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Shophaune
2015-10-12, 01:19 PM
Ever wanted to have a character or creature whose parents were rather...adventurous? Me too! Let's make some templates for half-breed monsters! This is for 3.5e preferably, and templates should be posted in the format used in the MM etc.

Shophaune
2015-10-12, 01:20 PM
(URL="giantitp.com/forums/showthread.php?p=19942665#post19942665")Half-Aboleth(/URL)

Shophaune
2015-10-12, 01:29 PM
Half-Aboleth
Some mages will go to any lengths, no matter how depraved or disgusting, to empower themselves. Lured by the power and versatility of an aboleth’s psionics and magic, the twisted beings known as half-aboleths are brought into being. These creatures share the prominent bone ridges and slit-like pupils of their aquatic parent, and are constantly covered in a thick sheen of sweat.
Creating a Half-Aboleth:
“Half-aboleth” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-aboleth uses all the base creature’s statistics and special abilities except as noted here.
Size & Type: The creature’s type changes to aberration and gains the aquatic subtype. Size is unchanged. Do not recalculate base attack bonus or saves.
Speed: A half-aboleth gains a swim speed of ½ its base land speed or 10ft, whichever is higher.
Armor Class: Natural armor improves by +2.
Attack: A half-aboleth gains a pair of primary tentacle attacks if it lacked them before. If the base creature can use weapons, the half-aboleth retains this ability. A half-aboleth fighting without weapons uses a tentacle when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-aboleth fighting without weapons uses both tentacles when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its tentacles as additional natural secondary attacks.
Damage: Half-aboleths have tentacle attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

SizeTentacle Damage
Fine---
Diminutive---
Tiny1
Small1d2
Medium1d3
Large1d4
Huge1d6
Gargantuan1d8
Colossal2d6

Special Attacks: A half-aboleth retains all the special attacks of the base creature and also gains the following special abilities.
Slime (Ex): The slime from a half-aboleth’s tentacle softens materials it comes into contact with. A creature or object hit by a tentacle must succeed on a DC (10+½HD+Con modifier) Fortitude save or begin to weaken over the next 1d4+1 rounds. An afflicted creature must remain moistened with water or have its natural armor reduced by 1 each round. The slime also reduces the hardness (or AC bonus in case of armor) of a struck object by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the slime expires will restore an afflicted creature or object to normal. Afterward, however, only a restoration spell can reverse the affliction.
Special Qualities: A half-aboleth has all the special qualities of the base creature, plus darkvision out to 60 feet and the qualities listed below.
Mucus Coating (Ex): The mucus-infused sweat coating a half-aboleth corrodes and weakens the objects it touches. Any natural or manufactured weapon that deals damage to the half-aboleth must make a DC (10+½HD+Con modifier) Reflex save or be attacked by the compounds in the half-aboleth’s sweat. A weapon that fails its save weakens and deals 1 less damage on all attacks until it is exposed to fire. This effect stacks for the same weapon, and damage cannot fall below 1 due to this effect.
Amphibious (Ex): Although half-aboleths are mainly aquatic, they can survive indefinitely on land.
Abilities: Increase from the base creature as follows: Str +2, Con +2, Int +4.
Skills: A half-aboleth gains skill points as a abberation and has skill points equal to (2+Int modifier) × (HD+3). Do not include Hit Dice from class levels in this calculation—the half-aboleth gains abberation skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: As base creature or Underground.
Challenge Rating: Same as the base creature + 2
Alignment: Usually LE.
Level Adjustment: Same as base creature +3.

khadgar567
2015-10-12, 01:41 PM
if we can make requests then I request akeno himejima from high school dxd( aka half fallen angel half succubus)

Shophaune
2015-10-12, 02:03 PM
if we can make requests then I request akeno himejima from high school dxd( aka half fallen angel half succubus)

I can only really do requests from a sourcebook, as I'm new to all this and would rather have some stats to draw inspiration from.

Inevitability
2015-10-12, 02:46 PM
How about a half-tarrasque? (I'm half-joking here :smalltongue:)

A half-kobold would be interesting. Same for half-goblin.

Also, half-lich. What? We already have half-ghosts, half-zombies, half-ghouls, and half-vampires.

Eldan
2015-10-12, 05:54 PM
Half-lich... I have no idea how that would work. Maybe do something with similar stats, but change the fluff.

