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Thread: Half-Exemplar

  1. - Top - End - #1
    Dwarf in the Playground
     
    MindFlayer

    Join Date
    Feb 2007
    Location
    Earth
    Gender
    Male

    Default Half-Exemplar

    This is a template that can replace the Half-Fiend etc. templates. It was originally by Mythmage, but i've expanded it and collated material from several sources.

    Thus, credit to the brilliant work done by:
    Mythmage, for the half-exemplar: http://dicefreaks.com/phpBB2/viewtopic.php?t=6150, the Half-fey: http://dicefreaks.com/phpBB2/viewtopic.php?t=7115 and his 'marquis' half-fey: http://dicefreaks.com/phpBB2/viewtop...=7115&start=66
    Also, check out the Gates of Hell (the marquis half-fiend can be found in Chapter 4): http://dicefreaks.com/phpBB2/viewtopic.php?t=88 and the Dicefreaks Fey project for information on the planes of Faerie and their inhabitants: http://dicefreaks.com/phpBB2/viewtopic.php?t=6398


    *For the purpose of these templates, the word Exemplar includes all outsiders, elementals, dragons and fey.


    Ancestral Exemplar
    Ancestral Examplars have an outsider deep in their family tree. This template replaces Aasimars, Tieflings and the planetouched races. But only if you want it to.
    CREATING A ANCESTRAL EXEMPLAR
    “Ancestral Exemplar” is a template that can by added to any living, corporeal creature.

    An ancestral Exemplar has all the base creature’s statistics and special abilities except as noted here.
    At this point in the process, you should have chosen a specific exemplar on which to modify this template, and the base creature to which it will be applied. We'll call the chosen creature the model exemplar. The model exemplar must be corporeal. If you choose a demon lord or something like that, use the Half-Exemplar Template.

    Size and Type: As base Creature.

    Speed: As Base Creature.

    Armor Class: Natural armor improves by +1.

    Attack: A ancestral Exemplar has either a two claw or slam attacks (the type depends upon the nature of the parent) or a Spell like Ability. If the base creature can use weapons, the ancestral Exemplar retains this ability. A ancestral Exemplar fighting without weapons uses a claw, when making an attack action. When it has a weapon, it usually uses the weapon instead.

    Full Attack: A ancestral Exemplar fighting without weapons uses its claws or slams when making a full attack. If armed with a weapon, it usually uses the weapon instead.

    Damage: Ancestral Exemplars claw or slam attacks use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
    Code:
    Size Claw/Slam
    Fine –
    Diminutive 1
    Tiny 1d2
    Small 1d3
    Medium 1d4
    Large 1d6
    Huge 1d8
    Gargantuan 2d6
    Colossal 3d6

    Special Attacks: A ancestral Exemplar retains all the special attacks of the base creature and gains the following special attack.

    Spell-Like Abilities: A Ancestral Exemplar can choose between a Claw or slam attack or a spell like ability. Caster level equals the creature’s HD, and the save DC is Charisma-based. The Ancestral Exemplar can choose one spell between 1st and 3rd level. This can be used as a SLA 1/day
    Special Qualities: A ancestral Exemplar has all the special qualities of the base creature, plus the following special qualities.
    —Darkvision out to 60 feet.
    —Resistance 5 to three different energy types, dependent upon the exemplar.

    Abilities: The creature gains 4 bonus ability points which should be distributed in proportion to its exemplar parent’s high ability scores.

    Skills: The ancestral Exemplar gains a +2 bonus to 2 skills.

    Challenge Rating: +1

    Alignment: Same as the parent exemplar.

    Level Adjustment: Same as base creature +1.

    Half-Exemplar
    Half-exemplars always have some distinctive supernatural aspect to their appearance which suggests their exemplar parentage. This template represents the children of outsiders, fey, elementals, and dragons.

    CREATING A HALF-EXEMPLAR
    “Half-exemplar” is a template that can by added to any living, corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the base creature).

    A half-exemplar has all the base creature’s statistics and special abilities except as noted here.
    At this point in the process, you should have chosen a specific exemplar on which to modify this template, and the base creature to which it will be applied. We'll call the chosen creature the model exemplar. The model exemplar must be corporeal. If you choose a demon lord or something like that, use the Marquis Half-Exemplar Template.

