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    Ogre in the Playground
     
    BardGuy

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    Default Re: Mirrodin's "perfection" was a portent of its future downfall (3.5 Template, PEACH

    Mirran Feats


    The compound coating the vast majority of creatures born on Mirrodin is made of regular metals, like copper, iron, nickel and zinc, or even alloys, like brass, bronze and steel. A few extraordinary individuals, however, are born with their skin covered in rarer metals, which might give them further abilities or help them overcome damage reduction.

    The feats below represent these individuals, detailing the abilities granted by those special metals. As they are born with the material on their skin, the base feats may only be taken at 1st character level. While some metals might confer special abilities even if they correspond to just a considerable minority of the alloys, others need to be the vast majority of the mass present in the "plating" to make an impact, which exclude the selection of any of the other metals and, thus, base feats.

    Argentskin [Mirran]

    You have considerable traces of silver on your body, which allows you to overcome the supernatural defenses of certain creatures with your natural attacks. That amount of silver also affects your mind, making your resolve stronger than most others'.

    Prerequisites: Mirran, 1st level only.

    Benefits: Your natural weapons and your grapple checks made to deal damage are treated as silvered weapons for the purpose of overcoming damage reduction. Furthermore, you gain a +2 on all Will saves.


    Cold Ironhide [Mirran]

    You have considerable traces of a rare alloy made mostly of iron on your body, which allows you to overcome the supernatural defenses of certain creatures with your natural attacks. That alloy also makes your body tougher than most others'.

    Prerequisites: Mirran, 1st level only.

    Benefits: Your natural weapons and your grapple checks made to deal damage are treated as cold iron weapons for the purpose of overcoming damage reduction. Furthermore, you gain a +2 on all Fortitude saves.


    Mithralscale [Mirran]

    An extensive part of the metal covering your body is mithral, which makes you nimbler than your peers.

    Prerequisites: Mirran, 1st level only, must not take any other [Mirran] feat at 1st level.

    Benefits: You gain a +2 racial bonus to Climb, Jump and Tumble checks, as well as on all Reflex saves.


    Metallic Grace [Mirran]

    You move as gracefully as only a body covered in mithral would allow, granting you the possibility to avoid the damage of some attacks in its entirety.

    Prerequisites: Dex 15, Mithralscale, Dodge.

    Benefits: You gain the benefits of Evasion, as the Rogue ability of the same name.


    Mithral Mastery [Mirran]

    You master the grace permitted by the mithral in your body, taking half damage even if you don't successfully dodge some kinds of attack.

    Prerequisistes: Dex 17, Metallic Grace, Mobility.

    Benefits: You gain the benefits of Improved Evasion, as the Rogue ability of the same name.


    Adamantine-plated [Mirran]

    An extensive part of the metal covering your body is adamantine, which allows you to overcome the supernatural defenses of certain creatures with your natural attacks. That also means you are somewhat sturdier and stabler, at the cost of an increased weight.

    Prerequisites: Mirran, 1st level only, must not take any other [Mirran] feat at 1st level.

    Benefits: Your natural weapons and your grapple checks made to deal damage are treated as adamantine weapons for the purpose of overcoming damage reduction. Also, you gain a +2 racial bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

    Special: You weigh roughly 25% more than another mirran creature of similar build. This doesn't incur further consequences for you, but may come in play when being carried by others or when determining the load of a mount being ridden.


    Armored Skin [Mirran]

    The adamantine in your skin hardens, granting you a bonus to armor class. You have also learned how to better balance your weight, further enhancing your bonus for standing firmly on the ground.

    Prerequisites: Con 15, Adamantine-plated, Improved Toughness.

    Benefits: You natural armor bonus increases by 1. Also, the racial bonus conferred by Adamantine-plated increases by 2, for a total of +4.


    Impenetrable Hide [Mirran]

    The adamantine in your skin hardens even further, to the point of letting you ignore some damage.

    Prerequisites: Con 17, Armored Skin, base Fortitude save bonus +7.

    Benefits: You gain a damage reduction score of 2/. This damage reduction stacks with any other damage reduction of the same type.

