Maerok
2006-08-25, 11:51 PM
Spellcraved template
Power corrupts...
Often employed by those seeking powerful magics, the Spellcraved are creatures who have witnessed power beyond their comprehension. Such a sudden display of might has proven to be traumatic to their mind and bodies, altering them as if were an addiction. They hoard vast piles of magical items, even capturing spellcasters, wielders of the prized force they misunderstand.
[hr]
This acquired template may be applied to any non-spellcasting creature (without SLA's) with an Intelligence score between 3 and 8. It must have witnessed a spell or object of great power in order to drive it to such addiction.
The creature is the same as it was except for the following changes:
Wis -4, Cha -2: The creature's obsession has made it become unstable and almost insane.
Str +2, Dex +2: In such a fervor to obtain more magic, their sheer determination manifests itself as unexpected agility and strength.
+4 to grapple attempts to remove an exposed magical object from another creature.
+4 to Spot/Search to find/look for magic items.
Sense Magic, as a continous effect. This spell works like Detect Magic, but at a range of 120'. At 0'-40', it acts as the 3rd part of Detect Magic. At 41'-80', it acts as the 2nd part but gives one of the eight basic directions. At 81'-120' it acts as the 1st, giving one of the four cardinal directions. Any lingering aura can be detected by one with Sense Magic as if its duration was doubled (a Faint linger aura lasted for 4 rounds, but the Spellcraved creature can sense it up to 8 rounds). They can also detect, and will avoid, objects/areas of anti-magic. Spellcasters glow as a magic item with a CL of their own CL (for Aura Power). The spellcaster aura is readily distinguishable from magic items and spells.
Magical Obsession: When the base creature witnesses a spellcaster casting a spell, it must pass a DC 12+spell level Will save or become fascinated for a number of rounds equal to the spell's level.
When the base creature picks up or willingly touches a magical object or objects outside its hoard, it must make a Will save of DC 10+1/10000 gp in the item's cost (or DC 30 for minor artifacts and DC 50 for major artifacts). If the save fails, the base creature is fascinated for 1d6+6 rounds (2d8+6 for minor artifacts, 3d10 for major artifacts).
A Spellcraved creature can only be fascinated in this manner once every three hours. Feeding their desire for magic helps to negate the effects of certain conditions. At the end of their fascination, they lose any fear effects, and sickened effects. However, the Spellcraved creature becomes fatigued afterwards (unless it has already been exhausted or previously fatigued).
At the end of every day that the base creature has not attempted either such Will save, they lose 1 point of Wisdom, to a minimum of 1. On the next time they must make a Will save for this quality, they regain all Wisdom points lost this way.
A Spellcraved creature will steal and hoard any magical items it finds, dragging sacks filled with as many items they can scrounge up.
Unnatural Vigor: For every 5,000 gp of magical items the base creature wears/drags/carries, they gain 2 temporary hitpoints. For every 25,000 gp, they gain a +1 bonus to Reflex and Fortitude saves. For every 50,000 gp, they gain fast healing 1 (stacking with one another, but not other fast healing abilities).
Altered Magical Affinity: The base creature may no longer use spells or spell-like abilities, and automatically loses any ones they have or will gain. They may make a 1d20+HD check in place of UMD checks for using magic items and are always considered trained. They may prefer to do a skill check instead if it is more advantageous (ranks/feats/etc). In either case, they may take 10.
CR +?
Power corrupts...
Often employed by those seeking powerful magics, the Spellcraved are creatures who have witnessed power beyond their comprehension. Such a sudden display of might has proven to be traumatic to their mind and bodies, altering them as if were an addiction. They hoard vast piles of magical items, even capturing spellcasters, wielders of the prized force they misunderstand.
[hr]
This acquired template may be applied to any non-spellcasting creature (without SLA's) with an Intelligence score between 3 and 8. It must have witnessed a spell or object of great power in order to drive it to such addiction.
The creature is the same as it was except for the following changes:
Wis -4, Cha -2: The creature's obsession has made it become unstable and almost insane.
Str +2, Dex +2: In such a fervor to obtain more magic, their sheer determination manifests itself as unexpected agility and strength.
+4 to grapple attempts to remove an exposed magical object from another creature.
+4 to Spot/Search to find/look for magic items.
Sense Magic, as a continous effect. This spell works like Detect Magic, but at a range of 120'. At 0'-40', it acts as the 3rd part of Detect Magic. At 41'-80', it acts as the 2nd part but gives one of the eight basic directions. At 81'-120' it acts as the 1st, giving one of the four cardinal directions. Any lingering aura can be detected by one with Sense Magic as if its duration was doubled (a Faint linger aura lasted for 4 rounds, but the Spellcraved creature can sense it up to 8 rounds). They can also detect, and will avoid, objects/areas of anti-magic. Spellcasters glow as a magic item with a CL of their own CL (for Aura Power). The spellcaster aura is readily distinguishable from magic items and spells.
Magical Obsession: When the base creature witnesses a spellcaster casting a spell, it must pass a DC 12+spell level Will save or become fascinated for a number of rounds equal to the spell's level.
When the base creature picks up or willingly touches a magical object or objects outside its hoard, it must make a Will save of DC 10+1/10000 gp in the item's cost (or DC 30 for minor artifacts and DC 50 for major artifacts). If the save fails, the base creature is fascinated for 1d6+6 rounds (2d8+6 for minor artifacts, 3d10 for major artifacts).
A Spellcraved creature can only be fascinated in this manner once every three hours. Feeding their desire for magic helps to negate the effects of certain conditions. At the end of their fascination, they lose any fear effects, and sickened effects. However, the Spellcraved creature becomes fatigued afterwards (unless it has already been exhausted or previously fatigued).
At the end of every day that the base creature has not attempted either such Will save, they lose 1 point of Wisdom, to a minimum of 1. On the next time they must make a Will save for this quality, they regain all Wisdom points lost this way.
A Spellcraved creature will steal and hoard any magical items it finds, dragging sacks filled with as many items they can scrounge up.
Unnatural Vigor: For every 5,000 gp of magical items the base creature wears/drags/carries, they gain 2 temporary hitpoints. For every 25,000 gp, they gain a +1 bonus to Reflex and Fortitude saves. For every 50,000 gp, they gain fast healing 1 (stacking with one another, but not other fast healing abilities).
Altered Magical Affinity: The base creature may no longer use spells or spell-like abilities, and automatically loses any ones they have or will gain. They may make a 1d20+HD check in place of UMD checks for using magic items and are always considered trained. They may prefer to do a skill check instead if it is more advantageous (ranks/feats/etc). In either case, they may take 10.
CR +?