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Nyt
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« on: November 13, 2009, 10:15:15 PM »

Spirit


Animistic cultures believe nature is alive with non-material
forces, and the world itself is merely the body of a
great spirit. All creatures have a spiritual nature and
cast reflections in a parallel world near the Material Plane. Spirits
dwell in that other place, sometimes visiting our world when
called or when matters dictate. Many spirits are tied to specific
locales as guardians or manifestations of some metaphysical
relevance the place has.
This template can be used to create spirits races that
are all the same, or differing creatures of the same apparent type.
It is also an opportunity to introduce monsters to your world
that normally do not appear there, as some sort of otherworldly
beings. If the spirit world is actually a part of your game’s
cosmology, then a spirit should manifest from there, instead of
the Ethereal Plane.
Appearance Changes
Spirits look like their material counterparts when manifested
or encountered on their own plane. When the spirit is not
materialized, but is manifested, it looks translucent and parts of
it may seem misty or disembodied.
Creating a Spirit
“Spirit” is a template that can be added to any creature other than
an outsider (referred to hereafter as the “base creature”). After
assuming the template, the base creature’s type does not change,
but it gains the “Spirit” and “Incorporeal” subtypes. (Spirits are
not undead.) All other subtype information for the base creature
remains unchanged. Spirits use the base creature’s statistics and
inherent racial special abilities except as noted below.
AC: The creature’s natural armor bonus stays the
same, but is only applicable to other spirits and ethereal beings.
When the creature manifests (see Special Attacks below), it gains
a deflection bonus to AC equal to its Charisma bonus, or +1,
whichever is better. Spirits capable of materialization have their
normal natural armor bonus to AC when materialized instead of
the deflection bonus.
Attacks: Spirits retain the attacks of the base creature,
but those attacks may only affect other ethereal beings unless the
spirit manifests or materializes (see Special Attacks below).
Damage: Spirits retain the damage of the base
creature, but may only affect other ethereal beings unless the
spirit manifests or materializes (see Special Attacks).
Special Attacks: Spirits retain the special attacks of
the base creature, but may only affect other ethereal beings unless
the spirit manifests or materializes. Saving throws against a spirit’s
special attacks have a save DC of 10 plus one-half of the spirit’s
HD + its Charisma modifier, unless otherwise noted. All spirits
have the manifestation ability and a number equal to its Charisma
 modifier minimum 1 of the other abilities listed below:

