Difference between revisions of "CoS 1/Papa's Notebook"
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Papa's Notebook | Papa's Notebook | ||
''Requires attunement'' | ''Requires attunement for construct creation'' | ||
This tome contains years of research notes from the mundane to the macabre. | This tome contains years of research notes from the mundane to the macabre including working as his spell book and a living manual to make flesh golems. The notebook can be read by anyone but requires extra care to use to create flesh golems. | ||
The writing is esoteric and erratic and requires a long time to acclimatise to even to just understand. Using the notebook without being acclimatised to it takes four times as long as from a regular source. In order to acclimatise to Papa's notebook, you can spend five full days researching it and at the end of that time make a DC 20 Arcana check. If you succeed you are not acclimatised and can use the notes unhindered. If you fail by less than 5, the DC is permanently lowered by 2. Additionally, you can further become comfortable with the notebook, "making it your own", which is required to create flesh golems with the notebook. To do so, succeed on an additional Intelligence (Arcana) check of DC 35 using the same method. | |||
To | When attuned to it and have made it your own, the notebook works like a Manual of Flesh Golems but with a few changes. Instead of book burning up on completion, only the arcane notes for the current creation turns to the ash that is used in the construction. To make a page of arcane notes for a creation you must spend a full 8 hour writing, succeeding in a DC 28 Arcana check at the end. If successful you also need to apply 10 000 gold worth of reagents to infuse magic into it. If you are attuned to it, and remain attuned during the creation process, you may create a flesh golem as per the Manual of Flesh Golems. | ||
To create a CR 0 (rat, cat, small bird, etc) | In addition to making powerful flesh golems, the notebook can also be used to make minor creations. These do not require a pre-written page of arcane notes but does require you to be attuned during the whole process and to have made it your own. | ||
* To create a CR 1/8 flesh golem (mastiff, kitten displacer beast, etc) you must spend 10 days working and spend 500 gp to purchase supplies. Some items, like body parts, may need to be acquired separately. | |||
* To create a CR 0 flesh golem (rat, cat, small bird, etc) you must spend 5 days working and spend 250 gp to purchase supplies, including body parts. | |||
Apply the Minor Flesh Golem Template to the base creature. | |||
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Female | Female | ||
Rusmeih Cinderstream ( | Rusmeih Cinderstream (gith) (<50% brain parts + spine) | ||
Valcia Sharplight (hands) | Valcia Sharplight (gnome) (hands) | ||
Mene Ashwoods (scalp/hair) | Mene Ashwoods (gnome) (scalp/hair) | ||
Male | Male | ||
Jelmir Harothi (skull & | Jelmir Harothi (human) (skull & >50% brain parts & face) | ||
Frarcun Foreststrength (vocal cords) | Frarcun Foreststrength (forest elf) (vocal cords) | ||
Bor Redtree (torso & arms) | Bor Redtree (gnome) (torso & organs & arms) | ||
Garth Marshell (heart) | Garth Marshell (human) (heart) | ||
Rel Farrowspell (hips & groin) | Rel Farrowspell (gnome) (hips & groin) | ||
Holarfun Mimergal (leg/feet parts) | Holarfun Mimergal (halfling) (leg/feet parts) | ||
Fedrun Dirnisco (leg/feet parts) | Fedrun Dirnisco (gnome) (leg/feet parts) | ||
Damage Resistances - Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine | |||
Condition Resistances - Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned; any spell/effect that would alter its form | |||
Berserk. Whenever Darling takes damage bringing the total to 1/3 of his hit point maxiumum or less, roll a d6. On a 6, he goes berserk. On each of its turns while berserk, Darling attacks the nearest creature he can see. If no creature is near enough to move to and attack, Darling attacks an object, with preference for an object smaller than itself. Once Darling goes berserk, he continues to do so until he is destroyed, regains at least 1/2 of his hit points, is hit by lightning damage or manages to calm down. | |||
At the end of each of his turns, Darling makes a Wisdom saving throw DC 10 + any missing hit points under 1/2 his hit point maximum. A person Darling feels allied to can use a reaction to make a DC 15 Charisma (Persuasion) check to give the Wisdom saving throw advantage or it may be done before Darling's turn using an action. After each d20 Darling has thrown to calm down, reduce the DC for the next check by 2. If the check succeeds, Darling ceases his berserk. If he takes damage while still at 1/3 hit points or fewer, Darling might go berserk again. | |||
Aversion of Fire. If Darling takes fire damage, he has disadvantage on attack rolls, spell casting rolls and ability checks until the end of its next turn. | |||
Lightning Infusion. Whenever Darling takes at least 4 lightning damage (after resistance), he gains advantage on any Str, Dex, Con or Wisdom based rolls and deals an additional d8 lightning damage on any hit with a slam attack. | |||
Minor Magic Resistance. Darling has a +2 bonus on saving throws against spells and other magical effects. | |||
Magic Weapons. Darlingm's weapon attacks are magical. | |||
Multiattack. Can make two slam attacks. | |||
Slam. +2 2d6+str(-1) | |||
Minor Flesh Golem Template | |||
Template made for CR0-CR1 creatures, primarily. when applied, increase CR by one step (CR0 to CR1/8 or CR 1/2 to CR1) | |||
+2HD | |||
+2 Strength | |||
-1 Dexterity | |||
+2 Constitution | |||
Set Intelligence to 6 | |||
