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silver spectre
2011-08-19, 01:30 PM
I'm a big fan of templates and bloodlines. I like having characters (as a player and DM) with an edge that is not overpowering or game breaking.

I'm pretty satisfied with these, but I'm not sure the level adjustment is quite right.
Thoughts..?

EXPLORER ENHANCEMENT
Explorers are people that continually seek new frontiers and often meet people and cultures they have no experience with. Throughout history these explorations have been fraught with perils off all types. Through disease, toxic creatures and plants, injury, misunderstandings with local cultures, lack of medical care, and simple lack of time the chance for a messy end to an explorer’s work is enormous. For that reason the Explorer Enhancement was designed. A way was found to enhance and reprogram human DNA to better enable an explorer to deal with most of the hazards of his work. “Explorer Enhancement” is an acquired template that can be added to any human or human blooded creature. The creature retains its original type, but gains the “enhanced” subtype. It uses all the normal statistics and special abilities except as noted.
Special Qualities: An explorer retains all the special qualities of the base creature and gains the additional special qualities described below.
• Enhanced Lowlight Vision (Ex): An explorer can see three times as far as a human can in dim light.
• Tireless: An explorer requires only half as much sleep or rest as normal per day to be fully rested. He is also immune to fatigue, and anything that would cause him to become exhausted makes him fatigued instead.
• Pack Mule: The explorer’s carrying capacity increases by fifty percent.
• Pressure Adjustment: The explorer may ascend or descend at any speed without suffering the effects of rapid pressurization or rapid depressurization, but is still subject to the pressure tolerance limitations of his race.
• Faster Healing (Ex): An explorer heals hit point (lethal and nonlethal) damage and ability score damage twice as fast as a normal member of his race.
• Immunities (Ex): The explorer is immune to non-magical disease and gains a +2 bonus to saves versus disease, infection, poison/toxin, and environmental effects (cold, heat, pressure, gravity, etc…).
• Digestive Efficiency (Ex): The explorer’s digestive system extracts more moisture and nutrition than normal. He requires only half as much food and water as a normal member of his race.
Challenge Rating: Same as base creature +0.
Level Adjustment: Same as base creature +1


SAVANT
Savants are creatures with intellectual capacity that far exceeds that of a normal creature of their base type. While they typically look no different than a normal member of their species they do tend to be set apart and somewhat uncomfortable with other members of their species as they can often have difficulty relating to them. “Savant” is an inherited template that can be added to any living creature with an Intelligence score of 6 or higher. The creature retains its original type and uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities: The savant retains all the special qualities of the base creature and gains the additional special qualities described below.
• Hyper-cerebral (Ex): A unique facet of the savant is their ability to learn and understand almost anything. They always treat all skills as if they were class skills regardless of the normal skill lists for any class they are in.
• Linguistics (Ex): The savant is able to understand, read, and speak any language used by intelligent races. Whenever the savant is exposed to a language with he is not familiar, he automatically begins decoding it so that he can speak or read it. If exposed to a written language, he will learn to read and write it. If exposed to a spoken language, he will learn to speak it. Whenever the savant learns a language, he permanently acquires it. To decode a language, the explorer must successfully perform a DC 20 Intelligence check after a predetermined interval of exposure. If he fails the check, he can try again after the time interval passes, gaining a cumulative +1 bonus to the skill check. The time interval depends on familiarity with the language to which he is exposed. If the savant is learning the spoken version of a language he knows how to write or the written version of a language he knows how to speak, the time interval is ten minutes. To learn a language that is similar to one he already knows, the time interval is one hour. To learn an entirely new language, the interval is a day. To acquire a totally alien type of language (such as one based upon pheromones), the interval is 1d4 days. If the savant lacks the physical structures necessary to make noises or movements associated with a language, then he can understand the language, but cannot speak it.
• Savant’s knack (Ex): Their enhanced learning capacity gives savants an incredible knack for picking up new skills and applying what they know effectively in new ways. They are capable of accomplishing simple tasks with a wide variety of skills.
When making any mental (Int, Wis, or Cha based) skill check (including trained only skills), you can use ½ your character level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0) but only for the purpose of making skill checks. You can’t take 10 on checks when you use savant’s knack (to take 10 you have to use your actual ranks). This ability does not apply to psychic skills or class unique skills.
Challenge Rating: Same as base creature +0.
Level Adjustment: Same as base creature +2