Manifestation (Su): As ethereal creatures, spirits cannot
affect or be affected by anything in the material world. When
they manifest, spirits become visible, but remain incorporeal.
However, a manifested spirit can strike with any touch attack or
ghost touch weapon it possesses. A manifested spirit remains on
the Ethereal Plane but can be attacked by opponents on both
the Material and Ethereal planes. When a spellcasting spirit is on
the Ethereal Plane, its spells cannot affect targets on the Material
Plane, but they work normally against ethereal targets. When a
spellcasting spirit manifests, its spells continue to affect ethereal
targets and can affect targets on the Material Plane normally unless the
spells rely on touch. A manifested spirit’s touch spells don’t work on
material targets.
Materialization (Su): By taking a full round action, the spirit
can become fully corporeal (losing the benefits of being incorporeal)
like a normal creature on the Material Plane. When it materializes, the
spirit has all of its normal physical attributes and interacts with the
Material Plane and its contents like a normal denizen of that plane.
The spirit also interacts with the Ethereal Plane as if the spirit were a
material being (ethereal beings are invisible and incorporeal). A spirit
can dematerialize, going back to manifested or ethereal, as a standard
action.
Possession (Su): As a full-round action, an ethereal or
manifested spirit can merge its body with a creature on the Material
Plane. This ability is similar to magic jar as cast by a sorcerer of the
spirit’s HD, except that it does not require a receptacle. If the attack
succeeds, the spirit’s body vanishes into the opponent’s body. The target
can resist the attack with a successful Will save (DC 10 + one-half of
the spirit’s HD + its Charisma modifier). A creature that successfully
saves is immune to that spirit’s possession for one day.
Spell-like Abilities: The spirit has one or more spell-like abilities
it can use a number of times per day you deem appropriate. The spells
are cast at a divine caster level equal to the spirit’s HD, and a spirit
cannot cast a spell of a level that exceeds this caster level (that is, a
3 HD spirit can cast 0-, 1st-, and 2nd-level spells). What these spells
may affect depends on whether the spirit is ethereal, manifested, or
materialized (see above).
Common spells for spirits include: animate objects, bestow curse,
bless, curse, cause fear, confusion, contagion, dancing lights, deathwatch, dream,
emotion, etherealness, faerie fire, ghost sound, improved invisibility, invisibility, light,
open/close, seeming, sleep, suggestion, telekinesis
, and tongues.
Spirit Touch (Su): The spirit can attack material beings while
incorporeal (not ethereal), and may attack incorporeal beings while
materialized, adding its Dexterity bonus to the attack roll, and rolling
normal damage, replacing its Strength modifier with its Charisma
modifier. A spirit with this ability may also use its touch spells against
material beings while incorporeal.
'Ethereal Spellcaster (Su): One (or more, at your discretion) of
the spirit’s spells or spell-like abilities can be cast from the Ethereal
Plane to the Material Plane, and vice versa. The spell’s level cannot
exceed one-fifth of the spirit’s HD, and casting time is always doubled.
Less harmful spells are most appropriate for this ability (dancing lights,
ghost sound, open/close, and so on.)
Special Qualities: Spirits retain all of the special qualities
of the base creature in addition to those listed below (rejuvenation is
optional):
Detect Spirits (Su): At will, as a move-equivalent action, a
materialized spirit can choose to see other spirits in an area (including
incorporeal or ethereal undead, despite invisibility)—up to its line of
sight. The spirit cannot see other creatures under invisibility spells or
similar effects, only spirits.
Incorporeal (Ex): Incorporeal creatures can only be harmed by other
incorporeal creatures, by +1 or better weapons, or by spells, spell-like
effects, or supernatural effects. They are immune to all non-magical
attack forms. They are not burned by normal fires, affected by natural
cold, or harmed by mundane acids. Even when struck by magic or
magic weapons, an incorporeal creature has a 50% chance to ignore
any damage from a corporeal source—except for a force effect. The
physical attacks of incorporeal creatures ignore material armor, even
magic armor, unless it is made of force or has the ghost touch ability.
Incorporeal creatures move in any direction (including up or down) at
will—they do not need to walk on the ground and can pass through
solid objects at will, although they cannot see when their eyes are
within solid matter. They pass through and operate in water as easily as
they do in air, cannot fall or suffer falling damage, and have no weight
in a material sense. Incorporeal creatures do not leave footprints, have
no scent, and make no noise unless they do so intentionally. Corporeal
creatures cannot trip or grapple incorporeal creatures.
Rejuvenation (Su): (Optional) It’s difficult to destroy a spirit
through simple combat. The “destroyed” spirit restores itself in 2d4
days. Even the most powerful spells are often only temporary solutions.
A spirit that would otherwise be destroyed returns to its old haunts
with a successful level check (1d20 + spirit’s level or HD) against DC
16. As a rule, the only way to get rid of a spirit for sure is to determine
the reason for its existence and destroy it. The exact means varies with
each spirit and may require a good deal of research.
Turn Resistance (Ex): The default assumption is that clerics
cannot turn spirits (unless the spirit is undead), while shamans can.
Perhaps druids and/or adepts can turn spirits as well (or instead),
making them slightly more powerful. If clerics or non-shaman
characters are allowed to turn any spirit, the spirit should have turn
resistance of up to one-half of its HD (your discretion). Consider
allowing clerics (and other characters capable of turning) to turn evil
spirits with positive energy, and good spirits with negative energy,
without adding turn resistance if the idea fits your campaign.
Abilities: Modify the base creature as follows: Charisma +4.
Skills: Spirits receive a +4 racial bonus to Listen, Search, and
Spot. They get +8 to Hide when manifested or ethereal.
Organization: Often the same as the base creature, but
otherwise solitary, pair, group (3-6), or horde (7-12).
CR: Base creature’s CR +1 + 20 %.
Treasure: Usually none.
Alignment: Often the same as the base creature, but
disparate individuals may be found.
LA: +3
« Last Edit: November 15, 2009, 10:24:29 PM by Nyt » Logged

[Yawgmoth] 10:01 am: The term you were looking for was "suck".
[Tempest Fennac] 10:01 am: Thanks.
Yawgmoth
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« Reply #1 on: November 14, 2009, 12:58:09 AM »

Judging by the number of quotation marks there, most sarcastic template EVER.
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Nyt
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Knowing one is a god isn't pride- It's awareness.


