with the Unquiet Grave discipline.
 
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Maiming on a Keen Scythe is pure evil, especially with a ton of fixed damage like that.

Roose can easily get one-shotted by that. Hell, most of the main party would get one-shotted. That's almost 190 damage on a good Maiming roll.

That's why you pick up Fortification whenever you can folks.

What's his build? Some sort of PF initiator?
Someone posted Roose's character sheet at one point, but good luck sifting through the thread to find it. He's a Harbinger with the Unquiet Grave discipline.
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