The Gravespurned

For whatever fluke of arcana or biology, the gravespurned can not die. When slain, their soul will linger on the astral plane for a few days, before being violently slammed back into whatever remains of their body. They are not undead, but neither are they truly alive, instead existing in a limbo state between.
Gravespurned is an inherited template that can be added to any living, corporeal creature with a soul-body duality (i.e. that is not an elemental or outsider). It does not change creature size or type.

Gravespurned (ex): When killed in any way that does not utterly destroy their body or capture their soul, the gravespurned will instead be ejected from their soul for three days. In these three days, their soul will travel the astral plane in a confused dream state, during which they are unable to act normally.
At the dawn of the fourth day, they will return to their bodies, greatly weakened:
They take a number of constitution damage to set their constitution to 1, or heal enough constitution damage to
They are healed of all diseases and poisons and all their wound stop bleeding. If they suffered from any of the following conditions, they no longer suffer them: dazed, dazzled, disabled, dying, fascinated, fatigued, flat-footed, frightened, knocked-down, panicked, shaken, sickened, staggered, stunned or unconscious. They keep all other effects they had upon their death and also become nauseated and exhausted until the next dusk.
They can not be raised, resurrected or reincarnated with any effect other than Wish, Miracle, True Resurrection or this ability.

Half-dead (ex): A gravespurned quickly figures out that they do not need many of the things that the living need. They have no need for food and only need to drink about five times less than the living. They are completely fine with holding their breath for an hour before they need to start checking for suffocation. This also gives them a +4 bonus on move silently checks, as their breath can not be heard.
They have a +4 bonus on all fortitude saves, unless the effect causing the save also works against objects, and on all saves against poison, disease, death effects and stunning.
They are completely immune to negative energy damage. However, positive energy is much less effective against them, healing them only half the normal amount and they do not heal hit point damage at all naturally.

LA: +1?

Solaris
2015-10-12, 09:34 PM
I did up some half-giant (http://www.giantitp.com/forums/showthread.php?129958-Half-Giant-(3-5-Template)-(PEACH)) templates a while back.

Half-Giant
The children of giants and other, smaller races, half-giants typically occur when a heroic knight fails in his quest to rescue the damsel in distress from the clutches of the brutish giant. They're most common from the cruder giant races. Most half-giants have a giant father and a 'puny' mother, and few mothers survive childbirth. This leaves these ungainly half-breeds in an awkward position, and just as many half-giants turn into marauders like their fathers as do half-giants who try to make peace with their mixed blood.

Personality: A half-giant's personality often draws from its giant parent as much as its smaller parent, mixing traits of both. A half-giant who struggles to turn away from one parent or the other typically tries to cover up those traits he regards as originating from that parent's race. A cloud half-giant tends to be more arrogant, regarding himself as naturally superior to all around him. A fire half-giant is quick-tempered and prone to violence, but takes well to a disciplined, militant lifestyle. A frost half-giant, on the other hand, is just as quick-tempered and violent but is often even more brutal and wantonly destructive, rarely suited for anything but life as a thug. A hill half-giant is often selfish and slow but cunning, bullying others smaller but smarter than he but finding solace in the company of animals. A stone half-giant is a solitary creature, often shy. A storm half-giant is the most gentle of the half-giants, reclusive but tolerant of others. They tend to see themselves as gifted with a great strength and power, one they have a responsibility to use to help others weaker than they.

Physical Description: Though all half-giants are of prodigious strength and are larger than normal, their appearances otherwise differ quite a bit based on their parent races. A cloud giant produces a child that is muscular and handsome, with well-defined features, pale skin and paler hair. Many have blue eyes. A fire giant produces a child with black or ruddy skin, dwarf-like features and proportions, fiery red hair, and large, blunt teeth. A frost giant produces a child that is beefy and muscular, with pale skin and light blue hair and eyes. A hill giant produces a child that is crude and brutish-looking, with skin that is often a darker brown than the smaller parent's and hair of dark brown or black, with prodigious body hair covering it. A stone giant produces a child that is lean and muscular, with grey-tinged flesh, gaunt facial features, and sunken black eyes. Most male stone half-giants suffer from early male-pattern baldness. A storm giant produces a child that is well-formed, albeit of enormous proportion, with hair that is often dark green and emerald eyes.

