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Old 08-12-2011, 01:32 PM   Top  -  End  -  #1
zagan
Troll in the Playground
 
 
Join Date: Jul 2007
Default [3.5] The Revised (and Expanded) Template Project

REVISED TEMPLATE PROJECT

Summary

Introductions

It’s been a little more than a year since I’ve finished working on the first version of my Template project. Since then it has been and still is being playtest in my pbp campaign. This as allow me to better evaluate my work and to realize that it was deeply flawed. The concept is sound but it lack elegance, finish and most importantly balance. I don’t know how I manage to think that the Exiled template was balance with the other for example, the Artificial and Wonderful template are both fine mechanically but they both are passive template, they grant a few benefit that you mark on your character sheet and that’s all, in short boring. This is why I decided to rework the project nearly from the ground up, you will find in this thread the result of this reworking. In addition to this rework, I’ve also add a lot of material, mostly in the form of alternate class feature and prestige class. This was done to give more option to the player and the DM that may wish to use my work. I hope you will appreciate my work and thank you in advance for reading it.

Arthropod Template

An arthropod solar

Sample Arthropod Creature:
Spoiler


Creating an Arthropod Creature: Arthropod is a template that can be applied to any non-vermin (referred to hereafter as the base creature).
An arthropod has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to vermin. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

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

Speed: The creature gain a Climb speed equal to half is base land speed, minimum 5 feet.

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The arthropod’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Attack: The creature gain a poisonous bite attack as a primary natural weapons. If the base creature can use weapons, the arthropod retains this ability. If the base creature posses more than one heads, it gain one bite attack per heads, all primary natural weapon.

Full attack: An arthropod fighting without weapons uses its bite and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack.

Damage: Arthropod have a bite attack. If the base creature does not have one, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Size
Bite Damage
Fine
1
Diminutive
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
3d6
In addition any creature taking damage from the bite is poisoned.

Poison (Ex): Once per day by taking one minute of concentration an arthropod can choose what type of poison its bite attack will deliver for the rest of the day, it’s always an injury poison with a save DC equal to 10 + 1/2 arthropod’s HD + arthropod’s Con modifier

Initial
Secondary
1d4 Str
1d4 Str
1d4 Dex
1d4 Dex
1d4 Con
1d4 Con
1d3 Int
1d3 Int
1d3 Wis
1d3 Wis
1d3 Cha
1d3 Cha

Special attacks: An arthropod retains all the base creature special attacks and gains those describe below.

Poison Application (Ex): Once per round, as a move action, an arthropod can lick a manufactured weapon it is holding to apply its poison to it. Any creature taking damage from the weapon is poisoned as normal. If an Arthropod use this ability its bite attack isn’t poisonous until the start of the next round.

Mindless Defense (Ex) Three times per day, when target by a mind-affecting effect, an arthropod can, as an immediate action, choose to briefly become mindless. This grant it immunity against the effect in question and most likely void it completely. Once an arthropod as used this ability it is staggered for one round.

Special qualities: An arthropod lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision out to 60 feet and tremorsense out to 60 feet.

Tremorsense (Ex): An arthropod can detect and pinpoint any creature or object within 60 feet in contact with the ground.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an arthropod Fortitude’s save change to good (equal to two plus half Hit dice round down), while its Reflex and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged, unlike most vermin arthropod aren’t Mindless unless the base creature was. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: An arthropod gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the arthropod. In addition Climb and Knowledge (nature) are always class skills for an arthropod.
Also an arthropod gain a +8 racial bonus on Climb check, it can take 10 on Climb checks, even if rushed or threatened, and it can use its Dexterity modifier instead of its Strength modifiers on Climb checks.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become an arthropod it’s skin change into a chitin like material often in dark green or brown color but more vibrant color such yellow or red also exist. Its mouth change into a pair of mandible. Its hands, feet or paws often take on a more segmented appearances. It’s eyes become multifaceted and a little bulbous. Finally if it possess wing they become translucent.

Change Log:
Spoiler
__________________
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

My homebrewer's Extended Signature
My character :
Spoiler

Last edited by zagan : 12-01-2011 at 01:26 PM.
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Old 08-12-2011, 01:33 PM   Top  -  End  -  #2
zagan
Troll in the Playground
 
 
Join Date: Jul 2007
Default Re: [3.5] The Revised (and Expended) Template Project

Artificial Template

An iron artificial badger

Sample Artificial Creature:
Spoiler


Creating an Artificial Creature: Artificial is a template that can be applied to any non-construct (referred to hereafter as the base creature). An artificial can be made of different material, either bronze, glass, iron, stone or in some case complicated gear, called clockwork, the type of material is chosen when the template is gained and cannot be changed thereafter.
An artificial has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to construct with the Living construct subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Spoiler


Hit Dice: All racial Hit dice (including those gain after the application of this template) become d10

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The artificial’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal, in addition a clockwork artificial grinding gear ability grant it a +4 bonus on grapple check.

Attack: The creature gain either a slam attack, for clockwork, bronze, iron or stone artificial, or a rake attack for glass artificial. In both case it act as a primary natural weapons. If the base creature can use weapons, the artificial retains this ability

Full attack: An artificial fighting without weapons uses its slam or rake and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its slam as a natural secondary attack.

Damage: Artificial have a slam or rake attack. If the base creature does not have one, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater. A glass artificial rake attack has a critical threat range of 19-20.

Size
Slam Damage
Rake Damage
Fine
1
1
Diminutive
1
1d2
Tiny
1d2
1d3
Small
1d3
1d4
Medium
1d4
1d6
Large
1d6
1d8
Huge
1d8
2d6
Gargantuan
2d6
3d6
Colossal
3d6
4d6

Special abilities: An artificial retains all the base creature special attacks except for those that depend on a biological mechanism, such as poison or disease (the DM is final judge on what type of attack this may apply too), and gains those describe below either common to all artificial or depending on what material they are made of.

Deploy Spike (Ex): An iron artificial can, as a swift action, deploy multiple small spikes and blades at the end of it’s fist. This change the damage done by his natural attacks (such as its slam) and unarmed strike to bludgeoning, piercing and slashing damage. In addition when deployed in this way its natural attack and unarmed strike overcome damage reduction as if there were made of adamantine. The spikes and blades can be retract as a swift action.

Conductivity (Su): A bronze artificial can, as a swift action, channel electricity to his fist for a number of rounds equal to it’s constitution modifier (minimum 1). When channeling electricity in this way a bronze artificial deal an additional 1d4 points of electricity damage when striking with it’s natural attacks (such as its slam) or unarmed strike. Once a bronze artificial has stop channeling electricity it must wait 1 minute before using this ability again.

Piledriver (Ex): A stone artificial can strike a foe and literally plant him into the ground. As a full-round, it can make a single melee attack against any one opponent either smaller than itself or if it is on higher ground than the opponent. This attack deal twice the normal amount of damage, (twice weapon damage plus twice Str modifier and other bonus) and if the target is standing on a lose terrain (earth, sand or mud) it must succeed on Reflex save (DC 10 + 1/2 stone artificial’s Hit dices + stone artificial’s Str modifier) or be partially planted into the ground. A creature planted into the ground is immobilizedToM p140 until it, or an adjacent creature, succeed on a Strength check as a standard action (same DC as the reflex save) to free itself. Once a stone artificial has used this ability it must wait 1 minute before using it again.

Special qualities: An artificial lose all the trait from it’s previous type but otherwise has all the base creature special qualities except again for those that depend on a biological mechanism, such as regeneration or scent (the DM is final judge on what type of abilities this may apply too), and also gain those describe below either common to all artificial or depending on what material they are made of.

Spell Vulnerabilities (Ex): An artificial creature particular makeup mean that they are vulnerable to certain spell or effect depending on the material that made them as describe on the table below.

Material
Spell/Effect
Consequence
Iron or BronzeHeat or Chill metalAs if wearing metal armor
Iron, Bronze or StoneRepel metal or stoneAs if wearing metal armor
Iron or BronzeRusting Grasp2d6 dmg, Ref half DC 14 + modifier
Iron or BronzeRust monster touch2d6 dmg, Ref half DC 17
StoneStone to Flesh1 Con dmg, Fort negates DC 16 + modifier
StoneSoften earth and stoneStun for 1 round, Fort negates DC 12 + modifier
GlassVariousCount as a crystalline creature
ClockworkArcane LockWork as Hold Monster but with a range of touch
ClockworkKnockConfuse for 1d4 rounds, Will negates DC 12 + modifier

Light Fortification (Ex): When a critical hit or sneak attack is scored on an artificial, there is a 25% chances that the critical hit or sneak attack is negated and damage is instead rolled normally.

Grinding Gear (Ex): Any creature grappling with a clockwork artificial take an amount of damage per round depending on the clockwork artificial size as show on the table below. Any creature striking a clockwork artificial with a natural weapon or an unarmed strike take the same amount of damage. Finally a clockwork artificial gain a +4 bonus on all grapple check.

