Morph Bark
2012-12-30, 06:21 PM
Hector Rommel, ECL 8, CR 8
A broad-shouldered figure standing 9 feet tall and calves thick as oak trees lumbers around the corner, turning a pale yellow eye in your direction underneath a huge mop of shaggy brown hair. Clad in patchy hide armor and steel bracers about ready to burst loose from his arms, his sandaled steps come slow, but surely. In one hand he grasps a giant hammer that rests on its shoulder, surely too big even for the giant of man to wield in just the one hand. With a rumble from his throat that sounds like laughter, he lifts the hammer up and grasps it with both hands as his steps begin to quicken, his eyes mad with murderlust…
The Backstory
Hector Rommel was born into a mafia family of the sadistic Don Erald Rommel, who punished his niece for hindering his authority by marrying her off to the son of a minotaur tribe chief. When Hector was born, Erald came to the minotaur tribe and discussed with the chief that he would take Hector with him to his Family when Hector was an adult.
Hector became an enforcer for the family, but soon seemingly broke away from them and became a law enforcement officer. He was very effective at his job, although sometimes he was too aggressive and violent. Eventually, when the lawmen got evidence of illegal practices of the Rommel Family and their involvement in a pair of political assassinations, Hector was amongst the lawmen who stormed the Family’s headquarters and came face-to-face with his grandfather, Don Erald Rommel. Erald tried to influence his grandson, who countered his words with arguments of his own, then quickly turned and cracked the skulls of the officers who were there with him, killing them after having deceived them. Erald approached his grandson grinning, proud of his deception, but before he could fully praise him he, too, had his face smashed into a bloody pulp by the burly half-man, who proceeded to flee the room and terrorized the city with a murder spree the month after, before disappearing entirely. He’s now rumored to roam the land, going from city to city and roam the streets at night, terrorizing the poor folk in the ghettoes.
The Build
The Basics
Large Humanoid (human), CE
Huge when raging, Huge during Expansion, Gargantuan when raging during Expansion, or during augmented Expansion, Colossal when raging during augmented Expansion
Half-Minotaur Human Ardent 3/Stoneblessed 3/Goliath Barbarian 1
Build progression: Ardent 2/Stoneblessed 3/Ardent +1/Goliath Barbarian 1
Advancement: Continue on with more Ardent, go into Slayer or switch Exotic Weapon Proficiency (goliath greathammer) for Cleave and go into War Hulk. Instead of a goliath greathammer, have Hector use a greataxe or an ordinary warhammer. He will also likely want Extra Rage at some point.
Senses
Initiative: +0
Senses: darkvision 60 ft, scent; Listen +5, Search +1, Sense Motive +3, Spot +5
Languages: Common
Defenses
Armor Class: 16 (+4 natural, +3 armor, -1 size), touch 9, flat-footed 16
Hit points: 68 hp (7 HD; 3d6 + 3d8 + 1d12 + 38)
Saves: Fort +11, Ref +2, Will +7
Offenses
Speed: 50 ft
Size/Reach: 10 ft/10 ft
Melee: +1 keen Large goliath greathammer +17 melee (3d6+12, 19-20/x4)
Rage: +1 keen Huge goliath greathammer +21 melee (4d6+16, 19-20/x4)
Expansion: +1 keen Huge goliath greathammer +18 melee (4d6+13, 19-20/x4)
Expansion + Rage: +1 keen Gargantuan goliath greathammer +23 melee (6d6+18, 19-20/x4)
Expansion (augmented): +1 keen Gargantuan goliath greathammer +20 melee (6d6+15, 19-20/x4)
Expansion (augmented) + Rage: +1 keen Colossal goliath greathammer +24 melee (8d6+19, 19-20/x4)
Ranged: --
Attack options: Power Attack, psionic powers
BAB: +5; Grapple: +17
Feats, Skills and Special Qualities
Ability scores: Str 26, Dex 10, Con 20, Int 8, Wis 16, Cha 8
Feats: TrackB, Power Attack [H], Exotic Weapon Proficiency (goliath greathammer) [1], Practiced ManifesterCPsi 57 [3], Toughness [S3], Expanded Knowledge (expansion) [6]
