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Thread: Warforged Template concept

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    Ogre in the Playground
    TankLaser007's Avatar

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    Jan 2017

    Post Re: Warforged Template concept

    How does this look?

    Spoiler: Old first draft move along
    Quote Originally Posted by Template - Forged Facsimile

    A pair of Forged Facsimile Centaur stand guard for their master

    Forged Facsimile

    Forged Facsimile are constructs which are modelled on specific races; while not exact copies they often share enough physical similarities to be comparable to the original races upon which they are based. Being animated constructs they lack the supernatural abilities or cultural experiences of the copied creature. While a Forged Facsimile Gnome would be the same size and shape as a true gnome and possess its durability and modest strength it would lack its racial familiarity of gnomish weaponry, the cultural hatred of gobonoids and kobolds, and the innate magical abilities and affinity for illusionary magic. As amazing as these constructs are they are still only physical copies of the creatures upon which they are modelled.

    "Forged Facsimile" is an inherited template that can be added to any living creature (referred to hereafter as the base creature). The template uses all the base creature's statistics and special abilities except as noted bellow.

    Size: Same as base creature.
    Type: Changes to Construct with the (Living Construct) subtype.
    Speed: Same as base creature. All non-magical, purely physical modes of movement are maintained such as an aquatic creature's Swim speed and traits or winged flight or the burrowing ability of digging creatures. All Supernatural (Su) means of movement are lost.
    Special Attacks: Loose any non-extraordinary (Ex) special attacks of base creature, purely physical natural weapons and attacks are maintained.
    Special Qualities: As Living Construct, loose any non-extraordinary (Ex) special qualities of base creature. Physical traits and qualities like Powerful Build are retained.
    Abilities: Same as base creature and +2 Con, -2 Wis
    Skills: Looses any Racial Bonuses to mental based Skills (Int, Wis, Cha)
    Feats: Looses any Racial Bonus Feats while maintaining those based on HD or Class levels. Feats related to natural attacks like Improved Natural Attack, Weapon Focus or modes of movement like Fly By Attack, Run or those pertaining purely to physical aspects of the creature are maintained.
    Climate/Terrain: Same as base creature.
    Organization: Same as base creature.
    Challenge Rating: Same as base creature +1.
    Treasure: Same as base creature.
    Alignment: Can be any alignment but usually same as creator or community.
    Advancement: Same as base creature or by class.
    Level Adjustment: Same as base creature +1

    Spoiler: Living Construct

    Living Construct(Subtype)

    A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.

    Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

    Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).

    • Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
    • Unlike other constructs, a living construct does not have low-light vision or darkvision.
    • Unlike other constructs, a living construct is not immune to mind-influencing effects.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
    • A living construct cannot heal damage naturally.
    • Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
    • Unlike other constructs, a living construct can use the run action.
    • Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
    • A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
    • Can be raised or resurrected.
    • Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    • Does not need to sleep, but must rest for 8 hours before preparing spells.

    Last edited by TankLaser007; 2017-11-12 at 11:48 AM.