Templates (please feel free to comment, but not flame, and add your own!) [Archive] - Wizards Community

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Threefists

09-20-07, 11:11 AM
A while back I made specific Half-Giant Templates that worked reasonably well, although perhaps a smidge too powerful by Savage Species standards.

Thus, I'm opening this thread as a casual way for DMs and Players alike to post templates, ranging from Giants to Goblins and perhaps even Outsiders too, for the PEACHing and use of others. This is, after all, a group game.

((I'll add the Half-Giant templates later in S-Block, but since it's very late where I am and I've just pulled a 39 hour week and have another 16 hours ahead of me over the next day and a half, I'll just post a LA+1 Template))

(In the same vein as the Draconic Template)
Giant-Blooded:
This is a inherited Template that can be added to any Small to Huge Humanoid, Monstrous Humanoid, Fey or Native Outsider but not Outsiders, Dragons, Giants, Abberations, Oozes, Animals, Magical Beasts or Golemns.
Size and Type: Size increases by one category up to Huge. Type remains unchanged.
Armor Class: If the base creature had Natural Armor, it increases to +3. If the base creature did not have Natural Armor, it gains Natural Armor +3.
Space/Reach: Increases as per size. Thus a Human, normally occupying one 5 foot square instead occupies 4X5 foot squares, taking up a 'cube' of 10 foot on all sides.
Base Speed: Increase Base Land Speed by 10 feet.
Special Qualities: Darkvision out to 60 feet.
Saves: No racial saves.
Abilities: Abilites alter depending upon change in size. For example, a Human with this template gains +2 Str and -2 Dex. This also affects weight and modifiers to attack, AC, Hide and other skills and checks modified by increases or decreases in sizes.
Skills: No racial skills.
Organization: Solitary or as base creature.
Challenge Rating: Small Creatures affected by this template +0, Medium to Large Creatures affected by this template +1.
Level Adjustment: Small Creatures affected by this template +0, Medium Creatures affected by this template +1, Large creatures affected by this template +2.
Special: This Inherited Template allows the creature in question to take Monstrous Feats, as found in Savage Species, so long as the character fulfills all other criteria and the feat in question is open to creatures with the Giant Type or Subtype.
Cain_Northson

09-21-07, 10:18 AM
I like it...better than a permanent Enlarge spell, but not overpoweringly so (Is that even a word?). Definitely in the lower brackets of the LA +1 group.

Maybe drop NA to +1 or +2? +1 means no AC penalty for Large Size.
RobbyPants

09-21-07, 10:31 AM
This is a inherited Template that can be added to any Small to Huge Humanoid, Fey or Native Outsider but not Outsiders, Dragons, Giants, Abberations, Oozes, Animals, Magical Beasts or Golemns.
What about monstrous humanoids?

Armor Class: Increases to +3
Is this Natural Armor you're refering to? Does it increase to +3, rather than add +3 to the existing Natural Armor?

Also, were you thinking of adding any rock throwing, or other "giant-like" abilities?

All in all it seems like a simple enough template for creating a larger creature. It's a nice way to get a large creature at a low ELC (mainly for reach, or course). Because of this, different sized races benifit differently from the template, thus, you may need to alter the CR and LA ratings based on the original size. For example, a medium creature that receives this template gains much more than a small creature, particularly regarding reach increases.


Thus, I'm opening this thread as a casual way for DMs and Players alike to post templates, ranging from Giants to Goblins and perhaps even Outsiders too, for the PEACHing and use of others. This is, after all, a group game.
Okay, I'll bite. Here's my modified vampire template (http://forums.gleemax.com/showthread.php?t=708607).
Threefists

09-21-07, 10:55 AM
Valid points. I'll adjust my post to suit. Thanks guys! Anyone else want to join the party?



Stats: +8 Str, -2 Dex, +4 Con, +2 Wis.
Type: Giant
Size: Large. As Large creatures, a Half-Frost Giant takes a -1 penalty to AC and a -1 penalty to attack rolls. They have a reach of 10 feet.
Speed: Increases by 10 feet to a maximum of 40 feet.
Senses: Lowlight Vision.
Special Qualities: +5 Natural Armour, Cold Resistance +10, Vulnerability, Giant Blood.
Automatic Languages: Giant and Common.
Bonus Languages: Draconic, Gnoll, Goblin, Orc and Abyssal.
Level Adjustment: +3
Favoured Class: Barbarian.

Vulnerability: Whenever a Half-Frost Giant is subjected to a Fire spell, supernatural effect or melee effect, the Half-Frost Giant suffers a -1 pain penalty to attack rolls, damage rolls, and skill checks for one round. This cannot be mitigated by any mean, be it spell, supernatural or armour enhancements. Even though a Half-Giant is not as vulnerable to it's 'opposing' element as a full-blooded Giant, it still possesses some of the weaknesses of it's kin.

