A Few Templates [Archive] - Wizards Community

Post/Author/DateTimePost
calronmoonflower

03-03-07, 06:06 PM
I've come up with a few templates over time and i's like to share them here.

This first one was inspired by Journy to the West

DHARMA SPIRIT

A dharma spirit is not a normal representative of its kind. It has reached a level of self awareness that has enabled it to shed it mortal form and build a body of spirit in its place.

CREATING A DHARMA SPIRIT
Dharma spirit is an acquired template that can be added to any living creature other than an outsider or an aberration (referred to hereafter as the base creature).
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Type: A dharma spirit type changes to outsider and it gains the spirit subtype. Recalculate the base creature’s hit die, skill points, saves, base attack bonus, and feats based on its new outsider type and changes to ability scores.

Ability Scores: A dharma spirit has average mental ability scores (Intelligence, Wisdom, and Charisma), unless its normal scores are higher.

Racial Traits: As an outsider a dharma spirit has darkvision to 60 feet (unless the base creature has better dark vision) and it proficient with all simple and martial weapons. It also doesn’t need to eat or sleep, but it must still breathe. A dharma spirit cannot be resurrected except for the true resurrection, wish, or miracle spells.

Alignment: Non-intelligent base creatures with the dharma spirit template often become chaotic. Others that gain this template lean toward neutrality.

Challenge Rating: Recalculate based upon being an outsider. See page 294 of the Monster Manual for details.

NEW FEAT
HUMANOID FORM
A creature with this feat has learned to simulate the likeness of humanoids.
Prerequisite: Dharma Spirit Template, 3 Hit Dice
Benefit: You gain the Alternate Form special ability to appear as a humanoid. See page 305 of the Monster Manuel for details.
Special: If you have the aquatic sub-type you become amphibious as an extraordinary ability. That is you can survive for an unlimited period in or out of the water, but cannot move out of the water without a base land speed.

This next one could be part of any game that features the Dream Plane mentioned in the Planar Handbook

LIVING DREAM

It is said that within the Realm of Dreams every creature that can dream has an alter ego. Sometimes when a creature dies its dream self continues on.
In the Realm of Dreams a living dream seems much like its alter ego, but is more powerful. In the physical world a living dream seems half real, as if was just a dream.

CREATING A LIVING DREAM

“Living dream” is an inherited template that can be added to any creature (referred to hereafter as the base creature) that cam dream and has a charisma score of at least 14.

Size and Type: Same as the base creature except it gains the dream and psionic subtype. It usually has the incorporeal subtype as well.
Special Attacks: Dream Traits
Special Qualities: Naturally Psionic (Ex): a living dream gains 1 bonus power point per hit die. Mental Vulnerability (Ex): If a living dreams charisma score is reduced to 0 it dies. Dream Traits
Abilities: Cha +4.
Challenge Rating: +1
Level Adjustment: +1

Dream Traits: The traits of a creature with the dream subtype depend on which plane it is on. When not within the Realm of Dreams it has the following traits
Incorporeal Subtype: When not in the Realm of Dreams a living creature with the dream subtype has no substance.
Incorporeal Touch Attack: This attack does damage based on its size. Up to tiny 1, small 1d2, medium 1d3, large 1d4, huge 1d6, gargantuan 1d8, colossal 1d10.
Extraordinary Movement (Ex): Even though a creature with the dream subtype doesn’t gain any new movement types its lack of substance makes movement much easier for it. As a result it is always under the effects of a spider climb and a feather fall spell, but as an extraordinary property.
When within the Realm of Dreams a creature with the dream subtype has different traits.
Corporeal: Even if a creature would normally have the incorporeal subtype without the dream subtype, within the Realm of Dreams it is solid, losing the incorporeal subtype. If it has no strength score, use its charisma score in its place.
Natural Armor Bonus: Within the Realm of Dreams a creature with the dream subtype gains a enhancement bonus to its natural armor equal to its charisma score.


This one didn't turn out as I imagined it, but I'll post itanyway.

DREAM BOUND

The dream bound are those that have undergone a special ritual that summons up their dream self and binds it to themselves.
Those that have undergone the process seem to have an unnaturally intense presence and a gift for psionics.
Wilders, favored souls, warlocks, and sorcerers are most likely to undergo the process, but any class can benefit from the traits of the dream bound.