    Size and Type: The creature’s type changes to outsider (or Fey or dragon). Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Half-exemplars are normally native outsiders. Some Exemplars are Huge, and their hugeness gets passed to offspring. If the model Exemplar is Huge size or bigger, and the base creature is size Large or smaller, then increase the base creature's size by one category. If the base creature increases in size, increase the CR of the final creature by 1.

    Speed: A half-exemplar has wings similar to there parent’s and can fly at the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.

    If the parent does not have wings and has a swim or burrow speed, the Half-exemplar instead gains a swim speed equal to their base land speed, or gain a burrow or climb speed equal to half that. If not, increase the base creature's land speed by 10 ft., or double it, whichever is less.

    Armor Class: Natural armor improves by +1/4 of the model exemplars (Minimum of +1, this stacks with any natural armor bonus the base creature has).

    Attack: A half-exemplar has either a bite attack or two claw or slam attacks (the type depends upon the nature of the parent). If the base creature can use weapons, the half-exemplar retains this ability. A half-exemplar fighting without weapons uses a bite, claw, or slam when making an attack action. When it has a weapon, it usually uses the weapon instead.

    Full Attack: A half-exemplar fighting without weapons uses its bite or both claws or slams when making a full attack. If armed with a weapon, it usually uses the weapon instead (with the bite as a secondary weapon, if it has one). If it has claws or slams and has a hand free, it uses a claw or slam as a natural secondary attack.

    Damage: Half-exemplars either a bite attack or claw or slam attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
    Code:
    Size Bite Claw/Slam
    Fine 1 –
    Diminutive 1d2 1
    Tiny 1d3 1d2
    Small 1d4 1d3
    Medium 1d6 1d4
    Large 1d8 1d6
    Huge 2d6 1d8
    Gargantuan 3d6 2d6
    Colossal 4d6 3d6

    Special Attacks: A half-exemplar retains all the special attacks of the base creature and gains the following special attack.

    Smite Enemy Alignment (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe whose alignment is at least two steps away from its exemplar parent’s alignment. For example, a half-rilmani could smite a Chaotic Evil, Chaotic Good, Lawful Evil, or Chaotic Good creature. A half-devil could smite any creature other than a Lawful Evil, Lawful Neutral, or Neutral Evil creature. Half- Dragon alignments are listed in Appendix 1 and Half-elementals smite opposing element. Instead of smiting anybody, Half-Fey gain a special ability from those listed in appendix 2.

    Spell-Like Abilities: A half-exemplar with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the tables below. For each Hit Dice range (such as 3-4 or 17-18), the creature may choose any one table to use (but only one per level). For example, a half-eladrin with 6 Hit Dice might choose to gain entropic shield 3/day, consecrate, and cure serious wounds and neutralize poison. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. The spell-like abilities are where you can customize to your heart's content, and where it is most appropriate to customize. So, to make your half-exemplar more personal, you can replace any ability at any level with an equivalent one that the model exemplar has. In doing so, you should be thinking not only of comparative spell level, but of comparative combat effectiveness. Don't go crazy swapping these abilities, though. You don't need to duplicate all the model fiend's spell-like abilities. And definitely keep them to 1/day or 3/day; no half-fiends need at-will spell-like abilities.


    Chaotic
    HD Abilities
    1–2 Entropic shield 3/day
    3–4 Shatter
    5–6 Chaos hammer
    7–8 Confusion
    9–10 Dispel law
    11–12 Word of chaos
    13–14 Cloak of chaos 3/day, magic circle against law
    15–16 Prismatic spray
    17–18 Summon monster IX (chaotic only)
    19–20 Polymorph any object

    Evil
    HD Abilities
    1–2 Darkness 3/day
    3–4 Desecrate
    5–6 Unholy blight
    7–8 Poison 3/day
    9–10 Contagion
    11–12 Blasphemy
    13–14 Unholy aura 3/day, unhallow
    15–16 Horrid wilting
    17–18 Summon monster IX (evil only)
    19–20 Destruction

    Good
    HD Abilities
    1–2 Protection from evil 3/day, bless
    3–4 Aid, detect evil
    5–6 Cure serious wounds, neutralize poison
    7–8 Holy smite, remove disease
    9–10 Dispel evil
    11–12 Holy word
    13–14 Holy aura 3/day, hallow
    15–16 Mass charm monster
    17–18 Summon monster IX (good only)
    19–20 Resurrection

    Lawful
    HD Abilities
    1–2 Command 3/day
    3–4 Calm emotions
    5–6 Order’s wrath
    7–8 Hold monster
    9–10 Dispel chaos
    11–12 Dictum
    13–14 Shield of law 3/day, magic circle against chaos
    15–16 Waves of exhaustion
    17–18 Summon monster IX (lawful only)
    19–20 Dominate monster