Half-Frost Giants are born when a Frost Giant abuses the master-slave situation, though such children are uncommon due to the sheer size difference between the average Frost Giant and the average Human, in addition to the somewhat elemental nature of the Giant. Their coloration is similar to their Frost Giant parent, but Half-Frost Giants seldom grow larger than 12 feet and often weigh only half the weight of a full Frost Giant. Typically relegated to lesser roles in Frost Giant society, these Half-Breeds can rise to power through the life of a adventurer, returning to their tribes and taking the leadership from the Jarl by force of arms or becoming the power behind the Jarl through magical guile, or perhaps returning to convert their kin to a less rapacious outlook on life. Curiously, perhaps as a side-effect of their diminished resistance to the cold, Half-Frost Giants are not as uncomfortable in warmer climates as their full-blooded bretheren, and as such tribes of Half-Frost Giants can be found in the lower, slightly warmer areas, fighting or trading with Dwarves, Goliaths and Humans depending upon the will of their Jarl.

Random Starting Ages:
Adulthood: 20 years
Simple Classes (Barbarian, Rogue, Sorcerer): 1D6 years.
Moderate Classes (Bard, Fighter, Paladin, Ranger): 1D8 years.
Complex Classes (Cleric, Druid, Monk, Wizard): 1D12 years.

Aging Effects:
Middle Age: 65 years.
Old: 110 years.
Venerable: 155 years.
Maximum Age: 2D20 years.

Starting Height and Weight:
Half-Frost Giant, Male: 9’ 10” (Height Modifier) +3D12.
980lb (Weight Modifier) +3D100 lb.
Half-Frost Giant, Female: 9’ 5” (Height Modifier) +3D12.
920lb (Weight Modifier) +3D100 lb.




Half-Fire Giants

Stats: +10 Str, -2 Dex, +4 Con, +2 Wis.
Type: Giant
Size: Large. As Large creatures, a Half-Frost Giant takes a -1 penalty to AC and a -1 penalty to attack rolls. They have a reach of 10 feet.
Speed: Increases by 10 feet to a maximum of 40 feet.
Senses: Lowlight Vision.
Special Qualities: +4 Natural Armour, Fire Resistance +10, Vulnerability, Giant Blood.
Automatic Languages: Giant and Common.
Bonus Languages: Draconic, Dwarven, Orc, Ignan and Infernal.
Level Adjustment: +3
Favoured Class: Fighter.

Vulnerability: Whenever a Half-Fire Giant is subjected to a Cold spell, supernatural effect or melee effect, the Half-Fire Giant suffers a -1 pain penalty to attack rolls, damage rolls, and skill checks for one round. This cannot be mitigated by any mean, be it spell, supernatural or armour enhancements. Even though a Half-Giant is not as vulnerable to it's 'opposing' element as a full-blooded Giant, it still possesses some of the weaknesses of it's kin.

Half-Fire Giants are born when a Fire Giant abuses the master-slave situation, though such children are uncommon due to the sheer size difference between the average Fire Giant and the average Human, in addition to the somewhat elemental nature of the Giant. Their coloration is similar to their Giant parent, Half-Fire Giants are generally only a foot or so shorter than their Giant parent, but weigh only ¾ of what a Full-blooded Fire Giant would, and are firmly intergrated into the Clan due to the Lawful tendencies of the Fire Giant race, often assuming the position of a disciple or helper to a elderly or extremely busy Fire Giant, thus freeing a more potent Full-blooded Fire Giant to more martial duties. Perhaps due to their diluted bloodlines, Half-Fire Giants tend to be more inclined to Neutrality than their Full-blooded Giant parents, which can cause them to chafe at the military chain-of-command that rules Fire Giant society at best or strike out on their own or be exiled at worst.

Random Starting Ages:
Adulthood: 30 years
Simple Classes (Barbarian, Rogue, Sorcerer): 1D10 years.
Moderate Classes (Bard, Fighter, Paladin, Ranger): 1D12 years.
Complex Classes (Cleric, Druid, Monk, Wizard): 2D10 years.

Aging Effects:
Middle Age: 75 years.
Old: 130 years.
Venerable: 170 years.
Maximum Age: 2D20 years.

Starting Height and Weight:
Half-Fire Giant, Male: 8’ 10” (Height Modifier) +2D10.
5000lb (Weight Modifier) +4D100 lb.
Half-Fire Giant, Female: 8’ 5” (Height Modifier) +2D10
4500lb (Weight Modifier) +4D100 lb.


(Special Notes)
All Half-Giant templates can be applied to Small to Huge Humanoids, Monstrous Humanoids and Native Outsiders only.

I’ve left out Rock Throwing and Rock Catching to lower the LA of the Half-Giant templates, and also for flavour reasons. Also, they lack full Immunity to ‘their’ element, although they boast a healthy +10 resistance to it. Great Strength and Constitution, nice Natural Armour makes them good melee sorts, and since neither parent (Human or Giant) suffers a penalty to Int, Wis or Cha, there’s no reason not to play against type and have one become a Sorcerer, Wizard or other ‘fragile’ caster, although you'll never truly make a great member of a non-physical orientated class. Weights and ages are determined by comparing the Human ages mentioned in the Players Hand Book, and comparing them against the ages and weights mentioned in the Monster Manual I Book. So yes, the Half-Fire Giant is a lard-ass, weighing in at over 5000 pounds, but considering it is descended from a Giant race that is known to weigh in at over 7000 pounds, that’s not too much of a drift from it’s Giant Parent.
Artifact

09-21-07, 11:05 AM
A half-giant template, I like it :). Looking forward to the modified template (as suggested by Mr. BobbyPants).

