Bosh
2006-03-23, 11:28 AM
The Quiescent Template v3
Flavor: There are the living, the undead and the dead and then there are those that live in the margins. The Quiescent are one of these. They are living creatures who have had preservative spells cast on their organs to slow the processes of age. Although these necromantic spells sustain the Quiescent and become more and more vital as the Quiescent age, the Quiescent are not quite undead and still need to eat, drink and breathe as do mortals. However, the share many trails with the undead and are often confused with them.
The Quiescent appear little different from creatures of their base race, except for a marked pallor and strangly ageless features.
Traits:
Unless specifically stated below, standard undead traits do not apply to the Quiescent. The Quiescent retain all of the traits of their original race unless specifically stated otherwise below.
Alignment: Any. Although few Quiescent have good alignments, exceptions exist.
Ability Adjustments: -2 wisdom, -2 charisma. The Quiescent are increasingly out of touch with their fellow creatures and the world around them.
Undead Type: For the purposes of spells and spell-like effects, the Quiescent qualify as the undead type rather than as their original type.
Undead Healing: healing magic harms rather than heals the Quiescent, instead they are healed by having inflict spells cast on them. If a Quiescent does not engage in any strenuous activity for a period of eight hours (i.e. no traveling or any kind of work that requires any concentration) it regenerates 2 hit points thanks to the preservative spells cast on its organs.
Preserved Organs: The Quiescent have a 25% chance of avoiding extra damage from sneak attacks and other forms of precision damage.
Undead Resistance: The Quiescent are immune to disease and energy drain and receive a +2 bonus to all saving throws against poison, sleep effects, paralysis, nausea, ability drain and alll mind-effecting spells and spell-like abilities.
Raising the Undead: Raise dead and reincarnate spells and abilities do not affect the Quiescent. Resurrection and True Resurrection dispell the perservative spells that have been cast on the organs of the Quiescent and return them to the land of the living as the living creatures that they originally were.
At Death’s Door: The Quiescent function as living creatures when reduced to negative hit points. However any heal check used to stabilize them has a +10 DC.
Self Sufficiency: The Quiescent can go thrice as long as their base race without eating, breathing or sleeping without feeling any ill effects. They also only require a third as much food, air, water or sleep as their base race. Furthermore, while the Quiescent still age they do so at one third of the normal rate. Although their bodies still require sustenance, the preservative spells that have been cast on their organs make the Quiescent less dependent on such things. The Quiescent are also incapable of conceiving offspring.
Class Incompatibility: The Quiescent cannot take levels of paladin or druid, paladins and druids who become Quiescent automatically become ex-paladins and druids.
Darkvision: Darkvision to 60 feet.
Severe Light Sensitivity: When in the presence of daylight or bright light generated by magic (such as the daylight spell), the Quiescent become dazzled and suffer a -1 penalty to attack roles and search and spot checks. This is a magical effect and cannot be countered by any mundane means such as protective eye gear. In addition, sunlight causes the skin of the Quiescent to burn and blister, which causes the Quiescent to suffer 1 HP/hour damage in the presence of daylight if any significant amount of their flesh is exposed. In other words, mundane protection keeps them from being damaged by doesn't prevent the Quiescent from being dazzled.
Turning Resistance: The Quiescent can be turned as other undead but are treated as a creature with two additional hit dice for the purposes of turning.
Undead Affinity: The Quiescent receive a +2 bonus to diplomacy, sense motive, intimidate, bluff, and turning checks to rebuke or command (but not turn) undead. In addition, they rebuke or command undead as a cleric who is one level higher than they are.
Flavor: There are the living, the undead and the dead and then there are those that live in the margins. The Quiescent are one of these. They are living creatures who have had preservative spells cast on their organs to slow the processes of age. Although these necromantic spells sustain the Quiescent and become more and more vital as the Quiescent age, the Quiescent are not quite undead and still need to eat, drink and breathe as do mortals. However, the share many trails with the undead and are often confused with them.
The Quiescent appear little different from creatures of their base race, except for a marked pallor and strangly ageless features.
Traits:
Unless specifically stated below, standard undead traits do not apply to the Quiescent. The Quiescent retain all of the traits of their original race unless specifically stated otherwise below.
Alignment: Any. Although few Quiescent have good alignments, exceptions exist.
Ability Adjustments: -2 wisdom, -2 charisma. The Quiescent are increasingly out of touch with their fellow creatures and the world around them.
Undead Type: For the purposes of spells and spell-like effects, the Quiescent qualify as the undead type rather than as their original type.
Undead Healing: healing magic harms rather than heals the Quiescent, instead they are healed by having inflict spells cast on them. If a Quiescent does not engage in any strenuous activity for a period of eight hours (i.e. no traveling or any kind of work that requires any concentration) it regenerates 2 hit points thanks to the preservative spells cast on its organs.
Preserved Organs: The Quiescent have a 25% chance of avoiding extra damage from sneak attacks and other forms of precision damage.
Undead Resistance: The Quiescent are immune to disease and energy drain and receive a +2 bonus to all saving throws against poison, sleep effects, paralysis, nausea, ability drain and alll mind-effecting spells and spell-like abilities.
Raising the Undead: Raise dead and reincarnate spells and abilities do not affect the Quiescent. Resurrection and True Resurrection dispell the perservative spells that have been cast on the organs of the Quiescent and return them to the land of the living as the living creatures that they originally were.
At Death’s Door: The Quiescent function as living creatures when reduced to negative hit points. However any heal check used to stabilize them has a +10 DC.
Self Sufficiency: The Quiescent can go thrice as long as their base race without eating, breathing or sleeping without feeling any ill effects. They also only require a third as much food, air, water or sleep as their base race. Furthermore, while the Quiescent still age they do so at one third of the normal rate. Although their bodies still require sustenance, the preservative spells that have been cast on their organs make the Quiescent less dependent on such things. The Quiescent are also incapable of conceiving offspring.
Class Incompatibility: The Quiescent cannot take levels of paladin or druid, paladins and druids who become Quiescent automatically become ex-paladins and druids.
Darkvision: Darkvision to 60 feet.
Severe Light Sensitivity: When in the presence of daylight or bright light generated by magic (such as the daylight spell), the Quiescent become dazzled and suffer a -1 penalty to attack roles and search and spot checks. This is a magical effect and cannot be countered by any mundane means such as protective eye gear. In addition, sunlight causes the skin of the Quiescent to burn and blister, which causes the Quiescent to suffer 1 HP/hour damage in the presence of daylight if any significant amount of their flesh is exposed. In other words, mundane protection keeps them from being damaged by doesn't prevent the Quiescent from being dazzled.
Turning Resistance: The Quiescent can be turned as other undead but are treated as a creature with two additional hit dice for the purposes of turning.
Undead Affinity: The Quiescent receive a +2 bonus to diplomacy, sense motive, intimidate, bluff, and turning checks to rebuke or command (but not turn) undead. In addition, they rebuke or command undead as a cleric who is one level higher than they are.