- - The Dark Tide
Jun 11 '12 10:44pm
The Dark Tide
Official locaion for whatever Dark Tide rules I choose to reveal.
The Dark Tide wallows deep in the realms of Rule 0.
Rules lawyering the Dark Tide is a futile gesture.
The Dark Tide, in character and out of character, is a shifting, work in progress. Its hardly perfect.
...but such is the nature of the universe.
Jun 11 '12 10:53pm
The Dark Tide
All spells, spell-like abilities and spell effects with the [Healing] Descriptor, are reduced by 3 caster levels, when reduced past the minimum caster level at which they can be cast, that spell can no longer be cast by the caster.
All spells, spell-like abilities and spell effects from the Necromancy School, are increased by 3 caster levels.
The casting time for Necromancy Spells can be freely reduced; Standard Action Spells can be cast as Swift Actions, Full-round Action Spells can be cast as Standard Action, spells with a casting time of two to ten rounds are cast with a casting time of one round less than normal.
Necromancy spells of an unmentioned casting time are unaffected.
You can choose to ignore this effect; that is, you can opt to cast a spell using its normal casting time.
This effect super-cedes that off Arcane Spellsurge.
Encounter Effects Undead Host
Undead Host: One is discouraged from bypassing the material nature of the world via the Ethereal Plane by a host of undead. One become aware of the undead host only if they attempt an ethereal jaunt or any other means of entering the Plane Unseen. One or more undead, typically ghosts and the like, arrive and attack, according every 1d4-1 rounds that the character maintain a presence. These undead may follow the characters onto the Material Plane, and may also attack randomly.
Ethereal Intrusion: Etherealness, Ethereal Jaunt, and other similar-spell-like abilities, and generally Ethereal planar travel, are no longer blocked or affected by spells like the Dimensional Lock.
Undead can use their hit dice in a caster level check to by-pass walls of force as a full-round action.
Heat Death: A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a -4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
Shadowy Vision Conditions:In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself.
The Call Lightning and Call Lightning Storm Spells are all Fell-metamagic'd...
Rain reduces visibility ranges by half, resulting in a -4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind.
Any living, nonevil creature in the area of a rain of blood must succeed at a Will save (DC 20) or take a
–1 morale penalty on attack and damage rolls, checks, and saves for 24 hours. Undead gain a +1 morale bonus on attack and damage rolls, checks, and saves. Roll them.
Effects on the Undead
All undead benefit from the Dark Tide Template.
All of these effects are to be considered circumstance modifiers, and thus stack with other, and even identical effects from other sources.
Undead with the wildshape class feature, benefit from the Corrupted Wildshape Feat
Ghosts have all three (Su) special attacks
Vampires can enter a Blood Frenzy
In the blood frenzy, a vampire can deal an additional energy drain attack
The vampire can perform a Blood Drain on every attack or successful grapple check when it has an opponent pinned, and adds its Charisma modifer to the Constitution Damage.
Rather than rat swarms, bat swarms or wolves, when using the Children of the Night ability, vampires call packs, flights and packs, respectively.
A creature who is one-shotted by a blackfire attack opens a portal to the Deep Negative Energy Plane, and descends there, and unleashes a blightfire elemental with equal hit dice in their place.
Jun 11 '12 10:53pm
Oasys, this is a note from me now, to you, later.
Make the undead dependent on getting a necrotic reserve.
Jun 11 '12 10:57pm
The Dark Tide Template
Size/Type: Unchanged, Size can be changed by Dark Advancement Hit Dice: Max d12s + 3HPs + 3HPs/Hit Dice, from and Toughness, Evolved Undead and Improved Toughness Initiative: +4 from Dark Tide Corpsecrafting: Nimble Bones Speed: +10 ft. to all speeds* from Nimble Bones Armor Class: +3 Natural Armor if Corporeal Undead/+3 Deflection if Incorporeal Undead Base Attack/Grapple: For the course of the Dark Tide, all undead are using the BAB and Defense Bonus of Clerics, instead of Wizards. Attack:
All undead gain a Slam Attack, as a Zombie, according to size. If they already have one, it advances one step.
All undead gain the Energy Drain Supernatural Ability, as a Wight. If they already have that Supernatural Ability, they get Perfect Energy Drain.
Full Attack: Space/Reach: Special Attacks: Special Qualities: Saves: Fort +X , Ref +X, Will +X Abilities: Str X(+X), Dex X(+X), Con X(+X), Int X(+X), Wis X(+X), Cha X(+X) Skills: ** Feats: Challenge Rating: Treasure: Alignment: Advancement: Level Adjustment:
Typical [Class] Spells (XXX Spell Points; save DC XX + spell level)
*The Base AC of 10 is now modified by the halved and permanent, scaling-by-level and class, Defense Bonus.
**Skills have been combined to create newer, streamlined replacements. House Rules
Jun 11 '12 11:10pm
During the Dark Tide, almost every undead, from the dumbest to the most cunning, wants one thing; to increase it Necrotic Reserve, and in doing so, become 'Perfect'.
Jun 20 '12 6:28pm
Jun 20 '12 7:28pm
"Dark Tide Template"
Size/Type: Unchanged Hit Dice and Hit Points: 3HPs+3HP/HD Initiative: +4 Speed: +10 ft./rd. Armor Class: +3 natural or +3 deflection if incorporeal Base Attack/Grapple: Unchanged Attack and Full Attack: Unchanged Damage:+1d6 cold damage on natural attacks, Space/Reach: Unchanged Special Attacks: Supernatural energy drain and/or blackfire, Special Qualities: +4 turn resistance, destructive retribution, positive energy resistance 10, dark advancement Base Saves: Abilities: Skills: If Intelligence 10, 4+1 Skill Point/HD Feats: Toughness, Improved Toughness