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Creature:Ghost Ship Sail

From Teriock
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 }}")
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 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 7
 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 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.
 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.
 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).
 Delivery: 🎭Semblant⚔️Strike( 🗡️Weapon⚔️Attack )
 Target: 👤Creature( Hit target's AC. )
 Duration: Instant.
 Range: Your weapon's range.

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.
 Duration: Always active.

You always have at least 1 AV. This is the case even when you are not wearing armor.
 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.

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.
 Trigger:  This triggers automatically. You cannot choose to not use it if you are able to.
 Hit cost: See ability text.
 Duration: Always active.

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.
 Target: 🦵Leg( Hit target's AC + 2. )
 Duration: No limit.
 Range: Your weapon's range.

 End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On critical hit: The target automatically fails the first 2d4 roll. On hit: Target is snared.
 Duration: Always active.

 Attribute improvement: This ability sets your STR score to a minimum of -2.
 Trigger: You would take damage.
 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.
 Duration: Instant.

You take only half the triggering damage.
Note: You must be able to move to use Tumble. This means you cannot use it while snared.
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.
 Trigger: You descend at least 15 feet to the ground.
 Duration: Instant.
 Range: 10 feet.

 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: 
Sails gain SB when you're attacking a creature with a shield.

Sail Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Sail 0 -4   Normal (5 feet) 0 30 lb. -3 Cumbersome, Fragile Supplies
0Normal (5 feet)