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« Reply #2 on: November 14, 2009, 08:45:23 AM »

Judging by the number of quotation marks there, most sarcastic template EVER.

Yeah, I fixed them, the quotations were the code to make something bold at a different forum where I was posting. No sarcasm in this one, Sorry. Wink
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[Yawgmoth] 10:01 am: The term you were looking for was "suck".
[Tempest Fennac] 10:01 am: Thanks.
Nyt
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Soul: +16/-6
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Posts: 268


Knowing one is a god isn't pride- It's awareness.


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« Reply #3 on: January 27, 2010, 12:08:49 AM »

Appearance Changes
Dreadnaughts are much larger, hardier, and more muscular than their normal counterparts. They are generally covered with bulging, sinewy muscles and have a hardened look to their skin or natural armor. In short, their aspect is transformed into that of raw power.
Creating a Dreadnaught
“Dreadnaught” is a template that can be added to any aberration, beast, giant, humanoid, magical beast, monstrous humanoid, outsider, or plant (referred to hereafter as the “base creature”). The creatureshould be among the toughest of its kind in order to survive the transformation into a dreadnaught. After assuming the template, the base creature’s type and subtype do not change. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels
the creature possesses. A dreadnaught uses the base creature’s statistics and inherent racial special abilities except as noted below. Hit Dice: Dreadnaughts save maximum hit points per HD, including those from character levels.
AC: Natural armor improves by +4.
Special Attacks: The following special attacks are added to the base creature’s natural or armed attacks:
Felling Strike (Ex): Once per day plus an additional time per 10 HD, when a dreadnaught scores a successful critical hit, it can elect to make a felling strike by rolling again. If the result of this third roll would hit the target, the target takes the full damage from the critical hit as normal, but must also make a saving throw (DC 10 + damage dealt) or die.
Punishing Strike (Ex): Once per day plus an additional time per 10 HD, a dreadnaught may make a mighty attack against any one opponent, adding its Charisma bonus (if any) to the attack roll and its HD and character level total to the damage. Use of this ability must be declared prior to making the attack. If the attack misses, that punishing strike attempt is used for the day. This ability cannot be used more often than once every 1d4+1 rounds.  Rapid Strike (Su): Once per day plus an additional time per 5 HD, a dreadnaught may grant itself the effects of a haste spell (self only) as if cast by a sorcerer with a level equal to the dreadnaught’s HD.
Special Qualities: A dreadnaught has all the special qualities of the base creature, plus the special abilities listed below:
Damage Reduction (Ex): A dreadnaught has damage reduction equal to its HD (maximum 15) against +3 weapons.
Energy Resistance (Ex): Dreadnaughts have energy resistance 10 versus one type of energy (acid, cold, electricity, fire, or sonic) for every 4 HD it has (minimum 1 type). This resistance can be applied to the same energy type more than once, adding +10 to the overall amount of resistance each time. For example,an 8 HD dreadnaught could have both fire resistance 10 and cold resistance 10, or just fire resistance 20.
Immunities
(Ex): Dreadnaughts are immune to disease, poison, paralysis, stunning, and all mind-influencing spells and effects.
Spell Resistance (Ex): A dreadnaught has SR equal to 5 + its HD.
Abilities: Modify the base creature as follows: Strength +4, Dexterity +4, constitution +6, Charisma +2.
Feats: A dreadnaught gains Endurance as a bonus feat.
Organization: Dreadnaughts are often solitary, or they are unique individuals among normal members of the base creature type. Sometimes dreadnaughts can be found in gangs (2-5).
CR: Base creature’s CR +2 + 20% (maximum +5).
ECL: +5.


