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The Savage Seraph
Captain

PostPosted: Tue Dec 21, 2010 1:08 pm


PostPosted: Tue Dec 21, 2010 5:29 pm


Hollows


Hollows are souls that have not been sent to the soul society. As they continue to wander the human world, their Chain of Fate erodes and they lose their humanity, becoming hollows. Hollows feast upon innocent souls (called “Pluses”). Hollows dwell in Hueco Mondo, and stronger Hollows have the power to shift between Hueco Mondo and the present world at will (this is usually done when they are wounded or when ambushing their prey). While in Hueco Mondo they cannot attack, but they can lick their wounds and plan an appropriate strategy against those attacking them. Most weak hollow roam the present world until defeated by shinigami, but stronger ones are smarter and hide in Hueco Mondo, using greater strategy and often evading destruction for centuries.

Hollow Traits: A Hollow possesses the following traits unless (unless otherwise noted in the creature’s entry)
-Darkvision out to 60 feet and low-light vision
-Scent ability (this ability also allows Hollows to differentiate the level of spirit energy a soul has. Beings with higher spirit energy attract more hollows)
-DR 10/zanpakutou or magic
-Devour ability (see below)
-A hollow's minimum size is large. Increase the size of any base creature to large, along with the corresponding statistic adjustments (+4 to strength, +2 to constitution, -2 to dexterity for every size increment increase).
-Planeshift 1/day. This ability increases by one per 4 hit dice the hollow possesses, and becomes at-will at 20 hit dice. This ability can only be used to take the hollow between Hueco Mondo and the Human world.

Creating a Hollow:
“Hollow” is an acquired template that can be added to any creature (referred to hereafter as the base creature).
A Hollow uses all the base creature’s statistics and special abilities except where noted here.

Size and Type: The creature’s type changes to outsider (Hollow type). Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged.

Armor Class: Natural Armor improves by 1 for every 3 hit dice the hollow has.

Attack: A Hollow has two claws and a bite attack, and the claws are the primary natural weapon.

Full Attack: A Hollow uses both claws and its bite when making a full attack.

Damage: Hollows have bite and claw attacks. If the base creature does not have these attack forms, use the damage values for claws and bite as found in the half-fiend entry to determine damage. Otherwise, use the given values or the base creature’s damage values, whichever is greater.

Special Attacks: A Hollow retains all of the special attacks of the base creature and gains the following special attacks:

Devour: A hollow can devour a plus to make itself stronger. As a full-round action that provokes an attack of opportunity, the hollow may feed upon a helpless plus. Devouring consumes the victim’s soul and prevents them from any form of reincarnation. A Hollow advances in Hit Dice by consuming pluses in this fashion. After devouring enough plusses equal to twice its current Hit Die, it gains 1 Hit Die and its Strength, Constitution, and Natural Armor increase by +1 (this Natural Armor bonus is treated as the regular Natural Armor progression, all hit dice gained in this fashion give +1 to Natural Armor only once). Hollows cannot pass beyond 20 Hit Dice in this fashion. If a Hollow devours a shinigami, the shinigami counts as one plus for each Hit Die the shinigami possesses (thus a Hollow that devours a 4th level Shinigami counts as having devoured 4 plusses for the purposes of advancing another Hit Die).

Special Qualities: A hollow has all of the special qualities of the base creature, plus the following:

-Darkvision out to 60 feet and low-light vision
-Scent ability (this ability also allows Hollows to differentiate the level of spirit energy a soul has. Beings with higher spirit energy attract more hollows)
-DR 10/zanpakutou or magic

In addition to these abilities, the Hollow gains a Hollow Ability every 2 HD, starting at 1 HD. This includes the Hit Die of the base creature, as well as any Hit Dice gained from devouring.

Abilities: Increase from the base creature as follows: Str +6, Dex +2, Con +4, Wis -2, Cha -4.

