Adaptive Creature Template: Need help balancing [Archive] - Wizards Community

Post/Author/DateTimePost
Levism84

10-29-04, 02:36 AM
I need some help balancing this template so it works mechanically as well as with the LA.

Adaptive Template

From time to time, due to unknown reasons, there will arise an individual in a community that is naturally adaptive, more responsive to environmental conditions than others of their kind. Often exhibiting an innate connection with nature, most adaptive take to a natural lifestyle, taking classes in elemental to further their bond with nature.

CREATING AN ADAPTIVE CREATURE
“Adaptive Creature” in an inherited template that can be applied to any corporeal humanoid or monstrous humanoid with a constitution score (hereafter referred to as the base creature). An adaptive creature has all the base creature’s characteristics except as noted here.

Size and Type: Though their size does not change, creatures with this template become a monstrous humanoid if not already.

Hit Dice: Changes to d10.

Speed: The movement modes and speeds of an adaptive are base entirely on their current adaptive state (see adaptation below).

AC: An adaptive gains +1 to their current natural armor bonus, and may gain or loose natural armor depending upon their adaptive state (see adaptation below).

Attacks: An adaptive creature retains the attacks of the base creature.

Special Attacks: An adaptive creature gains additional special attacks depending upon its Hit Dice, as shown on the table below. It gains the special attack indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows. An adaptive creature’s class levels, if any, stack with its Hit Dice, if any, to determine the adaptive creature’s special attacks.

HD/Qualities
1/Scent, Keen Senses
2-3/Adaptation (energy conversion)
4-7/Mutation (disease and poison)
8-11/Adaptation (natural attack)
12-15/Adaptation (energetic conversion)
16+/Adaptation (reflect spells)

- Scent (Ex): An adaptive creature gains the scent ability, and can detect creatures by scent if they are within 30 feet. Additional rules for the scent ability can be found in the savage species book.

- Keen Senses (Ex): An adaptive creature can see twice as far as human can in starlight, moonlight, torchlight, or any other condition or poor illumination. They also gain Darkvision out to 60 feet.

- Adaptation (energy conversion) (Ex): When an adaptive creature is subject to an energy based attack, and uses their adaptation (energy) special quality, they may charge all their natural or melee attacks with a different type of energy, dealing +1d6 points of that type of energy with each attack.

- Mutation (disease and poison) (Ex): When an adaptive creature is subject to a disease or poison (see immunity (disease and poison) below) their body remembers the disease and poison. Once per day, an adaptive creature can recall enough of the disease or poison to create a concentrated dose of it which it can focus into a natural attack (or spread with a simple touch). In either case, the DC for the disease or poison is 5 points higher than it normally would be. The other effects of the disease or poison are the same.

- Adaptation (natural attack) (Ex): An adaptive creature gains the ability to grow a natural weapon sized for a creature of their size. This growth requires a full minute of concentration on the part of the adaptive creature, and degenerating the natural weapons requires another full minute of concentration. Such weapons could include claws, a bite attack, a gore attack, a slam or tail attack, and so on.

- Adaptation (energetic conversion) (Ex): This functions just like adaptation (energy conversion), except the energy damage now deals +2d6 points of damage and can be transferred to thrown and ranged weapons as well.

- Adaptation (reflect spells) (Ex): An adaptive creature uses their adaptation (spells) special quality (see special qualities below), is able to reflect a spell back to the caster if the spell does not beat the adaptive creature’s spell resistance for that school of magic.

Special Qualities: An adaptive gains additional special qualities depending upon its Hit Dice, as shown on the table below. It gains the special quality indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows. An adaptive creature’s class levels, if any, stack with its Hit Dice, if any, to determine the adaptive creature’s special qualities.

HD/Qualities
1/Endure Elements
2-3/Adaptation (energy)
4-7/Immunity (disease and poison)
8-11/Adaptation (environment)
12-15/Immunity (energy)
16+/Adaptation (spells)

- Endure Elements (Ex): An adaptive creature is constantly under the effects of an endure elements spell, but this effect is extraordinary.

- Adaptation (energy) (Ex): If the base creature is dealt at least 5 points of energy damage from the same type of energy within 3 rounds, the base creature gains energy resistance 10 to that type of energy. The base creature can only have one type of energy resistance active at any one time, and the resistance lasts for up to 1 minute per Hit Die after the last damage of that energy type is dealt to the base creature. If the adaptive creature is exposed to another type of energy damage while possessing an energy resistance from an earlier use of their adaptation (energy) ability, the base creature may choose to keep their current energy adaptation, or gain a new energy adaptation. Possible energy types include (but are not limited to) fire, cold, acid, sonic and electricity.

- Immunity (disease and poison) (Ex): When an adaptive creature is subject to a disease or poison, after making a fortitude save, the subject is able to adapt to that disease or poison in the future. The adaptive creature is immune to future exposures to that type of disease or poison, even if they originally fail the Fortitude save against it.

- Adaptation (environment) (Ex): An adaptive creature that is exposed to certain environmental conditions, as listed below, is capable of spontaneously adapting to the condition. The effects of these environmental adaptations last until the base creature takes on a new environmental adaptation or dispels the effects of the first.

(A)- Airborn: If the base creature falls more than 10 feet, or makes a successful Jump check (DC 25) they may (as a free action) sprout wings that give them a fly speed equal to their base land speed +20 feet (with good maneuverability). The base creature also gains a +8 bonus to their Spot checks, -2 penalty to Str, and a +4 bonus to Dex.