In the spirit of the thread, here's my humble contribution and the short story which inspired it (or is that the other way 'round?-- I can never remember these things):

A character that acquires the doppelganger template is an exact duplicate of another character. Unlike a normal template, a doppelganger does not represent an enhanced or modified version of the base creature. Instead, when this template is acquired, there are two separate individuals: the original and the doppelganger (the one who acquires the template). The two exist simultaneously but are completely independent of one another. They are (usually) physically identical, although there are always substantial personality differences (which creates a psychological conflict in the doppelganger to eliminate the “imposter”).

Creating a Doppelganger character
This acquired template can be applied to any creature type (referred to hereafter as the “original” or the “doppelganger”, depending on which character is referred to). Use all the original character’s statistics and special abilities except as noted here.

Special Qualities: A character that acquires the doppelganger template is an exact “duplicate” of another character. She has all the special qualities of the original character, and is also constantly protected by a mind blank spell-like effect.

The DM is encouraged to distinguish the pair further by providing “cosmetic changes” that have no actual in-game effect. For example: the doppelganger’s voice may echo oddly or sound hollow; the doppelganger is left-handed, while the original is right-handed, etc.

Challenge Rating: Same as the original character +1. .
Alignment: Always diametric opposite of the original character.

Design Notes: Although evenly matched in most every respect, the CR of the original and her doppelganger are not equal. The doppelganger’s CR is increased by one over the original’s because she has access to wealth and useful magical items beyond the sort of treasure an NPC of her level would normally use (i.e. the doppelganger is equipped as a PC, rather than an NPC. See Table 5-1 Character Wealth by Level on page 135 of the Dungeon Master’s Guide for guidelines on how to equip PCs).

By default, when the doppelganger template is acquired, the duplicate gains mind blank as a constant “spell-like” effect. If the Expanded Psionics Handbook is used, the doppelganger may instead gain personal mind blank as a constant “psi-like” effect. The doppelganger gains the psionic subtype.

The doppelganger template is intended as a unique opportunity for a PC to face a “mirror image” of herself (an NPC controlled by the DM). Facing one’s exact opposite is an often-used concept in fantasy and science fiction. It is examined in detail in this Wikipedia article: Evil Twin (http://en.wikipedia.org/wiki/Evil_twin).

Just for fun, check out the last panel of the hilarious D&D-inspired web-comic The Order of the Stick (#43). Introducing the Linear Guild, the evil twins of the Order of the Stick :).



]My nightmare is the same each time. I’m standing in front of a full-length mirror. In the mirror, I see a woman but she is not me. Who is she? I watch as her face twists in fury. I don’t know why, but the stranger with my face wants to kill me.

Without warning, slender fingers emerge from the other side of the mirror, to rake a catlike scar on my face. Stunned, I jump away. The stranger leaps forward in the same instant. The surface of the mirror ripples like water, and now she’s standing before me, flesh and blood (but not my own).

“No! Stay back!” I scream in a panic as she walks towards me. “I don’t want to hurt you!”

“Come here,” the stranger whispers in a voice which could be mine, but isn’t. “I want to hurt you!”

“Who . . . who are you? What do you want?”

I watch as the stranger draws a sword from a leather sheath at her back. I recognize the sword immediately. The blade is short, the guard worked into the shape of a pair of cats heads. I recognized the weapon because it belongs to me. She has my sword! How is this possible? I can’t think clearly.

“Imposter!” she hisses, “I’ve found you, and now I’m going to kill you!”

Looking down, I see a familiar weapon in my hands. A smile crosses my face as I realize the stranger’s weapon is nothing more than a copy, a fake (just like herself!)

I study the stranger standing before me. She thinks I’m weak, that I don’t have the courage to stand up to her, but she is wrong. I see her for what she is: a mere shadow, insubstantial; she can never be more powerful than me. With grim determination, I realize the stranger must be destroyed; she is loathsome and cannot be allowed to exist.

“Sister,” I hear myself saying, “I don’t know who you are or what your problem is, but if you want a fight . . . you’ve got one!”

A familiar, yet disturbing grin distorts her features, “Meow, meow . . . sister.”

Without a moment’s hesitation, the stranger lunges at me. She is incredibly fast, but I manage to parry her attack with my own weapon. We are evenly matched: for every lightning fast strike I make, she is able to dance quickly out of the away. Likewise, each time she manages to land a blow, I follow with one of my own.

After several minutes, each of us is covered with minor cuts and bruises, yet neither of us is able to get the upper hand. An intriguing thought occurs to me: Yes, we are evenly matched, but only as far as our physical capabilities are concerned. I can’t defeat her with strength or speed, but maybe the answer lies within my mind . . . maybe. . .

With unexpected clarity, I realize I am dreaming. Nothing here is real; everything is taking place within my mind. Of course, now I remember . . . I’ve been here many times; I’ve met the stranger before. This time is different however; this time, I know it’s a dream, and this stark realization puts me in control.

