Drager
2007-06-15, 07:30 AM
Kalque Host
Kalque Hosts look exactly like any other creature of their kind, however they usually behave very differently guided by a quite different intelligence. All Kalque Hosts regardless of base creature show a clear intelligence in their eyes and behave in a clearly sapient manner.
Creating A Kalque Host
"Kalque-Host" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A Kalque Host uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type remains the same. Size is unchanged.
Hit Dice
Hit dice remain unchanged.
Speed
A creatures speed remains unchanged.
Armor Class
Armor class remains unchanged
Attack
A Kalque Host retains all the natural attacks of the base creature.
Full Attack
A Kalque Host fighting without weapons uses the natural attacks of the base creature or unarmed attacks, whichever are better.
Damage
Use the damage for the base creature.
Special Attacks
A Kalque Host retains all the special attacks of the base creature. In addition it may cast Know Alignment once per day as the spell.
Special Qualities
A Kalque Host has all the special qualities of the base creature.
Parasite: A Kalque Host does not stop fighting until it is dead i.e. does not become unconscious at 0 Hp. In addition when it dies a Kalque, which may infect a new host, leaves the body(for Kalque stats see below).
Retained Memories: A Kalque Host, in addition to retaining all the qualities of the base creature gains all class levels of the Kalque that infects it.
Slumber: The base creatures personality is put into a coma like state of peaceful slumber whilst the Kalque personality takes over, as a standard action, if the base creature has an intelligence score greater than 3 it may make an opposed will save versus the Kalque to take over control. Is this attempt fails it may not try for a week. If it takes control the Kalque may make an opposed will save versus the base creature to take over control. Is this attempt fails it may not try for a week. These saves may be voluntarily failed.
Abilities
Retain the Str, Dex and Con of the base creature. Replace the Int Wis and Cha scores with the scores of the infecting Kalque.
Skills
A Kalque Host retains the base creatures skills.
Environment
Any.
Challenge Rating
Same as the base creature OR Same as base creature +1 if the creature was not previously intelligent.
Alignment
Usually Lawful Neutral.
Level Adjustment
None
Kalque
Kalque, 1st-Level Warrior
Size/Type: Diminuative Abberation
Hit Dice: Special (1HP)
Initiative:+2
Speed:5 ft. (1 squares)
Armor Class:15 (+2 Dex, +3 Size), touch 15, flat-footed 13
Base Attack/Grapple:+0/0
Attack:Bite +2 Mellee (Special Damage)
Full Attack: Bite +2 Mellee (Special Damage)
Space/Reach:5 ft./5 ft.
Special Attacks:Possess
Special Qualities:Weak, Retained Memories
Saves:Fort +0, Ref +2, Will -1
Abilities:Str 1, Dex 14, Con 1, Int 12, Wis 8, Cha 10
Skills:Intimidate +4, Handle Animal +4, Jump +4
Feats:Weapon Finnesse
Environment:Any
Organization:Solitary, pair, or gang (3-4)
Challenge Rating:½
Treasure:Standard
Alignment:Usually Lawful Neutral
Advancement:By character class
Level Adjustment:+0
Kalque are tiny creatures that resemble tics or fleas
Combat
Kalque have one desire in combat… To acquire a host
Possess (Sp)
A Kalque can use possess any time it successfully bites an opponent, an opposed will save is made and, if the Kalque wins it is absorbed into the base creature which acquires the Kalque Host template.
Hit Dice
Kalque never have more than 1 Hp regardless of class levels
Weak
A Kalque may not use any class abilities that deal physical damage, require somatic, verbal or material components or require an enemy to be struck. It cannot hold weapons or wear clothes of any kind. A Kalque may nto survive outside a host for longer than 1 week.
Know Alingment
Know Alignment as the spell once per day.
The Kalque warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Retained Memories
Kalque retain the memories of every host they have taken as well as their own. They retain the class levels of any host they have previously taken, but no abilities gained due to monster hit dice are retained.
Kalque As Characters
Kalque characters possess the following racial traits.
• -10 Strength, -10 Constitution, +2 Intelligence, -2 Wisdom.
• Diminutive size.
• A Kalque’s base land speed is 5 feet.
• Racial Feats: Weapon Finnesse
• Special Attacks (see above): Possess.
• Special Qualities (see above): Weak and Retained Memories (there can be no retained memories if the Kalque has never taken a host)
• Automatic Languages: Common, Bonus Languages: Any
• Favored Class: Psion.
• Level adjustment +0.
It is usually best to start Kalque cahracters in a host, for none evil characters this should usually be an animal with 1 HD, which is replaced by class hit dice if the character is level 1.
Kalque typically live for around 1000 years, they are born with a small amount fo their parents memories, enough to allow them of the difference between intelligent and unintelligent creatures and how to use their innate abilities. They also possess a need to find a host. A Kalque cannot survive without a host for longer than 1 week.
None-Evil Kalque usually take animal hosts and learn as they go, a newly born Kalque ahs the mental abilities and awareness of an adolescent human, able to speak and think coherently, although it has with no life experience whatsoever and as such is very innocent.
Evil Kalque often attempt to possess intelligent creatuers to gain their abilities, then move on to stronger and stronger creatures as their own minds strengthen, this is a quick route to power but decidely evil.
OK can anyone help me out with this race, I think you can see where I am going with this, so any help with wording or suggestions on abilities would be greatly appreicated. I want to keep standard Kalque to ECL +0, if possible to make them sensible characters for NPC citizens and PCs. Obviously evil Kalque can make good antagonists (A Kalque that possessed a level 1 Cleric then jumped to a level 5 fighter, then a level 10 wizard, then a dragon would be rather strong, being a 1 Cleric/5 Fighter/10 Wizard Dragon)
Kalque Hosts look exactly like any other creature of their kind, however they usually behave very differently guided by a quite different intelligence. All Kalque Hosts regardless of base creature show a clear intelligence in their eyes and behave in a clearly sapient manner.
