Tier 3 Templates

Teir 3 Templates are the most powerful in the game, and are the most restricted. These include powerful undead and half-breeds of increadably strong monsters. These templates have a significant impact on game play. Level penalties between 7-9.

Half-Air Elemental

Your mother or father was a sentient creature originating from the elemental plane of Air. Look normal except for little things, such as their hair always rustling in the wind (even indoors). Inherited Template.

Half-Air Elemental Traits:
Becomes an ‘Outsider (air)’

  • Natural Armor +1
  • Dex +2, Int +2, Wis +2, Con +2, Cha +2
  • Immune to Disease, Air, & Cold Effects.
  • If Int or Wis is 8+, can use the following abilities once per day.
HD Ability
1-2 Obscuring Mist
3-4 Wind Wall
5-6 Gaseous Form
7-8 Wind Walk
9-10 Control Winds
Level Penalty: 7.

Half-Celestial

You are the child of a union between a humanoid and Celestial creature such as an Angel. The power of absolute good courses in your veins. Look pleasant, often with golden skin, metallic hair, and often feathered wings. Inherited Template. Must be a Good alignment.

Half-Celestial Traits:
Becomes an ‘Outsider (native)’

  • All have feathered wings which allows Flying (good maneuverability) at double the creature’s ground speed.
  • +4 Racial bonus to Fortitude saves vs. poison.
  • Natural Armor bonus increases by +1
  • Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4
  • Immune to Disease.
  • Darkvision 60’.
  • Daylight, at will.
  • Spell Resistance of HD + 10 (max. 35).
  • Smite Evil – If a designated normal melee attack hits, it does +HD damage (max. +20) to an Evil target. Usable once per day.
  • Natural Weapons are considered ‘magic’ for purposes of overcoming another creature’s Damage Reduction.
  • Damage Reduction 5/magic.
  • Acid, Cold, & Electricity Resistance 10.
  • If the base creature’s Intelligence or Wisdom is 8+ or the base
    creature has at least two spell-like abilities, it can use the
    following abilities (DC is Charisma-based):
HD Spell-Like Ability
1-2 Bless (1/day), Protection from Evil (3/day)
3-4 Aid (1/day), Detect Evil (1/day)
5-6 Cure Serious Wounds (1/day), Neutralize Poison (1/day)
7-8 Holy Smite (1/day), Remove Disease (1/day)
9-10 Dispel Evil (1/day)
11-12 Holy Word (1/day)
13-14 Hallow (1/day), Holy Aura (3/day)
15-16 Mass Charm Monster (1/day)
17-18 Summon Monster IX (celestials only) (1/day)
Level Penalty: 8.

Half-Dragon

One of your parents was an ordinary humanoid, and the other was a dragon. As many dragons died in the wake of Armageddon, unions between mortals and dragons became more prevalent as dragons attempted to spread their lineage in any manner possible. You are blessed with the mobile form of a human and the power of a dragon. Has scales, reptilian eyes, enlarged teeth & claws, and often reptilian wings. Inherited Template

Half-Dragon Traits:
Becomes a ‘Dragon’

  • Must pick dragon color during character creation.
  • +8 Str, +2 Con, +2 Int, +2 Cha
  • Half-Dragons have reptilian wings which allow Flying (Average maneuverability) at twice the base creature’s ground speed (max 120’).
  • Natural Armor bonus improves by +4
  • Low-light vision.
  • Darkvision 60’.
  • Immune to sleep & paralysis effects.
  • Gain two Claw (1d4) & one Bite (1d6) attack.
  • Base Skill Points are now (6+Int mod) * (Racial HD+3).
  • Gain a breath weapon matching its parent, usable once per day. It does 6d8 damage and the DC is Constitution-based. ‘Line’ is always 60’. ‘Cone’ is always 30’.
    Level Penalty: 8

Half-Earth Elemental

Your mother or father was a sentient creature originating from the elemental plane of earth. Look normal except for little things, such as the way their eyes gleam like gemstones. Inherited Template.

