Phosphate
2011-10-07, 12:34 PM
Here's a flavorful Template that could be granted by a Solar. Basically, you add this ability to all Solars and roll with it:
True Heightening (Sp): This ability is used as a free action on a target within line of sight. The target must be a good aligned living humanoid with at least 12 base Intelligence that is not hostile towards you. He receives the Shining template, no save or spell resistance (complete immunity to spells still stops this from working, though). The target does not lose the template if he changes alignment, but he does if his base Intelligence drops below 12. You may use this ability only once, ever.
Now for the template. The creature is all around tougher, faster, smarter, and more in line with the Light:
Size and Type: as base creature
Subtype: The creature gains the [good] subtype. This means that it is affected by spells (such as Detect Good, Circle against Good etc) and evil-aligned weapons as if it had a good alignment, regardless of the creature's actual alignment.
Hit Dice: Any racial HD change to d12s. HD from class levels are unaffected, except for those from Paladin and Crusader levels - the base creature gains 2 more hit points from each.
Speed: as base creature + 20 feet. Only land and climb speeds are affected, if base creature has natural burrow, flight, or swim speeds, they stay the same.
Armor Class: as base creature
BaB: as base creature
Attack: A Shining retains all its natural and manufactured weapon proficiencies.
Special Qualities: A Shining retains all the special qualities of the base creature, and adds those to them:
Divine Health (Su): A Shining is immune to magical and mundane diseases of any kind.
Divine Fortune (Su): A Shining is immune to curses of any kind.
Divine Increment (Su): Sacred Modifiers applied to a Shining stack with each other (except when the source is the same, naturally).
Divine Vision (Ex): A Shining always sees everything within line of sight as if it is brightly illuminated, despite actual conditions of illumination. This works like unlimited Darkvision, except with color.
Abilities: +2 Con, +2 Int
Aside from those, a Shining gets 4 points that he can spread however he wants between Con and Int (2/6 or 3/5 or 4/4 or 5/3 or 6/2)
Skills: A Shining gains insight in the behavior and truthfulness of people, and as such always has Sense Motive as a class skill, and adds his Cha mod (minimum 0) to checks made with it.
Feats: as base creature
Alignment: As base creature, can vary and change normally. However, if a Shining has acted outside of his alignment or code (if Paladin or such), he only needs his own genuine will to atone, not any spell or proof of redemption (like geas/quest).
Advancement: as base creature
Special Abilities:
Divine Overseeing (Ex): A Shining has Spell Resistance against divine spells equal to 10 + Character Level. Also, if that opponent uses a divine spell of any kind, once per round, the Shining can cast a Denial as an immediate action. The opponent must roll against the Shining's spell resistance to see if the spell succeeds EVEN IF the Shining is not the target of the spell, and EVEN IF the spell does not normally allow spell resistance.
Also, the Shining has a number of divine spells per day, as many as the spells per day of a cleric of his level, that he can grant to anyone (except himself), as long as said person has the appropriate divine spell slots available. Those spells are chosen from the Good domain, and 2 other domains the Shining choose when he is given this template.
Clarity (Ex): Up to Int mod times per day, as a full round action, the Shining can remove all mind-affecting abilities affecting him. He will be immune to mind-affecting effects for 2 rounds after this, and all Diplomacy, Bluff and Intimidate checks will fail on him for 1 minute.
Transfer Heightening (Sp): This ability is used as a free action on a target within line of sight. The target must be a good aligned living humanoid with at least 12 base Intelligence that is not hostile towards you. He receives the Shining template, no save or spell resistance (complete immunity to spells still stops this from working, though). The target does not lose the template if he changes alignment, but he does if his base Intelligence drops below 12. You may use this ability only once, ever. Also, if you use this ability, you will lose the Shining template, and you may never acquire it again.
Challenge Rating: +2
Level Adjustment: +4
Opinions?
True Heightening (Sp): This ability is used as a free action on a target within line of sight. The target must be a good aligned living humanoid with at least 12 base Intelligence that is not hostile towards you. He receives the Shining template, no save or spell resistance (complete immunity to spells still stops this from working, though). The target does not lose the template if he changes alignment, but he does if his base Intelligence drops below 12. You may use this ability only once, ever.
Now for the template. The creature is all around tougher, faster, smarter, and more in line with the Light:
Size and Type: as base creature
Subtype: The creature gains the [good] subtype. This means that it is affected by spells (such as Detect Good, Circle against Good etc) and evil-aligned weapons as if it had a good alignment, regardless of the creature's actual alignment.
Hit Dice: Any racial HD change to d12s. HD from class levels are unaffected, except for those from Paladin and Crusader levels - the base creature gains 2 more hit points from each.
Speed: as base creature + 20 feet. Only land and climb speeds are affected, if base creature has natural burrow, flight, or swim speeds, they stay the same.
Armor Class: as base creature
BaB: as base creature
Attack: A Shining retains all its natural and manufactured weapon proficiencies.
Special Qualities: A Shining retains all the special qualities of the base creature, and adds those to them:
Divine Health (Su): A Shining is immune to magical and mundane diseases of any kind.
Divine Fortune (Su): A Shining is immune to curses of any kind.
Divine Increment (Su): Sacred Modifiers applied to a Shining stack with each other (except when the source is the same, naturally).
Divine Vision (Ex): A Shining always sees everything within line of sight as if it is brightly illuminated, despite actual conditions of illumination. This works like unlimited Darkvision, except with color.
Abilities: +2 Con, +2 Int
Aside from those, a Shining gets 4 points that he can spread however he wants between Con and Int (2/6 or 3/5 or 4/4 or 5/3 or 6/2)
Skills: A Shining gains insight in the behavior and truthfulness of people, and as such always has Sense Motive as a class skill, and adds his Cha mod (minimum 0) to checks made with it.
Feats: as base creature
Alignment: As base creature, can vary and change normally. However, if a Shining has acted outside of his alignment or code (if Paladin or such), he only needs his own genuine will to atone, not any spell or proof of redemption (like geas/quest).
Advancement: as base creature
Special Abilities:
Divine Overseeing (Ex): A Shining has Spell Resistance against divine spells equal to 10 + Character Level. Also, if that opponent uses a divine spell of any kind, once per round, the Shining can cast a Denial as an immediate action. The opponent must roll against the Shining's spell resistance to see if the spell succeeds EVEN IF the Shining is not the target of the spell, and EVEN IF the spell does not normally allow spell resistance.
Also, the Shining has a number of divine spells per day, as many as the spells per day of a cleric of his level, that he can grant to anyone (except himself), as long as said person has the appropriate divine spell slots available. Those spells are chosen from the Good domain, and 2 other domains the Shining choose when he is given this template.
Clarity (Ex): Up to Int mod times per day, as a full round action, the Shining can remove all mind-affecting abilities affecting him. He will be immune to mind-affecting effects for 2 rounds after this, and all Diplomacy, Bluff and Intimidate checks will fail on him for 1 minute.
Transfer Heightening (Sp): This ability is used as a free action on a target within line of sight. The target must be a good aligned living humanoid with at least 12 base Intelligence that is not hostile towards you. He receives the Shining template, no save or spell resistance (complete immunity to spells still stops this from working, though). The target does not lose the template if he changes alignment, but he does if his base Intelligence drops below 12. You may use this ability only once, ever. Also, if you use this ability, you will lose the Shining template, and you may never acquire it again.
Challenge Rating: +2
Level Adjustment: +4
Opinions?