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The Demented One
2006-10-16, 12:46 PM
Arcane Amalgam

Creating An Arcane Amalgam
Arcane Amalgam is an acquired template that can be added to any corporeal creature, hereafter referred to as the base creature, and up to two other corporeal creatures within one size category of the base creature, referred to as the modifying creatures. No modifying creature can have more HD than the base creature.

Size and Type
The type of an Arcane Amalgam is the same as that of its base creature, unless the base creature is an animal, in which case its type changes to magical beast, or if it is a humanoid, in which case its type changes to monstrous humanoid, gaining the augmented subtype in either case. Size remains unchanged.

Speed
An Arcane Amalgam gains any movement forms possessed by either the base creature or the modifying creatures, at the highest speed and maneuverability amongst them.

Armor Class
An Arcane Amalgam gains a natural armor bonus to AC equal to the highest natural armor bonus of either the base or any of the modifying creatures.

Attacks
An Arcane Amalgam retains all attack forms of the base creature. In addition, it gains one attack form of each of the modifying creatures, using the same damage dice, though they may need to be adjusted if there is a size difference between the creature supplying the attack and the Arcane Amalgam.

Special Attacks
An Arcane Amalgam retains all the special attacks of the base creature and also gains a single extraordinary or supernatural special attack from each modifying creaure.

Special Qualities
An Arcane Amalgam retains all the special qualities of the base creature and also gains a single extraordinary or supernatural special quality from each modifying creaure.

Abilities
An Arcane Amalgam applies the highest racial bonus amongst the base and modifying creatures to each of its ability scores.

Feats
An Arcane Amalgam gains Multiattack as a bonus feat.

Challenge Rating
As the base creature +2.

Level Adjustment
Same as base creature +2. If the base creature has an LA of –, the Arcane Amalgam is not suitable for use as a player character.

The Demented One
2006-10-16, 12:46 PM
Sample Arcane Amalgams

Saurian Hound

Arcane Amalgam Dire Wolf/Deinonychus)
Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 16 (-1 size,+2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (1d8+7)
Full Attack: Bite +11 melee (1d8+7) and 2 Claws +8 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 25, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +8, Move Silently +4, Spot +8, Survival +4 (+6 tracking)
Feats: MultiattackB, TrackB, Alertness, Run, Weapon Focus (Bite)
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always True Neutral
Advancement: 7-18 HD (Large)
Level Adjustment: –

A Saurian Hound is a ferocious predator, a hybrid of wolf and dinosaur. It looks much like a wolf, but beneath its pelt is a layer of thick, saurian scales, and its eyes have a reptilian slant to them. Its rear legs and tail are significantly longer than those of a normal dire wolf, and it is capable of standing on its rear two legs, though it rarely does this. A Saurian Hound has all the carnivorous instincts of both the wolf and the deinonychus, making it a fearsome predator.

Pounce (Ex)
If a Saurian Hound charges, it can make a full attack.

Trip (Ex)
A Saurian Hound that hits with a bite attack can attempt to trip its opponent, with a +X check modifier as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip it.

Skills
A Saurian Hound has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. It also has a +4 racial bonus on Survival checks when tracking by scent.

Sphnakion

Arcane Amalgam Criosphinx/Water Naga/Large Monstrous Scorpion
Size/Type: Large Magical Beast
Hit Dice: 10d10+40 (95 hp)
Initiative: +1
Speed: 50 ft. (10 squares), fly 60 ft. (poor), swim 50 ft.
Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flatfooted 20
Base Attack/Grapple: +10/+20
Attack: Gore +15 melee (2d6+6)
Full Attack: Gore +15 melee (2d6+6) and Bite +13 melee (2d6+3 plus poison) and 2 Claws +13 melee (1d6+3) and Sting +13 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, poison, pounce, rake 1d6+3
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +11, Ref +8, Will +6
Abilities: Str 22, Dex 12, Con 18, Int 10, Wis 16, Cha 14
Skills: Intimidate +10, Listen +14, Spot +4, Swim +14
Feats: MultiattackB, Alertness, Cleave, Flyby Attack, Power Attack
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always Neutral
Advancement: Warm deserts
Level Adjustment: +5 (cohort)

The Sphnakion has the body of a Criosphinx, but its tail is long and scaley, like that of a Water Naga, and is tipped with a scorpion-like stinger. Its body is covered in equal parts fur and scales, and its jaws are clearly serpentine.

Improved Grab (Ex)
To use this ability, a Sphnakion must hit with a claw attack. A Sphnakion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex)
Injury, Fortitude DC 19, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Pounce (Ex)
If a Sphnakion charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)
A Sphnakion that pounces onto a creature can make two rake attacks with its hind legs, with an attack bonus of +15, that deals 1d6+3 damage.


Slimeshifter

Arcane Amalgam Black Pudding/Mimic/Troll
Size/Type: Huge Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flatfooted 14
Base Attack/Grapple: +7/+21
Attack: Slam +11 melee (2d8+6 plus 2d6 acid)
Full Attack: Slam +11 melee (2d8+6 plus 2d6 acid) and 2 Claws +8 melee (1d8+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, adhesive, constrict 2d8+6 plus 2d6 acid, improved grab, rend 2d8+9
Special Qualities: Blindsight 60 ft., mimic shape, ooze traits, regeneration 5, split
Saves: Fort +8, Ref +4, Will +4
Abilities: Str 22, Dex 14, Con 22, Int 10, Wis 12, Cha 10
Skills: Climb +14, Disguise +12, Intimidate +7, Move Silently +9
Feats: MultiattackB, Power Attack, Improved Natural Attack (Slam), Improved Natural Armor, Ability Focus (Acid)
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always Neutral
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: –

Though they often disguise themselves as statues or rubble, an undisguised Slimeshifter has a vaguely humanoid form composed of black ooze, lack any defined features. It has no head atop its torso, but long arms terminating in sharp claws. Its lower body is a formless mound of rolling ooze. Its body is mottled with its twin secretions: a dark green acidic slime and an off-white adhesive.