I rake the fingers of my free hand across the stranger’s face, leaving a cat scratch that mirrors the one she inflicted upon me. She doesn’t see the attack coming. Even if she did, there is nothing she could do to avoid it. She jumps back in unexpected pain and I see her eyes widen. I laugh out loud, because I know she understands: My dream, my rules!

“No! Stay back!” she echoes my earlier words and I savor the fear in her voice. I slowly step towards her, and deliberately take the sword from her hand; she does not . . . cannot, resist.

Ever so lightly, I whisper in her ear: “This fight is over, ‘sister!’” Both swords are in my hands now and I plunge one, and then the other, into her body. She screams loudly and I am satisfied that she doesn’t sound like me at all.

My dream is the same each time. I defeat the stranger every time; I never lose. I don’t know why I’m so certain of this, but I am. I watch as the lifeless form of the stranger becomes truly insubstantial, fading like shadows in the morning light. But wait, something is not right here. The stranger is defeated, the dream is finished . . . Why haven’t I awakened?

Something is different this time. What could it be? I replay my own thoughts: She has my face, my voice . . . but she is not me . . . Suddenly, it hits me: I am the stranger! My heart races and then I realize: I’ve finally won! The imposter is gone; she is no more!

A lingering question remains however and my excitement fades: Why haven’t I awakened? Am I still dreaming? I try to jolt myself awake. I can’t! No, something is definitely not right here. I should be awake by now. A terrible thought suddenly enters my mind: I am the stranger. I wasn’t supposed to survive the fight, I wasn’t supposed to win . . .

Oh gods! It is a nightmare . . . her nightmare . . . and I’m trapped in it! I can’t wake up! Its not supposed to happen this way! Please help me; I have to wake up . . .
Threefists

10-04-07, 11:11 AM
Saving this space for the Half-Ogre Mage and Half-Stone Giant templates. Also working on a Half Efreeti template and the infamous 'FUSED' template (Which will be appearing only in the Mature forum due to the nature of the Fused).

Should have them done in about a day or so, give or take a meeting with my lawyer.

And here is the next one of my babies!



*snip*

What the hell, who ate my post?
Arscura

10-05-07, 03:48 AM
another take on half giants (http://forums.gleemax.com/showthread.php?t=933888) and yet another can be made via the template I made (in sig).
Threefists

10-12-07, 09:18 AM
Half-Storm Giant for your usage!



This being stands nearly 15 feet tall, with light green skin and darker green hair...

Stats: +14 Str, +2 Dex, +6 Con, +2 Int, +2 Wis, +2 Cha.
Type: Giant
Size: Large. As Large creatures, a Half-Storm Giant takes a -1 penalty to AC and a -1 penalty to attack rolls. They have a reach of 10 feet.
Speed: 40 feet, (swim) 20 feet.
Senses: Lowlight Vision.
Special Qualities: +6 Natural Armour, Giant Blood, Lightning Resistance 10, Hold Breath.
Automatic Languages: Giant and Common.
Bonus Languages: Draconic, Dwarven, Celestial, Terran and Gnome.
Level Adjustment: +5
Favoured Class: Any.

Hold Breath: A Half-Storm Giant can hold his breath for 4 x his Constitution modifier before Drowning.

Random Starting Ages:
Adulthood: 70 years
Simple Classes (Barbarian, Rogue, Sorcerer): 3D6 years.
Moderate Classes (Bard, Fighter, Paladin, Ranger): 5D6 years.
Complex Classes (Cleric, Druid, Monk, Wizard): 9D6 years.

Aging Effects:
Middle Age: 260 years.
Old: 380 years.
Venerable: 500 years.
Maximum Age: 4D20 years.

Starting Height and Weight:
Half-Storm Giant, Male: 12’ 10” (Height Modifier) +4D12.
7000lb (Weight Modifier) +6D100 lb.
Half-Storm Giant, Female: 9’ 5” (Height Modifier) +4D12.
6500lb (Weight Modifier) +6D100 lb.

Edit: And Half-Efreeti (It's a work in progress. Tell me what you think.



This Template can only be applied to Humanoids, Monstrous Humanoids and Giants without the Cold Type or Subtype.

This woman looks like a normal Human, except her skin is a gleaming, dark-red hue and a pair of small horns just a few shades lighter than her skin jut from her brow. She is sleekly muscular, and the air seems to shimmer around her like a heat-haze.

AC: Natural Armor increases by +3.

Size and Type: Medium, and the Base Creature gains the Augmented and Native Outsider Subtypes.
Special Attacks: The Half-Efreeti has all the special attacks of the base creature, plus the following.

Spell-Like Abilities: 1/day: Enlarge Person (Self Only).
3/day: Produce Flame, Pyrotechnics.
Caster Level equal to Racial HD or a 1st level caster if the base creature lacks Racial HD. Save DC is equal to 10 + Spell Level + Charisma Modifier.

Heat: (EX) A Half-Efreeti can generate a heat-field around her body that deals 1d4 points of fire damage per round, dealing damage whenever the Half-Efreeti hits in melee, or maintains a hold while grappling. A Half-Efreeti can only generate this heat-field for a total of rounds equal to her constitution bonus per day.

