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    The Vorpal Tribble's Avatar

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    Lightbulb [Template] Blazing glory!

    Plasma

    Some creatures with ties to fire are born with a more intimate bond to the element than others of their kind. Tireless and swift, they soon realize just how different as they lose their corporeal forms as they rise to a higher state of energy. They literally come apart and become as amorphous as flame itself.

    A rare few without the natural inclination are also transformed as they absorb more elemental energy than they can hold, often as the experiment of another or one versed in the ways of energy. Others maybe come to be from accidentally exposure to supercharged pockets of elemental fire. Those that do not explode revert to a new state.

    Plasma creatures tend to retain their original forms in only the vaguest way, the floating outline translucent as the rest sparks and blaze in many shades of fiery illumination. Fingers of jagged light explode across it continuously.

    -=-=-=-=-=-=-

    Sample Plasma Creature

    Plasma Fire Elemental, Large



    Large Elemental (Fire)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +11
    Speed: Fly 60 ft. (perfect)
    Armor Class: 17 (–1 size, +1 deflection, +7 dex), touch 17, flat-footed 10
    Base Attack/Grapple: +6/-
    Attack: Plasma storm +13 ranged touch (4d6 electricity and fire)
    Full Attack: Plasma storm +13 ranged touch (4d6 electricity and fire)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Plasma storm
    Special Qualities: Blindsight 60 ft., damage reduction 10/–, elemental traits, energized, immunities, immunity to fire, ionic, superstate, vulnerability to cold
    Saves: Fort +6, Ref +13, Will +2
    Abilities: Str -, Dex 25, Con 18, Int 6, Wis 11, Cha 13
    Skills: Listen +5, Spot +6
    Feats: Dodge, Improved Initiative(B), Mobility, Spring Attack, Weapon Finesse(B)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 9–15 HD (Large)
    Level Adjustment: -

    This inferno hovers above the ground, more like a cloud of color than a blazing fire, resembling much an aurora, though one constantly blazing with electricity. Tendrils of colorful gas reach out like questing fingers from the main mass.

    Combat

    Energized (Ex): A plasma creature can move and attack normally even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

    Ionic (Ex): A plasma creature takes no damage from electricity, and for every 2 hit dice of damage dealt it its Dexterity increases by 1 for 1d4 rounds. Increases from multiple electrical attacks stack. If a plasma creature's dexterity increases to half again its normal total it acts as if Hastened. If its dexterity score is doubled however it flies apart, too energetic to hold itself together. It cannot make any actions of any kind, nor can it be harmed. It requires 1 round per point of bonus dexterity at the time it flew apart to pull itself back together again. It is at its normal dexterity score when it recombines and is not hasted.

    Immunities: A plasma creature gains immunity to blinding, disease, exhaustion, fatigue, gaze attacks, and poison.

    Plasma Storm (Ex): A large plasma fire elemental can release a bolt of charged plasma as a ranged touch attack. This deals 4d6 points of total damage. This damage is half fire and half electricity (if an odd number, the extra point of damage goes to fire). The elemental may send out up to 4 bolts, each bolt dealing 1d6 points of damage, one bolt dealing 4d6, or 2 bolts dealing 2d6.

    Superstate (Ex): A plasma creature is always in a state of energetic flux, its exact shape acting much as a gas. It can pass through small holes or narrow openings, even mere cracks. A plasma creature can't enter water or other liquid. It also can’t manipulate objects or activate items.

    Other creatures may occupy the same space as a plasma creature. Those that do so at the end of their round automatically take 4d6 damage as if hit by a plasma bolt.

    -=-=-=-=-=-

    Creating A Plasma Creature
    "Plasma" is a template that can be either inherited or acquired, added to any living creature with the fire subtype, hereafter referred to as the base creature.

    A plasma creature uses all the base creature's statistics and special abilities except as noted here.

    Size and Type: Same as base creature.

    Speed: A plasma creature loses all its speeds. It gains a fly speed of 60 fee or its original fly speed, whichever is better. Maneuverability is perfect.

    Armor Class: A plasma creature loses all natural and worn armor bonus. It gains a deflection bonus equal to its modified Charisma modifier.

    Special Attacks: A plasma creature loses all attacks requiring physical contact, and gains the following special attack.

    Plasma Storm (Ex): A plasma creature can release a bolt of charged plasma out to 60 feet as a ranged touch attack. This deals 1d6 points of damage per 2 HD of the base creature, minimum 1d6 (if an odd number, the extra point of damage goes to fire). This damage is half fire and half electricity. The plasma creature may send out as many bolts as it wishes, though the damage it can do once per round must be split between them, each bolt dealing at least 1 hit die of damage.

    For example a 6 HD creature could release 3 bolts, each doing 1d6 points of damage, or one bolt dealing 3d6 points of damage, or any combination.

    Special Qualities: A plasma creature retains all qualities of the base creature and gains the following qualities.

    Blindsight (Ex): A plasma creature loses its lowlight vision and darkvision if it has it. It gains blindsight out to 60 feet or the range of its former darkvision, whichever is more.

    Energized (Ex): A plasma creature can move and attack normally even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.

    Damage Reduction: A plasma creature gains damage reduction 10/-.

    Ionic (Ex): A plasma creature takes no damage from electricity, and for every 2 hit dice of damage dealt it its Dexterity increases by 1 for 1d4 rounds. Increases from multiple electrical attacks stack. If a plasma creature's dexterity increases to half again its normal total it acts as if Hastened. If its dexterity score is doubled however it flies apart, too energetic to hold itself together. It cannot make any actions of any kind, nor can it be harmed. It requires 1 round per point of bonus dexterity at the time it flew apart to pull itself back together again. It is at its normal dexterity score when it recombines and is not hasted.

    Immunities: A plasma creature gains immunity to blinding, disease, exhaustion, fatigue, and gaze attacks.

    Superstate (Ex): A plasma creature is always in a state of energetic flux, its exact shape acting much as a gas. It can pass through small holes or narrow openings, even mere cracks. A plasma creature can't enter water or other liquid. It also can’t manipulate objects or activate items.

    Other creatures may occupy the same space as a plasma creature. Those that do so at the end of their round automatically take full damage as if hit by a single plasma bolt.

    Abilities: Increase from the base creature as follows: Dex +4, Con +2, Cha +2. A plasma creature has no Strength score.
    Challenge Rating: Up to 3 HD, same as the base creature +1; 4-10 HD, same as the base creature +2; 11+ HD, same as base creature +3.
    Last edited by The Vorpal Tribble; 2007-08-18 at 06:52 PM.

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    Eighth_Seraph's Avatar

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    Default Re: [Template] Blazing glory!

    Ooh, that looks nice. Maybe make it so that when a plasma creature is hit with fire damage, it instead heals half of the damage it would have taken. Not sure how the physics work, but it would be good for the Material plane. Would be far too powerful on the plane of fire, though.

    Hrm. Nevermind, nice template. Would corporeal creatures like fire giants still be recognizable as what they were? And, more importantly, who they were?
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    Default Re: [Template] Blazing glory!

    Quote Originally Posted by Eighth_Seraph View Post
    Would corporeal creatures like fire giants still be recognizable as what they were? And, more importantly, who they were?
    What they were? Probably, but sort of hazy. Detailed enough to know individuals amongst them... I'd just leave that up to the DM.

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