NEVER DEAD
The Never Dead are one of the strangest mysteries of the planes. They quite simply cannot die. Well, sort of. They can die, but they just don't tend to stay that way.
Aside from their restorative powers, Never Dead are quite normal. All Never Dead begin life as normal members of their race. At some point in their life, they "die" and then they begin to realize just how different they are. They are effectively immortal.
Special Qualities: The Never Dead retains all the special qualities of the base creature and gains the additional special qualities described below.
• Ability Scores: A Never Dead’s ability scores are unmodified.
• Healing: The Never Dead heal as normal for a member of their race.
• Restoration (Su): It is effectively impossible to destroy a Never Dead through simple combat: The “destroyed” Never Dead may restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A Never Dead that would otherwise be destroyed returns to life with a successful level check (1d20 + Never Dead’s HD) against DC 20 (a roll of one is not an automatic failure). The Never Dead is immediately restored to full hit points, vigor, health, and ability scores with body parts intact/restored. The Never Dead is also fully rested, but all spells per day, power points, and any “per day” abilities (from race, template, or class) are expended and must be recovered normally. If the never dead's "dies" in a place where he takes continuous per round damage (active volcano, under crushing weight, heart of a star, plane of fire, etc...) he may not reform until his remains are moved or the damaging effect is negated.
Additionally every time the never dead "dies" he permanently loses one level (never below first level and lost levels may be regained only through normal experience) and he may not be resurected by any means other than his own innate ability.
• Endless (Ex): The Never Dead never ages. He no longer suffers the penalties or enjoys the benefits of aging, is immune to any aging effects or powers, and cannot die of old age. Any bonuses or penalties gained prior to becoming Never Dead are retained.
Challenge Rating: Same as base creature +0.
Level Adjustment: +1.

Yitzi
2011-08-19, 02:28 PM
I'd give Explorers an LA increase of +1 (the effects aren't all that impressive), Savant should have an LA of +2 and a CR of +1 (some skills are extremely useful to be able to use that way), and the Never Dead a CR of +0 (since he's not actually a harder fight) and an LA of AT LEAST +3. Although even that's just a temporary fix; without a way of killing him regardless of level, the template is still totally broken at level 19 no matter what LA you give it.

Togath
2011-08-19, 09:09 PM
The skill bonuses of the savant are more or less useful depending on the campaign, so either a +1 or +2 level adjustment, as has been said, also for the neverdead, one way to give it a self res ability without being as over powered(at high levels, it's pretty weak at lower levels) could be to give it regeneration, and make it beaten by fire, cold, or acid(or 2 of those three)

Tacitus
2011-08-19, 09:16 PM
I'd say +3 for the Neverdead is just about right. The Ghost is LA+5 and has the same dead-dodge mechanic if I'm reading and recalling correctly. You may want to consider making it the same +5 and filling it out a bit so that it could be a living and corporeal counterpart to the ghost, more or less. At +3 if thats all it does it might still get looks, but +5 and some stuff tacked on would make it comparable, and thus easier to swallow.

erictheredd
2011-08-19, 10:35 PM
ways to "kill" a never dead---

flesh to stone.
imprisionment.
trap the soul may work.
If they don't have a way to planeshift, you can take them strait to the afterlife and leave them there.
level drain him down to first and put him in a prison where he can't commit suicide. if there is a good supply of food (perhaps a permanent create food and water effect) he will just end up in the same spot when he rises again

I have to ask how the effect works on other planes though. if a never born ends up in a plane that has no habitable region (negative energy plane, elemental plane of fire) where does he go when he dies?

Yitzi
2011-08-20, 09:45 PM
I'd say +3 for the Neverdead is just about right. The Ghost is LA+5 and has the same dead-dodge mechanic if I'm reading and recalling correctly.