Special Qualities:

Portal Sense: A Half-Efreeti gains the Portal Sense (SU) ability from the Barbarian Substitution in the Planar Handbook (page 28).

Fire Subtype: Half-Efreeti take no damage from Fire damage, but take half as much again (50%) from Cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Abilities: Str+6, Dex +2, Con +2, Wis +2, Cha +2.

Feats: A Half-Efreeti gains Improved Initiative as a bonus feat.

Challenge Rating: Same as Base Creature +2.

Level Adjustment: Same as Base Creature +3.
Threefists

11-07-07, 09:29 AM
:bump:

After the Half-Ogre Mage made several appearances over a couple of games, the LA is just a smidge too high for the Template to be survivable without much coddling from the other PCs. Dropping the Spell-Like ability and reducing some of the ability scores (particularly Dex and Int, Wis and Cha) makes it a much more easier fit for the +3 LA Bracket, and also eases the DM's workload to boot.

Edit: Variant One looses the SP like ability, and suddenly it's not so much of a headache anymore. Dropping any of the Abilities makes the Half-Ogre Mage just a useless Half-Ogre. Fast Healing is handy for recovering after a battle, but not during it, in the normal scheme of things, and while Flight is handy at lower levels, at High Level 30 feet per round just does not cut the mustard.



Please note that this variant is based on the 'Miked' Ogre Mage, which is available for your viewing in the Design & Development: Monster Makeover section.

This being stands just over 8 feet tall, with light green skin and dark hair. It's eyes are charcol-grey with white pupils and it's teeth are pitch black. A pair of small hornlets protrude from it's brow.
Stats: +6 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +4 Cha.
Type: Giant
Size: Large. As Large creatures, a Half-Ogre Mage takes a -1 penalty to AC and a -1 penalty to attack rolls. They have a reach of 10 feet.
Speed: 30 feet, Flight 30 feet (Average).
Senses: Darkvision 60 feet.
Special Qualities: +1 Natural Armour, Giant Blood, Fast Healing 2, Flight, Darkness.
Automatic Languages: Giant and Common.
Bonus Languages: Any.
Level Adjustment: +3. (Formerly +4)
Favoured Class: Sorcerer.

Fast Healing (EX): Half Ogre Mages have less effective regenerative properties than their full-blooded kin, but they can still heal injuries with frightening speed. A Half-Ogre Mage has Fast Healing 1 at 1st level and Fast Healing 2 once he reaches 12HD.

Flight (SU): A Half-Ogre Mage can fly at 15 feet at 1st level, and 30 feet once he reaches 6HD, with Average maneuverability in light armour, but cannot fly if wearing medium or heavy armour or carrying a medium or heavy load.

Invisibility (SP): REMOVED!

Given the nature of Ogre Mages, it is not surprising that Half-Ogre Mages abound in secluded bastions of their full-blooded kin. A curious by-product of the Ogre Mage's unique heritage is that only one in seven Half-Ogre Mages is born male, with the remaining percentage being born female. In the extremely patriarchal society of the Ogre Mages, that means a great many female Half-Ogre Mages are relegated to tasks that normal Human slaves would normally do, or are taken as concubines by lesser males if there is a shortage of full-blooded female Ogre Mages. Most are Lawful Evil, having learned to survive within the confines of the Ogre Mage society, but a few have struggled to embrace their Human heritage, while others seek a new way of living that does not involve watching their backs from betrayal, be it from their own kin or other, ambitious Ogre Mages looking to erase the 'weakling' from the big picture.
Random Starting Ages:
Adulthood: 19 years
Simple Classes (Barbarian, Rogue, Sorcerer): 1D6 years.
Moderate Classes (Bard, Fighter, Paladin, Ranger): 1D8 years.
Complex Classes (Cleric, Druid, Monk, Wizard): 2D6 years.

Aging Effects:
Middle Age: 55 years.
Old: 80 years.
Venerable: 130 years.
Maximum Age: 2D10 years.

Starting Height and Weight:
Half-Ogre Mage, Male: 6’ 10” (Height Modifier) +3D12.
400lb (Weight Modifier) +4D20 lb.
Half-Ogre Mage, Female: 6’ 5” (Height Modifier) +3D12.
300lb (Weight Modifier) +4D120 lb.

I'll keep this variant up if anyone feels like using it, but really, the above variant, now Invisibility has been removed, better fits the +3 LA Bracket!



Stats: +4 Str, +2 Con, +2 Int, +4 Cha.
Type: Giant
Size: Large. As Large creatures, a Half-Ogre Mage takes a -1 penalty to AC and a -1 penalty to attack rolls. They have a reach of 10 feet.
Speed: 30 feet, Flight 30 feet (Average).
Senses: Darkvision 60 feet.
Special Qualities: +2 Natural Armour, Giant Blood, Fast Healing 2, Flight.
Automatic Languages: Giant and Common.
Bonus Languages: Any.
Level Adjustment: +3.
Favoured Class: Sorcerer.

