Dungeons and Dragons Ghoul 3.5 PBP RPG

Fri, 14th December, 2018 - 3:14 pm GMT
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Ghoul

Ghoul

Ghast

Medium Undead

Medium Undead

Hit Dice:

2d12 (13 hp)

4d12+3 (29 hp)

Initiative:

+2

+3

Speed:

30 ft. (6 squares)

30 ft. (6 squares)

Armor Class:

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

17 (+3 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple:

+1/+2

+2/+5

Attack:

Bite +2 melee (1d6+1 plus paralysis)

Bite +5 melee (1d8+3 plus paralysis)

Full Attack:

Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)

Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Ghoul fever, paralysis

Ghoul fever, paralyis, stench

Special Qualities:

Darkvision 60 ft., undead traits, +2 turn resistance

Darkvision 60 ft., undead traits, +2 turn resistance

Saves:

Fort +0, Ref +2, Will +5

Fort +1, Ref +4, Will +6

Abilities:

Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

Skills:

Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

Feats:

Multiattack

Multiattack, Toughness

Environment:

Any

(Lacedon: Any aquatic)

Any

Organization:

Solitary, gang (2-4), or pack (7-12)

Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)

Challenge Rating:

1

3

Treasure:

None

Standard

Alignment:

Always chaotic evil

Always chaotic evil

Advancement:

3 HD (Medium)

5-8 HD (Medium)

Level Adjustment:

-

-

Ghouls speak the languages they spoke in life (usually Common).

Combat

Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.

Ghoul Fever (Su): Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Lacedon

These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.

Ghast

Although these creatures look just like their lesser kin, they are far more deadly and cunning.

Combat

Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.


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I mean I've played Dungeons & Dragons campaigns where the Dungeon Master wrote a bunch of pre-made character designs and laid them out for all the people who were invited to the campaign to choose for themselves. I think this method definitely helps to streamline the process of starting a campaign with friends, not everyone wants to spend hours researching the perfect type of character to build.

With that said, I feel that a pre made character takes away one of the fundamental perks of playing these kinds of games. It's one thing if you are playing a video game Role-playing Game like say Final Fantasy. Obviously in that kind of Role-playing Game you are "Role playing" a character that has already been generated for you and he or she has their own interests and logic behind their decisions. But is that the deepest role play can get?

I feel the deepest role play experience is always felt when you are the one who created the character yourself, you understand that characters quirks and personality completely because you are the one who designed him (Or her). When you role play a character you designed you really feel like YOU are that character. And that makes all the difference.

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