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Creature:Ghost Ship Anchor: Difference between revisions

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Line 2: Line 2:
|name=Anchor
|name=Anchor
|size=5
|size=5
|a=Natural Unbreachability;; Improved Strength;; Dive Bomb;; Bumbling
|a=Natural Unbreachability;; Improved Strength;; Dive Bomb;; Bumbling;; Diving;; Slow
|mov=-1
|b=Reinforced Plating
|b=Reinforced Plating
|str=2
|str=2

Latest revision as of 08:23, 7 February 2026

 Stats: ❤️6d12 Hit Dice❤️42 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 5
 Looks: Animated pieces of old ships that.

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


 Abilities: 
 Duration: Always active.

 Attribute improvement: This ability sets your SNK score to a minimum of -2.
Improvement: Your anchor 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.

 Attribute improvement: This ability sets your INT score to a minimum of -2.
 Target: 👤Creature( Hit target's AC. )
 Trigger: You descend at least 15 feet to the ground.
 Duration: Instant.

 On fail: You may immediately make one single action attack as a free action. It is UB.
 Duration: Always active.

You gain Beastly Strength and Improved Armor Piercing.
 Duration: Always active.

Can wield two-handed weapons in one hand.
Note: Armor piercing weapons must still be wielded in two hands to be AV0.

 Attribute improvement: This ability sets your STR score to a minimum of 1.

 Attribute improvement: This ability sets your STR score to a minimum of 2.
 Duration: Always active.

 Attribute improvement: This ability sets your PER 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: Always active.

 Attribute improvement: This ability sets your MOV score to a minimum of -1.

 Body Parts: 
Reinforced Plating Stats
Name Base Damage Attack Penalty Piercing Range AV Weight Min STR Properties/Abilities Equipment Classes
Reinforced Plating 0 -3   Self 4 0 lb. -3 Armor, Body parts
0Self

 Equipment: 
Anchor Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Anchor 1d20 6 UB Normal (5 feet) 1 1500 lb. 4 Cumbersome Objects
1d20Normal (5 feet)