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Thread: Alternative half-outsider
- Join Date
- Apr 2014
A little background before the nuts and bolts...
Spoiler: CreationIn the beginning there was nothing. No substance. No time. No harmony. No struggle. At some point in the timelessness, at a place before even there was a where, the very first thing happened. Not even the eldest spirits were there to witness it and yet they all agree that it was so. There was a moment, or perhaps an age, none are certain, of perfection. All was in perfect balance and everything that was, was exactly as it was meant to be. Then something shifted. Another trembled. Before long the greatest spirits had slipped from the perfection, each with an opposing view they attempted to impose on all of creation. In the struggle, ever more spirits were pulled from harmony and began to influence the struggle themselves.
As the spirits continued to pull at the threads of all that could ever be, a multitude of things happened. First the essence of creation stretched under their will and pieces were ripped from the edges as if from a worn tapestry. Then the creation snapped back into something resembling a sphere within a sphere within yet another sphere and became more rigid. It was much harder for the spirits to influence now. Not impossible, but it could only be done at certain points of weakness or by immense effort. The strongest spirits were trapped outside even the outermost sphere, a void into which they willed countless domains to serve as their homes. Other spirits of still great, but lesser power, are able to penetrate to the next sphere, a whirling mass of energy and raw elements, all the pieces left over from creation. Within the next sphere lies the body of creation its self and only the lesser spirits may navigate the thin cracks in the spheres to reach it. In the final sphere only the least of the spirits could penetrate. In that smallest of spheres, where only the weakest spirits could influence it, lies the seed of creation.
OK. So no gods, just spirits of differing levels of power and areas of interest. God-level spirits trapped in the Void but able to shape domains to there taste (outer planes,) Slightly less powerful demon lords and elemental princes in pockets of elemental stuff or positive/negative energy (inner planes,) even less powerful nature or conceptual spirits (inhabiting the world,) and the least powerful acting as ferrymen and reapers of souls (the underworld.) I don't have the traditional cosmology (still using astral and ethereal spells as slipping between the layers FYI) and thus the traditional outsiders felt wrong. My solution was to group all the existing outsider types as individuals within a single race, called the "Spirits." Now for some reason I have decided that the offspring of these outsiders with mortals should all be a single template. Half-celestial and half-fiend are out and I'm trying to work up a replacement that can fit all alignment options. The following is my creation.
I stripped away the alignment flavored abilities of the base and gave them essentially an energy attack against which there is no current defense. This is intentional. I do plan on having ways in campaign to deal with these guys, possibly including Resist Divine spells and Immunity to Divine items, but also locations where that the spirits (and their spawn) are weakened for various reasons.
What I'd like opinions on is the power level (compared to the current templates) and flavor. I feel like I'm missing something obvious.
Children of mortals and those possessed by a spirit, these beings carry the spark of divinity within. Just as each spirit is different, so too are the offspring they sometimes have with mortals while possessing a host. All half-spirits are obviously different from their parent race and can never be mistaken for otherwise. Large wings (either feathered or bat-like,) odd hair and skin colors or patterns, horns, spines, fangs and claws, odd body odors, and countless other deformities mark these abominations as other from the moment they are born. Many are killed as infants, while others are raised as outcasts. Rare are the half-spirits who grow up loved and integrated into society.
Size and Type
The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-spirits are normally native outsiders.
A half-spirit has feathered wings and can fly at twice the base creature’s base land speed (average maneuverability). If the base creature has a fly speed, use that instead.
Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has).
A half-spirit has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-spirit retains this ability. A half-spirit fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
A half-spirit fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Half-spirits have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use these values or the base creature’s damage values, whichever are greater.
its the same as half-fiends (1d6 bite, 1d4 claw - adjust for size)
A half-spirit with a Charisma score of 12 or higher has special abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Caster level equals the creature’s HD, and the save DC is Charisma-based.
2+ Touch of the Void 3/day
8+ Gaze of Eternity 3/day
14+ Breath of Creation 1/day
20+ Break with Reality 1/day
Touch of the Void (Su)
Three times per day as a standard action, the creature can make a melee touch attack to strike with raw divine energy. Damage is 1d6 for every two caster levels, rounded down (maximum of 15d6 at 30th lvl/HD) against a foe.
Gaze of Eternity (Su)
Three times per day as a move action, the creature can make a ranged touch attack to unleash his divine energy as a 60' ray, requiring a ranged touch attack. Damage is 1d6 for every caster level above 7th (maximum of 10d6 at 17th lvl/HD) against a foe.
Breath of Creation (Su)
Once per day as a full action the creature may belch forth a portion of its divine energy to inflict all creatures other than itself within a 10' radius, with 5d6 divine damage and they must make a Will save. Those who fail the saving throw are affected as if by a confusion spell for 2d4 rounds with no spell resistance or additional saves.
Break with Reality (Su)
Once a day as a standard action. the creature may blast a 30' radius around himself with waves of divine energy. These blasts do not affect the creature or his allies. Affected creatures take 10d6 divine damage and must make a Reflex save or be hit with a Flesh to Stone, a Will save or be struck by Feeblemind, and a Fortitude save or be targeted with Destruction. Spell resistance applies to each of these effects individually. This ability does not affect the creature or his allies.
A half-spirit has all the special qualities of the base creature, plus the following special qualities.
• Darkvision out to 60 feet.
• Immunity to poison and disease.
• Resistance to acid 10, cold 10, electricity 10, and fire 10.
• Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
• A half-spirit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
• Spell resistance equal to creature’s HD + 10 (maximum 35).
Increase from the base creature as follows: Dex +4, Cha +4.
A half-spirit gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-spirit 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.
HD 4 or less, as base creature +1; HD 5 to 11, as base creature +2
Last edited by redwizard007; 2015-09-02 at 09:32 PM.
- Join Date
- Apr 2014
Re: Alternative half-outsider
And to replace the Tiefling and aasimar...
Spoiler: Spirit TouchedSpirit touched
Somewhere in your line is a spirit. The stain may have skipped generations, but in you the truth has come to light. There is no way to hide your heritage, to the chagrin of your family, if they didn't abandon you at birth... Whether it is small horns, an unnatural skin color, fangs, or a subtle inner light; you are marked as other.
Size and Type
The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Spirit touched are normally native outsiders.
A spirit touched has all the special qualities of the base creature, plus the following special qualities.
- Lowlight vision.
- +4 Racial bonus to saves vs. poison and disease.
- Resistance to acid 5, cold 5, electricity 5, and fire 5.
- Damage reduction: 5/iron (if HD 11 or less) or 10/iron (if HD 12 or more).
Increase from the base creature as follows: Dex +2, Cha +2.
A spirit touched gains skill points as an*outsider*and has skill points equal to (8 + Int modifier) × (HD + 3). Do not include Hit Dice from class levels in this calculation—the spirit touched 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.
As base creature +1