Set Charisma to 5 | |||
Understands the languages of its creator but can't speak | |||
Damage Resistances - Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine | |||
Condition Resistances - Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned; any spell/effect that would alter its form | |||
Damage Reduction. For resisted damage types, reduce damage taken by 1 after applying resistance. | |||
Berserk. Whenever the golem takes damage bringing the total to 1/3 of its hit point maxiumum or less, roll a d6. On a 6, it goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, it attacks an object, with preference for an object smaller than itself. Once it goes berserk, it continues to do so until he is destroyed, regains at least 1/2 of its hit points, is hit by lightning damage or manages to calm down. After being calmed down, if it takes damage while still at 1/3 hit points or fewer, the golem might go berserk again. | |||
NORMAL: The golem's master, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its master, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 1/3 hit points or fewer, the golem might go berserk again. | |||
SENTIENT: At the end of each of its turns, the golem may attempt to calm down. To do so, it makes a Wisdom saving throw (DC 10 + any missing hit points under 1/2 its hit point maximum). If successful, the golem ceases being berserk. If it fails by 8 or higher, the next saving throw will be made with a DC increased by 2. If it fails by 7 or less, the next saving throw will be made with a DC decreased by 2. If the golem keeps being berserk for many rounds, these modifiers are added cumulatively. | |||
Any person within 60ft of the berserking golem it normally is allied to can attempt to help calm it down by speaking firmly and persuasively, lowering the DC for the next roll. To help calm it down, the golem must be able to hear the ally who must then make a DC 15 Charisma (Persuasion) check. If successful, it lowers the DC of the next save it makes by 4. This check can be done up to three times per round: Instantly when the roll is made, or pre-emptively on the ally's own turn as a Bonus Action or an Action. If an Action is used the DC is 10 instead of 15. If done pre-emptively the golem makes the save at the start of their turn instead of at the end. All help from different allies or actions is added cumulatively. | |||
Aversion of Fire. If the golem takes fire damage, it takes 3 extra damage and has disadvantage on attack rolls, spell casting rolls and ability checks until the end of its next turn. | |||
Lightning Infusion. Whenever the golem takes lightning damage it is healed 1d4, gains advantage on any Str, Dex, Con or Wisdom based checks or saves and deals an additional d8 lightning damage on any hit with a slam attack, metal weapon or spell attack. | |||
Minor Magic Resistance. The golem has a +2 bonus on saving throws against spells and other magical effects. | |||
Magic Weapons. The golem's weapon attacks are magical. | |||
Slam. Gains slam at it's appropriate dice size. If it has multiattack, it can use it twice. To hit: Prof + STR. Damage: 2 dice + STR bludgeoning damage. | |||
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Latest revision as of 22:10, 11 December 2023
Papa's Notebook is the notebook of the deceased "Papa" who did some esoteric experiments on living people.
Magic Item
Papa's Notebook
Requires attunement for construct creation
This tome contains years of research notes from the mundane to the macabre including working as his spell book and a living manual to make flesh golems. The notebook can be read by anyone but requires extra care to use to create flesh golems.
The writing is esoteric and erratic and requires a long time to acclimatise to even to just understand. Using the notebook without being acclimatised to it takes four times as long as from a regular source. In order to acclimatise to Papa's notebook, you can spend five full days researching it and at the end of that time make a DC 20 Arcana check. If you succeed you are not acclimatised and can use the notes unhindered. If you fail by less than 5, the DC is permanently lowered by 2. Additionally, you can further become comfortable with the notebook, "making it your own", which is required to create flesh golems with the notebook. To do so, succeed on an additional Intelligence (Arcana) check of DC 35 using the same method.
When attuned to it and have made it your own, the notebook works like a Manual of Flesh Golems but with a few changes. Instead of book burning up on completion, only the arcane notes for the current creation turns to the ash that is used in the construction. To make a page of arcane notes for a creation you must spend a full 8 hour writing, succeeding in a DC 28 Arcana check at the end. If successful you also need to apply 10 000 gold worth of reagents to infuse magic into it. If you are attuned to it, and remain attuned during the creation process, you may create a flesh golem as per the Manual of Flesh Golems.
In addition to making powerful flesh golems, the notebook can also be used to make minor creations. These do not require a pre-written page of arcane notes but does require you to be attuned during the whole process and to have made it your own.
- To create a CR 1/8 flesh golem (mastiff, kitten displacer beast, etc) you must spend 10 days working and spend 500 gp to purchase supplies. Some items, like body parts, may need to be acquired separately.
- To create a CR 0 flesh golem (rat, cat, small bird, etc) you must spend 5 days working and spend 250 gp to purchase supplies, including body parts.
Apply the Minor Flesh Golem Template to the base creature.