redking
2023-05-04, 05:04 AM
Is it crazy to have hybrid creatures as templates instead? I note that if you want a half-elf gnome, you can't do that. Instead you are locked into half-elf half human (called a half-elf). Same with the half-orc. But what if they could breed with any humanoid?
Half-Elf Template
To apply the half-elf template to a humanoid creature, apply the following changes to the base creature:
1. Size: The base creature's size remains unchanged.
2. Speed: The base creature's land speed remains unchanged.
3. Special Qualities: The base creature gains the following special qualities:
a. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
b. Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
c. Elven Blood: For all effects related to race, a half-elf is considered an elf.
4. Skills: The base creature gains a +1 racial bonus on Listen, Search, and Spot checks, and a +2 racial bonus on Diplomacy and Gather Information checks.
5. Languages: The base creature retains its automatic languages and gains Elven as an automatic language. It can also learn any bonus languages available to the base creature.
6. Favored Class: The base creature can choose its favored class from its original favored class (before applying the template) or Wizard (the favored class of elves). When determining whether a multiclass half-elf takes an experience point penalty, their highest-level class does not count.
Half-Orc Template
To apply the half-orc template to a humanoid creature, apply the following changes to the base creature:
1. Size: The base creature's size remains unchanged.
2. Ability Score Adjustments: The base creature's ability scores are adjusted as follows: +2 Strength, -2 Intelligence, -2 Charisma. Its starting Intelligence score must be at least 3.
3. Speed: The base creature's land speed remains unchanged.
4. Special Qualities: The base creature gains the following special qualities:
a. Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
b. Orc Blood: For all effects related to race, a half-orc is considered an orc.
5. Languages: The base creature retains its automatic languages and gains Orc as an automatic language. It can also learn the following bonus languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
6. Favored Class: The base creature can choose its favored class from its original favored class (before applying the template) or Barbarian (the favored class of half-orcs). A multiclass half-orc's chosen favored class does not count when determining whether they take an experience point penalty.
Tiefling Template
Tiefling is an inherited template that can be added to any creature with the humanoid type (referred to hereafter as the base creature). A tiefling retains all the base creature's statistics and special abilities except as noted here. The tiefling template represents the distant evil outsider ancestry, such as a demon or devil, within the base creature's bloodline.
Examples of creatures that could have the tiefling template include humans, elves, dwarves, gnomes, halflings, orcs, and goblinoids.
Size and Type: The base creature's type changes to outsider (native). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all of the base creature's racial Hit Dice to d8s.
Speed: Tiefling retains the base creature's speed.
Armor Class: The base creature's natural armor bonus increases by +1.
Attack: A tiefling retains all the attacks of the base creature and also gains a claw attack if it didn't already have one. If the base creature can use weapons, the tiefling retains this ability. A tiefling fighting without weapons uses its claw attack when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A tiefling fighting without weapons uses its claw attack (see above) when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its claw as a natural secondary attack.
Damage: Tieflings have claw attacks that deal the indicated damage plus their Strength bonus.
Special Attacks: A tiefling retains all the special attacks of the base creature and gains the following special attack.
Darkness (Sp): A tiefling can use darkness, as the spell, once per day. Its caster level is equal to its character level.
Special Qualities: A tiefling retains all the special qualities of the base creature and gains the following.
- Darkvision out to 60 feet.
- Resistance to cold 5, electricity 5, and fire 5.
- +2 racial bonus on Bluff and Hide checks.
Abilities: Increase from the base creature as follows: +2 Dexterity, +2 Intelligence, -2 Charisma.
Skills: A tiefling gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (Hit Dice + 3). Do not include Hit Dice from class levels in this calculation—the tiefling gains outsider 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: Same as the base creature.
Organization: Solitary or family.
Challenge Rating: Same as the base creature +1.
Alignment: Usually evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +1.
Has anyone ever done this at their table? All I did was take the relevant parts of half-elf, half-orc and tiefling races and change it to a template.
Edit: just in case, a half-human template.
Half-Human Template
To apply the half-human template to a humanoid creature, apply the following changes to the base creature:
1. Size: The base creature's size remains unchanged.
2. Speed: The base creature's land speed remains unchanged.
3. Special Qualities: The base creature gains the following special qualities:
a. Human Blood: For all effects related to race, a half-human is considered a human.
b. Adaptability: Half-humans receive Skill Focus as a bonus feat at 1st level.
4. Skills: The base creature gains an additional skill point at each level. If the base creature already had extra skill points per level (such as from a racial trait), this bonus stacks with the existing bonus.
5. Languages: The base creature retains its automatic languages and gains Common as an automatic language. It can also learn any bonus languages available to the base creature or humans.
6. Favored Class: The base creature can choose its favored class from its original favored class (before applying the template) or any one additional class. When determining whether a multiclass half-human takes an experience point penalty, their highest-level class does not count.
