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  • 7/28/2019 Pages From Book of Templates. Deluxe Edition 3.5-2

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    Chapter

    4:Augmenting

    eect o a bless weapon spell cast by a 10th-level or higherpaladin. Such a weapon sti ll deals nonlethal damage on asuccessul attack. Te Iron-backed Devourer only dies i itails its Fortitude save against a coup de grace delivered bya weapon tting the aorementioned parameters. Eternal(Ex): Te body o Gernanslakr does not agenor does it suer the eects o aging. While the Iron-backed Devourer takes great pleasure in eating, it cannot

    be damaged by starvation, suocation, or thirst.Immunities(Ex): Gernanslakr is

    immune to ability damage, ability drain,acid, death eects, disease, energydrain, atigue, ear, and poison.

    Regeneration(Ex): No orm odamage rom weapons or energy dealsnormal damage to a Gernanslakr.Te creature regrows severed limbsin 1d6 minutes or can reattach themember instantly by holding itto the stump.

    Sleep o Ages(Ex):Gernanslakr hibernates in themuck o its ens or decadesat a time, and sometimes thechuul is not heard rom ora humans lietime. Every10d10 years, it awakes andterrorizes the nearby lands ortribute and pleasure. It is saidthat while Gernanslakr sleepsit can be awakened with theproper rite or by unwiselydisturbing its den. Regardless,

    once it stirs, Gernanslakrswakeulness lasts at least 3d10years. Skills: Gernanslakr has a +8 racial bonus on any Swimcheck to perorm some special action or avoid a hazard.It can always choose to take 10 on a Swim check, even idistracted or endangered. It can use the run action whileswimming, provided it swims in a straight line.

    Treasure

    Gernanslakrs lair contains a +3 chain shirt, a +3 fost rapier(sheds blue light), a wand o daylight(CL 3rd; 34 charges),

    an idol carved rom jet to resemble Gernanslakr (350 gp),gems (1,100 gp), and 437 gp.

    SavageAmong virtually every race, a eral variety exists. Dogs,cats, and other common, domesticated animals havetheir wild counterparts. So do humans and many otherhumanoid races. Indeed, to the keen observer, this

    phenomenon is seen among almost all the creatures o theworld. Is it evidence the primeval side o nature is alive andwell.

    Appearance ChangesA savage being looks like an untamed version o the basecreature. Hair and clothing (where applicable) are oen di-sheveled and crude. Among species that possess such traits,natural weapons are larger and the hide or ur is thicker.An aura o erocity exudes rom the savage creature, alongwith an almost spiritual connection to the natural orceso the world.

    Creating a SavageSavage is an inherited template that can be added to anyliving creature (reerred to hereaer as the base creature).A savage diers rom the base creature as ollows. Speed: Add 10 eet to all modes o movement. ArmorClass: Natural armor improves by +1. Attack: Fierce and remorseless, and with larger natural

    weapons, a savage creatures damage with its natural at-tacks improves as i it were one size larger than it is (seeable 15: Increased Damage by Size, page 14). Creatureswithout natural weapons gain Improved Unarmed Strikeas a bonus eat instead.

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    hapter4:Augmenting SpecialQualities: Savages gain the ollowing.

    Low-Light Vision (Ex): A savage creature can see twiceas ar as a human in starlight, moonlight, torchlight, andsimilar conditions o poor illumination. It retains the abil-ity to distinguish color and detail under these conditions.I the base creature already possesses low-light vision, thesavage creature adds one to the multiplier o the distance itcan see.