Size
Grinding Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
2d6
Huge
3d6
Gargantuan
4d6
Colossal
5d6

Stone Fortitude (Ex): A stone artificial gain damage reduction equal to 1 per four Hit dice overcome only by adamantine weapon.

Iron Resilience (Ex): An iron artificial gain one additional hit point per Hit dice.

Metal Repulsion (Su): A bronze artificial gain a +2 racial bonus to AC against attack made with metal weapon.

Light Reflection (Su): A glass artificial can amplify the light passing through him to blur the edge of his silhouette. When in condition of bright illumination, under the sun or in the area of a light spell for example, a glass artificial can as a swift action gain a 5% miss chance per two Hit dice against all attack. This last for a number of round equal to the glass artificial’s Constitution modifier. Once a glass artificial has stop amplifying light it must wait 1 minute before using this ability again.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, all the base creature’s saving throw change to poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: An artificial gains +2 Constitution. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6, +2 from the adjustment mentioned previously.

Skills: An artificial gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the artificial. In addition Craft and Knowledge (arcana) are always class skills for an artificial.
Like a Warforged an artificial can use the Craft skill to repair itself. (For detail see ECS p46)

Feats: Same as base creature.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become an artificial it change to look like a statue made of the material they are made of. An iron artificial look serrated and spiky. A bronze artificial look polish and lighting is often seen dancing on its skin. A glass artificial is partly transparent and look sharp at the edge. A stone artificial appear very heavy and unwavering. A clockwork artificial is made of constantly moving gear that made it look fake and even more unnatural than the other.

Change Log:
Spoiler


Bizarre Template

A bizarre wolf mount

Sample Bizarre Creature:
Spoiler


Creating a Bizarre Creature: Bizarre is a template that can be applied to any non-aberration (referred to hereafter as the base creature).
A bizarre has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to aberration. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged. A bizarre with the mind thrust mutation gain the Psionic subtype.

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

Speed: A bizarre with the leg mutation gain a +10ft bonus to its base land speed.

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The bizarre’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Attack: A bizarre with the tentacles mutation gain one or two tentacles attack as primary natural weapons. If the base creature can use weapons, the bizarre retains this ability

Full attack: A bizarre with the tentacles mutation fighting without weapons uses its tentacles and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles as a natural secondary attack.

Damage: Bizarre with the tentacles trait have one or two tentacles attack. If the base creature does not have one, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Size
Tentacles Damage
Fine
1
Diminutive
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
3d6

Special attacks: A bizarre retains all the base creature special attacks plus any special attack that may be granted by a mutation (see below).

Special qualities: A bizarre lose all the trait from it’s previous type but otherwise has all the base creature special qualities, and gains darkvision 60ft, fast healing 1, alien mind and two mutations.
In addition even if humanoid shaped a bizarre does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

Alien Mind (Ex): A bizarre mind work in very strange way, this provide some benefit, it gain + 4 racial bonus on Will save against mind-affecting effect and anyone attempting to read its though in any way must make a Will save (DC equal to 10 + half Bizarre creature hit dice + Cha modifier) or become confused for 1d4 round.

Mutation (Ex, Sp, Ps or Su): A Bizarre gain two of the mutations, described here, chosen at the time this template is gained, unless otherwise note a Bizarre creature can’t have the same mutation more than once.
  • Copy (Sp): A bizarre with this mutation can use the following illusion spell as spell-like ability at will depending on it’s Hit dice.

    Hit Dice
    Spells
    0-6
    Silent Image
    7-12
    Minor Image
    13-18
    Major Image
    19 or more
    Persistent Image

    It can only use this ability to create copy of itself and it can only have one copy at a time. If the spell-like ability require concentration, it can concentrate on it as a move action instead of a standard action and it can still concentrate on other spell or power and even cast or manifest one while concentrating on its copy. The caster level of this spell-like ability is equal to the bizarre hit dice and the save DC to disbelieve the effect is equal to 10 + ½ bizarre’s HD + bizarre’s Cha modifier.
  • ---------
  • Healing Blood (Ex): A bizarre with this mutation can as a standard action touch a willing living creature, upon doing so the bizarre take an amount of damage of it’s choice, up to a maximum equal to it’s current hit points and the touched creature regain hit point equal to the amount of damage taken by the bizarre. The damage that the bizarre take in this way cannot be prevent in any way but it heal normally. If the bizarre creature posses at least eight Hit dices, it can use this ability as a move action, and if it posses at least sixteen Hit dices it can use it as a swift action.
  • ---------
  • Leg (Ex): A bizarre with this mutation can grows a pair legs in addition to any other limbs he may have. This improved it’s base land speed by 10 ft and give it a +4 bonus to resist being bull-rushed or tripped. In addition once per day per four Hit dice it posses (minimum 1) it can make one additional 5-foot step in a round, even if it has already made one or moved in this round, it can also chose to move normally after having made this bonus 5-foot step.
  • ---------
  • Magic Sensor (Su): A bizarre with this mutation is considered to always be using Detect magic as if he had concentrate for 3 round but with a range of only 10 ft. The bizarre can increase the range to 60ft for one round with a standard action. If the bizarre posses ten hit die it can increase the range as a move action, if the bizarre posses fifteen Hit die it can increase the range as a swift action. Finally if the bizarre posses twenty Hit die it can increase the range as a free action.
  • ---------
  • Mind Thrust (Ps): A bizarre with this mutation can use Mind Thrust, as the power, as a psi-like ability with a manifester level equal to it’s hit dice three times per day, the save DC is charisma based. Like all psi-like ability it’s automatically augmented depending on the bizarre hit dice. In addition a bizarre with this mutation gain the psionic subtype. Special: This trait can be taken more than once, each times granting three more uses per day.
  • ---------
  • Minion (Sp): A bizarre with this mutation can bring creature to his help. Three time per day it can use summon monster I, as the spell, but it only need a standard action to use it and the summoned creature is pseudonaturalCar p160 instead of Celestial or Fiendish. For every three Hit dices the bizarre creature posses it summon one additional creature of the same type when using its minion ability. A bizarre caster level is equal to its Hit dice for this purpose. Special: This trait can be taken more than once, each times granting three more uses per day.
  • ---------
  • Parabolic Ear (Ex): A bizarre with this trait gain a +4 racial bonus on listen check, if it posses eight Hit dices it also gain blindsense out to 30 feet, if it posses sixteen Hit dices it gain blindsight out to 30 feet instead.
  • ---------
  • Slime Projection (Ex): A bizarre with this trait can as a standard action project a slime-like liquid at one creature within 10ft with a ranged touch attack. Any creature hit with this slime his entangled for 1d4 rounds unless they succeed on a Reflex save (DC equal to 10 + ½ bizarre’s HD + bizarre’s Con modifier). The ranged of this ability improved by 5ft per Hit dice of the bizarre creature and it can use it a number of times per day equal to half it’s Hit dice (minimum 1).
  • ---------
  • Tentacles (Ex): A bizarre with this trait grow one tentacle that can be use a primary or secondary natural attack, see the section about attack for more detail. Special: This trait can be taken twice.
  • ---------
  • Warping Flesh (Ex): A bizarre with this trait can make a special disarm attempt as a immediate action against any opponent that successfully strike it with a manufactured melee weapon. This does not provoke attack of opportunity. This disarm attempt is not made with a weapon but with the bizarre very body, the bonus on the opposed attack roll is equal to the bizarre’s bab + bizarre’s Str modifier + 8 (as a racial bonus). If the disarm attempt is successful the weapon is struck into the bizarre body. A full-round action is need to dislodge it. A bizarre can only have one weapon at a time lodge into its body in this way. While a weapon is lodge in the bizarre’s body, the bizarre gain bonus hit point equal to half the weapon hardness (round down).

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a bizarre Will’s save change to good (equal to two plus half Hit dice round down), while Fortitude and Reflex’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: A bizarre gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the bizarre. In addition Knowledge (dungeoneering) is always a class skill for a bizarre.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a bizarre the change can manifest into any number of way, even two bizarre that were formerly of the same race with the same mutation can be completely different. The copy mutation generally doesn’t change the creature in any way but occasionally the creature may manifest an organ on the top of their head that flash when they use it. The healing blood mutation on the other hand is often much more visible with thick vein visible through the skin carrying blood of various color, sometimes even changing color. The leg mutation is one of the most obvious with an additional pair of leg ranging in look from identical from preexisting one to completely different. Those with the magic sensor mutation, have eyes that invariably glow in one color or another, purple being the most common. The minion mutation doesn’t produce any visible effect except when used in this case translucent cords of flesh link the summoned creature to the bizarre that summon it. Parabolic ear is an obvious mutation with disproportioned ear that can turn in any and all direction, but their precise shape vary greatly. The slime projection mutation can be obvious with slime dribbling for the creature mouth and sometimes hidden, the slime coming from a small opening in the creature hand for example. If a bizarre as grown one or two tentacles they are often obvious, but sometimes they hide themselves in opening of the body or some fold in the creature skin. Finally the warping flesh mutation is one of the most disturbing, with opening and closing of the creature flesh, change in color, shape or texture. Above and beyond the mutation some bizarre creature exhibit change that do seem to have any purpose be simply make the creature look different.