Half-Earth Elemental Traits:
Becomes an ‘Outsider (earth)’

  • Natural Armor +3
  • Str +4, Dex –2, Con +4
  • Immune to Disease & Earth Effects.
  • If Int or Wis is 8+, can use the following abilities once per day.
HD Ability
1-2 Magic Stone
3-4 Soften Earth/Stone
5-6 Stone Shape
7-8 Spike Stone
9-10 Wall of Stone
Level Penalty: 7.

Half-Fey

Your mother or father was of extremely potent fey descent (If not an outright fey themselves.) The looks of a Half-Fey vary from creature to creature. Some are breath-takingly beautiful. Others are hideous. Also, some are obviously different from birth, while others seem like their base creature until later in life. Inherited Template

Half Fey Traits:

  • Becomes a ‘Fey’.
  • Creature receives Damage Reduction 5 / cold iron
  • Dex +2, Con –2, Wis +2, Cha +4
  • Gains Butterfly Wings if the base creature did not already have wings. Flying speed is 2x fastest normal movement with Good maneuverability.
  • Gains Low-Light Vision.
  • Immune to Enchantment spells & effects.
  • Charm Person, at will.
    If Cha or Wis is 8+, can use the following abilities at least 1/day.
HD Ability
1-2 Hypnotism, 1/day; Faerie Fire – or – Glitterdust,1/day
3-4 Detect Law, 3/day, Sleep – or – Enthrall, 1/day
5-6 Protection from Law, 3/day – or – Tasha’s Hideous Laughter or Suggestion, 1/day
7-8 Confusion –or– Emotion, 1/day
9-10 Eyebite –or– Lesser Geas, 1/day

Half-Fiend

Some kids think their parents are the devil. Yours actually ARE. The despicable, twisted union of a mortal and a demon or devil has sired you. Look frightening, often with dark scales, horns, and often bat wings. Inherited Template. Must be Evil.

Half-Fiend Traits:
Becomes an ‘Outsider (native)’

  • All have bat wings which allows Flying (average maneuverability) at the creature’s ground speed.
  • Natural Armor bonus increases by +1
  • Str +4, Dex +4, Con +2, Int +4, Cha +2
  • Darkvision 60’.
  • Immune to Poison.
  • Spell Resistance of HD + 10 (max. 35).
  • Smite Good – If a designated normal melee attack hits, it does +HD damage (max. +20) to a Good target. Usable once per day.
  • Natural Weapons are considered ‘magic’ for purposes of overcoming another creature’s Damage Reduction.
  • Damage Reduction 5/magic.
  • Acid, Cold, Electricity, & Fire Resistance 10.
  • Gain Claw (1d6) & Bite (1d4).
    If the base creature’s Intelligence or Wisdom is 8+ or the base
    creature has at least two spell-like abilities, it can use the
    following abilities (DC is Charisma-based):
HD Spell-Like Ability
1-2 Darkness (3/day)
3-4 Desecrate (1/day)
5-6 Unholy Blight (1/day)
7-8 Poison (3/day)
9-10 Contagion (1/day)
11-12 Blasphemy (1/day)
13-14 Unholy Aura (3/day), Unhallow (1/day)
15-16 Horrid Wilting (1/day)
17-18 Summon Monster IX (fiends only) (1/day)
Level Penalty: 8.

Half-Fire Elemental

Your mother or father was a sentient creature originating from the elemental plane of Fire. Look normal except for little things, such as their red hair seeming to smoke then they get angry. Inherited Template.

Half-Fire Elemental Traits:
Becomes an ‘Outsider (fire)’

  • Natural Armor +1
  • Dex +4, Int +2, Cha +2
  • Immune to Disease & Fire Effects.
  • If Int or Wis is 8+, can use the following abilities once per day.
HD Ability
1-2 Burning Hands
3-4 Produce Flame
5-6 Flaming Sphere
7-8 Wall of Fire
9-10 Fire Shield
Level Penalty: 7.

Half-Water Elemental

Your mother or father was a sentient creature originating from the elemental plane of Water. Look normal except for little things, such as leaving wet hand & foot prints wherever they go. Inherited Template.

Half-Water Elemental Traits:
Becomes an ‘Outsider (water)’

  • Natural Armor +1
  • Str +2 Int +2 Wis +2 Con +2 Cha +2
  • Immune to Disease & Water Effects.
    If Int or Wis is 8+, can use the following abilities once per day.
HD Ability
1-2 Obscuring Mist
3-4 Fog Cloud
5-6 Water Breathing
7-8 Control Water
9-10 Ice Storm
Level Penalty: 7.

