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Creature:Ghost Ship Rope

From Teriock
Revision as of 08:22, 7 February 2026 by Gpe (talk | contribs)
 Stats: ❤️1d10 Hit Dice❤️6 HP🩵1d6 Mana Dice🩵4 MP⬆️Size 0.5
 Attributes: INT-1STR0MOV0SNK1PER0
 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.

You are immune to being frightened, frenzied, charmed, and allured.
Improvement: Your rope 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.
 Delivery: 🎭Semblant⚔️Strike( 🗡️Weapon⚔️Attack )
 Target: 💪Arm( Hit target's AC + 2. )
 Duration: Instant.
 Range: Your weapon's range.

Anything held in the targeted arm is knocked out of their hand. This triggers Catch Item.
 Trigger: An item within range is falling or flying by.
 Duration: Instant.
 Range: Your hand's range.

You catch the item. If multiple creatures are all trying to catch the same item, they all roll 1d20. The creature with the highest roll catches the item.
 If proficient: You instead roll 1d20 + P. If fluent: You instead roll 1d20 + F.
 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.

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

 Attribute improvement: This ability sets your STR 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.

You have another body part (tail, tentacle, etc.) that can be used as an additional hand. When used to make a hand attack, this body part has the wraparound fighting style.
 Duration: Always active.

The range of your melee weapons and attacks increases by 5 feet.
 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 SNK score to a minimum of 1.

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

Rope Stats
Name Base Damage Attack Penalty Piercing Range BV Weight Min STR Properties/Abilities Equipment Classes
Rope 0 -3   Normal (5 feet) 0 10 lb. -3 Supplies
0Normal (5 feet)