Acid (Ex)
A Slimeshifter secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a Slimeshifter also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based. The Slimeshifter’s acidic touch deals 23 points of damage per round to wooden or metal objects, but the Slimeshifter must remain in contact with the object for 1 full round to deal this damage.

Adhesive (Ex)
A Slimeshifter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered Slimeshifter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the Slimeshifter is alive without removing the adhesive first. A weapon that strikes an adhesive-coated Slimeshifter is stuck fast unless the wielder succeeds on a DC 21 Reflex save. A successful DC 21 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but the Slimeshifter still can grapple normally. A Slimeshifter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Constrict (Ex)
A Slimeshifter deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Improved Grab (Ex)
To use this ability, a Slimeshifter must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Rend (Ex)
If a Slimeshifter hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Mimic Shape (Ex)
A Slimeshifter can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A Slimeshifter’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the Slimeshifter can detect the ruse with a successful Spot check opposed by the Slimeshifter’s Disguise check.

Regeneration (Ex)
Fire and acid deal normal damage to a Slimeshifter. If a Slimeshifter loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Split (Ex)
Slashing and piercing weapons deal no damage to a Slimeshifter. Instead the creature splits into two identical Slimeshifters, each with half of the original’s current hit points (round down). A Slimeshifter with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills
A Slimeshifter has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

The Demented One
2006-10-16, 12:46 PM
The Creation of Arcane Amalgams

Amalgate Creatures
Transmutation
Level: Sorcerer/Wizard 6
Components: V, S, M, XP
Casting Time: 30 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three creatures with
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes

You combine multiple creatures together to form an Arcane Amalgam. Only creatures with HD less than or equal to your caster level can be targeted by this spell. You designate which creature is the base and which are the modifying creatures, and choose which abilities of the modifying creatures are gained by the resulting amalgam. Because of this spell's long casting time, all targets of it must be either willing or somehow restrained for the duration of the spell. Unwilling creatures may attempt to resist it with a Fortitude save. If the base creature or all modifying creatures resist the spell, it fails. If only one modifying creatures resists the spell, the other creatures are still combined into an Arcane Amalgam. You have no control over the resulting Arcane Amalgam, and its initial attitude towards you is the same as the worst attitude amonst all this spell's targets. You may not target yourself with this power.

Material Component
One ball of alchemically treated clay, worth 1000 gp, for each subject, which are rolled together into one ball.

XP Cost:
3,000 xp.
[hr]
Domineering Amalgamation
Enchantment and Transmutation (Compulsion) [Mind-Affecting0
Level: Sorcerer/Wizard 8
Saving Throw: Fortitude negates and Will negates (see text)

As arcane amalgamation, except that the created Arcane Amalgam must make a Will save or be permanently dominated by you.

XP Cost:
5,000 xp
[hr]
Self Amalgamation
Transmutation
Level: Sorcerer/Wizard 8
Components: V, S, M
Targets: Up to three creatures with 20 or less HD

As arcane amalgamation, except that you are the base creature of the Arcane Amalgam. Though there is no XP cost, you automatically lose two levels upon the completion of this spell, which can never be regained. You do not gain any level adjustment from the template.

vanyell
2006-10-16, 08:32 PM
I may show this to my DM... a half celestial gold dragon, and perhaps an angel of some sort...

one question. what becomes of the other creatures?

The Demented One
2006-10-16, 08:39 PM
I may show this to my DM... a half celestial gold dragon, and perhaps an angel of some sort...

one question. what becomes of the other creatures?
All the creatures get made into the Amalgam.

ishi
2006-10-16, 08:47 PM
What happens to the personalities and memories of the creatures?

The Demented One
2006-10-16, 09:24 PM
What happens to the personalities and memories of the creatures?

I'd leave that up to the DM to decide on a case-by-case basis. In most situations, it'd probably be the base creature's personality in control, but slightly influenced by the others. In special cases, this may change--since the Slimeshifter's base creature is mindless, it's mind would be a composite of the mimic's and troll's.

Fizban
2006-10-17, 01:50 AM
I know it says LA+2, but can that possiby cover all the munchkiny goodness, or did you accidentaly leave out something?

Lykan
2006-10-19, 01:42 AM
You might want to have the secondary creatures to have a HD that's close to the base creature or something... I tried creating one of these, and you can get two energy immunities on the 1st level as a PC. :P

The Demented One
2006-10-27, 04:31 PM
You might want to have the secondary creatures to have a HD that's close to the base creature or something... I tried creating one of these, and you can get two energy immunities on the 1st level as a PC. :P
Added a limitation. No modifier can have more HD than the base now.

Jallorn
2009-07-23, 01:47 PM
But that means that PC races can't be arcane amalgams because they have no HD...

DracoDei
2009-07-23, 02:50 PM
If you select additional bite attacks, this would almost have to grant additional heads. Which is fine, just thought I would point that out as yet another example of how this template requires MUCHO GM digression. That is fine I like things that require players and/or GMs to engage their brains to a higher level.



AS for PC races, call them 1 HD for these purposes.