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Showing posts with label Template. Show all posts
Showing posts with label Template. Show all posts

Friday, 1 February 2019

Chesshire Template (orange striped animal with green ethereal eyes)

Was inspired by a short story  Lilly-White & the Thief of Lesser Night by CSE Cooney for this idea. It works really well as have a ton of creatures from similar types of creatures from nursery rhymes.


CHESHIRE Template CR +2
CN Magical beast
Init +8; Senses darkvision 60 ft., low-light vision; Perception +11

DEFENSE

AC +6 luck bonus
hp +2d8 HD fast healing 2
Fort +6, Ref +6, Will +6
Defensive Abilities Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19

OFFENSE

Speed As base creature
Melee 2 claws +5 (1d4 plus poison), bite +5 (1d3 plus poison)
Special Attacks Ethereal Poison, sneak attack +2d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—ethereal jaunt (2/day); greater invisibility 3/day (10% failure rate)

STATISTICS

Dex +4, Cha +2, Wis -2
Feat Bumps Dimensional Assault, Improved Initiative, Weapon Finesse
Skills Bumps: Bluff +8, Perception +8, Stealth +12
Languages Common, Elven, Faerie plus other common languages in the area
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SPECIAL ABILITIES
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Ethereal Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round; effect slip into the ethereal for an unspecified number of rounds; cure 1 save. The save DC is Constitution-based. The time the poison lasts depends on the saving throw. If a 1 is rolled, use 11-20 rounds; if 2 is rolled, use 9-16 rounds, if a 3 is rolled use 7-12 rounds, if a 4 or higher is rolled use 3 or 4 rounds. Any roll effectively higher but that still fails, causes the victim to slip into the ethereal for 1d2 rounds.
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ECOLOGY
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Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: As monster HD or class

The Cheshire Template is for animals or creatures exposed to the madening effect of the Cheshire disease.They appear the same as the animal or creature they originated from, but have bright orange or purple stripes all over their body and green ethereal eyes. When they experience surprise or feel threatened, they need to roll a will saving throw or they lose themselves to the ethereal and fade into the other plane.

Most adventurers don't know about the Chessires and those that do, just believe them harmless. In fact, Chessires have the ability to hide so well that they are just unnoticed. They often follow adventurers going into a dungeon, simply for the kicks, and remain hidden or invisible until something strikes it's fancy and then will lose focus and become visible. Cheshire's are generally cautious, and will run away or go ethereal but when roused or care about individuals, they can be brave and cunning to help their allies.

Cheshire Creatures abstain from combat, simply because they can. They have no real allies, as they spend much of their time around sites they find interesting or following other creatures. They also have no true enemies, as they don't tend to cause problems. Some high level Sorcerers or Alchemists seek Chessire beasts to milk them for their ethereal poison glands. A rare number make connections with adventurers and wish to travel around with them, but they seem to be interested in fun not combat and especially not getting treasure.

While most Chessires tend to be aloof, some are in fact extremely curious and want to get involved in power plays to help their cause.

Experts are not entirely sure what causes a few creatures to become inflicted with the Chesshire disease template. It was formerly believed to be their bite, but now most experts do not think this is the case. Others surmise it is simply spending time around a chesshire or even sleeping near one.

Invisibility Flaw: There is a 10% chance that when trying to go invisible, not all of their body is affected by their spell-like ability, and this part will still remain visible. Sometimes a leg, tail or part of their face is visible. A failed attempt does not count in their daily invisibility usages.

Inspired by: Lilly-White & the Thief of Lesser Night by CSE Cooney in the collection Mad Hatters and March Hares short story collection



Tuesday, 29 January 2019

Perfected (Template)

This is an ideal monk like character in my world, using no armor or weapons, rarely utilizes spell and
is known for their wisdom and guidance. Living simple contemplative lives, they want to help, yet they
also prefer to find ways that will accomplish the goal without causing violence or to upset life.


        Perfected (Template)

Type Aberration
Hit Dice:                +10d8 (40)
Initiative:                +4
Speed: +20 ft
AC:                       +5 deflection bonus
Attacks:                 Shun all physical attacks
Special Attacks: Gain Stunning Fist (DC 20; 1/HD); Body Spikes (1d20 dmg when grappled)
Special Qualities: Perfect Sight (50 ft all directions), Detect magic/psionics (at will), Dmg Reduction 15/lawful
Saves: F +5, R +5, W +5
Abilities:     Cha +4, either Wis +4 or Dex +4
Skills: Knowledge (History) +12, Knowledge (Psionics) +10
Feats: Peaceful Contemplation, Mental Touch
Requirements: Cha or Wis 20; not from a device or magic spell; Vow of non-violence
Climate/Terrain: Any (Usually Ashrams or Temples)
Organization: Always Solitary
Challenge Rating: +4
Treasure:                Triple
Alignment: CN, N or LN

The Perfected appear to be any type of humanoid that has reached a point of personal spiritual elevation, while often associated with monks, they never come from this class. They are individuals that eschew violence yet are moved to take action, sometimes to help others but most often for a specific cause. Many come from the cleric class, yet those gifted with these powers, serve the living
and shy away from serving the divine.

They are near ideal specimens of their race, with short hair and dress simply. As they have taken the vow of non-violence, they can never carry or use weapons or armor. Most live simple, devoted lives, getting involved only in the causes they care about, not games of power or policy.

While never evil, a few are selfish and have little patience for imperfect ones who do not recognize their glorious status. Some of the perfected lose their status and their abilities, usually suddenly and without notice and never able to recapture their lofty status. Most however live simple lives, directly involved helping others, staying true to their vows and beliefs.

They are often a source of astonishment, both for their abilities to help and guidance. They have often assisted locals with issues and then given rewards for their guidance, most often resolving issues without bloodshed. They often have small hordes of wealth which they can dole out if needed - again privately or secretly as they do not wish to advertise their status.

Their physical acts are to protect others or accomplish a goal, never simply to punish or do acts of harm. Most times their words and defensive spikes are enough to avoid such things

Special Abilities 

Body Spikes: Any time a perfected is grappled or threatened, their body generates anthril body spikes (or generic magic damage) for a moment, inflicting 11-20 damage. This is a passive damage, they do not activate it - but they do not need to be aware or even awake, as their physical body will generate the body spikes if  the body is in any kind of physical danger. They can suppress the spikes if they are aware.

Perfect Sight: Allows the perfected to be in constant awareness of all living, unliving and potential threats within 50 ft of them at all times.

New Feats

Peaceful Contemplation: Gain a +20 on knowledge or wisdom checks to resolve an issue or problem. They need to have 10 hours of perfect, peaceful & uninterrupted solace to gain the insight. If they fail to gain enough awareness to resolve the issue, they cannot repeat the process for the same issue. They can do this no more than once every week (10 days).

Mental Touch: If the perfected individual needs to touch something to activate, and there is a danger, they can use their thoughts to open or touch the object in question. Unlike many other abilities, this is exhausting for the perfected, and can do this a limited number of times (Cha Score Bonus / day)