Heightened
Heightened creatures are especially powerful versions of a particular animal or plant species or advanced members of a monstrous or humanoid race. Whether they are especially blessed by the divine or were just fortunate enough to receive the best genetics is a matter of debate. What is not debatable, however, is that heightened beings are formidable and should not be mistaken for an average member of their kind.
Appearance Changes
A heightened creature looks exactly like a normal member of its species, except it is slightly enhanced in its physical appearance.  Its movements are quicker and more decisive, its attacks are more brutal, and its thought processes are much keener than normal.  Heightened creatures may or may not be larger or have better muscle definition than other members of their kind.
Creating a Heightened Creature
“Heightened” is a template that can be added to any creature except constructs, oozes, and undead (referred to hereafter as the “base creature”). After assuming the template, the base creature’s type and subtype do not change. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. A heightened creature uses the base creature’s statistics and inherent racial special abilities except as noted below.  Hit Dice: Increase by one die type to a maximum of d12, including dice from character classes.
Speed: If the base creature can fly, its maneuverability rating improves by one category.
AC: Natural armor improves by +4.
Special Qualities: A heightened creature has the special qualities of the base creature, plus one of the following qualities for every 3 HD it possesses. If the base creature is not allowed to have feats, then it cannot select that special quality as a heightened creature.
Blindsight (Ex): The heightened gains a highly attuned sense, such as echolocation. The range of this ability is 30 ft. per time this ability is selected. CR +0.
Bonus Feat: Creature may select one bonus feat from the general list of feats. This may be taken up to five times. CR +1 per 2 feats.
Bonus Spell (Su): Heightened with one or more levels in an arcane spell-casting class gain one additional spell known at the highest spell level they can cast. The heightened creature may always elect to learn an extra lower-level spell instead. This bonus does not provide any extra spells cast per day. CR +0.  Damage Reduction (Ex): The heightened gains damage reduction of 5/+1. This ability may be taken more than once, adding 5 to the damage threshold or +1 to the level of enchantment needed to affect the creature. For example, a heightened kobold that takes this ability for the second time may have damage reduction 10/+1 or 5/+2. The third time the kobold takes this ability, it could have damage reduction 15/+1, 10/+2, or 5/+3, and so on. CR +1 per level.
Darkvision (Ex): Then heightened can see in non-magical darkness up to a range of 60 ft. CR +0.
Evasion (Ex): The heightened gains the evasion ability. This is identical to the rogue ability of the same name. CR +0.  Fast Healing (Ex): The heightened gains fast healing 1.  This may be taken multiple times and the bonuses stack (all creature’s allowed 1, maximum is one-quarter of the creature’s HD). CR +0 to +1 for maximum healing.  Immunity: The heightened gains immunity to one of the following: poison, paralysis, sleep, or charm. This ability may be taken more than once, with a different immunity selected each time. CR +0.
Low-light Vision (Ex): The heightened develops lowlight vision. CR +0.
Resistances (Ex): The heightened gains a resistance of 10 to one type of energy damage acid, cold, electricity, fire, or sonic. This ability may be taken more than once, but a different type of energy must be selected each time. CR +1 per 20 points.
Scent (Ex): The heightened gains the Scent ability.
CR +0.
Slow Fall (Ex): The heightened gains the slow fall ability and treats falls of any distance as a fall 10 ft. shorter.  This is identical to the monk ability of the same name. This may be taken up to three times, each time adding 10 ft. to the distance. CR +0.
Spell Resistance (Ex): The heightened gains SR equal to half its current HD + 5. If taken multiple times, subsequent selections add one-half of the creature’s HD value (round down) to the total (maximum 25). CR +1 per level.
Tremorsense (Ex): The heightened can detect any object or creature that is in contact with the ground in a 30 foot radius. CR +0.
Abilities: Modify the base creature as follows:
Strength +2, Dexterity +2, Constitution +2, Intelligence +2, Wisdom +2, Charisma +2.
CR: Base creature’s CR +1. Add to CR based on special abilities—3 CR 0 abilities equal +1.
ECL: +2.