    Neutral
    HD Abilities
    1–2 Sanctuary 3/day, make whole
    3–4 Calm emotions
    5–6 Vampiric touch
    7–8 Dispel magic
    9–10 Dismissal
    11–12 Word of balance*
    13–14 Protection from spells, banishment
    15–16 Greater shout
    17–18 Summon monster IX (neutral only)
    19–20 Power word kill

    Fey
    HD Abilities
    1–2 Faerie fire; hypnotism -or- entangle
    3–4 Speak with animals; enthrall -or- sleep -or- disguise self -or- gust of wind
    5–6 Speak with plants; rage -or- sleet storm -or- suggestion -or- Tasha’s hideous laughter
    7–8 Call lightning -or- confusion -or- dispel magic -or- haste -or- slow
    9–10 Bestow curse -or- contagion -or- crushing despair -or- divination 1/week -or- fear -or- greater invisibility -or- lesser geas
    11–12 Call lightning storm -or- charm monster -or- commune with nature -or- control winds -or- dimension door -or- divination -or- hold monster -or- polymorph (self only)
    13–14 Creeping doom -or- mass invisibility -or- stone tell -or- sunbeam
    15–16 Control weather -or- geas/quest -or- mass suggestion -or- persistent image -or- regenerate -or- true seeing -or- veil
    17–18 Animate plants -or- earthquake -or- horrid wilting -or- insanity -or- mass charm monster -or- sunburst -or- whirlwind
    19–20 Bestow greater curse* -or- destruction -or- freedom -or- ghostform* -or- mind blank -or- Otto’s irresistible dance -or- polymorph any object -or- shambler -or- transmute rock to lava*

    Air

    HD Ability
    1-2 Obscuring Mist
    3-4 Wind Wall
    5-6 Gaseous Form
    7-8 Wind Walk
    9-10 Control Winds
    11-12 Chain Lightning
    13-14 Control Weather
    15-16 Whirlwind
    17-18 Elemental Swarm
    19-20 Plane Shift

    Earth
    HD Ability
    1-2 Magic Stone
    3-4 Soften Earth/Stone
    5-6 Stone Shape
    7-8 Spike Stone
    9-10 Wall of Stone
    11-12 Stoneskin
    13-14 Earthquake
    15-16 Iron Body
    17-18 Elemental Swarm
    19-20 Plane Shift

    Fire
    HD Ability
    1-2 Burning Hands
    3-4 Produce Flame
    5-6 Flaming Sphere
    7-8 Wall of Fire
    9-10 Fire Shield
    11-12 Fire Seeds
    13-14 Firestorm
    15-16 Incendiary Cloud
    17-18 Elemental Swarm
    19-20 Plane Shift

    Water
    HD Ability
    1-2 Obscuring Mist
    3-4 Fog Cloud
    5-6 Water Breathing
    7-8 Control Water
    9-10 Ice Storm
    11-12 Cone of Cold
    13-14 Acid Fog
    15-16 Horrid Wilting
    17-18 Elemental Swarm
    19-20 Plane Shift

    Dragon
    Instead of Spell Like Abilities, Half Dragons gain a breath weapon. The Breath Weapon matches the parents, and is usable HD/5 times per day. It does HD/2 damage and the DC is constitution based. When the Half dragon gains 10 HD, they gain another imunity than the one listed in Special Qualities.
    Special Qualities: A half-exemplar has all the special qualities of the base creature, plus the following special qualities.
    —Darkvision out to 60 feet.
    —Immunity to disease, poison, transmutations (polymorphing and petrification), or a similarly prevalent effect, depending upon the parent exemplar.
    —Resistance 10 to three different energy types, dependent upon the parent exemplar.
    —Damage reduction: 5/magic or cold iron (if HD 11 or less) or 10/magic or cold iron (if HD 12 or more).
    —A half-exemplar’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).

    Abilities: The creature gains 18 bonus ability points which should be distributed in proportion to its exemplar parent’s high ability scores.

    Skills: A half-exemplar gains skill points as an outsider (or fey or dragon) and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the half-celestial 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.

    Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.

    Alignment: Same as the parent exemplar.

    Level Adjustment: Same as base creature +4.