Relations: Though often outcasts where they grew up, half-giants are respected - if not feared - for their superhuman strength and stamina. Most aren't bright enough to tell the difference. A half-giant born in the hinterlands tends to run into a lot of trouble in the cities, as he often lacks basic knowledge of customs, currency, and courtesy.

Alignment: As most half-giants are raised by their mother's relatives, they tend to follow her lead in terms of alignment. Hill and frost half-giants tend towards chaotic evil, storm half-giants towards chaotic good. Fire half-giants tend towards lawful evil, though many are lawful neutral or even lawful good.

Half-Giant Lands: Half-giants are an uncommon breed, though the bastard children of marauding hill giants are most common. They are found wherever their parent races live in close proximity, often living as outcasts from one society or another.

Religion: Half-giants are generally about as religious as the race that raised them. Many choose to revere the more martial patrons or one of the dark patrons of war.

Language: Half-giants speak the languages of race who raised them.

Names: A half-giant's name is a reflection of who he chooses to be. A half-giant who has chosen a giantish name strives to become like his giant father and often wants to intimidate the punies, while a half-giant who chooses a humanoid name strives to fit in with them.

Adventurers: As bastard half-breeds possessing great strength and size, half-giants take well to the adventuring lifestyle.

Half-Giant Racial Traits
'Half-Giant' is an inherited template that can be added to any giant, humanoid, monstrous humanoid, or fey of Medium size or larger (referred to hereafter as the "base creature"). A half-giant uses all of the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type becomes giant. It gains the augmented subtype, and counts as a member of both its parent races for effects that deal with race. A cloud half-giant gains the Air subtype. A fire half-giant gains the Fire subtype. A frost half-giant gains the Cold subtype. A stone half-giant gains the Earth subtype. The creature retains all other subtypes. The base creature's size remains unchanged at 1-5 HD. At 6 HD the half-giant grows one size category, with all the appropriate ability modifications and reach. If the giant type is Huge, then the half-giant grows another size category at 10 HD (again with all appropriate ability modifications and reach).

Armor Class: A half-giant gains a +4 increase to the base creature's natural armor bonus. This increases as the half-giant increases in size. A stone half-giant increases this by his Constitution bonus (min +0), so a stone half-giant with a Constitution of 24 would have a +11 natural armor bonus.

Speed: A storm half-giant gains a swim speed equal to his base speed. All half-giants gain a +10 ft increase to their speed each time they increase in size.

Special Attacks: A half-giant has all the special attacks of the base creature, plus the following special attacks.
- Rock Throwing (Ex): Full-blooded giants are accomplished rock throwers, and their half-breed progeny are no different. Half-giants receive a +1 racial bonus on attack rolls with thrown weapons. A half-giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments one-handed. A Huge half-giant can hurl rocks of 60 to 80 pounds (Medium objects) one-handed, or a Large giant can throw the same rocks two-handed. A Huge half-giant can hurl rocks of 90 to 120 pounds (Large objects) two-handed. A Small rock deals 2d6 + 1.5x Str, a Medium rock deals 2d8 + 1.5x Str, while a Large rock deals 2d10 + 1.5x Str bludgeoning damage. Regardless of type, a half-giant hurls a rock with a 100-foot range increment.

- Spell-Like Abilities: Hill, fire, and frost half-giants gain no spell-like abilities. A cloud half-giant with a Charisma of 13 or better can use levitate and obscuring mist 3/day, and fog cloud 1/day. A stone half-giant with a Charisma of 15 or better can use stone shape, stone tell, and either transmute mud to rock or transmute rock to mud 1/day each. A storm half-giant with a Charisma of 17 or better gains the use of chain lightning and call lightning 1/day, and control weather and levitate 2/day. The save DCs for all are 10 + the spell's level + the half-giant's Charisma, and the caster level is equal to the half-giant's HD.