Change Log:
Spoiler


Breather Template

An human breather

Sample Breather Creature:
Spoiler


Creating an Breather Creature: Breather is a template that can be applied to any non-dragon (referred to hereafter as the base creature).
A breather has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to dragon. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Hit Dice: All racial Hit dice (including those gain after the application of this template) become d12

Armor Class: The creature natural armor bonus improve by 2.

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The breather’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: A breather retains all the base creature special attacks and gains a breath weapon as describe below and access to one least draconic invocations, see below for detail.

Breath weapon (Su): This breath weapon is usable once every 1d4 rounds, the type of breath weapon depend on the type pf the base creature as describe on the table below. A breather breath weapon is either a line with a length equal to 5 feet per Hit dice or a cone with a radius equal to 5 feet per two Hit dices and it deal one dice of damage per three Hit dices of the creature, the size of the dice depend on the type of breath weapon as indicated in the table. A successful Reflex save (DC 10 + ½ breather’s Hit dices + breather’s Con modifier) reduces this damage by half. A creature taking damage from the breath weapon will often need to make a second save (Fort, Ref or Will) to avoid an effect mentioned in the breath description, the save DC is the same as for the Reflex save. The type of damage dealt by each breath weapon is indicated in it’s description.

Original Type
Breath Weapon
Dice Size
Shape
Aberration
Sickening Breath
d6
Cone
Animal
Frightening Breath
d4
Cone
Construct
Slowing Breath
d4
Cone
Elemental
Energy Breath
d8
Line
Fey
Confusing Breath
d4
Cone
Giant
Boulder Breath
d10
Line
Humanoid
Weakening Breath
d4
Cone
Magical Beast
Dispelling Breath
d6
Cone
Monstrous Humanoid
Stunning Breath
d8
Line
Ooze
Paralyzing Breath
d8
Cone
Outsider
Blinding Breath
d8
Line
Plant
Entangling Breath
d6
Cone
Undead
Negative Breath
d6
Line
Vermin
Poisoning Breath
d4
Cone
  • Sickening Breath (Su): If the base creature was an aberration prior to gaining this template it gain a sickening breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or become sickened for 1 minute, if already sickened the creature become nauseated instead.
  • ---------
  • Frightening Breath (Su): If the base creature was an animal prior to gaining this template it gain a frightening breath weapon dealing untyped damage. Any creature taking damage must also make a Will save or become shaken for 5 rounds, if already shaken the creature become frightened instead, if already frightened the creature become panicked instead.
  • ---------
  • Slowing Breath (Su): If the base creature was a construct prior to gaining this template it gain a slowing breath weapon dealing untyped damage. Any creature taking damage must also make a Will save or become slowed as per the spell for 5 rounds.
  • ---------
  • Energy Breath (Su): If the base creature was a elemental prior to gaining this template it gain an energy breath weapon dealing damage depending on the creature subtype.
    Subtype
    Damage
    Air
    Electricity
    Earth
    Acid
    Fire
    Fire
    Water or Cold
    Cold
    If it has multiple subtype or none of the above before gaining this template it choose one for the purpose of this ability upon gaining this template.
  • ---------
  • Confusing Breath (Su): If the base creature was a fey prior to gaining this template it gain a confusing breath weapon dealing untyped damage. Any creature taking damage must also make a Will save or become confused for 2 rounds.
  • ---------
  • Boulder Breath (Su): If the base creature was a giant prior to gaining this template it gain a boulder breath weapon dealing bludgeoning damage. Any creature taking damage must also make a Strength check (same DC as the Reflex save) or be push back 5 feet + 5 feet for each five point below the DC.
  • ---------
  • Weakening Breath (Su): If the base creature was an humanoid prior to gaining this template it gain a weakening breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or become fatigued for 1 minute, if already fatigued the creature become exhausted instead.
  • ---------
  • Dispelling Breath (Su): If the base creature was a magical beast prior to gaining this template it gain a dispelling breath weapon dealing untyped damage. Any creature taking damage is also the subject to an effect identical to the area option of the dispel magic spell. For this purpose the caster level is equal to the breather creature Hit dice but with no maximum.
  • ---------
  • Stunning Breath (Su): If the base creature was a monstrous humanoid prior to gaining this template it gain a stunning breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or be stunned for 1 round.
  • ---------
  • Paralyzing Breath (Su): If the base creature was an ooze prior to gaining this template it gain a paralyzing breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or be paralyzed for 1 round.
  • ---------
  • Blinding Breath (Su): If the base creature was a outsider prior to gaining this template it gain a blinding breath weapon dealing untyped damage. Any creature taking damage must also make a Fortitude save or become blinded for 5 rounds.
  • ---------
  • Entangling Breath (Su): If the base creature was a plant prior to gaining this template it gain a entangling breath weapon dealing untyped damage. Any creature taking damage must also make a Reflex save or be entangled for 5 rounds.
  • ---------
  • Negative Breath (Su): If the base creature was an undead prior to gaining this template it gain a negative breath weapon dealing negative energy damage. Any creature taking damage must also make a Fortitude save or take take 1 point of Strength damage. An undead creature affected by this breath weapon is healed instead of harmed and do not take any Strength damage.
  • ---------
  • Poisoning Breath (Su): If the base creature was a vermin prior to gaining this template it gain a poisoning breath weapon dealing untyped damage. Any creature taking damage is also poisoned, with a contact poison that deals 1d4 points of Constitution damage as initial and secondary damage, the Fortitude save DC to resist the poison effect is equal to the Reflex save of the breath weapon.

Draconic Invocations (Sp): A breather creature as access to one least draconic invocations taken from the dragonfire adeptDM p24 list of invocationsDM p78. The least invocations is chosen when the template is gained and this choice cannot be changed once it has been made. The breather creature can use this invocation at will, with a caster level equal to its Hit dice and the save DC of the invocation, if any, is Charisma based.

Special qualities: A breather lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision out to 60 feet, low-light vision and immunity to magic sleep effects and paralysis effects. In addition even if humanoid shaped, or able to assume such shape, a breather does not gain proficiency with any type of weapon by virtue of this template.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow:, all the base creature’s saving throw change to good (equal to two plus half Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: A breather gain skill points equal to (6 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the breather. In addition Intimidate and Knowledge (arcana) are always class skills for a breather and it gain a +4 racial bonus on Intimidate check.

Language: A breather gain Draconic as a bonus language.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a breather it change surprisingly little. The most obvious one being big scale covering the creature body either in whole or in patch. Some creature also develop a bulge in their throat. The voice of the creature is also often affected, becoming more grave and impressive.

Change Log:
Spoiler
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Last edited by zagan : 08-13-2011 at 08:35 AM.
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Old 08-12-2011, 01:34 PM   Top  -  End  -  #3
zagan
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Default Re: [3.5] The Revised (and Expended) Template Project

Divided Template

A divided elf

Sample Divided Creature:
Spoiler


Creating a Divided Creature: Divided is a template that can be applied to any non-animal (referred to hereafter as the base creature).
A divided has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to animal. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

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

Speed: When in feral state the creature’s base land speed improved by 10ft and the maneuverability of its fly speed, if any, improved by one step to a maximum of perfect.

Armor Class: The creature natural armor bonus improve by 2.

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The divided’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Attack: When in feral state the creature gain two primary claws attack as primary natural weapons. If the base creature can use weapons, the divided retains this ability even in feral state

Full attack: A divided fighting without weapons uses its claws and any other natural weapons it may posses when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and one of its claw as a natural secondary attack (unless the weapon left both of the divided’s claws free, in this case it can use the weapon and both claws attack)

Damage: When in feral state a divided have two claws attacks. If the base creature does not have claws, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Size
Claws Damage
Fine
1
Diminutive
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
3d6

Special attacks: A divided retains all the base creature special attacks and gains feral state.

