ExemplarofAvg
2012-09-16, 01:24 PM
Petitioner (http://www.d20pfsrd.com/bestiary/monster-listings/templates/petitioner-cr-1) is a Template, that is kind of cool, and I kind of like it. But I'm not really looking at it as a Template more of a Playable race with Racial Hit Dice...
Petitioner (Race)Type: Petitioners are Outsiders with the native subtype.
Medium: Petitioners are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Petitioners have a base speed of 30 feet.
Darkvision: Petitioners can see in the dark up to 60 feet.
Racial Hit Dice: A Petitioner begins with two levels of Outsider, which provide 2d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
Racial Skills: A Petitioners Outsider levels give it skill points equal to 2 x (6 + Int modifier).
Racial Feats: A Petitioners Outsider levels give it one feat.
Natural Attack: Petitioners have a Slam attack appropriate for their size.
Languages: All Petitioners can speak common and gain additional languages based on their heritage (see below).
Aligned Heritage: A Petitioner gains additional abilities and languages based on it's plane of origin. A Petitioner who ceases to follow their planes alignment, or who willfully commits an act opposed to their planes loses these abilities but not the bonus languages. They may regain their abilities if they atone for their violations (see the atonement spell), as appropriate.Abaddon (Neutral Evil): The “hunted” have bodies that are identical to what they had in life—these petitioners are doomed to be stalked and eventually consumed by the daemons that lust for souls. A hunted that survives long enough eventually warps and twists into a daemon. The hunted gain DR 5/— and fast healing 1 so that they provide a slightly more robust hunt for their daemonic predators. Bonus Languages: Either Abyssal or Infernal
Abyss (Chaotic Evil): “Larvae” are perhaps the most hideous of petitioners—they appear as pallid, maggot-like Creatures with heads similar to those they possessed in life. Larvae that feed long enough on Abyssal filth eventually transform into demons. They have cold, electricity, and fire resistance 10, and instead of a slam attack gain a bite attack as appropriate for their size. Bonus Languages: Abyssal
Elysium (Chaotic Good): The “chosen” have idealized versions of their mortal bodies. In time, after experiencing the pleasures Elysium has to offer, the chosen become azatas. The chosen gain resistance to cold and fire 10 and a +2 bonus to Charisma. Bonus Languages: Celestial
Heaven (Lawful Good): The “elect” appear similar to their mortal forms, save that they possess a golden halo and feathered wings. After spending enough time aiding heavenly tasks, the elect become archons. They gain a fly speed equal to their base speed (average mobility). Bonus Languages: Celestial
Hell (Lawful Evil): The “damned” retain their mortal forms, but are heavily scarred by various tortures. Those who endure the torments of Hell long enough may eventually be approved for transformation into devils. The damned gain immunity to fire (but not immunity to the pain caused by fire—whenever one of the damned takes fire damage, it must make a DC 15 Fortitude save to resist being stunned by the pain for 1d4 rounds). Bonus Languages: Infernal
Limbo (Chaotic Neutral): The “shapeless“ retain their basic forms, but these forms constantly waver and shimmer, as if they were ghosts in peril of dissolving away. After wallowing in the chaos of Limbo for long enough, they can transform into proteans. The shapeless have the incorporeal subtype, an incorporeal touch attack, and all advantages granted by that defensive ability. Bonus Languages: Either Abyssal or Celestial
Nirvana (Neutral Good): The “cleansed” take on the forms of animals that closely approximate their personalities. Upon achieving true enlightenment, they transform into agathions. The cleansed gain cold and sonic resistance 10 and a +2 bonus to Wisdom. Bonus Languages: Celestial
Purgatory (Neutral): The “dead” appear as animated skeletons but are not Undead—in time, they can earn the right to become aeons. They gain DR 10/bludgeoning and immunity to cold. Bonus Languages: Either Abyssal, Celestial or Infernal
Utopia (Lawful Neutral): The “remade” retain the same body shape but have milky white skin covered in dense black script, as if some strange scribe had used them for parchment. Upon deciphering the riddles posed by these complex lines of script, one of the remade can enter an axiomite forge to be transformed into an inevitable. The remade are immune to hostile transmutation effects and gain a +2 bonus to Intelligence. Bonus Languages: Either Celestial or Infernal
Petitioner (Race)Type: Petitioners are Outsiders with the native subtype.
