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View Full Version : D&D 3.x Other Some templates (help with LA's wanted)



qwertyu63
2014-04-26, 02:15 PM
Alright, I am horrid at assigning LA's to templates. With that in mind, here are some templates I have made. I want opinions on the LA's I have set.

Shortbred:
Shorter than most of their kin, shortbred are nimbler and easier to hide.

"Shortbred" is an inherited template that can be added to any living, corporeal medium sized creature (referred to hereafter as the base creature).

A shortbred uses all the base creature’s statistics and special abilities except as noted here.

Size:
The shortbred's size is reduced to small. As Small creatures, shortbred gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Level Adjustment:
Same as the base creature.

Challenge Rating:
Same as the base creature.
Half-warforged:
(The Constructed subtype is taken from InaVegt, with some changes.)
Born as a result of magical devices, these creatures are partially constructs.

"Half-warforged" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature).

A half-warforged uses all the base creature’s statistics and special abilities except as noted here.

Type:
The half-warforged retains the base creature's type, but gains the Constructed subtype.

Attack:
A half-warforged retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. This slam attack deals 1d2 damage.

Special Qualities:
As the base creature plus Inner Plating.

Inner Plating (Ex): While they do not have thick plating, half-warforged do have a small amount of metal within themselves. This small amount of armor give them a +1 armor bonus. This is not actual armor and does not stack with actual armor; however, this armor does not cause arcane spell failure.

Abilities:
Change from the base creature as follows: Con +2.

Level Adjustment:
Same as the base creature +1.

Challenge Rating:
Same as the base creature.
Constructed subtype:
Creatures with the Constructed subtype are partially constructs. As a result, they possess a resistance to some hazards suffered by living creatures and can be affected by some spells that normally only target constructs.

Creatures with the Constructed get a +2 bonus on saves against poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.

Creatures with the Constructed subtype can be affected by spells that target living creatures as well as those that target constructs. If a Constructed creature is targeted by a spell that heals constructs, that spell provides only half its normal effects.

The unusual physical construction of a Constructed creature makes them vulnerable to certain spells and effects that normally don't affect living creatures. A constructed creature is affected by repel metal and chill metal as if he were wearing metal armor. Likewise, a constructed creature is affected by repel metal or stone as if he were wearing metal armor.
Half-succubus:
Born of the union between a succubus and a mortal, the half-succubus is a fusion of their traits.

"Half-succubus" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature).

A half-succubus uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The half-succubus retains the base creature's type, but gains the planetouched subtype.

Speed: As the base creature plus: Wing-Aided Movement, Gliding, Flight.

Wing-Aided Movement (Ex): Half-succubi can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a half-succubus a +10 racial bonus on Jump checks.

Gliding (Ex): A half-succubus can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Half-succubus glide at a speed of 40 feet (average maneuverability). Even if a half-succubus's maneuverability improves, they can't hover while gliding. A half-succubus can't glide while carrying a medium or heavy load. If a half-succubus becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. The half-succubus descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When a half-succubus reaches 5 Hit Dice, they becomes able to fly at a speed of 40 feet (average maneuverability). A half-succubus can't fly while carrying a medium or heavy load or while fatigued or exhausted. Half-succubus can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Half-succubus are likewise fatigued after spending a total of more than 10 minutes per day flying. Because half-succubus can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 Hit Dice, half-succubi have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A half-succubus with flight can make a dive attack. A dive attack works like a charge, but the half-succubus must move a minimum of 30 feet and descend at least 10 feet. A half-succubus can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A half-succubus with flight can use the run action while flying, provided she flies in a straight line.

Special Attacks: As the base creature plus Draining Kiss.

Draining Kiss (Su): By kissing a creature, the half-succubus can activate their draining kiss. If the target is not willing to be kissed, the half-succubus must start a grapple, which provokes an attack of opportunity. The kissed individual gains the Fatigued condition (Fort save negates; DC 10 + half-succubus’s Cha modifier + 1/2 half-succubus’s HD).

Special Abilities: As the base creature plus Shifter.

Shifter: The half-succubus can shift their appearance at will, as if using the disguise self spell. This affects the half-succubus' body but not their possessions. It is not an illusory effect, but a minor physical alteration of the half-succubus' appearance, within the limits described for the spell. Once used, the transformation lasts until the half-succubus uses this ability again or dismisses the transformation.

Spell-Like Abilities: As the base creature plus: 1/day—charm person. Caster level 1st; save DC 10 + half-succubus’s Cha modifier + spell level.

Abilities: Change from the base creature as follows: Cha +2, Str -2.

Level Adjustment: As the base creature +1

Challenge Rating: Same as the base creature +1.
Dragonkin:
Born of the union between a dragon and a mortal, the dragonkin is a fusion of their traits.