Skills:
Appraise +1 (2 ranks)
Craft (stoneworking) +4 (5 ranks)
Intimidate +7 (8 ranks)
Sense Motive +5 (0 ranks)
Equipment
Armor: hide armor
Weapons: +1 keen Large goliath greathammer
Worn items: --
Tools: potion of bear’s endurance, potion of cure serious wounds
Special Abilities
Power Points per day: 21
Mantles chosen: Death (primary), Deception (primary), Pain and Suffering (secondary)
Powers Known: (3 level 1, expansion, 1 level 4)
Level 1: Expansion (http://www.d20srd.org/srd/psionic/powers/expansion.htm), Psionic Charm (http://www.d20srd.org/srd/psionic/powers/charmPsionic.htm), Stygian DiscernmentCPsi 100
Level 3: Forced Share Pain (http://www.d20srd.org/srd/psionic/powers/sharePainForced.htm)
Minotaur Cunning (Ex): Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Mountain Rage (Ex): Hector can rage as a free action on his turn, increasing his size category by one and his Strength score increases by +6, his Constitution score increases by +4, he gets a +2 bonus on Will saves and a -2 penalty to AC. This lasts for 7 rounds (3 + his new Constitution modifier) and at the end Bixby is fatigued. He can use this ability once per day.
Tactics
Become as big as possible for the surroundings to allow (expansion, rage). Charge if possible. Use other psionic powers when not capable of raging.
Sources and Adaptation Only non-Core sources listed
Expanded Psionics Handbook: Expansion, Forced Share Pain, Psionic Charm.
Complete Psionic: Ardent, Stygian Discernment.
Races of Stone: Stoneblessed, Goliath Barbarian, goliath greathammer.
Dragon #313: Half-minotaur template.
If the half-minotaur template is banned or you as the DM don’t want to use Dragon material or you simply don’t have access to it, you can instead use a Large race in place of a half-minotaur human. Half-ogre (Races of Destiny) is a good substitute for only LA+2.
If you don’t use Ardent, you can instead use the Psychic Warrior, which will allow you to get Expansion without using a feat, but you will have much less power points to spend on Expansion.
If Races of Stone is unavailable, or you cannot use either Stoneblessed or Goliath Barbarian, Hector Rommel simply doesn’t exist.
Furthermore, Goliath Barbarian doesn’t explicitly allow you to become Huge. While it allows Goliaths to grow one size category during Mountain Rage, this is because Goliaths are Medium and Mountain Rage causes you to become Large (‘though your size increases only one size category, your height only increases by one foot’). I used a loose ruling on this to allow Hector to become Colossal in combination with augmented Expansion, but if you don’t want to do this or aren’t allowed to do this, switch the three levels of Stoneblessed for one level of Ardent and two levels of Fighter. You can keep Barbarian (with normal rage) or switch it for Ardent, Slayer or War Hulk.
Morph Bark
2013-01-03, 03:30 PM
Simon O’Nakt, ECL 1, CR 2*
Over the hilly road comes riding astride the blackest horse you’ve ever seen. Every inch of his body is covered by plate armor and a thick shield hangs by his side. He holds a lance in his hand and stops when he notices you.
“Oh, frabjous day! That in its light I wouldst dare get to see these brigands upon the morn’s last hour! Thee brigands of ill repute and much dishonor, must I now face thee in sporting manner that is expected of me? Then by my lord, so shallst I hasten forthwith to make thine end!”**
The Backstory
Simon is a man born into a small noble family with little power in the county of Heimgarden. Even as a little boy, up until adulthood, he has always been obsessed with becoming a knight. So much, in fact, that some people have spread rumors about him having gone mad from reading books on chivalry.
The Build
The Basics
Medium Humanoid (human), TN
Human Fighter 1
Build progression: Err…Advancement: More Fighter.