Feral State (Ex): At the start of any combat encounter (any encounter that involve fighting) a divided creature automatically enter into a feral state. A feral state is very similar to a barbarian rage and work as follow:
The divided creature temporarily gains a +4 racial bonus to Strength and to Dexterity but it takes a –4 penalty to Intelligence (minimum 1), it gain two natural claws attack, it base land speed increases by 10 feet and the maneuverability of any fly speed it may posses improved by one step to a maximum of perfect. While in feral state, a divided cannot use the following skill, Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Open Lock, Profession, Sleight of Hand, Use Magic Devices, Use Psionic Devices, Use Rope or any Intelligence based skill. It cannot speak in any language, only wordless shout or grunt. It cannot use any abilities that require patience or concentration, this include casting spells, manifesting power, activating magic or psionic items of any sort, using spell-like or psi-like abilities, using supernatural abilities, using martial maneuvers (including stances), it cannot change it’s essentia investment and cannot use any soulmeld that require activation. Upon entering into feral state it lose it’s psionic focus, if any, and cannot regain it in any way until it has ended. He cannot use any feat that require intense study, or non-instinctive action like Divine, Item creation, Metamagic, Metapsionic, Psionic or Wild feat on the other hand it could use most Figther feat (The DM as final say on what sort of feat can or cannot be used while in feral state).
While in feral state a divided creature must make Handle Animal check to control itself. The check is made as a free action (only once per round for each action) and as if you were trying to push an animal (DC 25). If the divided failed it’s check, it act on instinct, if it’s a more than half its hit point it attack the nearest foe (moving if necessary), if it has less it withdraw as a full-round action, if it can do neither it does nothing and is shaken. An ally of the divided creature can also attempt to push (as per the Handle Animal skill) it as a full-round action as normal, in this case the divided creature obey unless it succeed on it’s own Handle Animal check.
A feral state lasts until the end of the encounter. A divided may not prematurely end its feral state.
If the feral state reduce a creature intelligence score to 1 or 2, it cannot use handle animal on itself, in that case it act only on instinct unless another creature push it.

Special qualities: A divided lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus low-light vision, pounce and scent. In addition a divided cannot be trained for war to gain proficiency with any type of armor.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a divided Fortitude and Reflex’s save change to good (equal to two plus half Hit dice round down), while it’s Will saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: When in feral state a divided gain +4 Strength, +4 Dexterity and -4 Intelligence (minimum 1). If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6. If this template is applied to a creature that did not posses an Intelligence score, it gain an Intelligence score of 1 and as a consequence lose the mindless special qualities if it possess it.

Skills: A divided gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the divided. In addition Handle Animal and Knowledge (nature) are always class skills for a divided and it gain a +4 racial bonus all Handle Animal check.
While in feral state a divided cannot use the following skill, Autohypnosis, Bluff, Concentration, Diplomacy, Gather Information, Open Lock, Profession, Sleight of Hand, Use Magic Devices, Use Psionic Devices, Use Rope or any Intelligence based skill.

Feat: While in feral state a divided cannot use any feat that require intense study, or non-instinctive action like Metamagic, Metapsionic, Item creation, Divine or Wild feat on the other hand it could use most Figther feat.
Note: The DM is the final judge on which feat can or cannot be used while in feral state.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a divided the change can be varied, fur is very common, black stripe on the skin too. The hand or front paw of the divided generally become bigger when the claw are retracted. The eyes are occasionally slitted, the nose may change a little too either in shape, color or both.

Change Log:
Spoiler


Energy Template

An energy human warrior

Sample Energy Creature:
Spoiler


Creating an Energy Creature: Energy is a template that can be applied to any non-elemental (referred to hereafter as the base creature).
An energy has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to elemental. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). The creature also gain the Mixed subtype (see spoiler) and also the Air, Earth, Fire and Water subtype, but it does not gain all the benefit from those elemental subtype as indicated under subtype limitation special quality. Size is unchanged.

Spoiler


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

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The energy’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: An energy retains all the base creature special attacks and gains those describe below.

Elemental Connection (Su): An Energy gain one of the two following ability chosen at the time this template is gained.
  • Elemental Magic: An energy with this ability gain a +1 bonus its caster, manifester, initiator , binder or meldshaper level for all ability (spell, power, spell-like ability, psi-like ability, maneuver, supernatural ability and soulmeld) it use with the Air, Earth, Fire or Water descriptor.
  • ---------
  • Elemental Conversion: An energy with this ability can choose, as a free action, to convert the damage it deal with any weapon (including natural weapon or ranged weapon) into Acid, Cold, Electricity or Fire damage. Once this ability is activate all the energy’s attack made until the start of its next turn deal damage of the chosen energy type. This ability doesn’t influence in any way a weapon special ability so an energy using a +1 Flaming Longsword could convert the damage of the longsword into cold damage but the flaming property would still deal fire damage. An energy can use this ability a number of time per day equal to 3 + its Con modifier.

Energy Ray (Ps): An energy can use energy ray, as the power, as a psi-like ability three times per day. The energy cannot choose to deal sonic damage with the energy ray but it can choose any other type of damage normally available for this power and it can also choose to deal acid damage with it, this work like fire but deal acid damage. The energy effective manifester level for this ability is equal to its Hit dice plus one if it posses the elemental magic ability (no matter the type of damage chosen).

Special qualities: An energy lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus those describe below. In addition even if humanoid shaped an energy does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

Subtype limitation (Ex): The subtype grant by this do not grant their full benefit to an energy.
The Air subtype does not grant it a fly speed. The Earth subtype does not grant it a burrow speed. The Fire subtype does not grant it fire immunity or cold vulnerability. The Water subtype does not grant it a swim speed, nor the ability to breath water.

Energy resistance (Ex): An energy gain resistance to Acid, Cold, Electricity and Fire damage equal to the energy Hit dice, minimum 5.

Domain Access (Ex): An energy with level in cleric (or any other class that grant access to one or more domain) can always chose to select the Air, Earth, Fire or Water domain even if its deity doesn’t offer these domain.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an energy Fortitude and Reflex’s save change to good (equal to two plus half Hit dice round down), while its Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: An energy gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the energy. In addition Knowledge (the planes) is always a class skill for an energy.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become an energy its physical makeup change completely. It become made of the four basic element in various quantities, an arm could be made of pure fire while both leg are made of water, the torso of solid air and the second arm with the head of earth. It vary wildly. In all case the creature is still recognizable as a member of its former species.

Change Log:
Spoiler


Exiled Template

An exiled half-elf

Sample Exiled Creature:
Spoiler


Creating an Exiled Creature: Exiled is a template that can be applied to any non-outsider (referred to hereafter as the base creature).
An exiled has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to outsider with the native subtype. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

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

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The exiled’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: An exiled retains all the base creature special attacks and gains those describe below.

Dimension Door (Sp): An exiled can use dimension door as the spell (self plus 50 pound of object only) but with a range equal to 10 feet per Hit dice only. it can use it at will with a caster level equal to its Hit dice. Once the exiled has used this ability, it must wait 5 rounds before using it again.

Summon Vassal (Sp): An exiled can summon a servant creature to his help. Once per day as a one round action it can summon the creature within 60 feet of its position, the creature remain for 1 round per Hit dice of the exiled or until dismissed (a standard action). This ability is the equivalent of a spell whose level is equal to half the exiled Hit dice (minimum 1 - maximum 9) with a caster level equal the exiled Hit dice. This is a conjuration (summoning) effect.
The creature summoned with this ability is chosen from the following list: black bear, boar, cheetah, constrictor snake, crocodile, monitor lizard or wolverine. The choice is made when the base creature gain this template and cannot be changed thereafter. The chosen creature gain one template depending on the exiled as follow:

Alignment
Template
Lawful Good
Axiomatic1 or Celestial
Neutral Good
Celestial
Chaotic Good
Anarchic2 or Celestial
Lawful Neutral
Axiomatic1
True Neutral
Anarchic2, Axiomatic1, Celestial or Fiendish
Chaotic Neutral
Anarchic2
Lawful Evil
Axiomatic1 or Fiendish
Neutral Evil
Fiendish
Chaotic Evil
Anarchic2 or Fiendish
1: Planar Handbook p1112: Planar Handbook p108

The summoned creature gain bonus magical beast Hit dice equal to half the exiled Hit dice. These bonus Hit dice grant the creature skill point, feat and ability increase as normal for a magical beast but do not increase it’s size, the choice for these must be made each time the creature gain the a new Hit dice. The summoned creature is always the same individual (and not just an identical creature) and is loyal to the exiled.

Special qualities: An exiled lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darvision 60ft and lesser telepathy. In addition unlike other outsider an exiled does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

Lesser Telepathy (Su): As a move action an exiled can communicate telepathically with any one sentient (Int 3 or more) creature within 10ft per Hit dice, it can stay in communication for 1 minute before it automatically end. It must wait 1 minute before being able to use this ability again.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, all the base creature’s saving throw change to good (equal to two plus half Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: An exiled gain skill points equal to (8 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the exiled. In addition Knowledge (the planes) is always a class skill for an exiled.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become an exiled very little change but a few detail are common. Hair (or fur) of an unusual color for the species, bright eyes almost glowing or light that seem to always reflect from their skin. Most people also notice than the exiled creature seem out of place as if it does not belong in the world.

Change Log:
Spoiler
__________________
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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My character :
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Last edited by zagan : 08-13-2011 at 08:36 AM.
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Old 08-12-2011, 01:36 PM   Top  -  End  -  #4
zagan
Troll in the Playground
 
 
Join Date: Jul 2007
Default Re: [3.5] The Revised (and Expended) Template Project

Mundane Template

A mundane lion

Sample Mundane Creature:
Spoiler


Creating a Mundane Creature: Mundane is a template that can be applied to any non-humanoid (referred to hereafter as the base creature).
A mundane has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to humanoid with the augmented subtype. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

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

Speed: If it wasn’t already the creature become bipedal. Its base land speed changed depending on its size as show on the table below.
Size
Speed
Fine
5ft
Diminutive
5ft
Tiny
10ft
Small
20ft
Medium
30ft
Large
30ft
Huge
40ft
Gargantuan
50ft
Colossal
60ft

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The mundane’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Attack: The creature gain prehensile limb either by transforming existing limb or by growing them. A mundane is proficient with all simple weapon.