So what do you do in the instance of a hybrid of orc and elf? First you decide which ancestry the base creature favours biologically. If it is majority orc, then it is an orc base creature with the half-elf template applied. Any variant works the same way.
Half-Elf Template
To apply the half-elf template to a humanoid creature, apply the following changes to the base creature:
1. Size: The base creature's size remains unchanged.
2. Speed: The base creature's land speed remains unchanged.
3. Special Qualities: The base creature gains the following special qualities:
a. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
b. Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
c. Elven Blood: For all effects related to race, a half-elf is considered an elf.
4. Skills: The base creature gains a +1 racial bonus on Listen, Search, and Spot checks, and a +2 racial bonus on Diplomacy and Gather Information checks.
5. Languages: The base creature retains its automatic languages and gains Elven as an automatic language. It can also learn any bonus languages available to the base creature.
6. Favored Class: The base creature can choose its favored class from its original favored class (before applying the template) or Wizard (the favored class of elves). When determining whether a multiclass half-elf takes an experience point penalty, their highest-level class does not count.
Half-Orc Template
To apply the half-orc template to a humanoid creature, apply the following changes to the base creature:
1. Size: The base creature's size remains unchanged.
2. Ability Score Adjustments: The base creature's ability scores are adjusted as follows: +2 Strength, -2 Intelligence, -2 Charisma. Its starting Intelligence score must be at least 3.
3. Speed: The base creature's land speed remains unchanged.
4. Special Qualities: The base creature gains the following special qualities:
a. Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
b. Orc Blood: For all effects related to race, a half-orc is considered an orc.
5. Languages: The base creature retains its automatic languages and gains Orc as an automatic language. It can also learn the following bonus languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
6. Favored Class: The base creature can choose its favored class from its original favored class (before applying the template) or Barbarian (the favored class of half-orcs). A multiclass half-orc's chosen favored class does not count when determining whether they take an experience point penalty.
Tiefling Template
Tiefling is an inherited template that can be added to any creature with the humanoid type (referred to hereafter as the base creature). A tiefling retains all the base creature's statistics and special abilities except as noted here. The tiefling template represents the distant evil outsider ancestry, such as a demon or devil, within the base creature's bloodline.
Examples of creatures that could have the tiefling template include humans, elves, dwarves, gnomes, halflings, orcs, and goblinoids.
Size and Type: The base creature's type changes to outsider (native). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Change all of the base creature's racial Hit Dice to d8s.
Speed: Tiefling retains the base creature's speed.
Armor Class: The base creature's natural armor bonus increases by +1.
Attack: A tiefling retains all the attacks of the base creature and also gains a claw attack if it didn't already have one. If the base creature can use weapons, the tiefling retains this ability. A tiefling fighting without weapons uses its claw attack when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A tiefling fighting without weapons uses its claw attack (see above) when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its claw as a natural secondary attack.
Damage: Tieflings have claw attacks that deal the indicated damage plus their Strength bonus.
Special Attacks: A tiefling retains all the special attacks of the base creature and gains the following special attack.
Darkness (Sp): A tiefling can use darkness, as the spell, once per day. Its caster level is equal to its character level.
Special Qualities: A tiefling retains all the special qualities of the base creature and gains the following.
- Darkvision out to 60 feet.
- Resistance to cold 5, electricity 5, and fire 5.
- +2 racial bonus on Bluff and Hide checks.
Abilities: Increase from the base creature as follows: +2 Dexterity, +2 Intelligence, -2 Charisma.
Skills: A tiefling gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (Hit Dice + 3). Do not include Hit Dice from class levels in this calculation—the tiefling gains outsider 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: Same as the base creature.
Organization: Solitary or family.
Challenge Rating: Same as the base creature +1.
Alignment: Usually evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +1.
Has anyone ever done this at their table? All I did was take the relevant parts of half-elf, half-orc and tiefling races and change it to a template.
Edit: just in case, a half-human template.
Half-Human Template
To apply the half-human template to a humanoid creature, apply the following changes to the base creature:
1. Size: The base creature's size remains unchanged.
2. Speed: The base creature's land speed remains unchanged.
3. Special Qualities: The base creature gains the following special qualities:
a. Human Blood: For all effects related to race, a half-human is considered a human.
b. Adaptability: Half-humans receive Skill Focus as a bonus feat at 1st level.
4. Skills: The base creature gains an additional skill point at each level. If the base creature already had extra skill points per level (such as from a racial trait), this bonus stacks with the existing bonus.
5. Languages: The base creature retains its automatic languages and gains Common as an automatic language. It can also learn any bonus languages available to the base creature or humans.
6. Favored Class: The base creature can choose its favored class from its original favored class (before applying the template) or any one additional class. When determining whether a multiclass half-human takes an experience point penalty, their highest-level class does not count.
So what do you do in the instance of a hybrid of orc and elf? First you decide which ancestry the base creature favours biologically. If it is majority orc, then it is an orc base creature with the half-elf template applied. Any variant works the same way.