Special Qualities: A half-giant has all the special qualities of the base creature, plus the following special qualities.
- Cold Subtype: Frost half-giants are immune to cold, but take +50% damage from fire.
- Darkvision (Ex): Stone half-giants gain darkvision. (60 ft for those of you who think it ought to be limited)
- Electrical Immunity: Storm half-giants are immune to electrical damage.
- Fire Subtype: Fire half-giants are immune to fire, but take +50% damage from cold.
- Low-Light Vision (Ex): All half-giants save stone half-giants gain low-light vision.
- Rock Catching (Ex): A half-giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of roughly round shape). Once per round, a half-giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and away of the attack in order to make a rock catching attempt.
- Scent (Ex): Cloud half-giants can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights.
- Water Breathing (Ex): Storm half-giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Abilities: Increase from the base creature as follows:
* Cloud Giant: +6 Strength, +2 Constitution, +2 Wisdom.
* Fire Giant: +6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom.
* Frost Giant: +6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom.
* Hill Giant: +4 Strength, +4 Constitution, -4 Intelligence, -2 Charisma.
* Stone Giant: +4 Strength, +2 Dexterity, +4 Constitution.
* Storm Giant: +6 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.

Skills: Storm half-giants gain a +8 racial bonus on Swim checks and can take 10 on Swim checks even under stress. Storm half-giants can take the run action while swimming, provided they swim in a straight line.

Favored Class: The favored class for hill, stone, and frost half-giants is Barbarian. The favored class for cloud and storm half-giants is Sorcerer. The favored class for fire half-giants is Fighter.

Level Adjustment: Same as base creature +1 (hill half-giant), +2 (fire or frost half-giant), +3 (stone or cloud half-giants), +4 (storm half-giants).
I recommend LA buyoff be in play, but that's just 'cause level adjustment is such a hateful mechanic.

I also did a half-balor and half-succubus (http://www.giantitp.com/forums/showthread.php?242079-Some-Half-Fiend-Variants-(3-5-Templates-PEACH)), too.


if we can make requests then I request akeno himejima from high school dxd( aka half fallen angel half succubus)

Is there any reason you couldn't just put a half-celestial template on a succubus? Or perhaps a half-fiend template (maybe the half-succubus from the Web Enhancement (http://archive.wizards.com/default.asp?x=dnd/we/20060630x&page=3)) on an aasimar sorceress?

Razanir
2015-10-12, 11:46 PM
Quarter-X. You know, a Half-Half-X.

Shophaune
2015-10-13, 05:37 AM
How about a half-tarrasque? (I'm half-joking here :smalltongue:)

A half-kobold would be interesting. Same for half-goblin.

Also, half-lich. What? We already have half-ghosts, half-zombies, half-ghouls, and half-vampires.
All of those sound quite fun to come up with, and liches could feasibly have the magic to produce half-breeds (at least, more than a skeleton would).

Half-lich... I have no idea how that would work. Maybe do something with similar stats, but change the fluff.

The Gravespurned

For whatever fluke of arcana or biology, the gravespurned can not die. When slain, their soul will linger on the astral plane for a few days, before being violently slammed back into whatever remains of their body. They are not undead, but neither are they truly alive, instead existing in a limbo state between.
Gravespurned is an inherited template that can be added to any living, corporeal creature with a soul-body duality (i.e. that is not an elemental or outsider). It does not change creature size or type.

Gravespurned (ex): When killed in any way that does not utterly destroy their body or capture their soul, the gravespurned will instead be ejected from their soul for three days. In these three days, their soul will travel the astral plane in a confused dream state, during which they are unable to act normally.
At the dawn of the fourth day, they will return to their bodies, greatly weakened:
They take a number of constitution damage to set their constitution to 1, or heal enough constitution damage to
They are healed of all diseases and poisons and all their wound stop bleeding. If they suffered from any of the following conditions, they no longer suffer them: dazed, dazzled, disabled, dying, fascinated, fatigued, flat-footed, frightened, knocked-down, panicked, shaken, sickened, staggered, stunned or unconscious. They keep all other effects they had upon their death and also become nauseated and exhausted until the next dusk.
They can not be raised, resurrected or reincarnated with any effect other than Wish, Miracle, True Resurrection or this ability.

Half-dead (ex): A gravespurned quickly figures out that they do not need many of the things that the living need. They have no need for food and only need to drink about five times less than the living. They are completely fine with holding their breath for an hour before they need to start checking for suffocation. This also gives them a +4 bonus on move silently checks, as their breath can not be heard.
They have a +4 bonus on all fortitude saves, unless the effect causing the save also works against objects, and on all saves against poison, disease, death effects and stunning.
They are completely immune to negative energy damage. However, positive energy is much less effective against them, healing them only half the normal amount and they do not heal hit point damage at all naturally.