Special attacks: A mundane retains all the base creature special attacks and gains those describe below.

Magic Magnet (Su): For reason unknown humanoid are easier to affect with magic than other type of creature this is generally a weakness but it can be turn into a strength.
When a spell that target only one creature is cast within 30 feet of a mundane creature, it can as an immediate action attempt to redirect this spell toward itself. Unless the caster of the spell succeed on a caster level check (DC equal to 10 + 1/2 mundane’s HD + mundane’s Cha modifier) the mundane become the target of the spell and it take effect on the mundane as normal. A mundane must use normal mean to determine if a spell being cast would be beneficial to it or not, making a spellcraft check is the most common method to do so.
A mundane can use this ability a number of time per day equal to its Charisma modifier (minimum 1), if the caster succeed on his check or the mundane try to use this ability on an ineligible spell (or power) that use of the ability is still used up for that day.
Note: This ability can also be used against a power instead of a spell.

Special qualities: A mundane lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus humanoid flexibility. In addition a mundane does not gain proficiency with any type of armor or shield by virtue of this template.
If it was mindless it also lose this qualities, see Abilities for more detail.

Humanoid Flexibility (Ex): A mundane can choose to count as being a creature of its original type if doing so would be advantageous for the purpose of effect (spell, ability or other) or prerequisite (feat, prestige class or other).

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a mundane Reflex’s save change to good (equal to two plus half Hit dice round down), while Fortitude and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6. If this template is applied to a creature that did not posses an Intelligence score, it gain an Intelligence score equal to 3d6 and as a consequence lose the mindless special qualities if it possess it.

Skills: A mundane gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. A mundane also gain one bonus skill point per Hit dice (including from levels in a character class), this bonus apply after determining the creature normal allotment of skill point (but before multiplying by four for the first Hit dice), in this way a mundane creature never gain less than 2 skill points per Hit dices. Any skill given in the creature description is a class skill for the mundane. In addition Craft, Knowledge (local), Profession and Speak Language are always a class skills for a mundane.

Feat: A mundane gain one bonus feat, the creature can select any one feat it qualify for when gaining this template.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a mundane the change vary depending on the appearances of the base creature. A biped would undergo no obvious change. A quadruped such as an horse or a dog, would become bipedal with prehensile hand instead of hoof or paw. A creature without limb like a snake or a fish would grow leg and arms. A winged creature without forelimb like a bird would grow arms. Finally one thing that all mundane creature have in common is the fact that they are easily ignored even a mundane dragon walking in the street, if it wasn’t aggressive, would be considered a normal part of the scenery once the initial shock as passed.

Change Log:
Spoiler


Oversized Template

An oversized dwarf

Sample Oversized Creature:
Spoiler


Creating an Oversized Creature: Oversized is a template that can be applied to any non-giant (referred to hereafter as the base creature).
An oversized has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to giant. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

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

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The oversized’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal but benefit from its powerful build special quality.

Special attacks: An oversized retains all the base creature special attacks and gains those describe below.

Expansion (Ps): An oversized can use expansion, as the power, as a psi-like ability three time per day with a manifester level equal to its Hit dice.

Special qualities: An oversized lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus low light vision, environmental specialty and powerful build. In addition unlike other giant an oversized does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

Environmental Specialty (Sp): Each oversized posses an environment in which it is the most comfortable and even away from it, it can call on the particular strength of its environment. Upon gaining this template a creature must choose one of the following environment and gain an ability related to it.

Environment
Ability
Desert
Heat Shimmer
Forest
Tree Bark
Mountain
Rock Endurance
Sea
Ocean Protection
Tundra
Ice Fortitude
  • Heat Shimmer (Sp): An oversized with this ability can use blur, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a warm desert environment this ability can be used at will.
  • ---------
  • Tree Bark (Sp): An oversized with this ability can use barkskin, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a forest environment this ability can be used at will.
  • ---------
  • Rock Endurance (Sp): An oversized with this ability can use protection from arrow, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a mountainous environment this ability can be used at will.
  • ---------
  • Ocean Protection (Sp): An oversized with this ability can use resist energy, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a maritime environment this ability can be used at will.
  • ---------
  • Ice Fortitude (Sp): An oversized with this ability can use bear endurance, as the spell, as a spell-like ability three times per day but only on itself. It’s caster level for this ability is equal to it’s Hit dice and the save DC is Charisma based. When in a tundra environment this ability can be used at will.

Powerful Build (Ex): The physical stature of an oversized let it function in many ways as if it was one size category larger. Whenever an oversized 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 oversized is treated as one size larger if doing so is advantageous to him. An oversized creature 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. An oversized can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of his actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an oversized Fortitude’s save change to good (equal to two plus half Hit dice round down), while its Reflex and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: An oversized gains +2 Strength. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: An oversized gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the oversized. In addition Knowledge (nature) is always a class skill for an oversized.

Feat: In addition to the benefit of its powerful build ability an oversized count as being one size category larger for the purpose of qualifying for feat (or prestige class).

Challenge Rating: +1

Level adjustment: +3

Height and Weight: Change to the maximum for the creature race

Cosmetic change: When the base creature become an oversized the change are minimal. The creature gain some muscle and become a little bigger. Depending on it’s environment of choice it may show hint of those, tan skin for the desert, rough hide for the forest, dark skin for the mountain, smooth skin for the ocean or heavy fur for the tundra.

Change Log:
Spoiler


Savage Template

An savage salamander

Sample Savage Creature:
Spoiler


Creating a Savage Creature: Savage is a template that can be applied to any non-monstrous humanoid (referred to hereafter as the base creature).
A savage has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to monstrous humanoid. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

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

Speed: The creature base land speed increases by 10 feet.

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The savage’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Attack: The creature gain the ability to use manufactured weapon and gain proficiency with one exotic weapon, chosen at the time this template his gained.

Special attacks: A savage retains all the base creature special attacks and gains those describe below.

Bestial Attribute (Ex): A savage is a creature that straddle the line between humanoid and monster, as such it gain one bestial attribute chosen from the list below:
  • Animal Rhythm (Ex): Three times per day, as a swift action, a savage can channel the power of it’s animal side. While doing so it can make one additional attack per round at its highest attack bonus -5. The savage can stay in this state for one rounds per four Hit dices it posses.
  • ---------
  • Dragon Strength (Ex): Three times per day, as a swift action, a savage can channel the strength a dragon. While doing so it gain a +2 bonus on all weapon damage roll. The savage can stay in this state for one rounds per four Hit dices it posses per uses.
  • ---------
  • Insect Carapace (Ex): Three times per day, as a swift action, a savage can channel a vermin-like resilience. While doing so it gain a +2 bonus to AC. The savage can stay in this state for one rounds per four Hit dices it posses per uses.
  • ---------
  • Magical Celerity (Ex): Three times per day, as a swift action, a savage can channel the speed of magical creature. While doing so it gain a +20 ft bonus to all its movement speed. The savage can stay in this state for one rounds per four Hit dices it posses per uses.
  • ---------
  • Sprite Accuracy (Ex) Three times per day, as a swift action, a savage can channel the precision of the fey. While doing so it gain a +2 bonus on all weapon attack roll. The savage can stay in this state for one rounds per four Hit dices it posses per uses.

Special qualities: A savage lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision 60ft. In addition a savage does not gain proficiency with any type of weapon (besides the exotic weapon mentioned under the attack section), armor or shield by virtue of this template. If it was mindless it also lose this qualities, see Abilities for more detail.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a savage Reflex and Will’s save change to good (equal to two plus half Hit dice round down), while Fortitude’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: A savage gain +2 Strength, +2 Constitution and -2 Int (minimum 3). If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6, -2 from the adjustment mentioned previously. If this template is applied to a creature that did not posses an Intelligence score, it gain an Intelligence score equal to 3 and as a consequence lose the mindless special qualities if it possess it.

Skills: A savage gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the savage. In addition Knowledge (nature) is always a class skill for a savage.

Feat: A savage gain one bonus feat taken from the following list, the savage does not need to meet the prerequisite for the feat to select it. Ability focus, Blind-Fight, Dodge, Endurance, Great Fortitude, Improve critical, Improve initiative, Improve unarmed strike, Iron will, Lighting reflexes, Power attack, Quick Draw, Run, Toughness, Track, Two-Weapon Fighting or Weapon focus.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a savage the change can be great or small. The creature generally become more brutish and violent. It gain a trait that vary depending on bestial attribute, fur, scales, pointed ear, deformed eyes, little wings, it can take many form but often remain minor.