Fast Healing (EX): Half Ogre Mages have less effective regenerative properties than their full-blooded kin, but they can still heal injuries with frightening speed. A Half-Ogre Mage has Fast Healing 1 at 1st level and Fast Healing 2 once he reaches 12HD.

Flight (SU): A Half-Ogre Mage can fly at 15 feet at 1st level, and 30 feet once he reaches 6HD, with Average maneuverability in light armour, but cannot fly if wearing medium or heavy armour or carrying a medium or heavy load.
Legdiwena

11-07-07, 12:51 PM
You didn't mention LA when applied to a Huge race.
Threefists

11-10-07, 07:29 PM
Well, in answer to your question, Legdiwena, the template is stacked onto a medium PC, in normal cases a Human. Sorry I forgot to mention it, but the size increases by one size, up to a maximum of Large. If the template were to be applied to a Huge or Larger template, the size would actually remain the same as a base creature, and thus the land-speed would decrease, as would reach. I never designed this to be used for Huge Creatures, as the Half-Giant templates were created to give younger players who hate the Giant/Savage Species Class Progression a chance to play Giants. That said, I could see a Mountain Giant with this template as the 'original' Ogre Mage from which all others were descended from. Muajan, I think the 'eldest' or 'first' Ogre Mage was called. Sick that puppy on the kingdom and watch the landscape fly!
Threefists

11-18-07, 08:41 AM
While not a template per se, this 'Rathorian Troll' was a creation from a very Asgard-inspiried Home-Brew many moons ago. I'm reposting it here (I've tried my best to up-date it to 3.5!) so that someone else might use it.

Dunno about the rest of you guys, but personally I've never really enjoyed the thought of Trolls as just rampaging stomachs on legs. To me, they were crafty, cunning and had a society of their own.

I lost track of the original DM of my group, so if you're out there, Big Kahuna, and you see this, please drop me a line or post me a message, 'kay?



This giant stands before you, seemingly uncaring of the icy cold wind that deposits snow upon it's broad shoulders. It wears clothing of well-made cured leather, and a shirt of heavy chain-links covers it's torso. It's exposed feet and hands bear sharp black claws, and a pair of curling ram-horns emerge from it's brow and curl around to the sides. It is covered in a short layer of dark-blue fur, and it's face is feral-looking, bearing a short lion-like muzzle that twitches as it catches your scent, causing the Giant to growl and turn towards you, putting a taloned paw around the hilt of a massive sword that hangs on it's back.

Large Giant (Cold)
Hit Dice: 6d8 HD (24+12+6) (42)
Initiative: 0
Speed: Base Speed 40 feet.
AC: 19 (-1 Size, +5 Natural, +4 Chain Shirt)
BAB/Grapple: +4/+12
Attack: Large Greatsword +8 (3d6+7) or Claw +8 (1d6+7) or Large Composite Longbow [+4] +4 (2d6+4)
Full Attack: Large Greatsword +8 (3d6+7) or 2 Claws +8 (1d6+7) or Large Composite Longbow [+4] (2d6+4)
Space/Reach: 10 foot/10 foot.
Special Attacks: -
Special Qualities: Darkvision 120 feet, Scent, Fast Healing 4, Immunity to Cold, Vulnerability to Fire
Saves: Fort +7, Ref +2, Will +4
Abilities: Str 19, Dex 10, Con 15, Int 10, Wis 11, Cha 6
Skills: Climb +3, Jump +3, Listen +5, Spot +5, Survival +5, Swim+3
Feats: Iron Will, Improved Toughness and Track
Environment: Cold Mounains
Organistation: Solitary, Family (3-7), Hunting Party (8-12 + 2d4 Worgs or 1d3 Winter Wolves) or Clan (12-40 + 4d4 Worgs or 2d3 Winter Wolves)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually Chaotic Neutral.
Advancement: By Character Class
LA: +4


Enjoy!
Nat_20

11-22-07, 03:07 AM
Ummm, wow....

Artifact, that description for the doppleganger was... amazing!
i found it very entertaining, nice work :clap:
Threefists

11-27-07, 03:53 AM
*Space reserved for the Goblin-Blooded Template*

This one's for you, Bhu!
Killer_Rabbit

11-28-07, 12:57 AM
This is a template I designed so a BBEG halfling ranger could ride an ogre.

Beastborn


Beastborn creatures are normal creatures who are more animals than men. They are stronger, faster, tougher and hairier than ordanary creatures, but possess intellegence that of a normal dog. Beastborn creatures have been known to form "packs". These packs often have Beastborn creatures of different races, even races that would normaly be sworn enemies, such as Orcs and Elves.

This is a inherited Template that can be added to any Humanoid, giant or Monstrous Humanoid.
Size and Type: Size remains unchanged and the base creatures type changes to Animal.
Armor Class: If the base creature had Natural Armor, it increases by +1. If the base creature did not have Natural Armor, it gains Natural Armor +1.
Base Speed: Increase Base Land Speed by 5 feet.
Abilities: The following adjustments are added to the base creatures origanal adjustments.
* The Beastborn's intellegence becomes 2.
* +4 strength
* +2 dexterity
* +2 constitution
* -4 charisma
Alignment: changes to Neutral
Challenge Rating: +2
Level Adjustment: LA+2
Legdiwena

11-28-07, 02:55 PM
I'm assuming you used template on the ogre, but that still doesn't make an ogre into a suitable mount. He can still carry him or work out some way to ride him, but he wouldn't need a template to do it.
Killer_Rabbit

11-28-07, 11:35 PM
I'm assuming you used template on the ogre, but that still doesn't make an ogre into a suitable mount. He can still carry him or work out some way to ride him, but he wouldn't need a template to do it.