Skills: A Hollow gains skill points as an outsider and has skill points equal to (6 + Int Modifier). Do not include Hit Dice from class levels in this calculation – the Hollow gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Alignment: Always evil (any)

Creating a non-template Hollow

The system for the Hollows is such that they can be created without using a template. If this is the case, the Hollow should have a modified elite array of ability scores (you may prioritize whichever ability scores you desire), be Large in size, and have a set amount of hit dice depending on the appropriate CR. Treat a Hollow as a PC of the same level as the Hollow has hit die for the purposes of CR, the Hollow abilities are designed to scale roughly equally to zanpakutou (although Bankai will general defeat even high level hollows with ease, refer to rules on Arrancar, Adjuchas, and Vasto Lordes for appropriate challenges to Captain-class Shinigami).

Hollows use the standard base that Outsiders possess except for saves, where they have a good fortitude and reflex save but a poor will save, emphasizing their lack of mental power as they become hollows. Adjuchas and Vasto Lordes have good will saves, and Arrancar saves are based upon their levels in the Arrancar class. Hollows gain one feat at 1 HD, and an additional feat every 3 HD starting at 3 HD, as normal.

Severing Hollow Limbs

One of the major ways Shinigami are seen to fight Hollow are by severing their respective limbs. Standard Hollows have two arms and two legs, although they can grow more limbs with the appropriate application of Hollow abilities. Each Hollow limb has the same AC as the hollow and hit points equal to the Hollow's hit points divided by the number of limbs they have rounded down (so a Hollow with 50 hit points and 4 limbs has 12.5 hit points for each limb, or 12 after rounding). Severing a hollows limb means that it can no longer use that limb, and thus loses the attack it gained from that limb (a claw, tail swipe or wing buffet for example) or have their movement speed halved (in the case of a leg, and severing both legs means the hollow cannot move on ground) or negated (severing one wing causes the hollow to lose its ability to fly). Hollow limbs do not grow back unless they possess higher level regenerative Hollow abilities.

Hollow Abilities

Increased Size: Increase the Hollow’s size category by one step. The hollow gains +4 strength, +2 constitution, and -2 dexterity.

Improved Grab: Select a natural attack the hollow possesses. If they hit with that attack, they can immediately initiate a grapple with any opponent up to one size category smaller than them as a free action without provoking an attack of opportunity.

Swallow Whole: This requires the Hollow to have the Improved Grab ability with its bite attack. If it wins its first grapple check, it can establish a hold and attempt to swallow its target on the next round. A successful grapple check allows it to swallow any target at least two size categories smaller than it. Swallowed creatures take 2d8+4 points of bludgeoning damage, plus an additional +4 bludgeoning damage per size category greater than large the Hollow is (huge Hollow do 2d8+8, gargantuan Hollow do 2d8+12, colossal Hollow do 2d8+16). In addition, the target also takes 4 points of acid damage, +4 for each size category greater than large (huge Hollow do 8, gargantuan Hollow do 12, colossal Hollow do 16). A swallowed creature can cut its way out using a slashing or piercing weapon to deal 25 points of damage to the Hollow’s gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The hollow can hold up to 2 creatures two size categories smaller than it, 4 creatures three size categories smaller than it, 8 creatures four size categories smaller than it, 32 creatures five size categories smaller than it, 128 creatures six size categories smaller than it, 512 creatures seven size categories smaller than it, and 1,524 creatures eight size categories smaller than it in its gizzard at one time.

Increased Natural Armor: The Hollow gains +3 natural armor.

Increased Ability Score: The Hollow gains +2 to any ability score.

Magic Fang: The Hollow gains a +1 enhancement bonus to any of their natural attacks. This ability can be taken multiple times, but no one natural attack can have more than a +5 enhancement bonus.

Extra Limb: The hollow gains an extra limb. They can gain another leg, increasing their movement by 5 feet per extra leg, an extra arm, giving them another claw attack, a tail, giving them a tail attack, or a wing. One wing gives the hollow a wing buffet attack. Two wings also grant the hollow the ability to fly at twice their land speed with poor maneuverability.