Change Log:
Spoiler
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Old 08-12-2011, 01:37 PM   Top  -  End  -  #5
zagan
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Join Date: Jul 2007
Default Re: [3.5] The Revised (and Expended) Template Project

Seelie Template

A seelie lion

Sample Seelie Creature:
Spoiler


Creating a Seelie Creature: Seelie is a template that can be applied to any non-fey (referred to hereafter as the base creature).
A seelie has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to fey. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Hit Dice: All racial Hit dice (including those gain after the application of this template) become d6

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to poor (1/2, as a wizard of it’s level), recalculate it if necessary. The seelie’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: A seelie retains all the base creature special attacks and gains those describe below.

Fey Magic (Sp): A seelie gain three spell-like abilities chosen from the list below each usable three times per day. Its choice are limited by its number of Hit dice. In all case it’s caster level for these spell-like abilities is equal to it’s Hit dice and the save DC, if any, is Charisma based. Each time a seelie gain a new Hit dice, it can change its selection of spell-like abilities.

Hit Dice
Spell-like Abilities
1-4
Calm Animal
 
Charm Person
 
Command
 
Faerie Fire
 
Hypnotism
 
Speak With Animal
Hit Dice
Spell-like Abilities
5-8
Animal Messenger
 
Blur
 
Calm Emotion
 
Enthrall
 
Glitterdust
 
Hideous Laughter
Hit Dice
Spell-like Abilities
9-12
Blindness/Deafness
 
Gaseous Form
 
Rage
 
Snare
 
Suggestion
Hit Dice
Spell-like Abilities
13-16
Confusion
 
Charm Monster
 
Dimension Door
 
Discern Lies
 
Dismissal
 
Rainbow Pattern
Hit Dice
Spell-like Abilities
17-20
Dominate Person
 
Feeblemind
 
Greater Command
 
Prying Eyes
 
Tree Stride
 
Waves of Fatigue

Wild Luck (Su): A seelie has a strange relation with luck. Once per day, as a standard action, a seelie can roll a d6 and it gain one benefit described in the table below depending on the result of this roll for the rest of the day.

d6
Benefit
1+2 luck bonus to all attack roll
2+2 luck bonus to all weapon damage roll
3+2 luck bonus to AC
4+2 luck bonus on all saving throw
5+2 luck bonus to all skill check
6All of the above

Special qualities: A seelie lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus low-light vision and damage reduction 5/cold iron. In addition a seelie does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a seelie Reflex and Will’s save change to good (equal to two plus half Hit dice round down), while its Fortitude’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: A seelie gain +2 Charisma. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: A seelie gain skill points equal to (6 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the seelie. In addition Knowledge (nature) and Perform are always class skills for a seelie.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a seelie the change are very limited. The creature look more beautiful and sometimes eldritch marking appear on it’s skin.

Change Log:
Spoiler


Slime Template

A slime lamia

Sample Slime Creature:
Spoiler


Creating a Slime Creature: Slime is a template that can be applied to any non-ooze (referred to hereafter as the base creature).
A slime has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to ooze with the centralized subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Spoiler


Hit Dice: All racial Hit dice (including those gain after the application of this template) become d10

Speed: The creature base land speed is reduces by 10ft to a minimum of 10ft

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The slime’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: A slime retains all the base creature special attacks and gains those describe below.

Acid production (Ex): Three time per day as a standard action a slime can generate an acid glob, it can either spit it at target, treat this as a range touch attack with a range increment of 20ft dealing 1d6 point of acid damage or the slime can put it in a vial and use it as an acid flask.

Engulf (Ex) Although it moves slowly, a slime can simply mow down creature smaller than itself as a standard action. It cannot make any attack during a round in which it engulfs. The slime merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + ½ slime’s Hit dice + slime’s Str modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the slime moves forward. Engulfed creatures take 1d6 points of acid damage per round, and are considered to be grappled and trapped within its body.

Split (Su): When taking damage from a slashing weapon a slime can choose to create a blob that serve it (see spoiler for statistic of the blob). The blob appear in a square adjacent to the slime and can act immediately. It stay alive for a number of rounds equal to 3 + the slime’s Constitution modifier after which it simply dissolve. A blob can only follow simple order such as attack, move or push.

Spoiler


Special qualities: A slime lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus those describe below.

Slight Build (Ex): The physical stature of a slime lets them function in many ways as if they were one size category smaller. Whenever a slime is subject to a size modifier or special size modifier for an opposed check (such as Hide), the slime is treated as one size smaller if doing so is advantageous to it. A slime is also considered to be one size smaller when "squeezing" through a restrictive space. A slime can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a slime remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Flexible Body (Ex): A slime body being made mostly of a gelatinous material confer some advantage. A slime can ignore up to two dice of damage when taking falling damage.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, all the base creature’s saving throw change to poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: A slime gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the slime. In addition Knowledge (dungeoneering) is always a class skill for a slime. Finally a slime gain a +4 racial bonus on all Escape Artist check.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a slime it change almost completely, while it retain its general shape its now made of jelly-like material. The color can vary a great deal but green and yellow is the most common.

Change Log:
Spoiler


Unliving Template

An unliving dragon

Sample Unliving Creature:
Spoiler


Creating an Unliving Creature: Unliving is a template that can be applied to any non-undead (referred to hereafter as the base creature).
An unliving has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to undead with the unfinished subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Spoiler


Hit Dice: All racial Hit dice (including those gain after the application of this template) become d12

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to poor (1/2, as a wizard of it’s level), recalculate it if necessary. The unliving’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: An unliving retains all the base creature special attacks and gains those describe below.

Paralysis Touch (Ex): An number of times per day equal to its Charisma modifier (minimum 1), an unliving can, as a standard action, make a touch attack against one creature. If this attack is successful the target creature must make a Fortitude save (DC 10 + ½ unliving’s Hit dice + unliving’s Cha modifier) or become paralyzed for 1d4 rounds.

Negative Conduit (Su): As a standard action, an unliving can remove a negative level currently affecting a creature within its reach (as a touch attack if the creature is unwilling). The unliving keep this negative level on hold, it does not affect the unliving. An unliving can keep a number of negative level on hold equal to its Constitution modifier, if the unliving cannot hold anymore negative level it cannot remove any more. The unliving can as standard action, make a touch attack against one creature to inflict one of the negative level it has on hold on that creature. When a creature, upon which the unliving as inflict a negative level, must make a Fortitude save to prevent it from becoming permanent the save DC is equal to 10 + ½ unliving’s Hit dice + unliving’s Cha modifier.

Special qualities: An unliving lose all the trait from it’s previous type but otherwise has all the base creature special qualities and gains turn resistance 4 plus those describe below. In addition an unliving does not gain proficiency with any type of weapon, armor or shield by virtue of this template.

Living Resistances Unliving can't be destroyed via turning even by cleric whose level is equal or superior to twice their Hit dice plus four.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, an unliving Will’s save change to good (equal to two plus half Hit dice round down), while its Fortitude and Reflex’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: An unliving gain skill points equal to (4 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the unliving. In addition Knowledge (religion) is always a class skill for an unliving.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become an unliving the change is obvious. The creature look like a walking corpse with taunt skin and bone apparent. But unlike most undead, it’s obvious upon closer inspection that the creature still live in some way. Its blood, if any, circulate normally and the unliving instinctively breath even if does not need to.

Change Log:
Spoiler
__________________
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

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My character :
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Last edited by zagan : 11-12-2011 at 05:25 PM.
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Old 08-12-2011, 01:38 PM   Top  -  End  -  #6
zagan
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Join Date: Jul 2007
Default Re: [3.5] The Revised (and Expended) Template Project

Weed Template

A weed pixie

Sample Weed Creature:
Spoiler


Creating a Weed Creature: Weed is a template that can be applied to any non-plant (referred to hereafter as the base creature).
A weed has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to plant with the moving subtype (see spoiler). Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Spoiler


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

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to average (3/4, as a cleric of it’s level), recalculate it if necessary. The weed’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: A weed retains all the base creature special attacks and gains those describe below.

Root (Ex): As a full-round action that provoke attack of opportunity a weed can root itself in the ground, this only work if the ground his composed of lose earth, soil or sand, in this state the Weed lose is Dexterity score, his speed become 0ft, it can't be move from her square, it automatically succeed on any attempt to resist bull-rush, trip or grapple attempt that would move it, it gain Fast-healing 5 and it does not need to eat or drink for as long as it stay root and for 24 hour thereafter. A weed can stay in this state indefinitely. As a full-round action the weed can exit this state.