The Ogre carries him on... a thing. Think a wheel burrow straped over his shoulders. Like the goblin tinker from Warcraft 3. The animal part just makes for interesting adventures. I mean, a pack of elves are breaking into farmers paddocks and killing cows in the night.
Angel Black

11-29-07, 10:00 AM
Templates for goblinoids:

Rider of Doom

Description:
This template is for goblinoids trained to become even more fierce riders.

This template can be added only to goblinoids with a racial bonus of +4 to ride and CR 1/2.

Effects:

- Get 1 bonus feat that has the word "ride" or "mount" in its description.Goblin must meet all the prerequisites of the feat to select it.

- Get a +4 Racial bonus to Handle Animal

- CR of the goblinoid increases in 1/2

Special:

Can't apply Rider of Doom and Silent Killer templates to the same character.

Silent killer

Description:
This template is for goblinoids trained to become even more lethal assasins.
This template can be added only to CR 1/2 goblinoids with a racial bonus of +4 to Move Silently.


Effects:

- Get Sneak attack bonus: +1d6 sneak attack bonus.

- Alertness and Stealthy as bonus feats

- CR of the goblinoid increases in 1/2

Special:

Can't apply Rider of Doom and Silent Killer templates to the same character.
Threefists

12-16-07, 06:04 PM
:bump: Still trying to figure out the best method of apply a Goblinoid subtype to a creature. thus far, it's looking like this:

GOBLIN-Blooded:
This is a inherited Template that can be added to any Small to Huge Humanoid except Goblinoids, Monstrous Humanoid, Giant, Fey or Native Outsider but not Outsiders, Dragons, Abberations, Oozes, Animals, Magical Beasts or Golemns.
Size and Type: Size does not change. Goblinoid Subtype added to base creature.
Armor Class: Does not change.
Space/Reach: Does not change.
Base Speed: .
Special Qualities: Darkvision out to 60 feet, +2 Racial bonus to Reflex throws.
Saves: +2 racial bonus on Hide and Move Silently checks.
Abilities: +2 Dex.
Skills: No racial skills.
Organization: Solitary or as base creature.
Challenge Rating: +1
Level Adjustment: +1.
Threefists

01-01-08, 06:37 AM
NEW YEARS BUMP! :bump: :dancin:
Threefists

01-13-08, 12:09 AM
Beast-Blooded:

There was a very depraved Druid somewhere in your family tree.


This is a inherited Template that can be added to any Small to Huge Humanoid, Giant, Monstrous Humanoid, Fey or Native Outsider but not Outsiders, Dragons, Abberations, Oozes, Animals, Magical Beasts or Golemns.
Size and Type: Size is unchanged. Subject gains the Animal Subtype in addition to their normal Type and Subtype. If a spell that affects only Humanoids or Animals affects the Beast-Blooded, the Beast-Blooded must roll a 1d4 to decide which side of his nature the spell effects. 1-2 Humanoid or other, 3-4 Animal. If the spell would not normally work against the type he rolled, the spell is cancelled out.
Armor Class: If the base creature had Natural Armor, it increases by +2. If the base creature did not have Natural Armor, it gains Natural Armor +2.
Space/Reach: Space and Reach are unchanged.
Base Speed: Unchanged.
Special Qualities: Low-Light Vision, Scent. (Predator Bloodline grants a +1 on attack and damage rolls, Prey Bloodline grants a +2 to Spot and Listen checks.)
Abilities: +2 Str, +2 Dex, +2 Con, -4 Int, +2 Wis, -4 Cha.
Saves: No Racial Saves.
LA: +1.
CR: +1.

Creatures that possess the Beast-Blooded template are often large, hirstute creatures, physically powerful but mentally limited. Some are the result of corrupted Druidic rites and spells, others children of Anthropmorhpic races, still others the descendants of a mad arch-mage's dreams of a superior race. No two are ever identical, and many are tortured by half-understood impulses that drive them to extreme acts polite society actively shuns.
Larz_Fang

01-16-08, 07:04 AM
Reserving this space for my Half-Eldritch Giant! It's mine! You no steal idea! :P


Giant-Blooded:
This is a inherited Template that can be added to any Small to Huge Humanoid, Monstrous Humanoid, Fey or Native Outsider but not Outsiders, Dragons, Giants, Abberations, Oozes, Animals, Magical Beasts or Golemns.


