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| Realms of Chaos01-25-06, 12:14 AM | Although I bet that this has already been done a hundred times, I wanted to share my personal method for turning templates into character classes (strangely enough, this didn't seem to fit under classes, prestige classes, monsters, or What is a DM to do). Limitations: Templates only acquired through specific methods like ceremonies (like the lich) are off limits. If the end result of any template ends up with a creature type uncapable of successful reproduction (such as becoming undead or incorporeal) are also off limits unless the DM add hocs to add special infusions of blood or similar substances as treasure. Templates that are inherited can be gained this way as their abilities show up later in life, however. In addition, you gain no hitpoints or skill points as you level up and levels taken in a Template class don't count towards getting feats or ability score increases and your base attack bonus and saves don't increase either. You gain no new proficiencies except with new weapons granted by virtue of the template (tentacles, bite, claw, etc.) or any proficiencies that the template may list. Once you go into a template class, you must continue gaining levels in it until you complete it. Afterwards, however, you may continue leveling up in any other class available to you. Lastly, you may only take levels in a single template class under normal conditions. Requirements: The requirements to enter a Template class are very simple. You simply need a single level in another class, first. In addition, if a template states that creatures with it have a minimum ability score (like "and they all have 3 intelligence"), having that ability score is also a requirement. Class creations: This is the fun part. Basically, all that you need to do is split any template up into an amount of levels equal to that template's Level adjustment. As a standard rule of thumb, They gain any alignment changes from their template at first level along with any alternate attack forms early on, gain any ability score increases (or decreases) in relatively equal alotments, awarding constitution and dexterity first to help characters cope with their shortcoming in the life department. They gain special abilities at a constant rate and gain the hit die, creature type, skill points, saves, base attack bonus, abilities related to the new creature type, and any null ability scores of the template at the final level. Restrain yourself from giving weaker versions of abilities earlier on to stay safe and as a last procaution, allow your player to be raised or ressurected regardless of any form that they may take. Here are a couple of examples. Half-Farspawn: Level Special abilities 1 Chaotic evil, Con +4, Tentacles 2 Change shape, immunity to poison, +2 con, +2 dex, true strike, Natural armor +3 3 Spell resistance, damage reduction, Resistance to acid 10 and electricity 10, weapons strike as magic weapons, +2 str, +2 cha. 4 Spell-like abilities, blindsight 60 ft., becomes native outsider, +4 wis. Feral 1 Str +4, Dex -2, Con +2, Int -6 (min 2), Wis +2, Monstrous humanoid, +10 ft. speed, +6 ac, special attacks, darkvision, fast healing. This is a very fun varient that allows more peronalization for your characters. If anyone has comments, rants, or more ideas for template classes, just post 'em. ;) |