Pyromancer999
2011-02-10, 08:59 PM
Background- Here's some templates I came up with just for fun.
Necrotic
Everyone knows of the stereotypical necromancer, usually leading an army of undead, or performing profane experiments with unlife. However, there is another type of individual that is frighteningly more adept at necromancy than even most necromancers: Necrotic creatures. These creatures are formed at birth, usually due to some kind of incident resulting in the baby almost dying. In those moments, death touches the infant and leaves it tinged with undeath, as well as many other heightened abilities involving undead.
Creating a Necrotic Creature
The Necrotic template may be applied to any living corporeal creature without the Swarm subtype
Type:The base creature's type changes to Half-Dead(See Dragon Magazine #313 for details.
Special Attacks: The base creature retains the special attacks of the base creature and gains the following special attacks
Touch of Unlife: Necrotic creatures know how to bring creatures closer to death. Once per two rounds, a Necrotic creature may make a touch attack to deal 1d6 negative energy damage per two HD it has.
Corpse Touch: A Necrotic creature knows how to animate the dead almost at will. By focusing on a corpse for 5 minutes, a Necrotic creature may animate it as though it had animated the Corpse through Animate Dead. Necrotic creatures may also use this ability to create undead of any other type of up to one less HD than they have, and all such undead are under their control.
Special Qualities:Necrotic creatures retain the special qualities of the base creature and gain the following special qualities:
Negative Energy Healing: Necrotic creatures lose the Half-Dead bonus against negative energy damage, and instead heal 1/4 of all negative energy damage that would otherwise be dealt to them.
Undead Horde: Necrotic creatures may have up to three times their HD under their control. Should Necrotic creature gain caster levels that would allow them to animate undead, this amount stacks with those levels. (ex. A Necrotic Human with 6 levels in Sorcerer could animate 30 HD of undead (6 HD x (2 from Sorcerer + 3 from template)= 30.
Ability Scores: Any creature with an Intelligence score of less than 10 has its Intelligence Score increased to 10.
CR: +2
LA: +3
Ninjas
Everyone knows that Ninjas are epic. They turn invisible, sneak everywhere, and know how to do other cool stuff. Many posers try to capture the epicness of ninjas by imitating them. However, what they don't know is that Ninjas are born, not trained.
Creating a Ninja Creature
The Ninja template may be applied to any corporeal creature with an Intelligence score
Type: The base creature's type changes to any one type chosen. Ninjas come in varied types.
Special Attacks: Ninja creatures retain all special attacks of the base creature and gain the following special attacks:
Ninja Shruiken: As a standard action once per round, a Ninja creature may produce a Shruiken out of nowhere and make a ranged attack with it.
Sudden Strike +1d6: Ninja creatures gain the Sudden Strike class feature as a Ninja. This stacks with other sources of Sudden Strike Damage.
Special Qualities: Ninja creatures retain all special attacks of the base creatures, and gain the following:
Invisiblity: For a number of rounds per day per HD the Ninja creature has, it may act as though under the effect of the Greater Invisiblity spell. These rounds need not be consecutive
Walks on Water: Ninjas may choose to be under the effect of the Water Walk spell for 1 minute per HD per day. These minutes need not be consecutive, but each use counts as 1 minute minimum.
Skills: Ninja creatures gain a bonus to Hide and Move Silently checks equal to 1 + their half HD. These skills are always class skills
Abilities: Ninjas gain a +6 bonus to Dexterity
CR: +2
LA: +3
Dragon-Blooded
Many know of Dragons, Half-Dragons, and Draconic creatures. They naturally assume that, somehow, Draconic creatures are just what results when Half-Dragons reproduce. This is somewhat true, but also somewhat false. Bridging the heritage gap betwen Half-Dragons and Draconic creatures are the Dragon-Blooded. These creatures are usually the offspring of Half-Dragons and another creature of their non-dragon parent's species, and usually continue to be produced for two or three generations more.
Creating a Dragon-Blooded creature
The Dragon-Blooded template may be applied to any corporeal living creature.
Type: The creature gains the (Dragonblooded) subtype
Natural Armor: Dragon-Blooded creatures usually have scales or tough skin, granting them a +2 bonus to Natural Armor.
Attacks: A Dragon-Blooded creature has two claw attacks,sized appropriately, in addition to any others the base creature possesses.
Special Qualities: A Dragon-Blooded Creature retains the special qualities of the base creature, and gains the following special qualities:
Energy Resistance: A Dragon-Blooded creature gains energy resistance to their dragon progenitor's energy type equal to 10 + twice its HD.(see Feats for details).