Uh... the type is Construct, not Golem. And you even misspelled Golems. :bored:
Threefists

01-19-08, 08:41 AM
Reserving this space for my Half-Eldritch Giant! It's mine! You no steal idea! :P

Um, unfortunately, I already have....It's on a previous post of mine, I'll go dig it up....sorry! :duel:

Edit:

Half-Eldritch Giant

This being seems to hae a faint purple hue to his skin, and has tattoos of arcane symbols over most of his visible skin, with light-coloured hair and eyes that change from green to blue to violet and back again.

Stats: +20 Str, +14 Con, +4 Int, +2 Wis.
Type: Giant
Size: Large. As Large creatures, a Half-Eldritch Giant takes a -1 penalty to AC and a -1 penalty to attack rolls. They have a reach of 10 feet.
Speed: 40 feet.
Senses: Lowlight Vision.
Special Qualities: +7 Natural Armour, Giant Blood, Detect Magic, Lesser Eldritch Mastery, Vulnerability to Enchantment.
Automatic Languages: Giant and Common.
Bonus Languages: Abyssal, Draconic and Terran.
Level Adjustment: +8
Favoured Class: Fighter.

Detect Magic (SP): A Half-Eldritch Giant can use Detect Magic at will as a Caster of it's Character Level.

Lesser Eldritch Mastery (SU): While not as powerful as a full-blooded Eldritch Giant's ability, a Half-Eldritch Giant may use any Arcane Spell Completion Items and Arcane Spell Trigger Items as if it had a Wizard's Class Spell List, but uses it's Character level as it's Effective Wizard Level only for the purposes of this ability. If the Half-Eldritch Giant were to take levels in Wizard, it would have to choose between using it's Wizard Levels or the Eldritch Mastery ability.

Vulnerability to Enchantment (EX): While a full Eldritch Giant possesses innate defences against mental compulsions and illusions, their half-breed progency are actually more vulnerable to such, a trait many cruel Giant parents have abused to ensure absolute obedience to themselves. Whenever subjected to a Enchantment spell that would affect the Half-Eldritch Giant's perception of a entity, such as Charm, Dominate or similar spells from the Enchantment School, the spell affects the Half-Giant as if under the effect of the Extend Metamagic Feat, and the Half-Giant takes a +4 penalty on it's saving throws.

Half-Eldritch Giants are created when a Eldritch Giant makes a alliance with a powerful spellcaster, and neither partner betrays the other, or at least not until after conception. Valued as intelligent helpers that lack the pure brute force and magical strength to overthrow their Giant parents but powerful enough to deal with most other mundane threats, Half-Eldritch Giants are commonly trained in martial classes rather than spellcasting ones, for the Giant Parent need only equip the offspring with wands or scrolls should the need for arcane power be needed. Most Half-Eldritch Giants seldom see a need to leave the protection of their Giant parent, having been raised from birth to believe the world around them, especially Storm Giants, will hate and fear them for being the descendants of a 'perfect' race such as the Eldritch Giant. Also, curiously, Half-Eldritch Giants are especially vulnerable to compulsion spells from the Enchantment School, a trait that many of their Giant parents abuse vigorously.

Random Starting Ages:
Adulthood: 480 years
Simple Classes (Barbarian, Rogue, Sorcerer): 1D% years.
Moderate Classes (Bard, Fighter, Paladin, Ranger): 2D% years.
Complex Classes (Cleric, Druid, Monk, Wizard): 4D% years.

Aging Effects:
Middle Age: 900 years.
Old: 1400 years.
Venerable: 1900 years.
Maximum Age: 2D% years.

The Eldritch Giant is a fantasticly powerful opponent, so thus any children would likewise be fantasticly strong.

Starting Height and Weight:
Half-Eldritch Giant, Male: 12’ 5” (Height Modifier) +5D12.
5000lb (Weight Modifier) +7D% lb.
Half-Eldritch Giant, Female: 12’ ” (Height Modifier) +5D12.
4500lb (Weight Modifier) +7D% lb.

No, those age/weight scores are not weird, Eldritch Giants are fantasticly long-lived and heavier than some Dragons, hence their children would likely be so as well.

PEACH? I think I might have gone a bit heavy on the LA, but considering the phenominal Str and Con, not to mention the Natural Armour (In comparison to other Half-Giants and the standard PC Races of the PHB), in addition to the Lesser Eldritch Mastery ability, they are a extremely powerful Race.
Larz_Fang

01-19-08, 04:32 PM
All I can say is... Dammit! :doh:

Now you better get going before the "bring it" state kicks in... Uh-oh! Too late! :waits:
Legdiwena

01-21-08, 07:06 PM
So according to the table, a newly rolled monk or wizard could be halfway between middle age and old age?
Threefists

02-02-08, 09:11 AM
Errr, please explain?

Edit: Ah, I see your point. Adjusting....gaaaaaah!
Threefists

02-10-08, 07:23 AM
Hmmm, after several 'encounters' at the table, playing a Half-Ogre Mage as both my own PC, other people's PCs and random enemy NPCs, I've spotted a few ways to make it a little easier to allow as a +3LA template and to avoid 'nerfed' Ogre Mage comments.

Adjusting the above Ogre Mage Post....and ffs somehow my alterations to the Eldritch Giant age fubar haven't been picked up by the boards. Again. Gaaaaaaaaaaaa*-*Head Explodes*