Senses
Initiative: +3
Senses: Listen +0, Search +0, Sense Motive +0, Spot +0
Languages: Common
Defenses
Armor Class: 21 (+1 Dex, +8 armor, +1 shield), touch 11, flat-footed 20
Hit points: 10 hp (1 HD)
Saves: Fort +2, Ref +3, Will +0
Offenses
Speed: 30 ft
Melee: lance +2 melee (1d8+1)
Ranged: --
Attack options:
BAB: +1; Grapple: +2
Feats, Skills and Special Qualities
Ability scores: Str 13, Dex 17, Con 11, Int 7, Wis 10, Cha 9
Flaw: --
Feats: Mounted Combat (H), Ride-By-Attack (1), Spirited Charge (F1)
Skills:
Ride +7
Survival +6Skill tricks: --
Equipment
Armor: full plate, heavy wooden shield
Weapons: lance
Worn items: --
Tools: --
Rockinant
Warhorse, Light
Size/Type: Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +1
Speed: 135 ft. (27 squares), 105 in armor (21 sq)
Armor Class: 22 (-1 size, +1 Dex, +4 natural, +8 armor), touch 10, flat-footed 21
Base Attack/Grapple: +3/+10
Attack: Hoof +6 melee (1d4+3)
Full Attack: 2 hooves +6 melee (1d4+3) and bite +1 melee (1d3+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Superior low-light vision, darkvision 60 ft, scent, cold resistance 10, fast healing 2
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 16, Dex 13, Con 17, Int 27, Wis 13, Cha 10
Skills: Decipher Script +12, Knowledge (arcane, architecture and engineering, history, local (Heimgarden), nobility and royalty, religion) +12, Perception +9, Stealth +7
Feats: Endurance, Travel Devotion
Traits: Quick
Tl;dr: maximized empowered awakened dark shadow light warhorse with Travel Devotion and the Quick trait.
Special Abilities
--
Tactics
Simon O’Nakt usually starts off delivering a speech to his opponents lengthy enough to take at least a move action. Afterwards, he shuts his helmets visor and charges with his lance. If he falls below 5 hit points, he surrenders, but will not shut up about how dishonourable it was of him to surrender, but that it truly means his opponents were worthy ones.
Sources and Adaptation Only non-Core sources listed
Complete Champion: Travel Devotion
Lords of Madness: Shadow template
Tome of Magic: Dark template
*Simon is rated as CR 2 due to his mount and having slightly more expensive equipment than normal for a level 1 character. His mount doesn't participate much in combat though, and the equipment wouldn't matter against opponents of much higher level, and so his CR is only raised by one, effectively.
**Bad Shakespearean terms fully intentional.
Morph Bark
2013-08-27, 05:46 PM
Marty Sulu
CR 71
(according to CR calculations; rough guesses suggest its closer to CR 41 or 34)
Formerly humanoid, or rather its ancestors, they were bred with outsiders, elementals, dragons, giants, fey, aberrations and other humanoids. From this extensive breeding process, “they” were born. Outwardly appearing otherworldly, they clearly have a primal, earthly beast within them.
As one of them, beautiful as a divine being, Marty Sulu appears as an androgynous youth with small ruby scales scattered across its pale skin. Pristine white leathery wings sprout from its shoulders and long black hair falls down its back. Its eyes have glowing blue cornea and pupils and its irises glow red. The creature glistens in the sun, but the light reveals a look on its face that shows the pain it holds deep inside, hidden from others in secret. Suddenly, it yawns, revealing an unexpectedly large mouth filled with shifting fangs and a frightening lack of anything beyond as you stare into nothingness and you realize that if the creature is not friendly, your existence might soon be reduced to nothingness as well.
(Abilities below mention a Maly Suano. This was the name of the first successful breeding project outcome. At least, that’s the justification for it, since you were too lazy to go change it around in all the abilities. And let’s not mention Marty’s brothers Garrett and Stewart. Or their older sister Susan. Susan’s a *itch.)