    *Word of balance is a spell from Player's Guide to Faerun that is just too perfect not to use. It works just like blasphemy, except that it hurts CG, CE, LG, and LE creatures instead of nonevil creatures and it causes nausea (1 round), then weakness (1d4 rounds), then paralysis (1d10 min), then death.

    Marquis Half-Exemplar
    This template represents the children of Demon Princes, Lords of the Nine, Faerie Nobles, Archomentals, ad Epic Draconic Great Wyrms.

    CREATING A MARQUIS HALF-EXEMPLAR
    “Marquis Half-exemplar” is a template that can by added to any living, corporeal creature with an Intelligence score of 8 or more (referred to hereafter as the base creature).

    A half-exemplar has all the base creature’s statistics and special abilities except as noted here.
    At this point in the process, you should have chosen a specific exemplar on which to modify this template, and the base creature to which it will be applied. We'll call the chosen creature the model exemplar. The model exemplar must be corporeal.

    Size and Type: Same as Half-Exemplar. Marquis Half-Examplars are not always Native outsiders.

    Speed: Same as Half-Exemplar.

    Armor Class: Same as Half-Exemplar

    Attack: Same as Half-Exemplar

    Full Attack: Same as Half-Exemplar

    Damage: Marquis Half-exemplars have either a bite attack or claw or slam attack. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
    Code:
    Size Bite Claw/Slam
    Fine 1d2 1
    Diminutive 1d3 1d2
    Tiny 1d4 1d3
    Small 1d6 1d4
    Medium 1d8 1d6
    Large 2d6 1d8
    Huge 2d8 2d6
    Gargantuan 4d6 2d8
    Colossal 4d8 4d6

    Special Attacks: A half-exemplar retains all the special attacks of the base creature and gains the following special attack.
    Painful Blood (Ex): When wounded by a piercing or slashing attack, the Marquis Half-Exemplar’s blood sprays outward in a 5 foot cone, dealing 1d6 damage (any type) per every 5 HD possessed by the Marquis Half-Exemplar. Creatures who do not spend a move equivalent action to get the blood off them suffer the same damage the next round.

    Smite Enemy Alignment (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD against a foe whose alignment is at least two steps away from its exemplar parent’s alignment. For example, a half-rilmani could smite a Chaotic Evil, Chaotic Good, Lawful Evil, or Chaotic Good creature. A half-devil could smite any creature other than a Lawful Evil, Lawful Neutral, or Neutral Evil creature. Half- Dragon alignments are listed in Appendix 1 and Half-elementals smite opposing element. Instead of smiting anybody, Marquis Half-Fey gain two special ability from those listed in appendix 2.

    Spell-Like Abilities: As Half-Exemplar, however all Marquis half-exemplars can apply 2 levels of metamagic Feats to their spell like abilities for free. (Dragons count as 4 HD higher for purpose of Breath Weapon)
    Frightful Presence (ex): When the marquis half-exemplar attacks, it inspires terror in those who oppose it. All within 20 feet of an attacking marquis half-exemplar must make a Will save DC equal to 10+ 1⁄2 the marquis half-exemplar’s HD + the marquis half exemplar’s Charisma modifier or suffer the effects of a fear spell. Those that save against the marquis half-exemplar’s frightful presence are immune to it for the next 24 hours.

    One Of:
    Poison (Ex): Any creature bitten by the marquis half exemplar is infected with a vile paralyzing poison. It deals 1d6 Str and Dex initial damage, and 2d6 Str and Dex secondary damage. Save DC is equal to 10 + 1⁄2 of the marquis half exemplar's combined HD and class levels + the marquis half exemplar's Constitution modifier.

    Haste (Su): As the spell. Always active.

    Greater Damage (Ex): The damage from all natural attacks improves by one category.

    Regrow Limbs (Su): If limbs or head are severed, they regrow in one round.

    Special Qualities: A half-exemplar has all the special qualities of the base creature, plus the following special qualities.
    —Darkvision out to 120 feet.
    —Immunity to disease, poison, transmutations (polymorphing and petrification), or a similarly prevalent effect, depending upon the parent exemplar.
    —Resistance 10 to four different energy types, dependent upon the parent exemplar.
    —Damage reduction: 15/magic or cold iron (if HD 11 or less) or 20/magic or cold iron (if HD 12 or more).
    —A half-exemplar’s natural weapons are treated as magic weapons and alignment weapons for the purpose of overcoming damage reduction.
    —Spell resistance equal to creature’s HD + 10 .
    —Fast Healing equal to the creatures Constitution modifier.

