Just to Browse
2013-03-19, 02:09 AM
So I really like the idea of applying templates to PCs and creatures, but I hate losing access to level-appropriate abilities, so here are some negative LA templates that aren't broken as hell (looking at you, incarnate construct :smalltongue:)
On Applying Negative LA:
So let's get some hard-coded rules for negative LA, since there's nothing really dictating how it works.
Level adjustment does not let you take extra levels, it simply cancels out level adjustment that you would receive from other sources.
Negative level adjustment is always applied last (after any sources of positive level adjustment)
Negative level adjustment cannot decrease your ECL below your hit dice.
(Here's the complicated one) You may use one source of negative level adjustment to cancel out multiple sources of positive level adjustment, but not vice versa. (REMOVED)
Broken positive LA templates are still broken. The existence of half-fey is an abomination in the eyes of man and should not be used with or without these rules.
If two templates that grant negative level adjustment share a feature, you cannot take both.
Negative LA templates are kind of like flaws in that they must be OK'd by a DM, and also that while it's probably OK to stack more than one, too many negative level adjustment templates can over-focus you into one aspect or make you an annoyance at the table. Try not to do that.
Negative LA greater than -3 probably shouldn't exist.
These negative LA templates are created with the idea that they will be used for optimization purposes. If you're looking to get the flavor that one of these offers but you're not trying to actively mitigate the penalties, you should consider using another character option. Perhaps some LA +0 templates are in order.
Cursed
A template for someone who has been permanently marked by fate. This could be because time assassins are out to get him or because his psychic experiments went awry and he bends time in towards himself, the flavor is up to you. Typically this is done as a sacrifice in order to increase one's power (like a ritual that gives you lolth-touched but leaves you cursed).
This can be applied to any creature.
Size and Type: Unchanged
Hit Dice: Unchanged
Speed: Unchanged
AC: A cursed creature takes a -4 unnamed penalty to AC, and its AC, touch AC, and flat-footed AC cannot exceed 10 + it's ECL.
Special Qualities: A cursed creature gains the following special qualities, which cannot be removed unless the level adjustment of this template is also removed.
Divine Accuracy: The cursed creature benefits less from concealment than others would. Total concealment (but not total cover) is treated as concealment (20%), concealment is instead treated as minor concealmentToM (10%), and minor concealment grants no bonuses. Enemies are aware that cursed creatures are more easy to hit.
Lingering Magic (Ex): A cursed creature takes a -4 unnamed penalty to SR if it has any, and its SR cannot exceed 6 + it's ECL.
Saves: A cursed creature takes a -2 unnamed penalty to all saves and is treated as having a poor save progression in every class he takes.
Abilities: Unchanged
Level Adjustment: -1
Blood Magician
A template for magic users! You pay blood to augment your powers in whatever other way you desire.
Requirements: Able to cast spells or use spell-like abilities of a level of at least a bard of your ECL, not counting level 0 spells (table spoilered below). Must have a constitution score
{table]ECL|Spell Level
1-3|1
4-6|2
7-9|3
10-12|4
13-15|5
16+|6
[/table]
Size and Type: Unchanged
Hit Dice: Unchanged
Speed: Unchanged
AC: Unchanged
Special Qualities: Blood Magician's gain special qualities in accordance with how deep their magic goes. These qualities determine the level adjustment of the template.
Blood Magic: Casting a spell or using a spell-like ability causes the blood magician to lose HP equal to twice the level of the spell. This forces a concentration check as if damage were taken when casting the spell.
Body Fuel: Casting a spell or using a spell-like ability causes the blood magician to take Constitution damage equal to the level of the spell + 2, unless the blood magician's current constitution damage is greater than the damage that casting the spell would inflict. This loss cannot be reduced or switched to another attribute, but it can be healed like normal ability damage. If this constitution damage would kill the blood magician, the spell instead fails and she takes no damage.
Abilities: Unchanged
Level Adjustment: This depends on which special quality the blood magician chooses (she can only choose one). Blood Magic: -1
Body Fuel: -2
Slothful
You are exceptionally lazy. Maybe you are a dragon that likes to sleep, or you just don't care about life.
Inspired by the template from Ganteka Future (https://dnd-wiki.org/wiki/Slothful_(3.5e_Template)).
This can be applied to any creature.
Size and Type: Unchanged
Hit Dice: Unchanged
Speed: A slothful creature's speed is reduced by 10 feet, to a minimum of 5 feet.
AC: A slothful creature never adds their Dexterity to Armor Class.
Special Qualities: A slothful creature gains the following special qualities, which cannot be removed unless the level adjustment of this template is also removed.
Pathetic Initiative: A slothful creature has a -20 unnamed penalty to initiative.
Take Your Time: A slothful creature may not act in surprise round.
Warming Up: In their first round of combat, a slothful creature is limited to a partial action or a swift action.