Medium Giant (reptilian, shapechanger)
Commoner 1/Lycanthrope 43
Hit Dice 1d4+14 plus 43d8+1270 (1480 hp)
Initiative +8
Speed 40 ft, fly 80 ft (good)
Armour Class 61 (+4 Dex, +47 natural), touch 14, flat-footed 57
Base Attack Bonus/Grapple +32/+36
Attack Bite +53 melee (1d6+21)
Full Attack Bite +53 melee (1d6+21) and gore +48 melee (1d6+21) and 2 claws +37 melee (1d6+10) and 2 tentacles +37 melee (1d4+10)
Space/Reach 10 ft/10 ft
Special Attacks awesome beauty, breath weapon, change shape, rend (2d6+33), spell-like abilities
Special Qualities blindsight 60 ft, DR 10/magic, DR 5/piercing, DR 10/silver, darkvision 60 ft, fast healing 5, immunity to acid, cold, confusion/insanity, disease, electricity, enchantments, energy drain, fire, poison, sleep and sonic, low-light vision, scent, SR 54, water breathing
Saves Fort +38, Ref +30, Will +29
Abilities Str 52, Dex 24, Con 34, Int 16, Wis 24, Cha 26
Skills Appraise +4, Balance +11, Bluff +10, Climb+22, Disguise +57, Hide +13, Jump +27, Listen +63, Move Silently +10, Perform (sing) +57, Search +8, Sleight of Hand +4, Spot +63
Feats (15+B) Aberration Blood (tail) [33], Alertness (B), Blind-Fight [21], Combat Reflexes [42], Dodge [6], Endurance [1], Flyby Attack [12], Enlarge Breath [30], Improved Flyby Attack [15], Improved Initiative (B), Inhuman Reach [36], Mage Slayer [18], Mobility [9], Pierce Magical Concealment [21], Maximize Breath [24], Heighten Breath [27], Stand Still [39], Steadfast Determination [3], Track (B)
Flaws Too Perfect (grants no feats because Maly Suano doesn’t need any)
Treasure Lots of jewelry made from platinum, gold, silver, bronze, copper, brass, adamantine and mithral, set with emeralds, rubies, sapphires, diamonds, topazes and crystals in every colour
Ability Drain (Su): Maly Suano’s bite can drain 1d4 points of Constitution if the victim fails a Fortitude save (DC 46). Maly Suano can use this ability three times per day.
Alternate Forms (Su): Maly Suano may take the form of any Humanoid creature, as if using an alter self spell cast by a 9th-level sorcerer, except it allows Maly Suano to take only Humanoid forms instead of Giant forms. Maly Suano may do this at will as a standard action.
Awesome Beauty (Su): This ability affects all humanoids within 30 ft of Maly Suano. Those who look directly at it must succeed on a Will save (DC 16) or be shaken for 1 minute. A creature that remains in range and continues to look at Maly Suano must continue to make saving throws against this ability every round. A successful saving throw while already shaken does not free the creature from the effect of the initial failed save. A failed save throw while shaken resets the duration of the shaken condition. Maly Suano can suppress or resume this ability as a free action. This is a mind-affecting fear effect.
Blood Dependency (Ex): If Maly Suano does not use its blood drain special attack against at least one living foe each day, it must make a DC 15 Fortitude save or become fatigued. Each day after the first that it does not drink blood directly from a living creature, the DC increases by 1 until it fails the save and becomes fatigued. After that, it must make a DC 20 Fortitude save each week (with the DC increasing by 1 each week thereafter) that it does not use its blood drain or become exhausted.
The fatigue or exhaustion caused by blood dependency cannot be eliminated by rest (though magic can offset the condition until Maly Suano fails another save). Using its blood drain ability eliminates Maly Suano’s fatigue immediately, or reduces exhaustion to fatigue.
Blood Drain (Ex): As a half-vampire, Maly Suano can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. It can’t drain more points of Contitution in a single hour than its Constitution score. When a half-vampire drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for up to 1 hour.