(A)- Desertborn: If the base creature is in a hostile desert environment, they may (as a free action) gain resistance to environmental heat effects (but not fire damage). They also do not require water as often as others, requiring only half the normal daily amount a normal person under normal circumstances requires.

(A)- Earthborn: If the base creature is in contact with the ground, but not underneath it, they may (as a free action) become as tough as stone, gaining DR 10/bludgeoning and magic, improving their natural armor bonus by +3, and gaining a +4 bonus on checks to prevent being tripped or bull rushed. They also gain a +4 bonus to Str, a –2 penalty to Dex, and the base land speed for the base creature is cut in half (rounded up).

(A)- Fireborn: If the base creature is in a fiery area, they may (as a free action) gain the ability to take no fire damage from being immolated or set on fire, and they gain a +10 bonus to their base land speed.

(A)- Nightborn: If the base creature is active during the night they may (as a free action) gain Darkvision 120 feet (or their current darkvision if it is better), and a +8 bonus on Hide and Move Silently checks.

(A)- Planeborn: If the base creature has transverse onto another plane of existence they may (as a free action) gain immunity to all negative effects of the plane, such as energy damage, negative affects due to alignment, or any other affects. This type of adaptation may be used with another adaptation type (such as Terraborn, Waterborn, Airborn, or

(A)- Terraborn: If the base creature is trapped, forced, or otherwise underground for more than 1 round, they may (as a free action) gain a burrow speed equal to their base land speed, and darkvision out to 60 feet (or their current darkvision if it is better). Their natural armor bonus also increases by +3.

(A)- Waterborn: If the base creature is submerged in liquid that is mostly water for more than 1 round, they may (as a free action) gain a swim speed equal to their base land speed, and gain the ability to breath underwater (but not air).

(A)- Others: Different other types of adaptations may be created out of necessity from different environmental conditions or unique situations.

- Immunity (energy) (Ex): When an adaptive creature uses their adaptation (energy) ability, they gain full immunity to the energy type normally only given 10 points of resistance. This otherwise follows all the same rules as the adaptive (energy) ability.

- Adaptation (spell) (Ex): When an adaptive creature is subject to a spell from a certain school (such as evocation or transmutation) they gain a spell resistance 10 + their HD to all spells from that school that would affect them within the next hour. This resistance does not apply to the spell that triggered this ability. If subject to a spell from a different school for which the adaptation does not apply, the base creature can choose to gain resistance to spells from the new school instead, loosing resistance to the old school.

Abilities: +2 Con, +2 Wis.

Climate/Terrain: Quite literally any.

Organization: Same as base creature.

Level Adjustment: +2.

ADAPTIVE CHARACTERS
Adaptive characters are usually adventurers to the core, never planning more than an hour ahead at a time because everything they need is right at their fingertips. Additionally, most adventuring adaptive characters have levels in Elemental, which becomes their new favored class (replacing any other favored class they might have from race).

I tried to balance it out so it gets progressively more adaptive, but I don't know if it is mechanically balanced. Please, help.

~Rain~
Mithral Icesilver

10-29-04, 04:39 PM
Just out of idle curiosity, where can I find the "Elemental" class?
Levism84

10-30-04, 02:40 AM
Oh, sorry.

The "Elemental" class is basically the class from Oriental Adventures (also in complete divine) that uses spells based on the four chief elements, detect elements, stuff like that. It is the exact same as that class, which I cannot remember the name of, except without the oriental tint or the wakasaki proficiency.

It is for a campaign I am doing to act as sort of a nature based class (as the druid is going to be restricted to one race due to storyline stuff).

Sorry about the mix-up.

~Rain~
Mithral Icesilver

10-30-04, 11:29 AM
Ah.

Since it scales, it doesn't seem TOO overpowered. And, one does kind of expect level 18+ characters to be able to duplicate reflecting spells and to have spell resistance. 14+ should be able to lay hands on energy weapons and immunity-inducing magic items (to one energy type). 10+ characters shouldn't have any trouble with natural weapons (especially ones that take a minute to create), but some people may take issue with the power of the environmental adaptations. A party with a competent 6+ cleric or paladin shouldn't have trouble with diseases and poisons, and most characters don't bother with diseases in combat (they take too long ;)). Energy conversion may be slightly overpowered for a 4+ party, and the resistance may be a bit much, too. 3+ characters ... the scent and keen senses are good (though technically they're special qualities), but endure elements may be a bit much (unless it's a second-level or lower spell).

I'd say it's good, but slightly overpowered at the lowest levels. The rotating immunity makes me think of the borg from Star Trek TNG, but that's not necessarily a bad thing.
Levism84

10-30-04, 03:28 PM
Ok, thanks for going section by section with your explination.

Endure elements is a 1st level spell with a 24 hour duration, and it only takes care of environmental factors, so much of the stuff I posted in the environmental adaptation is taken care of.

I am thinking of redoing the environmental adaptation stuff, making it more movement mode and survival quality based.

As far as the energy conversion and energy adaptation works, I had meant for it to take effect after the fact (say a red dragon breaths fire on you, you take fire damage, but energy adapatation kicks in and you gain fire resistance).

But I will do some tweaking. Anything else?

~Rain~