Saves: A slothful creature never adds their Dexterity to saves.
Abilities: Unchanged
Level Adjustment: -2
Requests?
On Applying Negative LA:
So let's get some hard-coded rules for negative LA, since there's nothing really dictating how it works.
Level adjustment does not let you take extra levels, it simply cancels out level adjustment that you would receive from other sources.
Negative level adjustment is always applied last (after any sources of positive level adjustment)
Negative level adjustment cannot decrease your ECL below your hit dice.
(Here's the complicated one) You may use one source of negative level adjustment to cancel out multiple sources of positive level adjustment, but not vice versa. (REMOVED)
Broken positive LA templates are still broken. The existence of half-fey is an abomination in the eyes of man and should not be used with or without these rules.
If two templates that grant negative level adjustment share a feature, you cannot take both.
Negative LA templates are kind of like flaws in that they must be OK'd by a DM, and also that while it's probably OK to stack more than one, too many negative level adjustment templates can over-focus you into one aspect or make you an annoyance at the table. Try not to do that.
Negative LA greater than -3 probably shouldn't exist.
These negative LA templates are created with the idea that they will be used for optimization purposes. If you're looking to get the flavor that one of these offers but you're not trying to actively mitigate the penalties, you should consider using another character option. Perhaps some LA +0 templates are in order.
Cursed
A template for someone who has been permanently marked by fate. This could be because time assassins are out to get him or because his psychic experiments went awry and he bends time in towards himself, the flavor is up to you. Typically this is done as a sacrifice in order to increase one's power (like a ritual that gives you lolth-touched but leaves you cursed).
This can be applied to any creature.
Size and Type: Unchanged
Hit Dice: Unchanged
Speed: Unchanged
AC: A cursed creature takes a -4 unnamed penalty to AC, and its AC, touch AC, and flat-footed AC cannot exceed 10 + it's ECL.
Special Qualities: A cursed creature gains the following special qualities, which cannot be removed unless the level adjustment of this template is also removed.
Divine Accuracy: The cursed creature benefits less from concealment than others would. Total concealment (but not total cover) is treated as concealment (20%), concealment is instead treated as minor concealmentToM (10%), and minor concealment grants no bonuses. Enemies are aware that cursed creatures are more easy to hit.
Lingering Magic (Ex): A cursed creature takes a -4 unnamed penalty to SR if it has any, and its SR cannot exceed 6 + it's ECL.
Saves: A cursed creature takes a -2 unnamed penalty to all saves and is treated as having a poor save progression in every class he takes.
Abilities: Unchanged
Level Adjustment: -1
Blood Magician
A template for magic users! You pay blood to augment your powers in whatever other way you desire.
Requirements: Able to cast spells or use spell-like abilities of a level of at least a bard of your ECL, not counting level 0 spells (table spoilered below). Must have a constitution score
{table]ECL|Spell Level
1-3|1
4-6|2
7-9|3
10-12|4
13-15|5
16+|6
[/table]
Size and Type: Unchanged
Hit Dice: Unchanged
Speed: Unchanged
AC: Unchanged
Special Qualities: Blood Magician's gain special qualities in accordance with how deep their magic goes. These qualities determine the level adjustment of the template.
Blood Magic: Casting a spell or using a spell-like ability causes the blood magician to lose HP equal to twice the level of the spell. This forces a concentration check as if damage were taken when casting the spell.
Body Fuel: Casting a spell or using a spell-like ability causes the blood magician to take Constitution damage equal to the level of the spell + 2, unless the blood magician's current constitution damage is greater than the damage that casting the spell would inflict. This loss cannot be reduced or switched to another attribute, but it can be healed like normal ability damage. If this constitution damage would kill the blood magician, the spell instead fails and she takes no damage.
Abilities: Unchanged
Level Adjustment: This depends on which special quality the blood magician chooses (she can only choose one). Blood Magic: -1
Body Fuel: -2
Slothful
You are exceptionally lazy. Maybe you are a dragon that likes to sleep, or you just don't care about life.
Inspired by the template from Ganteka Future (https://dnd-wiki.org/wiki/Slothful_(3.5e_Template)).
This can be applied to any creature.
Size and Type: Unchanged
Hit Dice: Unchanged
Speed: A slothful creature's speed is reduced by 10 feet, to a minimum of 5 feet.
AC: A slothful creature never adds their Dexterity to Armor Class.
Special Qualities: A slothful creature gains the following special qualities, which cannot be removed unless the level adjustment of this template is also removed.
Pathetic Initiative: A slothful creature has a -20 unnamed penalty to initiative.
Take Your Time: A slothful creature may not act in surprise round.
Warming Up: In their first round of combat, a slothful creature is limited to a partial action or a swift action.
Saves: A slothful creature never adds their Dexterity to saves.
Abilities: Unchanged
Level Adjustment: -2
Requests?