LA: +1?
I like it! Perhaps not the exact thing I was expecting in this thread, but I'm definitely holding on to this!

I did up some *Link Removed due to post count restrictions* templates a while back.

Half-Giant
The children of giants and other, smaller races, half-giants typically occur when a heroic knight fails in his quest to rescue the damsel in distress from the clutches of the brutish giant. They're most common from the cruder giant races. Most half-giants have a giant father and a 'puny' mother, and few mothers survive childbirth. This leaves these ungainly half-breeds in an awkward position, and just as many half-giants turn into marauders like their fathers as do half-giants who try to make peace with their mixed blood.

Personality: A half-giant's personality often draws from its giant parent as much as its smaller parent, mixing traits of both. A half-giant who struggles to turn away from one parent or the other typically tries to cover up those traits he regards as originating from that parent's race. A cloud half-giant tends to be more arrogant, regarding himself as naturally superior to all around him. A fire half-giant is quick-tempered and prone to violence, but takes well to a disciplined, militant lifestyle. A frost half-giant, on the other hand, is just as quick-tempered and violent but is often even more brutal and wantonly destructive, rarely suited for anything but life as a thug. A hill half-giant is often selfish and slow but cunning, bullying others smaller but smarter than he but finding solace in the company of animals. A stone half-giant is a solitary creature, often shy. A storm half-giant is the most gentle of the half-giants, reclusive but tolerant of others. They tend to see themselves as gifted with a great strength and power, one they have a responsibility to use to help others weaker than they.

Physical Description: Though all half-giants are of prodigious strength and are larger than normal, their appearances otherwise differ quite a bit based on their parent races. A cloud giant produces a child that is muscular and handsome, with well-defined features, pale skin and paler hair. Many have blue eyes. A fire giant produces a child with black or ruddy skin, dwarf-like features and proportions, fiery red hair, and large, blunt teeth. A frost giant produces a child that is beefy and muscular, with pale skin and light blue hair and eyes. A hill giant produces a child that is crude and brutish-looking, with skin that is often a darker brown than the smaller parent's and hair of dark brown or black, with prodigious body hair covering it. A stone giant produces a child that is lean and muscular, with grey-tinged flesh, gaunt facial features, and sunken black eyes. Most male stone half-giants suffer from early male-pattern baldness. A storm giant produces a child that is well-formed, albeit of enormous proportion, with hair that is often dark green and emerald eyes.

Relations: Though often outcasts where they grew up, half-giants are respected - if not feared - for their superhuman strength and stamina. Most aren't bright enough to tell the difference. A half-giant born in the hinterlands tends to run into a lot of trouble in the cities, as he often lacks basic knowledge of customs, currency, and courtesy.

Alignment: As most half-giants are raised by their mother's relatives, they tend to follow her lead in terms of alignment. Hill and frost half-giants tend towards chaotic evil, storm half-giants towards chaotic good. Fire half-giants tend towards lawful evil, though many are lawful neutral or even lawful good.

Half-Giant Lands: Half-giants are an uncommon breed, though the bastard children of marauding hill giants are most common. They are found wherever their parent races live in close proximity, often living as outcasts from one society or another.

Religion: Half-giants are generally about as religious as the race that raised them. Many choose to revere the more martial patrons or one of the dark patrons of war.

Language: Half-giants speak the languages of race who raised them.

Names: A half-giant's name is a reflection of who he chooses to be. A half-giant who has chosen a giantish name strives to become like his giant father and often wants to intimidate the punies, while a half-giant who chooses a humanoid name strives to fit in with them.

Adventurers: As bastard half-breeds possessing great strength and size, half-giants take well to the adventuring lifestyle.

Half-Giant Racial Traits
'Half-Giant' is an inherited template that can be added to any giant, humanoid, monstrous humanoid, or fey of Medium size or larger (referred to hereafter as the "base creature"). A half-giant uses all of the base creature's statistics and special abilities except as noted here.

Size and Type: The creature's type becomes giant. It gains the augmented subtype, and counts as a member of both its parent races for effects that deal with race. A cloud half-giant gains the Air subtype. A fire half-giant gains the Fire subtype. A frost half-giant gains the Cold subtype. A stone half-giant gains the Earth subtype. The creature retains all other subtypes. The base creature's size remains unchanged at 1-5 HD. At 6 HD the half-giant grows one size category, with all the appropriate ability modifications and reach. If the giant type is Huge, then the half-giant grows another size category at 10 HD (again with all appropriate ability modifications and reach).

