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| Eshenaleros05-04-07, 05:41 PM | well, i went kind of crazy last night writing up templates for creatures that are half-something and half-standard race. here, take a look at them and tell me if they need some adjusting Half-Dead Often mistaken for an undead creature such as a vampire, half-deads are the descendants of sentient undead and a mortal, living creature. Often a sentient undead creature retains it’s love for it’s partner, and sometimes that significant other loves the now undead creature as well. The creatures that come of these strange unions are always strange to behold, but look too strange to get close too. Normally, the two creatures that produce these strange offspring are liches and vampires, though exceptions exist. Creating a half-dead Half-dead is an inherited template that can be added to any creature may apply for a sentient undead template (such as humanoids for vampires). Size and type: size is unchanged, but type changes to undead. Do not recalculate skill points, hit dice, or save bonuses. Attack and damage: if it did not have one before, the half dead gains a slam attack that deals 1d4 points of damage. If hit by the same slam attack twice, the character receives –1 on an ability score of the half-dead’s choice. This effect stacks with other energy drains (including those made by the half-dead) Special qualities: a half-dead gains DR 5/ silver and undead traits Abilities: INT+4, WIS +2, CHA+2 (as an undead the half-dead has no constitution score) Level adjustment/ CR adjustment: +2/ +1 (minimum 1) Half-Dead characters Most half-deads favor the wizard or sorcerer class due to their mental ability bonuses, but the immunities presented by being undead are useful to any kind of character. -------------------------------------------------------------------------- Half-Elemental A half elemental is a creature that is almost part of an element, which shows on their body quite well. When an elemental is summoned to the material plane, it sometimes decides to stay doing what it sees fit as for it’s alignment. But seeing as it is a sentient creature, it can fall in love, producing strange and wondrous offspring. Because of its magical nature, elementals can mate with almost any living creature. No matter their form, a half-elemental is always a loner, not fitting in to their society because of their strange power over one of the elements. Air- half-air elementals are wispy folk who love nothing more than to sit in a light breeze. Their skin is often a pale green in color, and their hair almost white. The hair, though is almost the same weight as air and so floats around the half-elementals head seemingly of it’s own accord. Earth- Half-earth elementals tend to be sturdy and strong, their muscular bodies having small protrusions of stone coming out of the skin, which also completely replaces the hair. Their skin come in earth colors, depending on what kind of earth elemental their parent was. Fire- Half-fire elementals have completely red skin and they have fire sprouting from their heads rather than hair, but the fire is cool. Normally, the fire is completely cold, but when angry a half-fire elemental’s hair and arms spout flames quite high, which grow hot enough to set fire instantly to many substances. Water-Half-water elemental’s skin is a deep dark blue, reflecting the ocean depths of their elemental parent. Their hair is often lime green, like seaweed, and hangs loosely around their heads. Their hands and feet are webbed and their bodies are lithe. Creating a half-elemental Half elemental is an inherited template that can be added to any living, corporeal creature. Size and type: size is unchanged, type changes to elemental with subtype that is appropriate. Do not recalculate hit dice or save bonuses Speed: if half elemental is of air, then increase base land speed by 10 ft. if earth, then reduce base land speed by 10 ft. Special attacks: elemental mastery- Half-elementals gain elemental mastery of their element described in the entry for their elemental type Air- Whirlwind (appropriate for size) Earth- Push (as earth elemental) Fire- Burn (but with unarmed attacks) Water- Drench (as water elemental) Special qualities: Air- gaseous form 1/day (self only) Earth- earth glide 30 ft per day Fire- none Water- Water breathing (continuous) Abilities: DEX +4, CON +4, CHA +2 Level adjustment/ CR adjustment: +2/+1 Half-elemental characters Most half-elementals make use of their improved dexterity and constitution by becoming rogues or fighters, though they often hold a reverence for nature, making them become rangers or druids -------------------------------------------------------------------------- Half-Minotaur There are tales of people being taken away by Minotaurs, held inside the monster’s keep for years, maybe even becoming the object of the creature’s affection, and the half-minotaur proves these tales true. Often being larger and much more formidable than their non-monstrous cousins, half-minotaurs are a type of creature that is often a loner in every community it lives in, including within it’s own family, being much like a half-orc in that it does not belong to either species fully. They are born with large bodies, horns on their heads, sometimes hooves, and very shaggy hair Creating a half-minotaur Half-minotaur is an inherited template that can be added to any humanoid, monstrous humanoid, or giant Size and type: A half-minotaur’s type changes to monstrous humanoid. Do not recalculate base save bonuses, Hit dice, or skills. AC: natural armor improves by +2 Attacks/ damage: if the base creature did not already have it, the half-minotaur gains a gore attack, dealing 1d6 damage on a successful hit, regardless of size. Special attacks: powerful charge- when making a gore attack directly after a charge, a half-minotaur deals 2d6+4 damage, plus any modifiers Abilities: STR +4, CON +2, INT –2, CHA –2 Level adjustment/ CR adjustment: +1/ +1 Half-minotaur characters Many half-minotaur characters are loners left in the wild, which is good for the barbarian class, supported further by the physical ability bonuses of the Minotaur parent -------------------------------------------------------------------------- Half-Titan Whether revered as a deity, a fiend, or another person, a titan is a creature of great power and size, though it retains the ability to become like many of the creatures that look much like it, such as a human or an elf. Because of this, sometimes a titan is tempted by it’s chaotic nature into a love affair, remembering little that actions have consequences, and caring even less. The children of such unions are of unexceptional size for the non-titan race, but it’s amazing strength is evident immediately, and an air follows it around presenting a self confidence hard to find in normal people. They are just like their enormous parents in that they favor ancient designs in armor and war hammers as their weapon of choice Creating a half-Titan Half-titan is an inherited template that can be added to any humanoid or monstrous humanoid. Size and type: A half-titan’s type changes to outsider with the native subtype. Do not recalculate base hit dice, saves, and skills Special attacks: oversized weapon- any half-titan is able to use a weapon one size too large for it without any penalty Special qualities: DR 5/ lawful Alignment: always chaotic (any) Abilities: STR +6, CON +4. At character level 6, the strength score increases by +2 Level adjustment/ CR adjustment: +2/ +2 Half-titan characters Half-titans are naturally suited to taking and dishing out damage, and their chaotic alignment puts them in a good position for the barbarian or fighter class, though many find being an unnaturally strong spell caster is fun. |
| Grizzled Gryphon05-04-07, 08:00 PM | Well, these are nice. Which is probably why I have them on my puter, now. |