CREATING A DREAM BOUND

“Dream Bound” is an acquired template that can be added to any creature that is able to dream.
A dream bound has all the base creature’s statistics and special abilities except as noted here
Size and Type: Neither of these changes, at first but when the dram bound gains a hit die they gain the psionic subtype.
Special Qualities: Naturally Psionic (Ex): Whenever a dream bound gains a hit die they gain a power point. This is not retroactively applied. Dreamless (Ex): A dream bound no longer dreams; therefore they are no longer affected by dream and nightmare or any other effect that depends on the ability to dream. Split Mind (Ex): A dream bound’s mind is partially split, gaining them a +4 bonus on all mind effecting effects. Dream Bound (Ex): For all effects that affect type a dream bound reacts as if they had the dream subtype. Deflection Bonus (Su): A dream bound gains a deflection bonus to their armor class equal to their charisma bonus. Mental Vulnerability (Ex): If a dream bounds charisma score is reduced to 0 they lose the split mind, dream bound, and deflection bonus traits and take a 6 point penalty to their charisma score for 1d4 +1 weeks.
Abilities: Cha +4
Challenge Rating: +1
Level Adjustment: +1

BECOMING A DREAM BOUND

To become a dream bound you must under go a special ritual that takes one week to prepare, taking breaks only to eat and sleep. It costs 2,000 gp and you must pay the XP equal to your level times 1,000 and you gain a +1 level adjustment on top of that. So you must be ready to gain a level to under go this ritual.
Once you are ready you must spend 8 hours under going the ritual taking no breaks. If interrupted you do not lose any XP, but you lose the invested gold and must start all over it you wish to under go the ritual again.

I also posted plane touched races as templates at http://boards1.wizards.com/showthread.php?t=799892 if you want to look them over.
RoCkEtInToXiCaTe

03-03-07, 06:23 PM
These are pretty cool.
DarkRhystar

03-03-07, 10:32 PM
Feels unbalanced to me.

A lot of the bonuses are too situationally powerful/painful.
calronmoonflower

03-03-07, 11:20 PM
Feels unbalanced to me.

A lot of the bonuses are too situationally powerful/painful.

Which bonuses do you mean ecactly? :thinks: The Dream Bound is the most powerful, but with the level lose and the level adjustment it should balance out a bit.

Also I forgot to post one.

KET’AN

The ket’an are a lose group of magically altered humanoids. They are much like their normal counter parts, but have a few cat like characteristics. Often this includes only cat-like ears, a tail, and claws.

On par with the draconic template, the ket'an is a catfork like race.

CREATING A KET’AN

Ket’an is an acquired or inherited template that can be added to any humanoid (referred to hereafter as the base creature).

Size and Type: Same as the base creature except it gains the Ket’an subtype.

Ability Scores: +4 Dex and +2 Cha. Ket’an are extremely agile and have strong personalities.

Alignment: Usually Chaotic. Most ket’an have an unusually fierce independent streak.

SPECIAL QUALITIES

Claws (Ex): A ket’an has a set of retractable claws. As a result a ket’an has a set of claw attacks that deal 1d3 points of damage for a medium character.

All Fours Movement (Ex): When a ket’an has both hands free they may choose to move on all fours to increase their land speed by 10 feet.

Low-Light Vision (Ex): A ket’an can see twice as far as normal in starlight, moonlight, torchlight, and other similar conditions of shadowy illumination. They also retain the ability to distinguish color and detail under these conditions.

Scent (Ex): A ket’an has the scent ability as described on page 314 of the Monster Manual.

Challenge Rating: +1
Level Adjustment: +1
DarkRhystar

03-03-07, 11:54 PM
The Living Dream is a good example of what I mean.

Charisma hits 0 and it's instant death.
Go into the Realm of Dreams and it suddenly gets super AC.

You're unlikely to see the former (by the nature of many DMs) and if you do, you're dead. The minute you see the latter, the template is worth way more than a simple LA +1.
calronmoonflower

03-04-07, 02:44 AM
It is incorpreal outside the dream plane so it would gain the AC bonus as a deflection bonus instead of a natural armor bonus. Also consider that the bonus doesn't stack with that given by magical items and spells.

I originally meant this template for monsters and such as it would be hard to have an incorpreal PC as they would be able to do much in physical combat and as a spell caster they cannot handel material componants and focuses.

If you are on the dream plane it really wouldn't be too much to give every creature there the dream subtype while present. The Living Dream has no true physical body so they keep that type elsewhere and are vulnerabile to having their psyche being destoyed.

Maybe if you drop the +4 Cha bonus and have them regenerate like a ghost it would be more balanced.

Also I'm surprise that you didn't point out the deflection bonus that a Dream Bound gets as too much for a lost level and a +1 level adjustment.
DarkRhystar

03-04-07, 03:45 AM
Also I'm surprise that you didn't point out the deflection bonus that a Dream Bound gets as too much for a lost level and a +1 level adjustment.

I actually didn't read the Dream Bound. I stopped at the Living Dream; I wrote it off as too good for the LA and too weak for LA +2. Wound up doing a double-take when I noticed the AC bonus was only in the other realm. Maybe LA +1, maybe not but my instincts say it's on the high end when everything is going your way. :)

As a side note, you really can't argue that items can cover it. People taking these templates are going to have high Charisma by themselves (16) with the template's +4 and probably a thrifty +4 cloak of Charisma at some point. That's a +7 Charisma bonus; price a +7 Ring of Deflection or Amulet of Natural Armor and tell me that's not powerful (in terms of gold-saving if not flat bonus).
calronmoonflower

03-04-07, 05:45 PM
Well Living Dream is strong , but they cannot wear a Cloak of Charsma unless it has the ghost touch property. The same goes for armor and ever other magical item.