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Creature:Ghost Ship Steering Wheel: Difference between revisions

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{{CreatureGhostShip
{{CreatureGhostShip
|name=Wheel
|name=Steering Wheel
|e=Steering Wheel
|e=Wheel
|size=2
|size=2
|a=Martial Arts;; Rallying Cry;; Accuracy;; Captain Morale Awaken
|a=Martial Arts;; Rallying Cry;; Accuracy;; Captain Morale Awaken
|r={{TextRank|c=Knight|n=1}} Gain 1 innate {{L|Category|Classes|rank}} in {{L|Class|Corsair}} per {{L|Creature|Ghost Ship Mast}} in party.
|r={{TextRank|c=Knight|n=1}} Gain 1 innate {{L|Category|Classes|rank}} in {{L|Class|Corsair}} per {{L|Creature|Ghost Ship Mast}} in party.
|m=Expert
|m=Master
|inta=
|inta=
|int=0
|int=0

Latest revision as of 08:28, 7 February 2026

 Stats: ❤️2d10 Hit Dice❤️12 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 2
 Attributes: INT0STR2MOV0SNK0PER0
 Looks: Animated pieces of old ships that.
 Innate ranks: Innately rank 1 Knight. Gain 1 innate rank in Corsair per ghost ship mast in party.

These usually travel as a party with other ghost ship pieces that collectively make up a complete ship.


 Abilities: 
 Execution time: 2️⃣Double action( ➡️Active )
 Duration: While stationary.( ⏳️Sustained )
 Requirements: You must remain stationary until you make the warded attack.

You aim your weapon with deadly precision, causing weapon attacks you make to be warded.
 End condition: You move or are moved. If proficient: If the weapon attack is a ranged attack, then its range is doubled. If fluent: If the weapon attack is a ranged attack, then its range is instead tripled.
 Duration: Always active.
 Requirements: You are captaining a ship.

You have Limited Instant Awaken for allies aboard the ship you are captaining.
Limitation: Target must be an ally aboard the ship you are captaining.
Improvement: Your wheel counts as part of your body, it has no minimum strength requirement, and you may attack with it as though it were a weapon.
 Duration: Always active.

You count as an item for the purposes of certain abilities that target them. The relevant abilities are those would apply one of the following properties to a piece of equipment. You take the effect listed below instead. If the ability was magically powered, then any damage dealt is magic in addition to its other types. If the ability was delivered by a weapon, then the damage has all the damage types that that weapon would deal in addition to its other types. For any other passive properties, that the equipment may gain, your body parts gain those properties. Additionally, any natural AV you may have counts as armor for these purposes.
 Duration: Always active.

You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
 Duration: Always active.

You gain Offensive Martial Arts and Defensive Martial Arts.
 Duration: Always active.

Your hands and other handy items count as weapons for the purposes of abilities that target or are delivered by them (although they cannot be shattered or destroyed). You may attack with them and their damage die is now 1d4.
 If proficient: The damage die is instead 1d6. If fluent: The damage die is instead 1d8.
 Duration: Always active.

Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.

 If proficient: The BV is now +2. If fluent: The BV is now +3.
 Duration: Always active.

 Attribute improvement: This ability sets your INT score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your PER score to a minimum of 0.
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of 0.
 Duration: Always active.

You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
 Duration: Always active.

Healing can be used to damage you. If the creature providing you healing specifies that they are doing so "for damage" then you roll your largest hit die and take that much holy magic damage instead of the normal healing effect. This does not consume any of your hit dice.
 Duration: 5 minutes.
 Range: 10 feet.

Rallying Cry only counts as a mental effect on your enemies and a healing effect on your allies. The healing's duration is instant.
Note: People may choose to fail feat saves.

 End condition: At the start of each of the enemy target's turns, they roll 2d4. On a 4, this effect ends. On fail: If you consider the targeted creature to be an ally of yours, they heal. If you consider the targeted creature to be an enemy, they become frightened.

 Body Parts: 
Bark Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Bark 0 -3   Self 2 0 lb. -3 Armor, Body parts
0Self

 Equipment: 
Wheel Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Wheel 0 -3 0 40 lb. -3 Objects
0