Breath Weapon (Su): Maly Suano’s breath weapon is a 30 ft line of prismatic light that deals 6d8 points of acid damage, 6d8 points of cold damage, 6d8 points of electricity damage, 6d10 points of fire damage, 6d8 points of force damage and 6d8 points of sonic damage. A successful Reflex save (DC 46) reduces damage by half. Creatures who fail their Reflex save are also blinded for 1d4 rounds. Creatures caught in the line must also succeed on a Fortitude save (DC 46) and a Will save (DC 46). Those who fail the Fortitude save gain 1 negative level and are deafened for 1d4 rounds. Those who fail the Will save are panicked for 1d4 rounds. If directed at a body of water, this breath weapon evaporates 1 cubic foot of water per point of damage dealt. Maly Suano can choose to deal nonlethal damage instead of lethal damage with its breath weapon. It can use its breath weapon once every 1d4 rounds.
Cause Rain (Su): Maly Suano can breathe storm clouds three times per day, causing rain. The rain lasts for 2d4 hours and extends in a 2-mile radius centered on Maly Suano.
Change Shape (Su): As a standard action, Maly Suano can change into a pseudonatural half-beast form, tentacle and hairy and all tooth and claw, but yet still divinely beautiful and strong.
Medium Hybrid: Str +46, Dex +34, Con +34, +28 natural armor, 50 ft, climb 20 ft, swim 30 ft, fly 40 ft (good), bite secondary attack (1d6+Str)
Maly Suano cannot be flanked in its Hybrid Form, and it’s not subject to critical hits. Material Plane creatures take a -1 morale penalty on attack rolls against Maly Suano in this form
Bite +76 melee (1d6+44), 2 claws +49 melee (1d4+22), 4 tentacles +49 melee (1d4+22)
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet and so does Maly Suano in its Hybrid Form. Opponents still have total concealment against it unless it can actually see them.
Disease (Ex): Filth fever—bite, Fortitude DC 63, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Maly Suano’s bite attack applies the filth fever disease while in its Hybrid Form.
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying, and so does Maly Suano in its Hybrid Form.
Improved Grab (Ex): To use this ability, Maly Suano must hit with a bite 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 rake.
Hold Breath (Ex): Maly Suano can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Keen Scent (Ex): Maly Suano can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Pounce (Ex): If Maly Suano charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +49 melee, damage 1d6+22.
Trip (Ex): If Maly Suano hits with a bite attack, it can attempt to trip the opponent (+44 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 Maly Suano.
Minotaur Cunning (Ex): Maly Suano has a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
Roar (Ex): Maly Suano can roar three times per day, creating a sound resembling metal scraping against stone. All creatures within 60 ft are automatically deafened for 1 round (no save).
Spell-like abilities:
At will--charm person, disguise self, empathy.
5/day--plane shift.
3/day--blink, blur, darkness, detect law, ethereal jaunt, holy aura, poison, protection from evil, protection from law, unholy aura.
2/day--horrid wilting, obscuring mist.
1/day--acid fog, aid, air walk, blasphemy, bless, burning hands, chain lightning, charm (mass), charm monster (mass), cone of cold, confusion, contagion, control water, control weather, control winds, cure serious wounds, desecrate, destruction, detect evil, dispel evil, dominate person, earthquake, elemental swarm*, enlarge person, enthrall, eyebite, faerie fire, fire shield, fire seeds, firestorm, flaming sphere, fog cloud, gaseous form, geas/quest, geas (lesser), glitterdust, hallow, hold monster, holy smite, holy word, ice storm, implosion, incendiary cloud, insanity, invisibility, invisibility (greater), invisibility (mass), iron body, magic stone, neutralize poison, Otto’s irresistible dance, produce flame, reduce person, remove disease, resurrection, scintillating pattern, sleep, speak with animals, soften earth and stone, spike stones, stinking cloud, stone shape, stoneskin, suggestion, suggestion (mass), summon monster IX**, Tasha’s hideous laughter, telekinesis, touch of idiocy, unhallow, unholy blight, wall of fire, wall of stone, water breathing, whirlwind, wind wall.