"Dragonkin" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature).

A dragonkin uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The dragonkin retains the base creature's type, but gains the dragonblood subtype. For all effects related to race, a dragonkin is considered a dragon and a member of her original race.

Special Attacks: As the base creature plus Breath Weapon and Frightful Presence.

Breath Weapon (Su): Dragonkin possess a breath weapon. The breath weapon is a tightly focused beam of energy. The line’s length is 5 feet per Hit Die the dragonkin has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage of their type from Elemental Connection, plus an extra 1d8 points for each 3 HD the dragonkin possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). A successful Reflex save (DC 10 + 1/2 the dragonkin’s HD + their Con modifier) halves the damage. A dragonkin can use their breath weapon once every 1d4 rounds.

Frightful Presence (Ex): A dragonkin can unsettle foes with its mere presence. Whenever the dragonkin attacks or charges, all opponents within a radius of 30 feet who have fewer levels or Hit Dice than the dragonkin become shaken for a number of rounds equal to 1d6 + their Cha modifier. The effect is negated by a Will save (DC 10 + 1/2 the dragonkin’s HD + their Cha modifier). A successful save indicates that the opponent is immune to the dragonkin's frightful presence for 24 hours. Dragons ignore the frightful presence of dragonkin and vice versa.

Special Abilities: As the base creature plus Elemental Connection and Energy Resistance.

Elemental Connection: Each dragonkin is tied to a single damage type. The options are acid, cold, electricity or fire. The damage type used is based on the dragonkin's draconic variety, as follows; Black, Copper, Green: Acid; White, Silver: Cold; Blue, Bronze: Electricity; Red, Brass, Gold: Fire.

Energy Resistance (Ex): Dragonkin are resistant to an energy type. They have resistance 4 to their type from Elemental Connection. This resistance increases by 4 for each 3 HD the dragonkin possesses (8 at 3 HD, 12 at 6 HD, and so on).

Speed: As the base creature plus: Wing-Aided Movement, Gliding, Flight.

Wing-Aided Movement (Ex): Dragonkin can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a dragonkin a +10 racial bonus on Jump checks.

Gliding (Ex): A dragonkin can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonkin glide at a speed of 40 feet (average maneuverability). Even if a dragonkin's maneuverability improves, she can't hover while gliding. A dragonkin can't glide while carrying a medium or heavy load. If a dragonkin becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The dragonkin descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

Flight (Ex): When a dragonkin reaches 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A dragonkin can't fly while carrying a medium or heavy load or while fatigued or exhausted. Dragonkin can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Dragonkin are likewise fatigued after spending a total of more than 10 minutes per day flying. Because dragonkin can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

When they reach 10 Hit Dice, dragonkin have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A dragonkin with flight can make a dive attack. A dive attack works like a charge, but the dragonkin must move a minimum of 30 feet and descend at least 10 feet. A dragonkin can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A dragonkin with flight can use the run action while flying, provided she flies in a straight line.

Level Adjustment: As the base creature +2

Challenge Rating: Same as the base creature +2.

Loek
2014-04-26, 04:18 PM
Apologies for the confusing post, first analyzed as I read. After that, thought about it again (and wrote the "alternate idea" part below).


Shortbred: Agreed on LA 0, though in certain circumstances (mostly non fight-y things) small size is plain better. Just make sure to note of all the things that change due to size change (speed, carry capacity, ac bonus and hit)... Maybe do the whole physical ability change that some grow/shrink spells have?

half-warforged: I like it, but I think all the +2 bonuses, the internal armor and the extra type of (half effective healing) might already be worth the +1 LA... (especially if they can also use warforged components - and maybe warforged classes?). The +2 con (representing the increase in toughness of being half a robot?) is a bit much. Instead give them the toughness feat (or one of the other bum feats that does add a (very) small amount of extra durability and can act as a prerequisite).

half-succubus: not entirely sure on this one, but I think the flight and shifter part might qualify it for its +2 LA (personally I think I'd make them (native) outsiders - well if they aren't casters who can use that to improve their shapeshifting abilities...)

dragonkin: first off, specificy that they aren't true dragons for qualifying for things (unless you meant for them to qualify as true dragons... which is probably not a good idea...). As for the LA, I don't think this one is that much more powerful than the half-succubus... maybe throw in a +2 to strength and constitution to make it (more) worth the LA.



Alternate idea: You can also look at the Half-dragon template (http://www.dandwiki.com/wiki/SRD:Half-Dragon), which people consider to be weak for its LA (+3) and is actually quite a bit more powerful then your half-succubus and dragonkin... Looking at it that way, the half-succubus would be a high LA +1, the dragonkin a moderate to low +2 and the half-warforged would need its constitution bonus to be a moderate +1 (or a good one if it can use warforged components).