    Abilities: The creature gains 28 bonus ability points which should be distributed in proportion to its exemplar parent’s high ability scores.

    Skills: A half-exemplar gains skill points as an outsider (or fey or dragon) and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the half-celestial 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.

    Challenge Rating: HD 5 or less, as base creature +2; HD 6 to 10, as base creature +4; HD 11 or more, as base creature +6.

    Alignment: Same as the parent exemplar.

    Level Adjustment: Same as base creature +6.

    Appendix 1: Dragon Parentage

    Type Breath Weapon Alig Immune to... / SA
    Amethyst(MM2) Line of Force N Poison
    Battle(Dcn) Cone of Sonic NG Sonic
    Black(MM) Line of Acid CE Acid
    Blue(MM) Line of Electric LE Electricity
    Brass(MM) Line of Fire CG Fire
    Bronze(MM) Line of Electric LG Electricity
    Brown(MoF) Cone of Acid NE Acid
    Chaos(Dcn) Line of <random> any C Confusion
    Chiang Lung(OA) Cause Rain1 LN Water Breathing
    Copper(MM) Line of Acid CG Acid
    Crystal(MM2) Cone of Light CN Cold
    Deep(MoF) Cone of Acid CE Charm
    Emerald(MM2) Cone of Sonic LN Sonic
    Ethereal(Dcn) Cone of Force N —
    Fang(Dcn)(MoF) Ability Drain2 CN —
    Force(ELH) Cone of Force N —
    Gold(MM) Cone of Fire LG Fire
    Green(MM) Cone of Acid LE Acid
    Howling(ELH) Cone of Sonic CN/CE Sonic
    Li Lung(OA) Roar3 N Burrow speed 10’
    Lung Wang(OA) Cone of Fire N Water Breathing
    Oceanus(Dcn) Cone of Electric NG Electricity
    Pan Lung(OA) Water Fire4 N —
    Prismatic(ELH) Searing Light N Blindness
    Pyroclastic(Drc) Cone of Fire&Sonic LE/NE Fire –or– Sonic
    Radiant(Dnc) Line of Force LG —
    Red(MM) Cone of Fire CE Fire
    Rust(Dnc) Line of Acid LN/LE —
    Sand(Sand) Cone of damage5 CN Fire
    Sapphire(MM2) Cone of Sonic LN Electricity
    Shadow(Dcn)(MoF) Cone of Eng Drn6 CE Energy Drain
    Shen Lung(OA) Water Fire4 LG Cold
    Silver(MM) Cone of Cold LG Cold
    Song(MoF) Cone of Electric CG/CN Electricity
    Steel(wWaterdeep) Cone of Acid LN +10 vs. Poison
    Styx(Dnc) Line of Acid NE Disease & Poison
    T’ien Lung(OA) Cone of Fire LN Water Breathing
    Tarterian(Dnc) Line of Force NE/CE —
    Topaz(MM2) Cone of damage5 CN Cold
    Tun mi Long(OA) Gust of Wind NE Water Breathing
    White(MM) Cone of Cold CE Cold
    Yu Lung(OA) — N Water Breathing

    Appendix 2: Half-Fey Special Abilities

    A half-fey may gain any special ability among those listed, no matter what its fey parent was, although each ability is often associated with specific races. Sometimes, a half-fey may gain a special ability not among those described below; such a unique ability should be no more powerful than those described here. Unless noted otherwise, the save DC for any ability described below is equal to 10 + 1/2 total Hit Dice + Charisma modifier and the caster level for any spells is equal to the half-fey's total Hit Dice.

    Awesome Beauty (Su): The half-fey is strikingly beautiful. Any creature of the same type which sees the creature from within 30 feet must succeed on a Will save or be shaken for 1 minute. A new save is required each round; successive failure resets the duration but does not cause a worse fear condition. This effect may be suppressed or resumed as a free action. This is a mind-affecting effect.
    Typical parent race: Daoine sidhe, dryad, huldra, nymph.

    Horned Prowess: The half-fey gains a +2 racial bonus on Hide, Listen, and Spot checks. It also gains a head butt attack for 1d4 damage. Its natural armor increases by +2.
    Typical parent race: Horned hunter, satyr.

    Immunity to Energy (Ex): The half-fey is immune to one type of energy damage (acid, cold, electricity, fire, or sonic).
    Typical parent race: Aed sidhe, bile wrapped in beauty, cailleach bheur, caliento, cu sidhe, forestfolk, hoarfroster, horned hunter, storm rider.