    Scent (Ex): A savage creature can detect approachingenemies, sni out hidden oes, and track by sense o smell.Savage creatures can identiy amiliar odors just as humansdo amiliar sights. See Chapter 7 o theMMor details onthis ability. Abilities: Modiy as ollows: Strength +2, Dexterity+2, Constitution +2, Intelligence 4, Wisdom +2, andCharisma 2. A savage creatures minimum ability score orCharisma and Intelligence is 2 or the base creatures, which-ever is lower. Skills: Climb and Survival become class skills or savagecreatures capable o these skills. Savage creatures capable o

    using Climb, Jump, Survival, and Swim get a +2 racial bo-nus on checks with these skills. Tey lose any racial bonusesto skills that come rom a technologically advanced culture,perhaps retaining those that could be considered genetic.For example, a savage dwar loses the +2 racial bonus onCra and Appraise checks. Savage creatures seldom knowany language other than their own, which is oen Sylvan. Feats: A savage creature gains Alertness a bonus eat.Creatures with no natural attack gain Improved UnarmedStrike as a bonus eat. Environment: Wilderness appropriate to the basecreatures preerred climate. Organization: Oen solitary or paired, but sometimes

    the same as base creature. ChallengeRating: +1. Alignment: A savage creatures alignment moves onestep toward true neutral rom that o the base creature. Advancement: Tose savage creatures that avor a char-acter class oen avor barbarian or druid (pick one), insteado any other class. LevelAdjustment: +2.

    Sample SavageTis example uses a orest gnome as the base creature. Tegnomes weapon amiliarity, ability with illusions, racial

    bonus on Cra (alchemy), and ability to use some spell-likeabilities were dropped rom the devaji.

    DevajiDevaji, 1st-Level Warrior

    SmallHumanoid(Gnome)

    Hit Dice:1d8+3(7hp)

    Initiative:+1

    Speed:30t.(6squares)

    Armor Class:15(+1Dex,+1size,+1natural,+2leather

    armor),touch12,fat-ooted14

    Base Attack/Grapple:+1/2

    Attack:Spear+3melee(1d6+1/3)orshortbow+3

    ranged(1d4/3)

    Full Attack:Spear+3melee(1d6+1/3)orshortbow+3

    ranged(1d4/3)

    Space/Reach:5t./5t.

    Special Attacks:

    Special Qualities:Devajitraits

    Saves:Fort+5,Re+1,Will+0Abilities:Str13,Dex13,Con16,Int6,Wis11,Cha6

    Skills:Climb+4,Hide+11(+15inwoodedareas),Jump+3,

    Listen+4,MoveSilently+3,Spot+2,Survival+4,Swim+4

    Feats:AlertnessB,ImprovedUnarmedStrikeB,Stealthy

    Environment:Temperateorests

    Organization: Hunters (24), warband (1120 plus 1

    leadero3rd6thleveland23rd-levelsubleaders),ortribe

    (3050plus13rd-levelwarleaderper20adults,55th-level

    subleaders,37th-levelchies,and25direbadgers)

    Challenge Rating:1

    Treasure:Standard

    Alignment:UsuallyneutralAdvancement:Bycharacterclass

    Level Adjustment:+2.

    Devajis display the heavy build and animalistic tendencieso wild things. Tese savage gnomes stand 2 to 2 eettall and weigh 40 to 45 pounds. Teir skin color is woodybrown, and their hair is gray-green, black, or brown.

    Tey speak Gnome.

    Combat

    Devajis are practiced in the art o pack tactics. Tey attackrom ambush when they can. Tese creatures have no afn-

    ity with i llusion, unlike their evolved counterparts. Devaji Traits: See Devaji Racial raits.

    Devaji CharactersDevajis are primitive and animistic. Teir leaders arebarbarians, rangers, or druids. Devaji clerics can choosetwo o the ollowing domains: Animal, Earth, Plant, andrickery.

    Most devajis who travel outside devaji lands are war-riors; the inormation in the statistics block is or one o 1stlevel. Te warrior presented here had the ollowing abilityscores beore racial adjustments: Strength 13, Dexterity 11,

    Constitution 12, Intelligence 10, Wisdom 9, Charisma 8.

    Devaji Racial Traits

    Devajis have the ollowing characteristics. +2 Dexterity, +4 Constitution, 4 Intelligence, +2

    Wisdom, 2 Charisma. Small. A devaji gains a +1 size bonus to Armor Class,

    a +1 size bonus on attack rolls, and a +4 size bonuson Hide checks, but he uses smaller weapons thanhumans use, and his liting and carrying limits arethree-quarters o those o a Medium character.

    Devaji base land speed is 30 eet.