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    Advanced Mirrans

    The compound coating the vast majority of creatures born on Mirrodin is made of regular metals, like copper, iron, nickel and zinc, or even alloys, like brass, bronze and steel. A few extraordinary individuals, however, are born with their skin covered in rarer metals, which might give them further abilities or help them overcome damage reduction.

    Even though trace quantities of various metals may be present on a Mirran's hide or skin, only one of them predominates. Therefore, a mirran creature may choose only one of the templates presented below.

    Argentskin

    Creatures born with silver as their predominant metal can overcome damage reduction with their natural attacks.

    Creating an Argentskin

    "Argentskin" is an inherited template that can be added to any creature with the "mirran" subtype (referred to hereafter as the base creature).

    An argentskin uses all the base creature's statistics and special abilities, except as noted here.

    Special Attacks: An argentskin retains all the special attacks of the base creature and also gains the following special ability.

    Silver Touch (Ex): An argentskin's natural attacks can overcome damage reduction as if they were made of alchemical silver.

    Challenge Rating: Same as the base creature.

    Level Adjustment: Same as the base creature.


    Cold Ironhide

    Creatures born with cold iron as their predominant metal can overcome damage reduction with their natural attacks.

    Creating a Cold Ironhide

    "Cold Ironhide" is an inherited template that can be added to any creature with the "mirran" subtype (referred to hereafter as the base creature).

    A cold ironhide uses all the base creature's statistics and special abilities, except as noted here.

    Special Attacks: A cold ironhide retains all the special attacks of the base creature and also gains the following special ability.

    Cold Iron Touch (Ex): A cold ironhide's natural attacks can overcome damage reduction as if they were made of cold iron.

    Challenge Rating: Same as the base creature.

    Level Adjustment: Same as the base creature.


    Mithralscale

    Creatures born with mithral as their predominant metal are nimbler than their counterparts and look specially formidable.

    Creating a Mithralscale

    "Mithralscale" is an inherited template that can be added to any creature with the "mirran" subtype (referred to hereafter as the base creature).

    A mithralscale uses all the base creature's statistics and special abilities, except as noted here.

    Special Qualities: A mithralscale has all the special qualities of the base creature, plus the following special quality.

    Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a mithralscale takes no damage. Evasion can be used only if the mithralscale is wearing light armor or no armor. A helpless mithralscale does not gain the benefit of evasion.

    Abilities: Increase from the base creature as follows: Dex +4, Cha +2.

    Skills: Mithralscales have a +2 racial bonus to Climb, Jump and Tumble checks.

    Challenge Rating: Same as the base creature +1.

    Level Adjustment: Same as the base creature +1.


    Adamantine-plated

    Creatures born with adamantine as their predominant metal are hardier than their felow Mirrans, and more difficult to harm. This comes at the cost of decreased mobility and increased weight, though, and they must depend on their surprisingly resistant skin to defend themselves. Also, their natural attacks can overcome damage reduction.

    Creating an Adamantine-plated

    "Adamantine-plated" is an inherited template that can be added to any creature with the "mirran" subtype (referred to hereafter as the base creature).

    An adamantine-plated uses all the base creature's statistics and special abilities, except as noted here.

    Special Attacks: An adamantine-plated retains all the special attacks of the base creature and also gains the following special ability.

    Adamantine Touch (Ex): An adamantine-plated's natural attacks can overcome damage reduction as if they were made of adamantine.

    Special Qualities: An adamantine-plated has all the special qualities of the base creature, plus the following special qualities.

    Damage Reduction (Ex): An adamantine-plated has damage reduction 2/.

    Heavy Weight (Ex): An adamantine-plated weighs roughly 25% more than another mirran creature of similar build.

    Stability (Ex): An adamantine-plated gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

    Abilities: Modify from the base creature as follows: Dex -2, Con +2.

    Challenge Rating: Same as the base creature +1.

    Level Adjustment: Same as the base creature +1.
    Last edited by Larkas; 2012-04-08 at 08:54 AM.
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