ARGENT SERVITOR
Argent servitors are the defenders of good in the world. Imbued with holy might to combat evil, the souls of the argent servitors are filled with positive energy which emanates through every pore, covering them in a brilliant, silvery radiance of holy light. Argent servitors are not celestials, but chosen defenders of truth and good throughout the world. They are sworn to uphold the values of their patron deity without question or deviation. Whole groups or bloodlines of creatures can be augmented thus, creating what amounts to a new race.
Appearance Changes
An argent servitor looks very much like the base creature with a striking countenance often augmented by a silvery glow. The creature’s outward appearance takes on a near-angelic radiance that heralds its true nature.
Creating an Argent Servitor
“Argent Servitor” is a template that can be added to any animal, beast, dragon, fey, humanoid, magical beast, monstrous humanoid, or sentient plant (referred to hereafter as the “base creature”). Argent servitors are created by direct intervention by a deity of good or its avatar(s). After assuming the template, the base creature’s type and subtype do not change. Unless otherwise noted, in this template HD stands for Hit Dice plus any character levels the creature possesses. An argent servitor uses the base creature’s statistics and inherent racial special abilities except as noted below.  Hit Dice: Increase by one die type to a maximum of d12, including dice from character classes.  Speed: Base creature’s speed in all movement categories increases by 10 ft. If the base creature can fly, its maneuverability rating improves by one category.  AC: Argent servitors have a +4 divine bonus to Armor Class versus evil creatures.
Damage: In addition to normal damage, the servitor gains additional holy damage versus evil opponents according to its HD as indicated in the chart below. This holy damage is doubled against evil undead.
Bonus
Hit Dice Holy Damage
1-4 1d3
5-8 1d4
9-11 1d6
12-14 1d8
15+ 1d10
Special Attacks: The following special attacks are added to the base creature’s natural or armed attacks.  Divine Energy Feedback (Su): Any evil creature that strikes an argent servitor with a melee attack suffers points of damage equal to the argent servitor’s HD, with a maximum of one-half of the physical damage that was inflicted with the original blow. The argent servitor takes the damage from such strikes normally.
Vanquishing Blow (Su): When dealt a successful critical hit, evil-aligned opponents must immediately make a Fortitude save (DC 10 + one-half of the argent servitor’s HD + the argent servitor’s Charisma modifier) or die. Those not subject to Fortitude saving throws (like undead) must make a Will saving throw instead.  Vanquishing blow cannot affect opponents with more Hit Dice than the argent servitor.
Special Qualities: An argent servitor has all the special qualities of the base creature, plus the following:
Damage Reduction (Su): An argent servitor has damage reduction equal to 1 + one-half of its HD (minimum 1) versus everything but unholy weapons.
Detect Evil (Su): An argent servitor can detect evil at will, per the spell, excepting that the effect goes straight to that of the third round as shown in the spell description. Caster level is as a cleric of a level equal to the creature’s HD.
Divine Health (Ex): An argent servitor is immune to all diseases, including those of a magical nature.  Resistances (Su): An argent servitor gains fire, cold, and electrical resistances equal to 5 + one-half of its HD (maximum 30).
Sacrificial Healing (Su): An argent servitor may sacrifice some of its own life-essence (positive energy) to heal another. For each hit point sacrificed by the servitor, the recipient heals 2 hit points (up to the creature’s normal maximum). An argent servitor may sacrifice all but 10 of its own hit points to heal one or more other creatures.
The argent servitor can only regain hit points lost in this manner through normal healing. Healing of sacrificed hit points is doubled if the creature meditates for one hour, morning and evening. No activities of any kind may be undertaken while in this trance and it has no effect on actual wounds. 
Saves: Argent servitors can add their Charisma bonus (positive only) to any saving throw versus fear.
  Abilities: Modify the base creature as follows: Strength +2, Constitution +2, Wisdom +2, Charisma +2. 
Skills: All argent servitors can speak Celestial, in addition to any other languages of the base creature. 
Organization: Same as base creature, though argent servitors are often unique individuals among normal members of the base creature type.
CR: Base creature’s CR +1 + 20% (maximum +3).  Alignment: Any good. If an argent servitor deviates from good, it loses its powers—possibly regaining the power (if the infraction was minor or against the creature’s will) through returning to good and undergoing atonement.
ECL: +3.

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[Yawgmoth] 10:01 am: The term you were looking for was "suck".
[Tempest Fennac] 10:01 am: Thanks.
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