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> Mourner, I got nothing.
Two Rivers Wolfbrother
Posted: Jun 27 2004, 10:15 AM
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Basically, these are people who are so traumatized by something, be it a lost love, a failure, lost honor, what have you, that they literally permanently enter the Dream World and lose their minds over time to their sadness. I'm having a hard time right now myself, so I based this on what I'm feeling right now. I think it'd make a somewhat cool encounter in the Dream World. Lemme know what you think.

Mourner Template

Tel?aran?rhoid is a dangerous and scary place for many reasons. One is the mourner. These ultra-depressed humans are cursed to walk the Dream World forever, mourning lost love, betrayal, sadness, or regret forever. They walk seemingly aimlessly, and have such a deep sadness, that they hate everything and everyone around them. Anyone who knows anything about mourners believes they had events happen that were so traumatic in their lives that they entered the Dream World in their sleep and never returned.
Mourners look just as they did in life, except there?s a look about them that?s hollow. As though they are a shell and nothing more. They are in constant tears, even when angered, and hate anything of beauty, so their clothes are drab.
Mourners will attack anyone they see, regardless of that person?s disposition. Many yearn for an escape from the mourning, yet most have embraced it until it has become a part of them.

Creating a Mourner
The mourner template can be added to any human. A mourner uses all the base creature?s statistics and special abilities except as noted here.
Special Qualities: Weave Resistance equal to double the base creature?s level (maximum 20), Damage Reduction equal to half the base creature's level (rounded down), madness (1d6 per HD), immortal (can be killed).
Saves: Fort +0, Ref +0, Will +4.
Abilities: Same as base creature.
Skills: Same as base creature.
Feats: Same as base creature.

Climate/Terrain: Tel?aran?rhoid.
Organization: Solitary only.
Challenge Code: +0.
Treasure: None.
Advancement: Same as base creature.

This Mourner uses a 4th-level Midlander Wanderer as the base creature.

Medium Humanoid
Hit Dice: 4d8+8 hp (34 hp).
Initiative: +2.
Speed: 30 ft.
AC: 16 (+2 Dex).
Attacks: Quarterstaff +5 melee.
Damage: Quarterstaff 1d6+1.
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: WR 8, DR 2/--, Madness (11), Immortal.
Saves: Fort +3, Ref +6, Will +6.
Abilities: Str 12, Dex 14, Con 14, Int 15, Wis 8, Cha 10.
Skills: Balance +9, Bluff +7, Escape Artist +9, Gather Information +7, Hide +9, Intimidate +9, Move Silently +9, Perform (singing) +7, Sense Motive +6, Wilderness Lore +6.
Feats: Bullheaded, Combat Reflexes, Weapon Focus (quarterstaff).

Climate/Terrain: Tel?aran?rhoid.
Organization: Solitary.
Challenge Code: C.
Treasure: None.
Advancement: 5-20 HD (Medium).

This post has been edited by Two Rivers Wolfbrother on Jun 28 2004, 03:14 AM


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Ezre Gael Bain Iavas
Posted: Jun 28 2004, 12:32 AM
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I think thats a really cool concept. Very imaginative, and quite creepy in a weird way. It would make for good adventuring.

I'm sorry to hear you're going through a hard time. I hope things get better soon. After all, you wouldn't want to become a mourner yourself. sad.gif

Ezre


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Darius Earthbinder
Posted: Jun 28 2004, 01:03 AM
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my heart goes out to you TRWB

but you are not going to convince me to enter TAR with those things creeping about , scary...... hmmm
What would be the result of pulling one of these guys/gals out of TAR into the real world??


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Two Rivers Wolfbrother
Posted: Jun 28 2004, 01:32 AM
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I don't know what would happen if one of these was taken out of the Dream World. It would be interesting. Maybe the GM should decide.
They aren't meant to make you WANT to go to Tel'aran'rhoid. They're meant to be a risk. There are supposed to be risks to going there. Here's one.


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Sharn Penndroen
Posted: Jun 28 2004, 03:00 AM
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I think that it's got good flavor and adds something slightly less deadly to through at Dreamers than Slayer.

I might would toughen them up just a little by adding a Damage Reduction 3/- or something like that. If they live exclusively in T'A'R then maybe they can prevent their dream bodies from becoming injured as much. Ala Neo in the Matrix, but less so.

Hope you feel better soon, buddy.


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Two Rivers Wolfbrother
Posted: Jun 28 2004, 03:05 AM
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I hope so too.
Yeah, DR would be good. Thanks!
Any other ideas?


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Darius Earthbinder
Posted: Jun 28 2004, 04:12 PM
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how about a progression: the longer you are a mourner for the more abilites you gain:

DR 3/one power
improved evasion
+4 def
An infection ability (to pass the Mourning onto others)

then when a mourner infects a requisite number of others with his Sorrow he could progress onto another template:
Aware Mourner

with a permanent DR
A dominiation like ability
the ability to create nightmares
the ability to change TAR

just to progress the players along a CR path

i dont imagine that someone trapped in TAR would be able to gain more than a couple of levels in their class at best from the time they entered.


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