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View Full Version : D&D 3.x Other Unnamed Aberration Template [In Progress]



gooddragon1
2017-01-24, 08:05 AM
Template Race
Type: Aberration

30 ft., Climb 30 ft., Swim 30 ft.
Age Categories: As Elan
Favored Class: Any
+2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence
3 Racial HD. Unlike normal aberrations, they get full base attack bonus.
CR: +?
LA: +?
Fluff: ?

Blindsight (Ex)

A ~ can sense all foes within 40 feet as a sighted creature would. A ~'s blindsight functions based on hearing.

Blindsense (Ex)

A ~ notices and locates creatures within 80 feet. A ~'s blindsense functions based on hearing.

Breathless (Ex)

A ~ does not need to breathe, so it has immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

Camouflage (Ex)

While stationary, a ~ may make a hide check even while being observed at a +10 bonus.

Create Spawn (Ex and Su)

A humanoid or monstrous humanoid bitten by a ~ that fails a fortitude save DC 10 + 1/2 HD + Con each day becomes a ~ after 1 week unless it recieves a remove disease spell within that time. A can use its hand to make a bite attack that deals 1d6 damage in addition to this create spawn ability (it may choose not the use this ability when making a bite attack with its hand).

Darkvision (Ex)

A ~ has darkvision out to 60 feet.

Energy Resistance (Ex)

A ~ has energy resistance 10 against cold and fire.

Low-Light Vision (Ex)

A ~ can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.

Natural Cunning (Ex)

~ possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables it to function as though it had the track feat. Further, a ~ is never caught flat-footed. A ~ has an eidetic memory and is able to deduce exactly what time it is at all times through such memory. A ~ can intuit it's exact elevation and exactly what direction it is facing (including the difference with precision between cardinal directions such as north and west). A ~ that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if it were actively looking for it. A ~ has a +10 racial bonus on all survival checks. If a skill is a class skill for one of the classes a ~ has it can always be bought at a 1 skill point for 1 rank basis.

Powerful Build (Ex)

Although it appears to be a normal humanoid or monstrous humanoid, the physical stature a ~ lets it function in many ways as if they were one size category larger. Whenever a ~ is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ~ is treated as one size larger if doing so is advantageous to it. A ~ is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A ~ can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of its actual size. ~ base land speed is 30 feet. Additionally, ~ can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). The total armor check penalty a ~ incurs at any time is reduced by 2. A ~ has a +4 racial bonus on fortitude saves. A ~ has a natural armor bonus of +1. A ~ heals naturally at double rates and automatically becomes stable when reduced to between -1 and -9 hp. A ~ is treated as a large quadruped when determining its carrying capacity. A ~ has a slam attack that deals damage equal to a club appropriately sized for a creature one size category larger than it (1d8 for a medium creature). The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Powerful Charge (Ex)

A ~ can generate tremendous force in a small distance and launching itself like a coiled spring at opponents (Treat this as a charge, even though the ~ does not need to move 10 feet before attacking). When charging, a ~ deals double damage with a melee weapon and does not take a -2 penalty to AC.

Scent (Ex)

A ~ can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a ~ detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The ~ can take a move action to note the direction of the scent. Whenever a ~ comes within 5 feet of the source, it pinpoints the source’s location.

Slight Build (Ex)

Although it appears to be a normal humanoid or monstrous humanoid, the physical stature of ~ lets it function in many ways as if it were one size category smaller. Whenever a ~ is subject to a size modifier or special size modifier for an opposed check (such as Hide), the ~ is treated as one size smaller if doing so is advantageous to it. A ~ is also considered to be one size smaller when "squeezing" through a restrictive space. A ~ can use weapons designed for a creature one size smaller without penalty. A ~ has a +4 racial bonus on reflex saves. However, the space and reach of a ~ remain those of a creature of its actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Sustainment (Ex)

A ~ requires no sleep, food, or water to survive.

Tremorsense (Ex)

A ~ can detect and pinpoint any creature or object within 60 feet in contact with the ground.

Ursus Spelaeus
2017-01-24, 09:21 AM
That's a lot of stuff going on, man.
Why are you designing this?

gooddragon1
2017-01-24, 09:44 PM
That's a lot of stuff going on, man.
Why are you designing this?

While playing Skyrim, I had a conversation with one of the characters who said the Companions could take on dragons if they attacked Whiterun ("they hope" added afterwards). I thought to myself, if only they wouldn't belong to Hircine afterwards, having the town guard be werewolves would be great. Vampires have problems with the sun. What if there were some sort of genetically modified template (a wizard did it) to make people stronger without significant drawbacks (other than level adjustment of course). So, I put in all this stuff that makes this template adaptable and a mish mash of several different things (thoqqua charge, elf noticing stuff, minotaur cunning, slight build, powerful build, etc.).

So, the next time something attacks a town and the guard are called out, the attackers may get more than they bargained for.