The Ghost can also be removed by removing whatever keeps it from resting peacefully (and if that's something campaign-specific so it can't be done until the campaign is beaten, then the ghost is indeed broken at high levels.)

Prime32
2011-08-21, 05:26 AM
EXPLORER ENHANCEMENT
Explorers are people that continually seek new frontiers and often meet people and cultures they have no experience with. Throughout history these explorations have been fraught with perils off all types. Through disease, toxic creatures and plants, injury, misunderstandings with local cultures, lack of medical care, and simple lack of time the chance for a messy end to an explorer’s work is enormous. For that reason the Explorer Enhancement was designed. A way was found to enhance and reprogram human DNA to better enable an explorer to deal with most of the hazards of his work. “Explorer Enhancement” is an acquired template that can be added to any human or human blooded creature. The creature retains its original type, but gains the “enhanced” subtype. It uses all the normal statistics and special abilities except as noted.
Special Qualities: An explorer retains all the special qualities of the base creature and gains the additional special qualities described below.
• Enhanced Lowlight Vision (Ex): An explorer can see three times as far as a human can in dim light.
• Tireless: An explorer requires only half as much sleep or rest as normal per day to be fully rested. He is also immune to fatigue, and anything that would cause him to become exhausted makes him fatigued instead.
• Pack Mule: The explorer’s carrying capacity increases by fifty percent.
• Pressure Adjustment: The explorer may ascend or descend at any speed without suffering the effects of rapid pressurization or rapid depressurization, but is still subject to the pressure tolerance limitations of his race.
• Faster Healing (Ex): An explorer heals hit point (lethal and nonlethal) damage and ability score damage twice as fast as a normal member of his race.
• Immunities (Ex): The explorer is immune to non-magical disease and gains a +2 bonus to saves versus disease, infection, poison/toxin, and environmental effects (cold, heat, pressure, gravity, etc…).
• Digestive Efficiency (Ex): The explorer’s digestive system extracts more moisture and nutrition than normal. He requires only half as much food and water as a normal member of his race.
Challenge Rating: Same as base creature +0.
Level Adjustment: Same as base creature +2Very weak; no way is this worth giving up two class levels. How many DMs even require you to keep track of how much you eat? There are LA +0 templates (eg. necropolitan) which grant immunity to the things this template grants resistance to.


SAVANT
Savants are creatures with intellectual capacity that far exceeds that of a normal creature of their base type. While they typically look no different than a normal member of their species they do tend to be set apart and somewhat uncomfortable with other members of their species as they can often have difficulty relating to them. “Savant” is an inherited template that can be added to any living creature with an Intelligence score of 6 or higher. The creature retains its original type and uses all the base creature’s statistics and special abilities except as noted here.
Special Qualities: The savant retains all the special qualities of the base creature and gains the additional special qualities described below.
• Hyper-cerebral (Ex): A unique facet of the savant is their ability to learn and understand almost anything. They always treat all skills as if they were class skills regardless of the normal skill lists for any class they are in.
• Linguistics (Ex): The savant is able to understand, read, and speak any language used by intelligent races. Whenever the explorer is exposed to a language with he is not familiar, he automatically begins decoding it so that he can speak or read it. If exposed to a written language, he will learn to read and write it. If exposed to a spoken language, he will learn to speak it. Whenever the savant learns a language, he permanently acquires it. To decode a language, the explorer must successfully perform a DC 20 Intelligence check after a predetermined interval of exposure. If he fails the check, he can try again after the time interval passes, gaining a cumulative +1 bonus to the skill check. The time interval depends on familiarity with the language to which he is exposed. If the savant is learning the spoken version of a language he knows how to write or the written version of a language he knows how to speak, the time interval is ten minutes. To learn a language that is similar to one he already knows, the time interval is one hour. To learn an entirely new language, the interval is a day. To acquire a totally alien type of language (such as one based upon pheromones), the interval is 1d4 days. If the savant lacks the physical structures necessary to make noises or movements associated with a language, then he can understand the language, but cannot speak it.
• Savant’s knack (Ex): Their enhanced learning capacity gives savants an incredible knack for picking up new skills and applying what they know effectively in new ways. They are capable of accomplishing simple tasks with a wide variety of skills.
When making any mental (Int, Wis, or Cha based) skill check (including trained only skills), you can use ½ your character level (rounded up) in place of the number of ranks you have in the skill (even if that number is 0) but only for the purpose of making skill checks. You can’t take 10 on checks when you use savant’s knack (to take 10 you have to use your actual ranks). This ability does not apply to psychic skills or class unique skills.
Challenge Rating: Same as base creature +0.
Level Adjustment: Same as base creature +1Slightly more useful, but still inferior to factotum and the Able Learner feat. Make this a feat which lets you count your character level as your factotum level for its skill ability. Linguistics should be how the Speak Language skill works to begin with (since at present living with orcs won't let you learn Orc).