Pollen Cloud (Ex): Three times per day, a weed can, as a standard action, generate a 20 ft radius cloud of pollen centered on themselves, once create the cloud is stationary. A weed can only generate one type of pollen as describe below, the choice must be made when this template is gained and cannot be changed thereafter. A weed is immune to the effect of its own pollen. The pollen affect a creature for as long as it stay in the cloud and for one round after it leaves it. A creature can resist the effect of the pollen by making a Fortitude save (DC 10 + ½ weed’s Hit dice + weed’s Con modifier), but it must make a save each round that it stay in the cloud. A pollen cloud persist for five rounds before dissipating. A moderate wind (11+ mph) disperses the cloud in 3 rounds; a strong wind (21+ mph) disperses the cloud in 1 round.
  • Blinding Pollen(Ex): A creature subject to this type of pollen is blinded.
  • ---------
  • Irritating Pollen (Ex): A creature subject to this type of pollen is sickened.
  • ---------
  • Draining Pollen (Ex): A creature subject to this type of pollen is fatigued.

Special qualities: A weed lose all the trait from it’s previous type but otherwise has all the base creature special qualities and gain low-light vision plus those describe below.

Speak with plant (Su): Weed are always considered to be under the effect of a speak with plant spell.

Wooden Affinity (Ex): A weed gain a +2 bonus to attack and damage roll when using weapon made completely of wood and when using such weapon they can ignore cover (but not total cover) provide by wooden object such as tree.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a weed Fortitude’s save change to good (equal to two plus half Hit dice round down), while Reflex and Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: A weed gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the weed. In addition Knowledge (nature) is always a class skill for a weed.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a weed it change drastically. Its skin become either green and supple, brown and bark-like or sometimes white and elastic. Its hair or fur is replaced by leaves, flower or lichen. A retractile system of root also manifest on the creature feet or paw.

Change Log:
Spoiler


Wonderful Template

A wonderful frog

Sample Wonderful Creature:
Spoiler


Creating a Wonderful Creature: Wonderful is a template that can be applied to any non-magical beast (referred to hereafter as the base creature).
A wonderful has all the base creature’s statistics and special abilities except as noted here.

Size and type: The creature’s type change to magical beast. Recalculate base attack bonus, saves, or skill points as appropriate (further detail below). Size is unchanged.

Hit Dice: All racial Hit dice (including those gain after the application of this template) become d10

Speed: The creature gain a pair of wings granting it a fly speed equal to twice its base land speed with good maneuverability, if the base creature already as a fly speed use the better of the two.

Base Attack/Grapple: The creature base attack bonus derived from it’s racial Hit Dice is changed to full (1/1, as a fighter of it’s level), recalculate it if necessary. The wonderful’s grapple bonus uses its attack bonus and modifiers for Strength and size as normal.

Special attacks: A wonderful retains all the base creature special attacks and gains those describe below.

Magical Weaponry (Sp): A wonderful gain magic weapon and magic fang, as the spells, as spell-like ability. It can use these spell-like abilities a total of three times per day. Its caster level is equal to its Hit dice and the save DC is Charisma based. If the wonderful posses six Hit dices, it can use greater magic fang and greater magic weapon instead.

Supernatural Power (Su): A wonderful can three times per day, as a swift action, gain the benefit of one spell. The spell available to the wonderful are as follow and must be chosen when this template is gained, once the choice has been made it cannot be changed: Aid, Entropic Shield, Invisibility, Mage Armor, Protection from Chaos, Evil, Good or Law, See Invisibility, Shield, Silence, Spider Climb. The wonderful’s caster level is equal to its Hit dice and the save DC if any is Charisma based. In all case the spell as a range of personal or is centered on the wonderful creature and has a duration of only one round.

Special qualities: A wonderful lose all the trait from it’s previous type but otherwise has all the base creature special qualities, plus darkvision 60ft, low-light vision and those describe below.

Damage Reduction (Su): A wonderful gain damage reduction overcome by magic weapon. The amount of damage reduction is equal to half the wonderful’s Hit dice. In addition a wonderful natural weapon count as magic for the purpose of overcoming damage reduction.

Spell Resistance (Ex): A wonderful gain spell resistance equal to ten plus it’s Hit dice.

Saving Throws: The creature base save bonus derived from racial Hit dice change as follow, a wonderful Fortitude and Reflex’s save change to good (equal to two plus half Hit dice round down), while its Will’s saves become poor (equal to one third Hit dice round down), recalculate them if necessary.

Abilities: Unchanged. If this template is applied to a creature that did not posses a Constitution score before, it gain one equal to 3d6.

Skills: A wonderful gain skill points equal to (2 + Int modifier, minimum 1) per racial Hit dices (four times that at first level), recalculate the creature skill rank if necessary. Any skill given in the creature description is a class skill for the wonderful. In addition Knowledge (arcana) is always a class skill for a wonderful.

Challenge Rating: +1

Level adjustment: +3

Cosmetic change: When the base creature become a wonderful the biggest change of course come from the wing, they can have various shape but feathered wing are the most common. The creature also posses some sort of invisible aura that other creature can feel, this aura make the creature look unique and special.

Change Log:
Spoiler
__________________
Latest homebrew: The Avatars of Magic, powerful monster each dedicated to ne school of magic.

My homebrewer's Extended Signature
My character :
Spoiler

Last edited by zagan : 09-17-2011 at 08:18 AM.
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Old 08-12-2011, 01:39 PM   Top  -  End  -  #7
zagan
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Join Date: Jul 2007
Default Re: [3.5] The Revised (and Expended) Template Project

Rules Interaction

The rules presented here apply only to the changing templates presented in this document, by default they do not apply to any other templates.

Aging and Mortality

Upon gaining a changing template the life expectancy and the effect aging as on that creature change depending on the templates it as gain. A creature with a changing templates reach adulthood at the same times as a creature of the same species or race without such templates. A creature retain any penalty and bonus granted by the age category it was before gaining the template. After that it change age category and perhaps eventually dies after a number of years depending on each template as described on the table below. Each column indicate the numbers of years that must pass after attaining the previous age category before reaching the one indicated in the column. For example an arthropod Middle age human has 10 years before becoming Old and another 10 years before becoming Venerable. A newborn breather dwarf would reach adulthood when he’ll be 40 years old, as normal for a dwarf, he would then become Middle age when he’ll be 240 years old and Old when he’ll be 640 years old.

Templates
Middle Age
Old
Venerable
Maximum Age
Arthropod
+10 years
+8 years
+6 years
+1d6 years
Artificial
--
--
None1
Bizarre
+6d12 years
+5d12 years
+4d12 years
+2d12 years2
Breather
+200 years
+400 years
+600 years
+4d100 years
Divided
+12 years
+10 years
+8 years
+1d8 years
Energy
--
--
None1
Exiled
--
--
None1
Mundane
+20 years
+20 years
+20 years
+2d20 years
Oversized
+60 years
+80 years
+100 years
+2d100 years
Savage
+17 years
+21 years
+27 years
+1d8 years
Seelie
+500 years
+1000 years
+1000 years
+10d100 years
Slime
--
--
None1
Unliving
--
--
None1
Weed
+1000 years
+2500 years
+5000 years
None3
Wonderful
+100 years
+200 years
+300 years
+4d100 years
1: The creature with these template stop aging, but they keep any penalty and bonus from aging they may posses before gaining the template, and they do not die of old age.
2: If the roll indicated the maximum (24) the creature cannot die of old age.
3: Weed creature cannot die of old age.

Class features

Most of times class features interact with the changing templates creature as they would with any other creature. A druid resist nature lure class features grant him a +4 bonus against a seelie spell-like abilities as normal. That said a few specific case need to be addressed.

Dark knowledgeHH p83: Dark Knowledge can be used in two different way against a creature with a changing template.
  • First the character can make a knowledge check against the type granted by the template (bizarre, energy, exiled, unliving or wonderful (plus oversized and seelie with the archivist of nature feat and artificial and breather with the draconic archivist feat)). In this case the abilities work normally against the creature in question.
  • Second the archivist could make a knowledge check against the type the creature posses before gaining the template, for a mundane beholder it could make the check as if the creature was an aberration for examples. In this case the abilities granted only half the bonus it normally would, round down (minimum 0). Specifically tactics granted half the bonus on attack roll, puissance granted half the bonus on saving thrown, foe granted half the number of dice, dread secret dazzle the creature for half the number of round and foreknowledge granted half the bonus to AC.

Favored Enemy: The bonus granted by the favored enemy class feature can apply in three different way against a template creature, as follow:
  • Against a template creature whose type is one of the character favored enemy the bonus apply normally.
    For example a character with favored enemy (+4 against aberration) and (+2 against dragon) would gain a +4 bonus against a bizarre wolf or a +2 bonus against breather dwarf.
  • Against a template creature whose type was once that of the character favored enemy apply only half the bonus.
    For example a character with favored enemy (+2 against vermin) would gain a +1 bonus against a mundane scorpion.
  • Against a template creature whose current type and former type are both favored enemy calculate the bonus for each type as described above and add them up.
    For example a character with favored enemy (+6 against plant) and (+2 against undead) would gain a +5 bonus against an unliving treant.

Perfect Self: The change to the outsider type this class feature granted apply normally to a templated character but if doing so would be advantageous it can choose to be considered being of the type granted by its template for the purpose of spell or effect.[/list]Note: This also apply to other class feature that change the type of the character.