Special Slots: Dragon-Blooded creatures have a unique interaction with magic. If they have a Draconic Heritage feat that relies on sacrificing a spell slot in order to use an effect and have levels in an arcane spellcasting class, they gain a bonus spell slot of each spell level they can cast to use for this purpose. If they have a Draconic Heritage Feat that relies on sacrificing an arcane spell slot in order to use an effect and have levels in a divine spellcasting class, they may use divine spell slots for this purpose.
Feats: Dragon-Blooded creatures gain the Draconic Heritage feat and qualify for feats as though they were a Sorcerer.
Abilities: +2 Cha. Any base creature with a Charisma score lower than this has its Charisma score improved to 10 instead.
CR: +1
LA: +1
Holy
Many know of the celestial hosts that are featured in legends and church stories. These beings are essentially created by divine essence. However, sometimes a god or random chance will tamper with an infant in the womb, and infuse it with the same essence that spawns celestials. Sometimes, the particularly faithful are similarly infused.These are Holy creatures.
Creating a Holy creature
The Holy template may be applied to any good-aligned living corporeal being
Type: Changes to Native Outsider
Special Attacks: Holy creatures retain all special attacks of the base creature and gain the following special attacks:
Divine Power: A Holy creature may cast spells as a cleric of 1/2 its HD.
Special Qualities:Holy creatures retain all special qualities of the base creature, and gain the following:
Detect Evil: Holy creatures may continuously detect evil, as the spell.
Resist Evil: Holy creatures gain a +2 bonus on saves against negative energy and spells cast by evil creatures.
Feats: Holy creatures gain one Exalted feat, and are treated as having the Sacred Vow feat for meeting feat and prestige class prerequisites.
CR: +2
LA: +2
Aspected
Sometimes, a deity will come to a chosen infant in the womb, and bless that child so that it becomes a living aspect of one thing on the deity's portfolio. Sometimes, the universe just randomly decides to make an infant an embodiment of one thing. These are the aspected creatures.
Creating an Aspected creature
The Aspected template may be applied to any living corporeal being.
Special Qualities and Attacks: Aspected Creatures retain all special abilities and attacks of the base creature, and gain the following:
Aspect: Choose one Domain. The creature gains the chosen power of that domain, and may cast the its spells as spell-like abilities 1/day, as a cleric of its HD. Aspected creatures may not cast any spells a cleric of its HD could not.
Feats: The Aspected creature gains the Domain feat for its domain as a bonus feat.
CR: +1
LA: +1
All right, that's all for now. Please PEACH/comment, as I'm not sure about the LAs of these templates.
Necrotic
Everyone knows of the stereotypical necromancer, usually leading an army of undead, or performing profane experiments with unlife. However, there is another type of individual that is frighteningly more adept at necromancy than even most necromancers: Necrotic creatures. These creatures are formed at birth, usually due to some kind of incident resulting in the baby almost dying. In those moments, death touches the infant and leaves it tinged with undeath, as well as many other heightened abilities involving undead.
Creating a Necrotic Creature
The Necrotic template may be applied to any living corporeal creature without the Swarm subtype
Type:The base creature's type changes to Half-Dead(See Dragon Magazine #313 for details.
Special Attacks: The base creature retains the special attacks of the base creature and gains the following special attacks
Touch of Unlife: Necrotic creatures know how to bring creatures closer to death. Once per two rounds, a Necrotic creature may make a touch attack to deal 1d6 negative energy damage per two HD it has.
Corpse Touch: A Necrotic creature knows how to animate the dead almost at will. By focusing on a corpse for 5 minutes, a Necrotic creature may animate it as though it had animated the Corpse through Animate Dead. Necrotic creatures may also use this ability to create undead of any other type of up to one less HD than they have, and all such undead are under their control.
Special Qualities:Necrotic creatures retain the special qualities of the base creature and gain the following special qualities:
Negative Energy Healing: Necrotic creatures lose the Half-Dead bonus against negative energy damage, and instead heal 1/4 of all negative energy damage that would otherwise be dealt to them.
Undead Horde: Necrotic creatures may have up to three times their HD under their control. Should Necrotic creature gain caster levels that would allow them to animate undead, this amount stacks with those levels. (ex. A Necrotic Human with 6 levels in Sorcerer could animate 30 HD of undead (6 HD x (2 from Sorcerer + 3 from template)= 30.
Ability Scores: Any creature with an Intelligence score of less than 10 has its Intelligence Score increased to 10.
CR: +2
LA: +3
Ninjas
Everyone knows that Ninjas are epic. They turn invisible, sneak everywhere, and know how to do other cool stuff. Many posers try to capture the epicness of ninjas by imitating them. However, what they don't know is that Ninjas are born, not trained.
Creating a Ninja Creature
The Ninja template may be applied to any corporeal creature with an Intelligence score
Type: The base creature's type changes to any one type chosen. Ninjas come in varied types.