Lich

You are an undead spell caster who has delved into dark and insidious powers to unnaturally extend your life. You are a gaunt & skeletal figure, whose empty eye-sockets burn with crimson points of light. Your soul is stored in a phylactery, a small object dear to you. If that object is destroyed, so is your soul. Granted Template.
Can be applied to any Humanoid whose has a caster level. Must have Evil alignment

Lich Traits:
Becomes an Undead.

  • Natural Armor +5.
  • Turn Resistance +4.
  • Int +2 Wis +2 Cha +2
  • Gain Fear Aura – Creatures up to 4HD within 60’ are effected by Fear. A successful save protects the target for 24 hours.
  • Gains a touch attack that does 1d8+5 negative energy damage (Will½) and permanently paralyzes the target (FortNeg). The paralysis can be removed by Remove Paralysis, Remove Curse,
    etc. If paralyzed, the target seems dead (Heal check vs. DC15 or Spot check vs. DC20 to tell otherwise).
  • Gain Damage Reduction 15 / (bludgeoning and magic). Natural weapons count as ‘magic’ against a lich.
  • Immune to Cold & Electricity.
  • Immune to Polymorphing attacks & Mind-Affecting attacks.
  • +8 Racial bonus to Hide, Listen, Move Silently, Search, Sense Motive, & Spot checks.
  • Cannot be permanently slain until its Phylactery is destroyed.
    Level Penalty: 8

Lycanthrope (Natural)

You are the second or third generation child of an afflicted lycanthrope. Unlike your parents or grandparents, you were born with your shapeshifting powers, and are capable of complete control of your incredible powers. Inherited Template.

Keeps the creature type of the base creature & gains the (shapechanger) subtype.

  • Wisdom +2.
  • +2 bonus to natural armor (in all forms.)
  • Damage Reduction 10/ silver.
  • Lycanthropy- A Natural Lycanthrope that bites a victim whose size is within one
    category of its Animal Form can pass on the disease of
    Lycanthropy (FortNeg DC15).
  • Able to change from one of its forms to another as a Standard Action. Its equipment is not effected & it does not heal.
  • Able to communicate with normal & dire versions of its base animal, gaining a +4 Racial bonus on checks to influence the animal’s attitude.
  • Gain Low-Light Vision & Scent abilities.
  • Gain Feat: Iron Will.
  • Gains (2 + Int mod) skill points for each HD of its base animal.
  • Keeps the Racial bonuses to skills of base creature and base animal
  • Keeps the base animal’s feats, though if the Humanoid form does not qualify for them, they are not available in that form.
    Level Penalty: 7

Saint

In life, you were a champion for absolute good. Your dedication to the philosophies of others before self have transcended death, allowing you to ascend to an enlightened state few can even contemplate. Your powers are near godlike, your reputation is world famous. You are a Saint. Often surrounded by a aura of light. Granted Template. Must be Good aligned.

Saint Traits:

  • Becomes a ‘Outsider (native)’
  • Immune to Acid, Cold, Electricity, & Petrification
  • Fire Resistance 10
  • +4 Racial bonus vs. Poison
  • Low-Light Vision
  • Darkvision 60’
  • +2 DC to all special attacks, spells, supernatural, spell- like, & extraordinary abilities.
  • Con +2 Wis +2 Cha +4
  • Tongues, always on.
  • Gain an Insight bonus to AC equal to the Saint’s Wisdom modifier
  • Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any Evil creature that attacks the Saint with a Natural Attack takes the same amount of damage.
  • Able to cast Guidance, Resistance, Virtue, and Bless at will at Character level.
  • Gain Fast Healing (HD/2).
  • Protective Aura – 20’ radius nimbus of light that can be activated as a Free Action. Acts as a double strength Magic Circle against Evil and a Less Globe of Invulnerability.
  • Damage Reduction 10 / evil
    Level Penalty: 8

Vampire (Strigoi)

You are a master vampire. You are a terror of the night, and even other vampires fear you. Your features are sharp, angular and regal. You have consumed enough blood to shrug off normal weaknesses a vampire is prone too. The only thing you truly have to fear is the sun itself. Acquired Template. Can be applied to any Humanoid or Monstrous Humanoid. Must be Evil.