*Elemental Swarm can be used 1/day for each of the four elemental types.
**Summon Monster IX can be used 1/day to summon only celestials, 1/day to summon only fiends and 1/day to summon only pseudonatural animals or vermin. Select any celestial or fiendish animal or vermin that could be summoned by summon monster IX, but apply the pseudonatural template to the creature in place of the celestial or fiendish template.
Water Fire (Su): Six times per day, Maly Suano can surround itself in an aura of ghostly, flickering, multi-coloured flames while touching or submerged in water. The flames cause damage to any creature touching Maly Suano. Any creature that successfully hits Maly Suano with a natural weapon or a melee weapon causes the attacker to take 1d6 points of fire damage. This ability lasts for 1 minute or until it comes in contact with normal or magical fire. If the water fire is dispelled by fire, Maly Suano cannot activate this ability again for 2d6 minutes.
Barknotes:
For Maly Suano’s Half-Doppelganger part I made it so Maly Suano could simply access all Humanoid forms instead of just three, as if applying the Half-Doppelganger template several times, but not allowing the Wisdom bonus to stack with itself each time.
For the Half-Dragon parts I applied a special rule, being that I would not allow the ability score bonuses and such to stack from multiple Half-Dragon templates, otherwise Maly Suano would have over 500 Strength, over 200 Constitution and over 100 Intelligence, Charisma and natural armor. Furthermore, I sort of merged all the breath weapons together, adding up their damage (but making energy damage of the same type overlap) and area (hence a 30 ft line) and allowing Maly Suano to use it at will every 1d4 rounds. This for the sake of making it easy for me mostly, otherwise Maly Suano would have 32 different breath weapons! Merging the breath weapons might create a bit of an overkill attack, but I figure that that makes up for the much lower ability scores and natural armor, plus creating a much more elegant outcome. For this reason, I also had any Half-Dragon templates beyond the first apply only a +1 CR modifier.
For the Half-Fey part, I simply allowed Maly Suano to have the “X or Y 1/day” spell-like abilities as “X and Y 1/day”. Kind of like applying the Half-Fey template twice, except in limited fashion. The fey blood is strong in this one. Besides, some of the SLAs refer to spells that were removed from the 3.5 update.
For the Half-Janni part, I simply counted its Planar Jaunt ability to be the same as Planeshift, even though it’s normally limited to a handful of planes. It doesn’t really matter much when you can already shift to any plane a bunch of times per day, so one can just fluff it as the abilities synergizing and upgrading Planar Jaunt to Planeshift.
The lycanthrope hybrid forms were simply merged together (an actual ‘hybrid’ of all the forms), hence why it is Medium size, the same size as Maly Suano herself, considering lycanthrope base animals must be within one size category of the base humanoid or giant anyway.
Maly Suano’s base race was originally a Mongrelfolk, since that race already has all the nonreptilian humanoids mixed into it, prettymuch. Currently however, she has no base race, but it has to be humanoid. I forgot exactly how I got her to be a Medium Giant, since she has both Half-Minotaur and Half-Ogre applied, but it might be either dungeonbreeding or something like Permanently Reduce Person: Giant Edition or simply Return to Nature. Making the base race human or strongheart Halfling are favourite ideas. Kobold is also a possibility, though that would remove the reptilian template (Savage Species), reducing Str, Con, Wis and natural armour by 2 and lowering racial bonuses to Balance and Jump by 4. Picking a Small base race rather than Medium increases Str by 4, Con by 2 and reduces Dex by 2.