Medium: Petitioners are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Petitioners have a base speed of 30 feet.
Darkvision: Petitioners can see in the dark up to 60 feet.
Racial Hit Dice: A Petitioner begins with two levels of Outsider, which provide 2d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
Racial Skills: A Petitioners Outsider levels give it skill points equal to 2 x (6 + Int modifier).
Racial Feats: A Petitioners Outsider levels give it one feat.
Natural Attack: Petitioners have a Slam attack appropriate for their size.
Languages: All Petitioners can speak common and gain additional languages based on their heritage (see below).
Aligned Heritage: A Petitioner gains additional abilities and languages based on it's plane of origin. A Petitioner who ceases to follow their planes alignment, or who willfully commits an act opposed to their planes loses these abilities but not the bonus languages. They may regain their abilities if they atone for their violations (see the atonement spell), as appropriate.Abaddon (Neutral Evil): The “hunted” have bodies that are identical to what they had in life—these petitioners are doomed to be stalked and eventually consumed by the daemons that lust for souls. A hunted that survives long enough eventually warps and twists into a daemon. The hunted gain DR 5/— and fast healing 1 so that they provide a slightly more robust hunt for their daemonic predators. Bonus Languages: Either Abyssal or Infernal
Abyss (Chaotic Evil): “Larvae” are perhaps the most hideous of petitioners—they appear as pallid, maggot-like Creatures with heads similar to those they possessed in life. Larvae that feed long enough on Abyssal filth eventually transform into demons. They have cold, electricity, and fire resistance 10, and instead of a slam attack gain a bite attack as appropriate for their size. Bonus Languages: Abyssal
Elysium (Chaotic Good): The “chosen” have idealized versions of their mortal bodies. In time, after experiencing the pleasures Elysium has to offer, the chosen become azatas. The chosen gain resistance to cold and fire 10 and a +2 bonus to Charisma. Bonus Languages: Celestial
Heaven (Lawful Good): The “elect” appear similar to their mortal forms, save that they possess a golden halo and feathered wings. After spending enough time aiding heavenly tasks, the elect become archons. They gain a fly speed equal to their base speed (average mobility). Bonus Languages: Celestial
Hell (Lawful Evil): The “damned” retain their mortal forms, but are heavily scarred by various tortures. Those who endure the torments of Hell long enough may eventually be approved for transformation into devils. The damned gain immunity to fire (but not immunity to the pain caused by fire—whenever one of the damned takes fire damage, it must make a DC 15 Fortitude save to resist being stunned by the pain for 1d4 rounds). Bonus Languages: Infernal
Limbo (Chaotic Neutral): The “shapeless“ retain their basic forms, but these forms constantly waver and shimmer, as if they were ghosts in peril of dissolving away. After wallowing in the chaos of Limbo for long enough, they can transform into proteans. The shapeless have the incorporeal subtype, an incorporeal touch attack, and all advantages granted by that defensive ability. Bonus Languages: Either Abyssal or Celestial
Nirvana (Neutral Good): The “cleansed” take on the forms of animals that closely approximate their personalities. Upon achieving true enlightenment, they transform into agathions. The cleansed gain cold and sonic resistance 10 and a +2 bonus to Wisdom. Bonus Languages: Celestial
Purgatory (Neutral): The “dead” appear as animated skeletons but are not Undead—in time, they can earn the right to become aeons. They gain DR 10/bludgeoning and immunity to cold. Bonus Languages: Either Abyssal, Celestial or Infernal
Utopia (Lawful Neutral): The “remade” retain the same body shape but have milky white skin covered in dense black script, as if some strange scribe had used them for parchment. Upon deciphering the riddles posed by these complex lines of script, one of the remade can enter an axiomite forge to be transformed into an inevitable. The remade are immune to hostile transmutation effects and gain a +2 bonus to Intelligence. Bonus Languages: Either Celestial or Infernal