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    Jul 2007

    Default [3.5] Template project: Energy template [Peach]


    An Energy human warrior

    Energy Template:
    The Energy Template: can be add to any non-Elemental:
    Size and type: Size remain unchanged, type change to Elemental with the Mixed subtype (see spoiler) and the Air, Earth, Fire and Water subtype.
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    Elemental (Mixed):
    Unlike normal Elemental, Mixed are composed of all four basic element, as a result they are very similar to normal living creature. This also give them a number of the same drawback.
    -Vision: Mixed don’t have Darkvision
    - Immunities: Unlike normal Elemental, Mixed are not immune to Paralysis or Stunning effects. They are still immune to Poison and Sleep, and additionally immune to non-magical Disease, Nausea, Fatigue, Exhaustion, and effects that cause the Sickened condition. Magical or supernatural sources of these effects may affect them as usual.
    - Critical Hits: Unlike normal Elemental, Mixed are susceptible to critical hits and flanking. They do have a discernable (if exotic) anatomy.
    Anyone used to picking out opponents' weak points will recognized those of a Mixed most notably the zone where the various element that composed them are joined.
    - Eating, Drinking, Sleeping, and Breathing: Like most Elemental, Mixed do not need to sleep (though general rest is necessary to regain spells and similar abilities), but can usually passively absorb enough ambient magical energy from most places to replace the needs to eat or breathe
    - Unlike normal Elemental, Mixed souls and body are separate and they can be raised or ressurect normaly.


    Hit Dice: All racial Hit dice (including those gain after the application of this template) become d8

    Base Attack Bonus: Bab change to 3/4 racial Hit dice

    Special abilities: An Energy retains all the base creature special abilities and Elemental Connection

    Special qualities: An Energy lose all the trait from its previous type but otherwise keep all the base creature special qualities and gain Resistance to Acid, Cold, Electricity and Fire equal to 5+1 per HD above five. Example a 7HD creature as Resistance 7

    Base save Bonus: An Energy gain a good Fortitude and Reflex save, Will become poor

    Skills: 2+Int per hit dice (x4 for the first)

    Challenge Rating: +1

    Level adjustement: +1

    Elemental Connection An Energy gain one of the two following ability chosen at the time this template is gained.
    -Elemental magic(Su): An Energy with this ability cast spell or spell-like ability with the Air, Earth, Fire or Water descriptor at a +1 caster level. (Special: This also apply to manifesting power or psi-like ability)
    -Elemental conversion(Su): An Energy with this ability can choose to convert the damage he deal with any weapon (including natural weapon or ranged weapon) into Acid, Cold, Electricity or Fire damage. This is a free action once the choice is made all attack made until the start of the Energy next turn are of the chosen energy type. This ability doesn’t influence in any way the weapon special ability so an Energy using a +1 Flaming Longsword can convert the damage of the longsword into cold damage but the flaming property still deal fire damage. An Energy can use this ability a number of time per day equal to 3 + her constitution modifier

    Special: An Energy with cleric level (or any base classe that grant acces to one or more domain) can always chose to select the Air, Earth, Fire or Water domain even if his deity doesn’t offer these domain.


    *Note on cosmetic change: An energy body change dramatically now made of all four element. They still retain their previous shape, the fire don't burn anything, the air is solid to the touch but it's impossible to mistake them for anything else.
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    The Template Project

    Designer note:

    Again a new subtype.
    I'm not really sure if the two elemental connection ability are balanced.

    Double Elemental connection [Template]
    Your link with the elemental plane is stronger than most
    Prerequisite
    Energy template, Knowledge (the plane) 4 rank
    Benefit
    If you have the Elemental magic ability you gain the Elemental conversion ability.
    If you have the Elemental conversion ability you gain the Elemental magic ability.

    Greater energy resistance [Template]
    You are even more resistant to energy than normal
    Prerequisite
    Energy template, Knowledge (arcana) 2 rank
    Benefit
    Your Energy resistance become 10+1 per HD above five, instead of five.
    In addition when your energy resistance become equal to 20 it become energy immunity instead

    Energy absorption [Template]
    You can absord damage.
    Prerequisite
    Energy template, Knowledge (arcana) 6 rank, Greater energy resistance
    Benefit
    When your energy resistance or energy immunity negate totally the damage from any source you heal an amount of damage equal to the damage you would have taken. If the damage is not negate in it’s totality you do not gain this benefit.