NEVER DEAD
The Never Dead are one of the strangest mysteries of the planes. They quite simply cannot die. Well, sort of. They can die, but they just don't tend to stay that way.
Aside from their restorative powers, Never Dead are quite normal. All Never Dead begin life as normal members of their race. At some point in their life, they "die" and then they begin to realize just how different they are. They are effectively immortal.
Special Qualities: The Never Dead retains all the special qualities of the base creature and gains the additional special qualities described below.
• Ability Scores: A Never Dead’s ability scores are unmodified.
• Healing: The Never Dead heal as normal for a member of their race.
• Restoration (Su): It is effectively impossible to destroy a Never Dead through simple combat: The “destroyed” Never Dead may restore itself in 3d4 days. Even the most powerful spells are usually only temporary solutions. A Never Dead that would otherwise be destroyed returns to life with a successful level check (1d20 + Never Dead’s HD) against DC 20 (a roll of one is not an automatic failure). The Never Dead is immediately restored to full hit points, vigor, health, and ability scores with body parts intact/restored. The Never Dead is also fully rested, but all spells per day, power points, and any “per day” abilities (from race, template, or class) are expended and must be recovered normally. When the Never Dead is restored he is transported to the nearest location with an environment that is capable of supporting life unaided without causing the Never Dead direct damage (things living in the environment are not considered in this)
• Endless (Ex): The Never Dead never ages. He no longer suffers the penalties or enjoys the benefits of aging, is immune to any aging effects or powers, and cannot die of old age. Any bonuses or penalties gained prior to becoming Never Dead are retained.
Challenge Rating: Same as base creature +1.
Level Adjustment: +2.This template does nothing whatsoever. It doesn't make an NPC harder to fight, and a PC could just bring in a new character. Make it a feat.

Owrtho
2011-08-21, 05:52 AM
On the never dead, a thought that might increase the usefulness without making it over powered (while possibly addressing the issue Prime32 brought up), would be to change it so that instead of just reviving after x time period, it instead doesn't die at -10 hp (though still ends up in a death like state), and instead will begin healing at the normal rate for a resting character until they reach positive hp (though they likely wouldn't require food or drink). They would still be able to be healed by healing spells, meaning they could in theory be 'revived' fairly quickly and easily. On the other hand, they could more easily be stopped 'permanently' by placing them somewhere they will continue to take damage, or just having someone regularly attack them. The reviving x days later could then just be used for death effects that don't use hp damage.
Personally, I feel like it doesn't need to be able to come back from being thrown in a volcano, without the body being fished out, but if you desire such a thing, make it so that such a situation triggers the body being moved after the noted period of time, but possibly don't have it automatically revive them (or let it do so, as when it comes down to it the difference between a few hours and a few days in D&D can come down to "we make camp and wait for the never dead to regenerate". While there may be cases that urgency of quests doesn't allow that, it then can become something of a punishment to the player, as they may not be able to make a new character to replace the old one since they're just waiting on revival, and they may get left out of things as a result.

Owrtho

silver spectre
2011-08-23, 09:07 AM
I somehow managed to delete one of my posts and if that altered anyone else's posting, I apologize.
I'm still figuring this forum out.

I adjusted the LAs and altered the never dead a bit.

Any further thoughts?