Every Half-template ever:
Half-Doppelganger: Wis +2, +2 natural armor, +2 racial bonus to Bluff and Disguise, Alertness bonus feat, immune to sleep and charm
SLA in Dragon 313, p 93
Half-Janni: Str +2, Dex +2, Int +2, Wis +2, +1 natural armor, Improved Initiative bonus feat, resistance to fire 5
SLA in Dragon 313, p 94
Half-Minotaur: Str +4, Con +2, Int -2, +2 natural armor, scent, darkvision, +2 to Listen, Search and Spot, Track bonus feat, primary gore attack (1d6+Str if Medium) it uses as a secondary attack if it also uses a weapon; also, Small or Medium creature becomes Large (this also increases speed by 10 ft)
Half-Nymph: Dex +2, Int +2, Wis +2, Cha +4, counts as fey for item use and spells, Awesome Beauty (Su) ability
Half-Ogre: Str +4, Int -2, Cha -2, darkvision, Giant blood; also, Small or Medium creature becomes Large (this also increases speed by 10 ft)
Half-Rakshasa: Dex +2, Con +2, Cha +2, +4 natural armor, DR 5/magic or piercing, two claw attacks (1d4+½ Str),+10 ft movement speed
SLAs in Dragon 313, p 96
Half-Satyr: +2 natural armor, +2 Hide, Listen, Move Silently, Perform (any one) and Spot, low-light vision, counts as fey for item use and spells, headbutt secondary attack (1d4+½ Str)
50x Half-Dragon = Str +400, Con +200, Int +100, Cha +100, +150 natural armor, bite (1d6+Str), two claw attacks (1d4+½ Str), immunity to all energy types
Unless ruled that multi-dragon does not stack: Str +8, Con +4, Int +2, Cha +2, +3 natural armor, bite (1d6+Str), two claw attacks (1d4+½ Str), immunity to all energy types
All Half-Outsiders = Str +8, Dex +6, Con +6, Int +6, Wis +4, Cha +6, +2 natural armor, Smite (Su) 1/day
SLAs in MM/SRD
All Half-Elementals = Str +6, Dex +4, Con +8, Int +6, Wis +4, Cha +6, natural armor +6, immunity to disease and effects from their own element (cold for air)
SLAs are in Manual of the Planes, p 189.
Half-Fey = Dex +2, Con -2, Wis +2, Cha +4, low-light vision, immune to enchantment spells and effects, butterfly wings granted fly speed twice as fast as fasted movement speed (average maneuverability)
SLAs are in Fiend Folio, p 90.
Half-Troll = Str +6, Dex +2, Con +6, Int -2, Cha -2, +4 natural armor, fast healing 5, scent, primary bite attack (1d6+Str), two secondary claw attacks (1d4+½ Str) and rend ability (2d4+1½ Str)
IMPORTANT: can be applied to dragons or outsiders and changes their type to Giant!
Half-Farspawn = Str +2, Dex +2, Con +6, Wis +4, Cha +2, +3 natural armor, two tentacle attacks (1d4+½ Str), blindsight 60 ft, immunity to poison, resistance to acid 10 and electricity 10, SR HD+10, DR 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more), Change Shape ability (see LoM 153)
SLAs are in Lords of Madness, p 152.
Half-Vampire = Str +2, Dex +2, Cha +2, +2 natural armor, +2 Bluff, Hide, Listen, Move Silently and Spot, Improved Initiative bonus feat, slam attack (1d6+Str), special abilities (see LM 107), DR 5/silver or magic, fast healing 1 if at less than half full hp, resistance cold 5 and electricity 5,
Also inherited templates:
Reptilian (SS 129): Str +2, Con +2, Wis +2, +2 natural armor, +4 Balance and Jump, scent, darkvision, two claw attacks (1d6+½ Str)
Strongheart Halfling base would be even better (bonus feat, extra size increase (for a total additional stat change of +2 Str, +2 Con), etc), which would still have the same end result of Medium Giant
I found this on an old external harddrive of mine after having a conversation about it on the GitP Facebook group page. To be honest, I always figured that with how easily you can stack templates, there should've been a BBEG at some point having thought to start a breeding program and make some good Evil use of that stackage. I decided to simply name the results Mary, Susan, Marty, Garrett and Stewart. Sex undetermined. Enter the same plane at your own risk.
Suggestions for feat choice and skill point distribution improvements are welcome. Better CR estimations as well.
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