Difference between revisions of "CoS 1/Papa's Notebook"

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Female
Female
Rusmeih Cinderstream (<50% brain parts + spine)
Rusmeih Cinderstream (gith) (<50% brain parts + spine)
Valcia Sharplight (hands)
Valcia Sharplight (gnome) (hands)
Mene Ashwoods (scalp/hair)
Mene Ashwoods (gnome) (scalp/hair)


Male
Male
Jelmir Harothi (skull & >50% brain parts & face)
Jelmir Harothi (human) (skull & >50% brain parts & face)
Frarcun Foreststrength (vocal cords)
Frarcun Foreststrength (forest elf) (vocal cords)
Bor Redtree (torso & organs & arms)
Bor Redtree (gnome) (torso & organs & arms)
Garth Marshell (heart)
Garth Marshell (human) (heart)
Rel Farrowspell (hips & groin)
Rel Farrowspell (gnome) (hips & groin)
Holarfun Mimergal (leg/feet parts)
Holarfun Mimergal (halfling) (leg/feet parts)
Fedrun Dirnisco (leg/feet parts)
Fedrun Dirnisco (gnome) (leg/feet parts)
 
Damage Resistances - Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
 
Condition Resistances - Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned; any spell/effect that would alter its form
 
Berserk. Whenever Darling take damage bringing the total to 1/3 of his hit point maxiumum or less, roll a d6. On a 6, he goes berserk. On each of its turns while berserk, Darling attacks the nearest creature he can see. If no creature is near enough to move to and attack, Darling attacks an object, with preference for an object smaller than itself. Once Darling goes berserk, he continues to do so until he is destroyed, regains at least 1/2 of his his hit points or manages to calm down.
 
At the end of each of his turns, Darling makes a Wisdom saving throw DC 10 + any missing hit points under 1/2 his hit point maximum. A person Darling feels allied to can use a reaction to make a DC 15 Charisma (Persuasion) check to give the Wisdom saving throw advantage. After each turn Darling has attempted to calm down, reduce the DC for the next check by 2. If the check succeeds, Darling ceases being berserk. If he takes damage while still at 1/3 hit points or fewer, Darling might go berserk again.
 
Aversion of Fire. If Darling takes fire damage, he has disadvantage on attack rolls, spell casting rolls and ability checks until the end of its next turn.
 
Lightning Infusion. Whenever the Darling takes at least 5 lightning damage (after resistance), he gains advantage on all Str, Dex & Con based rolls made and may reroll any damage on a physical or lightning based attack die taking the higher result, until the end of his next turn.
 
Minor Magic Resistance. Darling has a +2 bonus on saving throws against spells and other magical effects.
 
Magic Weapons. The golem's weapon attacks are magical.
 
Multiattack. Can make two slam attacks.
 
Slam. +2 2d6+str(-1)
 
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Revision as of 10:53, 19 September 2023

Papa's Notebook is the notebook of the deceased "Papa" who did some esoteric experiments on living people.

Magic Item

Papa's Notebook

Requires attunement for construct creation

This tome contains years of research notes from the mundane to the macabre including working as his spell book and a living manual to make flesh golems. The notebook can be read by anyone but requires attunement for any process of crafting a flesh golem. The writing is esoteric and erratic and requires a long time to acclimatise to even to just understand. Using the notebook without being acclimatised to it takes four times as long as from a regular source.

In order to acclimatise to Papa's notebook, you can spend five full days researching it and at the end of that time make a DC 20 Arcana check to use the notes unhindered. If the check fails, for each subsequent check, the DC is lowered by 2. You can further become comfortable with the notebook, "making it your own", by succeeding on an additional check of DC 35 using the same method. You can not attempt to create any type of construct using this notebook if you haven't made it your own.

The notebook works like a Manual of Flesh Golems but with a few changes. Instead of the whole book burning up, only the arcane notes for the current creation turns to ash and is used in the construction. To make a page of arcane notes for a creation you must spend a full 8 hour writing, succeeding in a DC 28 Arcana check at the end. If successful you also need to apply 10 000 gold worth of reagents to infuse magic into it. After you then attune to it, and remain attuned during the creation process, you may create a flesh golem as per the Manual of Flesh Golems.

In addition to making powerful flesh golems, the notebook can also be used to make minor creations. These do not require a pre-written page of arcane notes but do requireyou to be attuned during the whole process.

  • To create a CR 1/8 flesh golem (mastiff, kitten displacer beast, etc) you must spend 10 days working and spend 500 gp to purchase supplies. Some items, like body parts, may need to be acquired separately.
  • To create a CR 0 flesh golem (rat, cat, small bird, etc) you must spend 5 days working and spend 250 gp to purchase supplies, including body parts.



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