Special Attacks: Ninja creatures retain all special attacks of the base creature and gain the following special attacks:
Ninja Shruiken: As a standard action once per round, a Ninja creature may produce a Shruiken out of nowhere and make a ranged attack with it.
Sudden Strike +1d6: Ninja creatures gain the Sudden Strike class feature as a Ninja. This stacks with other sources of Sudden Strike Damage.
Special Qualities: Ninja creatures retain all special attacks of the base creatures, and gain the following:
Invisiblity: For a number of rounds per day per HD the Ninja creature has, it may act as though under the effect of the Greater Invisiblity spell. These rounds need not be consecutive
Walks on Water: Ninjas may choose to be under the effect of the Water Walk spell for 1 minute per HD per day. These minutes need not be consecutive, but each use counts as 1 minute minimum.
Skills: Ninja creatures gain a bonus to Hide and Move Silently checks equal to 1 + their half HD. These skills are always class skills
Abilities: Ninjas gain a +6 bonus to Dexterity
CR: +2
LA: +3
Dragon-Blooded
Many know of Dragons, Half-Dragons, and Draconic creatures. They naturally assume that, somehow, Draconic creatures are just what results when Half-Dragons reproduce. This is somewhat true, but also somewhat false. Bridging the heritage gap betwen Half-Dragons and Draconic creatures are the Dragon-Blooded. These creatures are usually the offspring of Half-Dragons and another creature of their non-dragon parent's species, and usually continue to be produced for two or three generations more.
Creating a Dragon-Blooded creature
The Dragon-Blooded template may be applied to any corporeal living creature.
Type: The creature gains the (Dragonblooded) subtype
Natural Armor: Dragon-Blooded creatures usually have scales or tough skin, granting them a +2 bonus to Natural Armor.
Attacks: A Dragon-Blooded creature has two claw attacks,sized appropriately, in addition to any others the base creature possesses.
Special Qualities: A Dragon-Blooded Creature retains the special qualities of the base creature, and gains the following special qualities:
Energy Resistance: A Dragon-Blooded creature gains energy resistance to their dragon progenitor's energy type equal to 10 + twice its HD.(see Feats for details).
Special Slots: Dragon-Blooded creatures have a unique interaction with magic. If they have a Draconic Heritage feat that relies on sacrificing a spell slot in order to use an effect and have levels in an arcane spellcasting class, they gain a bonus spell slot of each spell level they can cast to use for this purpose. If they have a Draconic Heritage Feat that relies on sacrificing an arcane spell slot in order to use an effect and have levels in a divine spellcasting class, they may use divine spell slots for this purpose.
Feats: Dragon-Blooded creatures gain the Draconic Heritage feat and qualify for feats as though they were a Sorcerer.
Abilities: +2 Cha. Any base creature with a Charisma score lower than this has its Charisma score improved to 10 instead.
CR: +1
LA: +1
Holy
Many know of the celestial hosts that are featured in legends and church stories. These beings are essentially created by divine essence. However, sometimes a god or random chance will tamper with an infant in the womb, and infuse it with the same essence that spawns celestials. Sometimes, the particularly faithful are similarly infused.These are Holy creatures.
Creating a Holy creature
The Holy template may be applied to any good-aligned living corporeal being
Type: Changes to Native Outsider
Special Attacks: Holy creatures retain all special attacks of the base creature and gain the following special attacks:
Divine Power: A Holy creature may cast spells as a cleric of 1/2 its HD.
Special Qualities:Holy creatures retain all special qualities of the base creature, and gain the following:
Detect Evil: Holy creatures may continuously detect evil, as the spell.
Resist Evil: Holy creatures gain a +2 bonus on saves against negative energy and spells cast by evil creatures.
Feats: Holy creatures gain one Exalted feat, and are treated as having the Sacred Vow feat for meeting feat and prestige class prerequisites.
CR: +2
LA: +2
Aspected
Sometimes, a deity will come to a chosen infant in the womb, and bless that child so that it becomes a living aspect of one thing on the deity's portfolio. Sometimes, the universe just randomly decides to make an infant an embodiment of one thing. These are the aspected creatures.
Creating an Aspected creature
The Aspected template may be applied to any living corporeal being.
Special Qualities and Attacks: Aspected Creatures retain all special abilities and attacks of the base creature, and gain the following:
Aspect: Choose one Domain. The creature gains the chosen power of that domain, and may cast the its spells as spell-like abilities 1/day, as a cleric of its HD. Aspected creatures may not cast any spells a cleric of its HD could not.
Feats: The Aspected creature gains the Domain feat for its domain as a bonus feat.
CR: +1
LA: +1
All right, that's all for now. Please PEACH/comment, as I'm not sure about the LAs of these templates.