Creating A Kalque Host
"Kalque-Host" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A Kalque Host uses all the base creature’s statistics and special abilities except as noted here.
Size and Type
The creature’s type remains the same. Size is unchanged.
Hit Dice
Hit dice remain unchanged.
Speed
A creatures speed remains unchanged.
Armor Class
Armor class remains unchanged
Attack
A Kalque Host retains all the natural attacks of the base creature.
Full Attack
A Kalque Host fighting without weapons uses the natural attacks of the base creature or unarmed attacks, whichever are better.
Damage
Use the damage for the base creature.
Special Attacks
A Kalque Host retains all the special attacks of the base creature. In addition it may cast Know Alignment once per day as the spell.
Special Qualities
A Kalque Host has all the special qualities of the base creature.
Parasite: A Kalque Host does not stop fighting until it is dead i.e. does not become unconscious at 0 Hp. In addition when it dies a Kalque, which may infect a new host, leaves the body(for Kalque stats see below).
Retained Memories: A Kalque Host, in addition to retaining all the qualities of the base creature gains all class levels of the Kalque that infects it.
Slumber: The base creatures personality is put into a coma like state of peaceful slumber whilst the Kalque personality takes over, as a standard action, if the base creature has an intelligence score greater than 3 it may make an opposed will save versus the Kalque to take over control. Is this attempt fails it may not try for a week. If it takes control the Kalque may make an opposed will save versus the base creature to take over control. Is this attempt fails it may not try for a week. These saves may be voluntarily failed.
Abilities
Retain the Str, Dex and Con of the base creature. Replace the Int Wis and Cha scores with the scores of the infecting Kalque.
Skills
A Kalque Host retains the base creatures skills.
Environment
Any.
Challenge Rating
Same as the base creature OR Same as base creature +1 if the creature was not previously intelligent.
Alignment
Usually Lawful Neutral.
Level Adjustment
None
Kalque
Kalque, 1st-Level Warrior
Size/Type: Diminuative Abberation
Hit Dice: Special (1HP)
Initiative:+2
Speed:5 ft. (1 squares)
Armor Class:15 (+2 Dex, +3 Size), touch 15, flat-footed 13
Base Attack/Grapple:+0/0
Attack:Bite +2 Mellee (Special Damage)
Full Attack: Bite +2 Mellee (Special Damage)
Space/Reach:5 ft./5 ft.
Special Attacks:Possess
Special Qualities:Weak, Retained Memories
Saves:Fort +0, Ref +2, Will -1
Abilities:Str 1, Dex 14, Con 1, Int 12, Wis 8, Cha 10
Skills:Intimidate +4, Handle Animal +4, Jump +4
Feats:Weapon Finnesse
Environment:Any
Organization:Solitary, pair, or gang (3-4)
Challenge Rating:½
Treasure:Standard
Alignment:Usually Lawful Neutral
Advancement:By character class
Level Adjustment:+0
Kalque are tiny creatures that resemble tics or fleas
Combat
Kalque have one desire in combat… To acquire a host
Possess (Sp)
A Kalque can use possess any time it successfully bites an opponent, an opposed will save is made and, if the Kalque wins it is absorbed into the base creature which acquires the Kalque Host template.
Hit Dice
Kalque never have more than 1 Hp regardless of class levels
Weak
A Kalque may not use any class abilities that deal physical damage, require somatic, verbal or material components or require an enemy to be struck. It cannot hold weapons or wear clothes of any kind. A Kalque may nto survive outside a host for longer than 1 week.
Know Alingment
Know Alignment as the spell once per day.
The Kalque warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Retained Memories
Kalque retain the memories of every host they have taken as well as their own. They retain the class levels of any host they have previously taken, but no abilities gained due to monster hit dice are retained.
Kalque As Characters
Kalque characters possess the following racial traits.
• -10 Strength, -10 Constitution, +2 Intelligence, -2 Wisdom.
• Diminutive size.
• A Kalque’s base land speed is 5 feet.
• Racial Feats: Weapon Finnesse
• Special Attacks (see above): Possess.
• Special Qualities (see above): Weak and Retained Memories (there can be no retained memories if the Kalque has never taken a host)
• Automatic Languages: Common, Bonus Languages: Any
• Favored Class: Psion.
• Level adjustment +0.
It is usually best to start Kalque cahracters in a host, for none evil characters this should usually be an animal with 1 HD, which is replaced by class hit dice if the character is level 1.
Kalque typically live for around 1000 years, they are born with a small amount fo their parents memories, enough to allow them of the difference between intelligent and unintelligent creatures and how to use their innate abilities. They also possess a need to find a host. A Kalque cannot survive without a host for longer than 1 week.
None-Evil Kalque usually take animal hosts and learn as they go, a newly born Kalque ahs the mental abilities and awareness of an adolescent human, able to speak and think coherently, although it has with no life experience whatsoever and as such is very innocent.
Evil Kalque often attempt to possess intelligent creatuers to gain their abilities, then move on to stronger and stronger creatures as their own minds strengthen, this is a quick route to power but decidely evil.
OK can anyone help me out with this race, I think you can see where I am going with this, so any help with wording or suggestions on abilities would be greatly appreicated. I want to keep standard Kalque to ECL +0, if possible to make them sensible characters for NPC citizens and PCs. Obviously evil Kalque can make good antagonists (A Kalque that possessed a level 1 Cleric then jumped to a level 5 fighter, then a level 10 wizard, then a dragon would be rather strong, being a 1 Cleric/5 Fighter/10 Wizard Dragon)