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GhengisConrad
2013-12-15, 03:24 PM
Planning on stacking feral onto a strong heart halfling. Id like to benefit from the increases offered by being feral with a higher HD; can anyone think of a way?

Or, specifically, can y'all think of a way to add/increase fast healing?

Urpriest
2013-12-15, 03:26 PM
The fast healing follows total HD, not just racial HD, so that will just increase with levels.

In general, unless you're someone's familiar or the like, you won't be able to count as having more RHD than you actually have, so you won't be getting the other benefits as a Strongheart Halfling.

OldTrees1
2013-12-15, 03:27 PM
List of Stuff (Fast Healing): http://www.giantitp.com/forums/showthread.php?t=167661

GhengisConrad
2013-12-15, 03:32 PM
FYI: Monster templates that give benefits to HD, specifically in savage species (probably elsewhere too), DO NOT confer benefits to higher class levels. It mentions that specifically in the book.

Urpriest
2013-12-15, 03:39 PM
FYI: Monster templates that give benefits to HD, specifically in savage species (probably elsewhere too), DO NOT confer benefits to higher class levels. It mentions that specifically in the book.

Care to point out where? As far as I've read, when templates say "hit dice", it defaults to total hit dice, which is why Feral has different language in its special qualities section and its special attacks section. Remember, the whole reason why most monster abilities are limited to RHD is because RHD is the "class" associated with the ability: templates have no RHD of their own, so no "class".

ShurikVch
2013-12-15, 04:10 PM
High-level casters can do it.
Especially, you need help of druid capable to cast 9th lvl spells, and someone capable to cast Ray of Stupidity

1. Take a Shadow template (MotP) - switch type to Magical Beast
2. Someone hit you with RoS until your Int is no more than 3
3. Druid cast Awaken Magical Beast

This way you get +2 HD (+3, if AMB was empowered)

If you still need more HD, repeat steps 2 and 3

GhengisConrad
2013-12-15, 07:42 PM
Care to point out where? As far as I've read, when templates say "hit dice", it defaults to total hit dice, which is why Feral has different language in its special qualities section and its special attacks section. Remember, the whole reason why most monster abilities are limited to RHD is because RHD is the "class" associated with the ability: templates have no RHD of their own, so no "class".

Savage Species page 18 under "Templated Characters'

"[...] Class level does not affect the Hit Die total when determining the powers granted by a template. In other words, a celestial elf Ftr 1 has the same template powers as a celestial elf Ftr 5"

ShurikVch
2013-12-16, 03:07 AM
Savage Species page 18 under "Templated Characters'

"[...] Class level does not affect the Hit Die total when determining the powers granted by a template. In other words, a celestial elf Ftr 1 has the same template powers as a celestial elf Ftr 5"

Probably a 3.0 thing, or even SS-only quirk

Monster Manual sample Half-Celestial 9th-Level Human Paladin deal extra 9 points of damage on Smite Evil attack ("equal to its HD") - Half-Celestial SE, not Paladin SE, SR 19 ("Spell resistance equal to creature’s HD + 10"), and able to use Half-Celestial SLAs up to Dispel evil, like any normal 9 HD Half-Celestial

Monster Manual sample Half-Fiend 7th-Level Human Cleric deal extra 7 points of damage on Smite Good attack ("equal to its HD"), SR 17 ("Spell resistance equal to creature’s HD + 10"), and able to use Half-Fiend SLAs up to Poison 3/day, like any normal 7 HD Half-Fiend.

Also, Fiendish Cleric of Yeenoghu (gnoll cleric 3 from MM4) have DR 5/magic and SR 10