2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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TABLE 7.9 MINOR DEMONIC POWERS<br />
D100 Roll Minor Demonic Power<br />
01-10 Minor Attack: +5 to all OBs<br />
11-20 Minor Defense: +5 to DB<br />
21-30 Minor Spell Resistance: +5 to all RRs<br />
31-35 Minor Self-Repair (heals 1 concussion<br />
hit per round of damage to itself)<br />
36-45 Minor Robustness: +10 hits<br />
46-50 Minor Movement: +10' to Base<br />
Movement Rate<br />
51-55 Minor Swiftness:+2 to Initiative<br />
56-60 Acute Hearing (+20 to all awareness<br />
rolls related to hearing)<br />
61-65 Nightvision 100' (continuous)<br />
66-75 Bleeding Damage (+1 hit per round<br />
on any “A”, “B”, or “C” critical<br />
delivered, +2 hits per round on “D”<br />
or “E” criticals)<br />
76-85 Minor Daily Spell Power (one 1st-5th<br />
level spell usable once per day, roll<br />
d5 for level)<br />
86-95 Minor Daily Spell Power (one 1st-5th<br />
level spell usable twice per day, roll<br />
d5 for level)<br />
96-00 GM choice<br />
TABLE 7.10 LESSER DEMONIC POWERS<br />
D100 Roll Lesser Demonic Power<br />
01-10 Lesser Attack: +10 to all OBs<br />
11-20 Lesser Defense: +10 to DB<br />
21-30 Lesser Spell Resistance: +10 to all RRs<br />
31-35 Lesser Self-Repair (heals 2 concussion<br />
hits per round of damage to itself)<br />
36-45 Lesser Robustness: +20 hits<br />
46-50 Lesser Movement: +20' to Base<br />
Movement Rate<br />
51-55 Lesser Swiftness:+5 to Initiative<br />
56-60 Acute Smell (+30 to all awareness<br />
rolls related to smell)<br />
61-65 Nightvision 300' (continuous)<br />
66-75 Critical Damage (all Entity’s melee<br />
attacks deliver an extra critical at 2<br />
levels lower than the primary<br />
critical, roll d6 for type (1: Cold, 2:<br />
Electricity, 3: Heat, 4: Impact, 5:<br />
Crush, 6: Unbalancing))<br />
76-80 Extra Damage (all Entity’s melee<br />
attacks do 2x normal concussion<br />
hit damage)<br />
81-90 Lesser Daily Spell Power (one 1st-<br />
10th level spell usable once per<br />
day, roll d10 for level)<br />
91-95 Lesser Daily Spell Power (one 1st-<br />
10th level spell usable twice per<br />
day, roll d10 for level)<br />
96-00 GM choice<br />
CONSTRUCT COMPANION<br />
TABLE 7.11 GREATER DEMONIC POWERS<br />
D100 Roll Greater Demonic Power<br />
01-10 Greater Attack: +20 to all OBs<br />
11-20 Greater Defense: +20 to DB<br />
21-30 Greater Spell Resistance: +20 to<br />
all RRs<br />
31-35 Greater Self-Repair (heals 3<br />
concussion hits per round of<br />
damage to itself)<br />
36-40 Greater Robustness: +30 hits<br />
41-45 Greater Movement: +30' to Base<br />
Movement Rate<br />
46-50 Greater Swiftness:+8 to Initiative<br />
51-55 Acute Sight (+30 to all awareness<br />
rolls related to vision)<br />
56-60 Darkvision 100' (continuous)<br />
61-70 Critical Damage (all Entity’s melee<br />
attacks deliver an extra critical at<br />
1 level lower than the primary<br />
critical, roll d6 for type (1: Cold,<br />
2: Electricity, 3: Heat, 4: Impact,<br />
5: Crush, 6: Unbalancing))<br />
71-75 Extra Damage (all Entity’s melee<br />
attacks do 4x normal concussion<br />
hit damage)<br />
76-80 Greater Daily Spell Power (one<br />
11th-15th level spell usable once<br />
per day, roll d5 +10 for level)<br />
81-90 Greater Daily Spell Power (one 1st-<br />
10th level spell usable three times<br />
per day, roll d10 for level)<br />
91-95 Constant Spell Power (one 1st to 5th<br />
level spell usable either “At Will”<br />
or continuously (Constant))<br />
96-00 GM choice<br />
TABLE 7.12 MAJOR DEMONIC POWERS<br />
D100 Roll Major Demonic Power<br />
01-10 Major Attack: +30 to all OBs<br />
11-20 Major Defense: +30 to DB<br />
21-30 Major Spell Resistance: +30 to all<br />
RRs<br />
31-35 Major Self-Repair (heals 4 concussion<br />
hits per round of damage to itself)<br />
36-40 Major Robustness: +40 hits<br />
41-45 Major Movement: +40' to Base<br />
Movement Rate<br />
46-50 Major Swiftness:+12 to Initiative<br />
51-55 Acute Senses (+30 to all awareness<br />
rolls)<br />
56-60 Darkvision 300' (continuous)<br />
61-70 Critical Damage (all Entity’s melee<br />
attacks deliver an extra critical at<br />
the same level as the primary<br />
critical, roll d6 for type (1: Cold,<br />
2: Electricity, 3: Heat, 4: Impact<br />
85