Strigoi Traits:
Becomes an Undead (augmented humanoid).

  • Natural Armor bonus improves by +6.
  • Imune to Cold and Electricity.
  • Turn Resistance +4.
  • +8 Racial bonus to Bluff, Hide, Listen, Move Silently, Search, Sense Motive, & Spot checks.
  • Str +6 Dex +4 Int +2 Wis +2 Cha +4
  • Gains a Slam Attack (1d6 if Medium-sized).
  • The vampire’s Slam Attack & natural weapons are considered ‘magic’ for purposes of bypassing Damage Reduction.
  • Feats- Gains Alertness, Combat Reflexes, Dodge, Improved Initiative, & Lightning Reflexes, if it qualifies.
  • Blood Drain – If pinning an opponent, the vampire can make a bite attack that does 1d4 Constitution damage each round & the vampire gains 5 temporary hp each round.
  • Children of the Night – Once per day, the vampire can call forth 1d6+1 Rat Swarms, 1d4+1 Bat Swarms, or 3d6 Wolves. Calling the creatures is a Standard Action, they arrive in 2d6 rounds, and serve for up to 1 hour. Dominate Person as a Standard Action. The target must be within 30’ and meet the vampire’s gaze. DC is Charisma-based.
  • Energy Drain – Once per round, the vampire may inflict two Negative Levels on an opponent hit by its Slam attack or natural weapons. The vampire gains 5 temporary hp. DC is Charisma- based.
  • Create Spawn – Any foe slain by the vampire’s Blood Drain or Energy Drain abilities rises 1d4 days after burial as a Vampire Spawn or a Vampire (the later is only if the victim was killed by Blood Drain & had 5+ HD). The spawn is under the control of the creating vampire, who can control up to 2xHD of vampires & vampire spawn. Any excess or those release become “free willed vampires”.
  • Polymorph, as a Standard Action into a Bat, Dire Bat, Wolf, or Dire Wolf (does not regain hp). While in this form, the vampire looses its Dominate ability & Slam Attack. Lasts until sunrise if not ended sooner.
  • Damage Reduction 10 / silver and magic.
  • Fast Healing – 5 hp per round as long as the vampire has 1+ hp. If 0 hp or lower, automatically assumes Gaseous Form (where it takes no additional damage). The vampire has 2 hours to reach its coffin before being destroyed (can float up to 9 miles in 2hrs). Once in the coffin, it is Helpless for 1 hour & then the Fast Healing begins working again.
  • Gaseous Form as a Standard Action. Fly at 20’ with Perfect maneuverability.
  • Spider Climb, always on.
  • Crush Cross- Strigoi vampires have become strong enough to resist the effect of raised holy symbols and mirrors. They are immune to garlic. They gain a +4 bonus to resist counting grains of rice scattered in front of them. They no longer have to be invited into a home to enter.
    Level Penalty: 9

Woodling

You have been blessed by the Fey demigods. Your body has been made one with nature, transforming you into an avatar of the forest. Your hair looks like leaves and your skin looks like bark. The specific color changes from season to season. Granted Template.

Traits:
Creature type remains the same, but gains some Plant Creature traits.

  • Low-Light vision.
  • +7 improvement to Natural Armor
  • +4 bonus to Hide & Move Silent check in natural environments above ground.
  • Gains Damage Reduction 5 / slashing
  • Vulnerability to Fire – +50% Fire damage.
  • Gains a 1d6 Slam attack. (Medium base)
  • Plant Traits – Immunity to Poison, Magical Sleep, Paralysis, Polymorph, Stunning, & Mind Affecting spells & spell-like abilities. Do not take extra damage from Critical Hits.

If Wisdom score is 8+, can use the following spell-like abilities. DC’s
are Charisma based and the creature’s HD is its Caster level:
Entangle, 1/day
Summon Nature’s Ally II, 1/day
Speak with Plants, 3/day
Summon Nature’s Ally IV, 1/day
Command Plant, 1/day
Summon Nature’s Ally VI, 1/day
Level Penalty: 7.

Tier 3 Templates

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