Revision as of 07:56, 7 February 2026 by Gpe (talk | contribs) (Created page with "{{CreatureGhostShip |name=Sail |size=7 |a=Snare;; Tumble;; Knockback;; Whirlwind Aura;; Tiny Strength;; Passive Endure;; Bumbling;; Natural Hide |str=-2 |snk=-2 |br=5 |e=Sail }}")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
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:
Attribute improvement: This ability sets your SNK score to a minimum of -2.
You are immune to being frightened, frenzied, charmed, and allured.
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.
Attribute improvement: This ability sets your INT score to a minimum of -2.
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).
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
Whenever you are hit by an attack that would damage you, you take that damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If you attempted to block the triggering attack, then a limb that used whatever item you blocked with is the one that's hacked. Otherwise, if the damage was dealt by a creature, they choose which limb is affected. If not, it is random. Only an un-hacked limb can be used for this. If that's not possible, you take the damage normally.
Attribute improvement: This ability sets your STR score to a minimum of -2.
You take only half the triggering damage.
End condition: At the start of each of your turns, you roll 2d4. If either of these dice roll a 4, this effect ends.
On fail: Target is moved 10 feet away from you and awakened. If proficient: If you want, target is moved a distance away from you equal to the distance you descended (with a maximum distance of 100 feet).
Attribute improvement: This ability sets your SNK score to a minimum of -2.
You are immune to being frightened, frenzied, charmed, and allured.
Improvement: Your sail counts as part of your body, it has no minimum strength requirement, and you may attack with it as though it were a weapon.
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.
- Destroyed: Take 1d10 damage.
- Shattered: Take a hack of your choice.
- Warded: The next self delivery ability you use is warded.
Attribute improvement: This ability sets your INT score to a minimum of -2.
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).
Note: A target moving due to Knockback can still provoke reactions like Opportunity Attack.
On critical hit: Target moves 20 feet away from you. On hit: Target moves 10 feet away from you.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Healing Sensitivity.
Whenever you are hit by an attack that would damage you, you take that damage as a limb hack instead. All damage types still apply. If the hit was critical, you instead take it as two limb hacks. If you attempted to block the triggering attack, then a limb that used whatever item you blocked with is the one that's hacked. Otherwise, if the damage was dealt by a creature, they choose which limb is affected. If not, it is random. Only an un-hacked limb can be used for this. If that's not possible, you take the damage normally.
Attribute improvement: This ability sets your STR score to a minimum of -2.
Cost and components: You are moved 5 feet in the direction opposite the source of the damage and become snared. If there is no direction associated with the source of the damage, you move in a random direction instead. This movement does not count as a trigger for Opportunity Attack.
You take only half the triggering damage.
Note: The damage is rounded down. If there are multiple independent types of damage then they are halved independently. If you were originally dealt 15 fire damage and 3 holy damage then you would only take 7 fire damage and 1 holy damage.
End condition: At the start of each of your turns, you roll 2d4. If either of these dice roll a 4, this effect ends.
On fail: Target is moved 10 feet away from you and awakened. If proficient: If you want, target is moved a distance away from you equal to the distance you descended (with a maximum distance of 100 feet).
Equipment: