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View Full Version : [3.5] Template project: Energy template [Peach]



zagan
2010-05-15, 10:19 AM
http://img819.imageshack.us/img819/1090/genasielementaltempest.jpg
An Energy human warrior

Energy Template:
The Energy Template: can be add to any non-Elemental:
Size and type: Size remain unchanged, type change to Elemental with the Mixed subtype (see spoiler) and the Air, Earth, Fire and Water subtype.
Elemental (Mixed):
Unlike normal Elemental, Mixed are composed of all four basic element, as a result they are very similar to normal living creature. This also give them a number of the same drawback.
-Vision: Mixed don’t have Darkvision
- Immunities: Unlike normal Elemental, Mixed are not immune to Paralysis or Stunning effects. They are still immune to Poison and Sleep, and additionally immune to non-magical Disease, Nausea, Fatigue, Exhaustion, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
- Critical Hits: Unlike normal Elemental, Mixed are susceptible to critical hits and flanking. They do have a discernable (if exotic) anatomy.
Anyone used to picking out opponents' weak points will recognized those of a Mixed most notably the zone where the various element that composed them are joined.
- Eating, Drinking, Sleeping, and Breathing: Like most Elemental, Mixed do not need to sleep (though general rest is necessary to regain spells and similar abilities), but can usually passively absorb enough ambient magical energy from most places to replace the needs to eat or breathe
- Unlike normal Elemental, Mixed souls and body are separate and they can be raised or ressurect normaly.


Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

Base Attack Bonus: Bab change to 3/4 racial Hit dice

Special abilities: An Energy retains all the base creature special abilities and Elemental Connection

Special qualities: An Energy lose all the trait from its previous type but otherwise keep all the base creature special qualities and gain Resistance to Acid, Cold, Electricity and Fire equal to 5+1 per HD above five. Example a 7HD creature as Resistance 7

Base save Bonus: An Energy gain a good Fortitude and Reflex save, Will become poor

Skills: 2+Int per hit dice (x4 for the first)

Challenge Rating: +1

Level adjustement: +1

Elemental Connection An Energy gain one of the two following ability chosen at the time this template is gained.
-Elemental magic(Su): An Energy with this ability cast spell or spell-like ability with the Air, Earth, Fire or Water descriptor at a +1 caster level. (Special: This also apply to manifesting power or psi-like ability)
-Elemental conversion(Su): An Energy with this ability can choose to convert the damage he deal with any weapon (including natural weapon or ranged weapon) into Acid, Cold, Electricity or Fire damage. This is a free action once the choice is made all attack made until the start of the Energy next turn are of the chosen energy type. This ability doesn’t influence in any way the weapon special ability so an Energy using a +1 Flaming Longsword can convert the damage of the longsword into cold damage but the flaming property still deal fire damage. An Energy can use this ability a number of time per day equal to 3 + her constitution modifier

Special: An Energy with cleric level (or any base classe that grant acces to one or more domain) can always chose to select the Air, Earth, Fire or Water domain even if his deity doesn’t offer these domain.


*Note on cosmetic change: An energy body change dramatically now made of all four element. They still retain their previous shape, the fire don't burn anything, the air is solid to the touch but it's impossible to mistake them for anything else.
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The Template Project (http://www.giantitp.com/forums/showthread.php?p=8492255#post8492255)

Designer note:

Again a new subtype.
I'm not really sure if the two elemental connection ability are balanced.

Double Elemental connection [Template]
Your link with the elemental plane is stronger than most
Prerequisite
Energy template, Knowledge (the plane) 4 rank
Benefit
If you have the Elemental magic ability you gain the Elemental conversion ability.
If you have the Elemental conversion ability you gain the Elemental magic ability.

Greater energy resistance [Template]
You are even more resistant to energy than normal
Prerequisite
Energy template, Knowledge (arcana) 2 rank
Benefit
Your Energy resistance become 10+1 per HD above five, instead of five.
In addition when your energy resistance become equal to 20 it become energy immunity instead

Energy absorption [Template]
You can absord damage.
Prerequisite
Energy template, Knowledge (arcana) 6 rank, Greater energy resistance
Benefit
When your energy resistance or energy immunity negate totally the damage from any source you heal an amount of damage equal to the damage you would have taken. If the damage is not negate in it’s totality you do not gain this benefit.

Elemental Substitution [Template]
You can change the element you use in your technique
Prerequisite
Energy template, Spellcraft or Psicraft 4 rank, Character level 6 or 6 HD, Ability to deal acid, cold, electricity or fire damage by any mean.
Benefit
Three time per day when you use any ability dealing acid, cold, electricity or fire damage you can chose to modify the damage into any of the other.

Augment elemental damage [Template]
You deal more damage than most when using elemental attack
Prerequisite
Energy template, Spellcraft or Psicraft 6 rank, Character level 9 or 9 HD, Ability to deal acid, cold, electricity or fire damage by any mean, Elemental substitution
Benefit
When you deal acid, cold, electricity or fire damage by any mean each target also take bonus damage of the same type equal to half your hit dice. If you deal multiple type of damage at the same time the bonus damage is applied only once divided among the various type of damage.

Sonic Conversion [Template]
You have found a way to use sound in your attack
Prerequisite
Energy template, Elemental conversion ability, Character level 3 or 3HD
Benefit
You can use your Elemental conversion ability to deal sonic damage
Special
A fighter may select this feat as one of his fighter bonus feats.

Tales of the Elements [Template] [Bardic]
You can share your resilience with your ally
Prerequisite
Energy template, Bardic music or simillar ability, Perform (Any) 4 rank
Benefit
As a standard action, you can expend one daily use of your bardic music ability to grant to all ally within 60ft that can hear you to benefit from your Energy Resistance for 1 minute
Special
A character with level in Divine mind, Dragon shaman or Marshal can qualify for this feat without needing to meet the bardic music prerequisite but in this case they can only use it three time per day

Elementale preference [Template]
You have a stronger affinity toward an element than the other
Prerequisite
Energy template
Benefit
When you gained this feat chose Air, Earth, Fire or Water you gain a benefit depending on your choice:
Air:If you gain a fly speed by any mean improve it by 10ft and your maneuvrability by one step, Airborne creature take a -1 penality to attack and damage roll against you
Earth:You gain a +1 bonus to attack and damage roll if both you and you target are touching the ground and you can start a Bull-rush without provoking attack of opportunity
Fire:Creature that ou attack with natural weapon or that attack you with a non-reach melee weapon or natural weapon must make a reflex save (DC equal to 10+half your hit dice+your constitution modifier) or catch on fire for 1d4 round.
Water:You gain a swim speed equal to your land speed and you gain a +1 bonus to attack and damage roll if both you and you target are touching water
Special
This feat can be select first level during character creation

A few more feat by sidhe3141

Heat Haze [Template]
The heat of your body disrupts light.
Prerequisites: Energy template, elemental connection ability.
Benefit: After you inflict fire damage or boost a fire spell with your elemental connection ability, all ranged attacks made against you have a 20% miss chance until the end of the next round.

Chill Body [Template]
You become cold to the touch.
Prerequisites: Energy template, elemental connection ability.
Benefit: After you inflict cold damage or boost a water spell with your elemental connection ability, any metal touching you other than your own possessions in the next round is affected as though by chill metal (caster level equal to half your HD).

Corrosive Aura [Template]
Prerequisites: Energy template, elemental connection ability.
Benefit: When you inflict acid damage or boost an earth spell with your elemental connection ability, any creature or object within 5 feet of you for every four hit dice you possess (round up) takes 1d6 plus 1d6 for every four hit dice acid damage and may make a Fortitude save for half damage (DC 10 + half hit dice + Con mod).

Discharge [Template]
Prerequisites: Energy template, elemental connection ability.
Benefit: When you inflict electricity damage or boost an air spell with your elemental connection ability, you are treated as though you are holding the charge of a shocking grasp spell with a caster level equal to half your hit dice.

radmelon
2010-05-15, 12:52 PM
I'm assuming that for the Elemental conversion you mean per day.

zagan
2010-05-15, 01:05 PM
I'm assuming that for the Elemental conversion you mean per day.

Yes thank you the catch, it seem evident but i need to add it.

ForzaFiori
2010-05-15, 01:40 PM
Under Elemental Preference: Fire, you don't state what happens if the attacker fails their reflex save. I'm assuming some sort of fire damage, but I'm not sure.

zagan
2010-05-15, 01:51 PM
Under Elemental Preference: Fire, you don't state what happens if the attacker fails their reflex save. I'm assuming some sort of fire damage, but I'm not sure.

I forget to add "or catch on fire for 1d4 round" thanks a lot for catching that, that's why I need proofreader.

sidhe3141
2010-06-15, 09:38 PM
Heat Haze [Template]
The heat of your body disrupts light.
Prerequisites: Energy template, elemental connection ability.
Benefit: After you inflict fire damage or boost a fire spell with your elemental connection ability, all ranged attacks made against you have a 50% miss chance until the end of the next round.

Chill Body [Template]
You become cold to the touch.
Prerequisites: Energy template, elemental connection ability.
Benefit: After you inflict cold damage or boost a water spell with your elemental connection ability, any metal touching you other than your own possessions in the next round is affected as though by chill metal (caster level equal to half your HD).

Corrosive Aura [Template]
Prerequisites: Energy template, elemental connection ability.
Benefit: When you inflict acid damage or boost an earth spell with your elemental connection ability, any creature or object within 5 feet of you for every four hit dice you possess (round up) takes 1d6 acid damage and may make a Fortitude save for half damage (DC 10+Con mod).

Discharge [Template]
Prerequisites: Energy template, elemental connection ability.
Benefit: When you inflict electricity damage or boost an air spell with your elemental connection ability, you are treated as though you are holding the charge of a shocking grasp spell.

zagan
2010-06-16, 08:10 AM
These look nice let's see,


Heat Haze [Template]
The heat of your body disrupts light.
Prerequisites: Energy template, elemental connection ability.
Benefit: After you inflict fire damage or boost a fire spell with your elemental connection ability, all ranged attacks made against you have a 50% miss chance until the end of the next round.

50 is perhasp too much 20 should suffice.


Chill Body [Template]
You become cold to the touch.
Prerequisites: Energy template, elemental connection ability.
Benefit: After you inflict cold damage or boost a water spell with your elemental connection ability, any metal touching you other than your own possessions in the next round is affected as though by chill metal (caster level equal to half your HD).

Look fine.


Corrosive Aura [Template]
Prerequisites: Energy template, elemental connection ability.
Benefit: When you inflict acid damage or boost an earth spell with your elemental connection ability, any creature or object within 5 feet of you for every four hit dice you possess (round up) takes 1d6 acid damage and may make a Fortitude save for half damage (DC 10+Con mod).

Might need to up the damage a little bu fine otherwise.



Discharge [Template]
Prerequisites: Energy template, elemental connection ability.
Benefit: When you inflict electricity damage or boost an air spell with your elemental connection ability, you are treated as though you are holding the charge of a shocking grasp spell.

Need a caster level but seem fine.