    Elemental Substitution [Template]
    You can change the element you use in your technique
    Prerequisite
    Energy template, Spellcraft or Psicraft 4 rank, Character level 6 or 6 HD, Ability to deal acid, cold, electricity or fire damage by any mean.
    Benefit
    Three time per day when you use any ability dealing acid, cold, electricity or fire damage you can chose to modify the damage into any of the other.

    Augment elemental damage [Template]
    You deal more damage than most when using elemental attack
    Prerequisite
    Energy template, Spellcraft or Psicraft 6 rank, Character level 9 or 9 HD, Ability to deal acid, cold, electricity or fire damage by any mean, Elemental substitution
    Benefit
    When you deal acid, cold, electricity or fire damage by any mean each target also take bonus damage of the same type equal to half your hit dice. If you deal multiple type of damage at the same time the bonus damage is applied only once divided among the various type of damage.

    Sonic Conversion [Template]
    You have found a way to use sound in your attack
    Prerequisite
    Energy template, Elemental conversion ability, Character level 3 or 3HD
    Benefit
    You can use your Elemental conversion ability to deal sonic damage
    Special
    A fighter may select this feat as one of his fighter bonus feats.

    Tales of the Elements [Template] [Bardic]
    You can share your resilience with your ally
    Prerequisite
    Energy template, Bardic music or simillar ability, Perform (Any) 4 rank
    Benefit
    As a standard action, you can expend one daily use of your bardic music ability to grant to all ally within 60ft that can hear you to benefit from your Energy Resistance for 1 minute
    Special
    A character with level in Divine mind, Dragon shaman or Marshal can qualify for this feat without needing to meet the bardic music prerequisite but in this case they can only use it three time per day

    Elementale preference [Template]
    You have a stronger affinity toward an element than the other
    Prerequisite
    Energy template
    Benefit
    When you gained this feat chose Air, Earth, Fire or Water you gain a benefit depending on your choice:
    Air:If you gain a fly speed by any mean improve it by 10ft and your maneuvrability by one step, Airborne creature take a -1 penality to attack and damage roll against you
    Earth:You gain a +1 bonus to attack and damage roll if both you and you target are touching the ground and you can start a Bull-rush without provoking attack of opportunity
    Fire:Creature that ou attack with natural weapon or that attack you with a non-reach melee weapon or natural weapon must make a reflex save (DC equal to 10+half your hit dice+your constitution modifier) or catch on fire for 1d4 round.
    Water:You gain a swim speed equal to your land speed and you gain a +1 bonus to attack and damage roll if both you and you target are touching water
    Special
    This feat can be select first level during character creation

    A few more feat by sidhe3141

    Heat Haze [Template]
    The heat of your body disrupts light.
    Prerequisites: Energy template, elemental connection ability.
    Benefit: After you inflict fire damage or boost a fire spell with your elemental connection ability, all ranged attacks made against you have a 20% miss chance until the end of the next round.

    Chill Body [Template]
    You become cold to the touch.
    Prerequisites: Energy template, elemental connection ability.
    Benefit: After you inflict cold damage or boost a water spell with your elemental connection ability, any metal touching you other than your own possessions in the next round is affected as though by chill metal (caster level equal to half your HD).

    Corrosive Aura [Template]
    Prerequisites: Energy template, elemental connection ability.
    Benefit: When you inflict acid damage or boost an earth spell with your elemental connection ability, any creature or object within 5 feet of you for every four hit dice you possess (round up) takes 1d6 plus 1d6 for every four hit dice acid damage and may make a Fortitude save for half damage (DC 10 + half hit dice + Con mod).

    Discharge [Template]
    Prerequisites: Energy template, elemental connection ability.
    Benefit: When you inflict electricity damage or boost an air spell with your elemental connection ability, you are treated as though you are holding the charge of a shocking grasp spell with a caster level equal to half your hit dice.
    Last edited by zagan; 2011-05-30 at 01:02 PM.
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