    Invisibility (Su): The half-fey may become invisible as per invisibility as a swift action, and may end the effect as a free action. There is no duration limit.
    Typical parent race: Pixie, sylphide, fylgiar.

    Natural Grace (Su): The half-fey is uaffected and undamaged by natural hazards of all sorts, including natural lightning, natural magma, forest fires, and naturally cold and windy weather. This ability offers no protection against sentient-made hazards or the special abilities of creatures. Increase the Survival DC to track the half-fey in natural environments by its Hit Dice.
    Typical parent race: Bird of paradise, daoine sidhe, zephyr.

    Quickness (Sp): The half-fey may use haste as a spell-like ability at will, but can only affect itself. The duration is equal to its Charisma bonus +1 (minimum 1 round).
    Typical parent race: Daoine sidhe, horned hunter, phooka, quickling.

    Seduction: The half-fey has a strong sexual allure about it. It gains a +4 racial bonus on Bluff checks to seduce others, and may use charm person as a spell-like ability at will.
    Typical parent race: Daoine sidhe, dryad, huldra, nymph, satyr.

    Spellblooded: The half-fey increases its caster level in all arcane and nature-based spellcasting classes it possesses by +4.
    Typical parent race: Bird of paradise, cailleach bheur, curupira, daoine sidhe, gaoth sidhe, horned hunter, murderjack, nymph, sylphide.

    Talent in the Blood: The half-fey acquires great skill in an area related to its fey parent's race's area of interest. For instance, the child of an ocean strider may be an amazing sailor. The half-fey chooses up to three skills. These skills are always treated as class skills for the half-fey. It gains a +4 racial bonus on those skills. It may take 10 on those checks even when threatened. The half-fey also gains one bonus feat it qualifies for, which must also be related to its parent fey.
    Typical parent race: Any.
    Last edited by Eleven; 2009-09-18 at 09:52 AM.

  2. - Top - End - #2
    Troll in the Playground
     
    Moff Chumley's Avatar

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    Default Re: Half-Exemplar

    Eleven for Template maker in the playground.
    Avatar by Kris on a Stick

  3. - Top - End - #3
    Pixie in the Playground
     
    ClericGuy

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    Default Re: Half-Exemplar

    Damn, that is good! It had always irked me how there were a million different templates for a million different things, half of which overlapped...
    This looks pretty solid, all told. Awesome stuff!

  4. - Top - End - #4
    Dwarf in the Playground
     
    MindFlayer

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    Default Re: Half-Exemplar

    Thanks, guys.

  5. - Top - End - #5
    Dwarf in the Playground
     
    GreenSorcererElf

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    Default Re: Half-Exemplar

    I would like to point out that Eleven did not expand on the half-exemplar material significantly so much as copy/pasted material significantly, while making a few tweaks here and there. Compare it to the material I linked to below. The half- and 'marquis' half- templates specifically are very low on original thought, though taken from a number of places.

    The ancestral part is the only place where I see more than a hint of originality. It's not bad at all. I do like how you've put everything in one place, Eleven (Tempest_Galefire, I presume?), though I think some things really ought to be separate. Anyway, I think it's misleading for you to make the vague claim of having 'significantly expanded' the half-exemplar. I suppose my point is that you should try to give a bit more credit where credit is due. I notice you never even mentioned The Gates of Hell (or other sourcebooks, though I bet most folks would notice stuff borrowed from the core rulebooks), and I would have appreciated you being a little more specific about how much you took from me. I also would have appreciated it if you'd asked my permission before reusing so many big chunks of my work. I would have said yes; it's just rude to do it without asking.

    Here is my half-exemplar: http://dicefreaks.com/phpBB2/viewtopic.php?t=6150
    Here is my half-fey: http://dicefreaks.com/phpBB2/viewtopic.php?t=7115
    Here is my 'marquis' half-fey: http://dicefreaks.com/phpBB2/viewtop...=7115&start=66
    And here's the Gates of Hell (the marquis half-fiend can be found in Chapter 4): http://dicefreaks.com/phpBB2/viewtopic.php?t=88
    If you're curious about a fey race mentioned in the template you've never seen before, it might be invented or updated by Dicefreaks, in which case it can be found here: http://dicefreaks.com/phpBB2/viewtopic.php?t=6398
    The elemental stuff is taken from Manual of the Planes
    Last edited by MythMage; 2007-09-08 at 04:23 PM.

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