Wild Empathy: This ability can be used on a divided creature with an Intelligence of 1 or 2 but with a –4 penalty on the check.

Wild Shape: This ability cannot be used to take the shape of a divided creature.

Feats

A template creature can qualify for feat normally using its new type to qualify for them if need.
When a creature gain a changing template it can immediately exchange any number of feat it posses for an equal number of feat list in this document. The creature can only select feat for which it meet the prerequisite upon gaining the template but must also that met them at the time the replaced feat was chosen, with the caveat that it count as if it always posses the changing template just gained. The creature can only replace feat in this manner if it was given a choice of feat to select from and the new feat belong on this list, this include feat gained from possessing a certain number of Hit dice. For example a 6th level wizard that just gained the bizarre template could change any of the feat he gained at 1st, 3rd and 6th level, and the feat he gained for being a 5th level wizard but not scribe scroll gained at first level because it didn’t choose scribe scroll it was simply granted to him.

Templates

Two different situation need to be addressed in regard to the interactions between templates.
Note: All changing templates are considered to be both applied and inherited templates, this mean that a creature can either gain it or can be born with it.
  • Two or more changing templates. No creature can posses more than one of these templates at the same times. Should a creature gain one while it already posses another, it immediately lose all the benefit of the previous templates. The only existing way to gain benefit from more than one of these templates at the same times is taking level in the evolutionist prestige class.
  • One changing templates and one or more others. If the others templates does not change the creature type, both templates apply to the creature as normal. If the others templates does change the creature type however thing are different and the final type of the creature depend on the order in which the templates were applied. If the changing templates is applied after another templates that change the creature type, always use the type granted by the changing templates (this override the rule of the type pyramid found in Savage species p142). If on the other hand a templates which change a creature type is applied after a changing templates, the creature gain the type granted by this its new templates.

Skills

Various skills interact in specific way with changing templates.

Disguise: Two situation can be faced when using the Disguise skill while the changing templates are in play. Either a character want to use it to masquerade as a creature with a changing template or the character posses a changing template and want to hide it. In both case the same modifier apply but vary depending on each templates as seen in the following table:

Templates
Modifiers
Arthropod
-6
Artificial
-10
Bizarre
-4
Breather
-2
Divided
-2
Energy
-10
Exiled
+0
Mundane
+0
Oversized
+0
Savage
-2
Seelie
+0
Slime
-10
Unliving
-6
Weed
-8
Wonderful
-4
These modifiers apply in addition to any other modifiers that may apply to the check, such as those for impersonating a creature of a different gender or race.

Handle Animal: The Handle animal skill can be used on a divided creature as normal for an animal but only a divided creature with an Intelligence of 1 or 2 can learn trick.

Knowledge: The knowledge skill can be used in two way with changing templates. Either to identify the templates or to identify a creature with a changing templates.
  • First to identify a template a creature need to use the skill that correspond to the type the templates granted, arcana to identify the breather templates for examples. The DC to identify a particular templates is 15. A creature gain a +4 bonus on this check if itself posses the changing templates it is trying to identify.
  • Second to identify a monster possessing a changing templates, a creature must make a knowledge check corresponding to the type the monster possessed before gaining the changing template. The DC in this case is equal to 10 + the monster’s Hit dice as normal but the creature take a penalty on such a check that vary depending on the templates that the monster posses, use the modifiers indicated in the table under the disguise description.

Spells, Powers and other effects

Most spell, power or other effect interact with creature that posses a changing template as normal. it is however important to remember that some spell or power can only affect a creature of a certain type, the charm person spell for example could only be used on a template creature if it posses the mundane template.
A few specific spell need clarification as follow:

Animal Messenger: Affect a divided creature only of its intelligence score is 1 or 2.

Awaken: Can only be used on a divided creature if its intelligence score is 1 or 2 even when its not in feral state. (This also apply to the mass awakenSpc p21 spell.) Can also be used on creature that were animal before gaining a changing template but only if the template did not grant them sentience.

Awaken ConstructSpc p21: Can only be used on an artificial creature if its mindless or its intelligence score is 1 or 2. Can also be used on creature that were construct before gaining a changing template but only if the template did not grant them sentience.

Disrupt Undead: This spell heal an unliving creature of half 1d6 hit points (round down, minimum 0).

Hide from Animal: Only hide from a divided creature if its intelligence score is 1 or 2.

Repel Vermin: A not mindless arthropod creature get a will save even if it posses less than one-third of the level of the caster.

Speak with Animal: Allow communication with a divided creature only if its intelligence score is 1 or 2.
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Old 08-12-2011, 02:04 PM   Top  -  End  -  #8
zagan
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Default Re: [3.5] The Revised (and Expended) Template Project

And that will be all for this thread. I'll post the feat tomorow in another thread. Don't hesitate to point out all the error i'm sure I've made.
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Old 08-12-2011, 04:05 PM   Top  -  End  -  #9
ForzaFiori
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Default Re: [3.5] The Revised (and Expended) Template Project

With saves, are the changes just to save from racial hit points?
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Old 08-12-2011, 04:32 PM   Top  -  End  -  #10
eftexar
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Default Re: [3.5] The Revised (and Expended) Template Project

These are pretty neat, but I think your LA's are way off though. Most of these seem like they should be an LA of 3 and you might even want to make some LAs of 4. A couple, such as the breather, are weaker and might only warrant a +2.
I just went looking through some templates and almost any template that grants more than one attack or spell-like ability has an LA of at least +2 and once more are granted they gain LAs of 3 and 4.
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Old 08-12-2011, 04:58 PM   Top  -  End  -  #11
zagan
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Default Re: [3.5] The Revised (and Expended) Template Project

Quote:
Originally Posted by ForzaFiori View Post
With saves, are the changes just to save from racial hit points?
Only racial hit dice, I was sure that I've made that clear somewhere. I'll add a line about that.

Quote:
Originally Posted by eftexar View Post
These are pretty neat, but I think your LA's are way off though. Most of these seem like they should be an LA of 3 and you might even want to make some LAs of 4. A couple, such as the breather, are weaker and might only warrant a +2.
I just went looking through some templates and almost any template that grants more than one attack or spell-like ability has an LA of at least +2 and once more are granted they gain LAs of 3 and 4.
Yeah, probably. I admit that LA, and to a lesser degree CR also, I didn't pay much attention because in my game all the player have a template so I don't count it at all. But I'll run some comparaison and change it, probably to +2 or +3

Thanks for the comment.
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Old 08-12-2011, 06:11 PM   Top  -  End  -  #12
Zale
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Default Re: [3.5] The Revised (and Expended) Template Project

These are really great. The ideas are awesome.

The LA though, does seem low.
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Old 08-12-2011, 11:41 PM   Top  -  End  -  #13
Realms of Chaos
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Default Re: [3.5] The Revised (and Expended) Template Project

I'm afraid that I have to weigh in with the same LA/CR comment. In order to create a +1 template (AKA the type of template most likely to see play), you pretty much have to design the template specifically to be such a template.

Other than that, truly remarkable templates all around.
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Old 08-13-2011, 01:54 AM   Top  -  End  -  #14
Domriso
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Default Re: [3.5] The Revised (and Expended) Template Project

I've never much cared about game balanced, mostly because I play hard and fast with the rules, so I feel quite happy with these templates as they are. Flavorful, large, and interesting, I could see having a lot of time playing with these.
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Old 08-13-2011, 04:47 AM   Top  -  End  -  #15
Veklim
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Default Re: [3.5] The Revised (and Expended) Template Project

.........do you mean expAnded?
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Old 08-13-2011, 08:27 AM   Top  -  End  -  #16
zagan
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Default Re: [3.5] The Revised (and Expended) Template Project

Quote:
Originally Posted by Zale View Post
These are really great. The ideas are awesome.

The LA though, does seem low.
Quote:
Originally Posted by Realms of Chaos View Post
I'm afraid that I have to weigh in with the same LA/CR comment. In order to create a +1 template (AKA the type of template most likely to see play), you pretty much have to design the template specifically to be such a template.

Other than that, truly remarkable templates all around.
Yes, after making a few comparaison with official template I can see that my template aren't LA +1. I was really surprise that such crappy template as celestial was LA +2. This may be a reason for my confusion. I Think I will go with LA +3. For CR it's harder because applying the seelie template on an elemental mean that despite gaining a few sla, it also lose all it's immunity. So +1 seem like enough.

Quote:
Originally Posted by Domriso View Post
I've never much cared about game balanced, mostly because I play hard and fast with the rules, so I feel quite happy with these templates as they are. Flavorful, large, and interesting, I could see having a lot of time playing with these.
Me neither and I think it's the source of the problem.

Quote:
Originally Posted by Veklim View Post
.........do you mean expAnded?
Once again I was too impatient when posting, I'll correct that.

Thank you all for your support.

EDIT: I've change the LA and add a line about the change in save applying only to racial hit dice.
I've also posted the feats, here.
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