Armor Class: A half-giant gains a +4 increase to the base creature's natural armor bonus. This increases as the half-giant increases in size. A stone half-giant increases this by his Constitution bonus (min +0), so a stone half-giant with a Constitution of 24 would have a +11 natural armor bonus.

Speed: A storm half-giant gains a swim speed equal to his base speed. All half-giants gain a +10 ft increase to their speed each time they increase in size.

Special Attacks: A half-giant has all the special attacks of the base creature, plus the following special attacks.
- Rock Throwing (Ex): Full-blooded giants are accomplished rock throwers, and their half-breed progeny are no different. Half-giants receive a +1 racial bonus on attack rolls with thrown weapons. A half-giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments one-handed. A Huge half-giant can hurl rocks of 60 to 80 pounds (Medium objects) one-handed, or a Large giant can throw the same rocks two-handed. A Huge half-giant can hurl rocks of 90 to 120 pounds (Large objects) two-handed. A Small rock deals 2d6 + 1.5x Str, a Medium rock deals 2d8 + 1.5x Str, while a Large rock deals 2d10 + 1.5x Str bludgeoning damage. Regardless of type, a half-giant hurls a rock with a 100-foot range increment.

- Spell-Like Abilities: Hill, fire, and frost half-giants gain no spell-like abilities. A cloud half-giant with a Charisma of 13 or better can use levitate and obscuring mist 3/day, and fog cloud 1/day. A stone half-giant with a Charisma of 15 or better can use stone shape, stone tell, and either transmute mud to rock or transmute rock to mud 1/day each. A storm half-giant with a Charisma of 17 or better gains the use of chain lightning and call lightning 1/day, and control weather and levitate 2/day. The save DCs for all are 10 + the spell's level + the half-giant's Charisma, and the caster level is equal to the half-giant's HD.

Special Qualities: A half-giant has all the special qualities of the base creature, plus the following special qualities.
- Cold Subtype: Frost half-giants are immune to cold, but take +50% damage from fire.
- Darkvision (Ex): Stone half-giants gain darkvision. (60 ft for those of you who think it ought to be limited)
- Electrical Immunity: Storm half-giants are immune to electrical damage.
- Fire Subtype: Fire half-giants are immune to fire, but take +50% damage from cold.
- Low-Light Vision (Ex): All half-giants save stone half-giants gain low-light vision.
- Rock Catching (Ex): A half-giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of roughly round shape). Once per round, a half-giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready for and away of the attack in order to make a rock catching attempt.
- Scent (Ex): Cloud half-giants can detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights.
- Water Breathing (Ex): Storm half-giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Abilities: Increase from the base creature as follows:
* Cloud Giant: +6 Strength, +2 Constitution, +2 Wisdom.
* Fire Giant: +6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom.
* Frost Giant: +6 Strength, -2 Dexterity, +4 Constitution, +2 Wisdom.
* Hill Giant: +4 Strength, +4 Constitution, -4 Intelligence, -2 Charisma.
* Stone Giant: +4 Strength, +2 Dexterity, +4 Constitution.
* Storm Giant: +6 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.

Skills: Storm half-giants gain a +8 racial bonus on Swim checks and can take 10 on Swim checks even under stress. Storm half-giants can take the run action while swimming, provided they swim in a straight line.

Favored Class: The favored class for hill, stone, and frost half-giants is Barbarian. The favored class for cloud and storm half-giants is Sorcerer. The favored class for fire half-giants is Fighter.

Level Adjustment: Same as base creature +1 (hill half-giant), +2 (fire or frost half-giant), +3 (stone or cloud half-giants), +4 (storm half-giants).
I recommend LA buyoff be in play, but that's just 'cause level adjustment is such a hateful mechanic.

I also did a *URL removed due to post count restrictions* half-balor and half-succubus, too.



Is there any reason you couldn't just put a half-celestial template on a succubus? Or perhaps a half-fiend template (maybe the half-succubus from the Web Enhancement) on an aasimar sorceress?
I love these!

Quarter-X. You know, a Half-Half-X.
Savage Species has that covered - two Half-templates makes a quarter.