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| Yan-C-Bin06-04-05, 10:23 AM | New template: monster tissued creature Uhhh... Itīs true that I have a hard time writing a flavor text. So donīt criticize its lack of flavor. Itīs just a new tool I made for extra customization, I dislike air genasi, and half-elementals seem like... not lovely to me. A retissued creature is the result of strange circumstances; often (always) magical (or psionic, or otherwise weird) experimentation for fusion of two creatures. The shape is that of one creature, but the systems belong to another. It isnīt, however, a mere trespassing of organs from one creature to another; it is more complex than that. It is like reshaping entirely a creature, part by part, organ by organ, tissue by tissue, cell by cell, into another creature, while keeping its special characteristics untouched. Retissued creatures have the shape of the mold, but the characteristics of the base. As an example, a brachyurus tissued human would have two arms, two legs and one head, but heīd have far more facial and bodily hair, which would be brown-white, massive muscles, and a feral gaze. A fire elemental tissued troll would have rubbery, uneven skin, and elongated arms, but a reddish hue on the skin, orange eyes, and his bodily temperature would be alarming. SAMPLE MONSTER TISSUED CREATURE This example uses an elder air elemental as the base, a human as the mold, and adds twelve levels of monk. Elder air elemental tissued human, 12th level monk. Medium elemental (Air) (augmented humanoid) Hit dice: 12d8+12 (66 hp) Initiative: +18 (+14 dex, +4 improved initiative). Speed: 70 ft. (14 squares), fly 140 feet (perfect) (28 squares). Armor class: 32 (+14 dex, +1 natural, +2 armor, +1 deflection, +5 dodge), touch 29, flat-footed 18. Base attack/grapple: +9/+14 Attack: +25 melee unarmed strike (3d6+14) Full attack: melee unarmed strike +25/+20 (3d6+14) or flurry of blows +25/+25/+25/+20 (3d6+14) Space/reach: 5 ft. by 5 ft. Special attacks: Air mastery, ki strike (magic, lawful), whirlwind (1d6, DC 16). Special qualities: Abundant step, diamond body, DR 10/-, improved evasion, purity of body, slow fall 60 ft, still mind, wholeness of body (24 hp). Saves: Fort +8, Refl +21, Will +10. Abilities: Str 10, Dex 39, Con 12, Int 10, Wis 16, Cha 8. Skills: Balance +29, Climb +15, Jump +15, Hide +29, Tumble +29. Feats: Improved Grapple, Combat Reflexes, Deflect arrows, Improved Disarm, Improved Trip, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, Weapon Focus (unarmed strike). Environment: Elemental plane of air. Organization: Solitary. Challenge rating: 17 Treasure: Standard. Alignment: Lawful neutral. Advancement: By character class. Level adjustment: +8, I think. This unarmed man doesnīt seem at all harmless. His appearance has some kind of eldritch tone, and his agility seems preternatural. His skin has a cyan hue, and his hair seems as light as air. The air elemental tissued human had the following stats before conversion: Str 14; Dex 13; Con 12; Int 10; Wis 15; Cha 8. COMBAT Air mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Diamond body (Su): The monk has immunity to poison of all kinds. Purity of body (Ex): The monk has immunity to disease of all kinds (but not cursed afflictions like lycanthropy). Still mind (Ex): The monk gains a +2 bonus on will saves against spells of the enchantment school. Whirlwind (Ex): The elemental can transform itself into a whirlwind once every 10 minutes, and stay in that form for up to six rounds. In this form, the elemental can move through the air or along the surface at its fly speed. The whirlwind is 5 feet at the base, 10 feet at the top, and 10 feet tall. The elementalīs movement during whirlwind form provokes no attacks of opportunity, even if the elemental enters a square another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creatureīs space. Creatures Small or smaller might take 1d6 damage when caught in the whirlwind, and may be lifted into the air. An affected creature must do a Reflex save when it comes into contact with the whirlwind or take 1d6 damage. It must also suceed in a second reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d6 damage each round. A creature that flies is allowed one save each round to escape the whirlwind. The creature still takes 1d6 each round but can escape if the save is sucessful. The DC for the save is 16. Creatures trapped inside the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must suceed on a concentration check (DC 15+spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to dexterity and a -2 penalty to attack rolls. The elemental can have only as many trapped creatures inside the whirlwind as will fit inside its volume. The elemental can eject creatures carried by the whirlwind at any time he desires, depositing them wherever the whirlwind may happen to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwindīs base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter of four feet. The cloud obscures all vision, even darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while creatures more than 5 feet away have total concealment. Those caught in the cloud must do a concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Equipment: Amulet of natural armor +1, bracers of armor +2, ring of protection +1, kama +2, sling +2, 2.300 gp. CREATING A MONSTER TISSUED CREATURE "Monster tissued" is an inherited template, unusual in structure, as it is applied over two creatures instead of one. It can be applied to any two creatures, preferably corporeal (both referred to herreafter as the base and mold). Size and type: Size is that of mold. Type is that of base. Hit dice: As mold. Speed: As mold or base, best of each. Armor class: Recalculate according to baseīs stats, modified. Use the moldīs natural armor bonus. Attack: Uses moldīs attack type, modified by changes because of baseīs adding. Full attack: Uses moldīs attack method, modified by changes. Damage: Recalculate by new strength score. Special attack: A monster retissued creature loses the moldīs special attacks and gains those of the base. Do not include attacks depending in form (as an example, an ilithid tissued human can use mind blast, but not extract brains, while a troll tissued ilithid can use extract brains but no rend) neither in substraction nor addition. Special qualities: A monster retissued creature loses the moldīs special qualities not dependant of form, but gains the same of the base. Abilities: Modify physical ones according to baseīs size, and add to moldīs ones, as described in table below: Str Dex Con F +6 -18 -8 D +2 -16 -8 T -2 -14 -8 S -6 -12 -8 M -10 -10 -10 L -18 -8 -14 H -26 -6 -18 G -34 -4 -22 C -42 -4 -26 If necessary, reduce by an additional point. The modifier must be an even number. Then reduce the baseīs mental ability scores of the base by 10, and sum to the moldīs. Skills: As base, but loss of HD might reduce ranks. Add moldīs skill modifiers. Feats: As base, but loss of HD might cause loss of feats. Add moldīs extra feats. Environment: As base. Organization: As base. Challenge rating: Calculate according to baseīs HD and type. Then add to moldīs. If the type is dragon or outsider: Substract all HD and reduce the CR by 1 for every 2 HD substracted. If the type is animal, magical beast or monstrous humanoid: Substract all HD and reduce the CR by 1 for every 3 HD substracted. If the type is aberration, construct, elemental, fey, giant, humanoid, ooze, plant, undead or vermin: Substract all HD and reduce the CR by 1 for every 4 HD substracted. Treasure: Recalculate by CR. Alignment: As base. Advancement: As mold. Level adjustment: - So what do you think? |