Damage Reduction: This ability requires 5 hit dice to take. The hollow gains either DR 2/- or DR 5/silver, cold iron, or adamantine. A Hollow cannot have more than one DR, and taking this ability multiple times allows you to stack the DR.

Energy Resistance: This ability requires 3 hit dice to take. The hollow gains 10 resistance to either fire, cold, lightning, acid or sonic. This ability may be taken multiple times. Each time gives either a new resistance or stacks with an existing resistance.

Increased Hit Die: Increase the Hollow’s base hit die by one step, up to a maximum of d12 by taking this ability twice.

Improved Resistance: Increase any of the Hollow’s saving throws by +2.

Evasion: This ability requires 3 hit dice to take. The hollow gains the benefit of the Evasion ability.

Uncanny Dodge: This ability requires 3 hit dice to take. The hollow gains the benefit of the Uncanny Dodge ability.

Mettle: This ability requires 3 hit dice to take. The hollow gains the benefit of the Mettle ability.

Improved Evasion: This ability requires 9 hit dice to take. The hollow gains the benefit of the Improved Evasion ability.

Improved Uncanny Dodge: This ability requires 9 hit dice to take. The hollow gains the benefit of the Improved Uncanny Dodge ability.

Improved Mettle: This ability requires 9 hit dice to take. The hollow gains the benefit of the Improved Mettle ability.

Hide in Plain Sight: This ability requires 12 hit dice to take. The hollow gains the ability to hide in plain sight.

Skilled: The Hollow gains a +10 enhancement bonus to any one skill.

Spell Resistance: This ability requires 3 hit dice to take. The Hollow gains SR 5. This ability may be taken multiple times, its effects stack.

Improved Flight: This requires wings for the hollow to take. Increase the hollow’s base flight speed by 5 feet and its maneuverability by one step. If the hollow has perfect maneuverability, instead increase the flight speed by 10 feet.

Spell-Like ability: The hollow gains a spell-like ability usable once/day. The maximum spell level they can acquire when taking this ability is based on their hit dice, and they can gain any spell as a spell-like ability that a Spellcaster Shinigami of an equivalent level can cast (1st level spells at 1 HD, 2nd level spells at 3 HD, and so on). This ability may be taken multiple times, each time gives them an additional use of an existing spell-like ability per day or gives them access to another spell-like ability.

Fast Healing: This requires 8 hit dice to take. The Hollow gains Fast Healing 5. This ability may be taken multiple times, the benefits stack. At the time the Fast Healing is taken, select two energy types that can prevent the Fast Healing from functioning (defaults are Fire and Acid). The Hollow cannot gain resistance or immunity to either of these energy types, and any existing resistance to the energy type is effectively negated.

Regeneration: This requires 10 hit dice and Fast Healing to take. The hollow can regrow limbs in 3d4 rounds. This ability may be taken three times, successive times reduce the amount of time it takes to re-grow limbs.

Cero: This ability may only be accessed by Menos-class Hollows or Arrancar. It allows the Hollow to unleash a condensed burst of energy in a 60-foot line that deals 1d6 damage per every two hit dice the hollow possesses. Targets may make a reflex save (DC 10+1/2 Hollow hit dice+Hollow constitution modifier) for half damage. After being used, the user must wait 1d4 rounds before being used again. Using a Cero is a standard action that does not provoke an attack of opportunity.

Bala: This requires 5 hit dice to take. The hollow gains the ability to fire a quick blast of spirit energy that deals damage equivalent to their claw attack (Arrancar may use zanpakutou damage if desired). A Bala is a touch attack with a range of 100 feet. Firing it is a standard action.

Advanced Hollow Abilities: Upon reaching 12 hit dice and becoming an Adjucha, hollows gain access to special advanced abilities. Every even-numbered hit die thereafter, they gain another advanced ability (although they still gain standard hollow abilities every odd hit die).

Advanced Cero: The power of an Adjucha’s cero is far greater than that of a normal Gillian’s. This advanced ability raises the damage of a cero to 2d6 per hit die. This ability may be taken by Vizard.

Bala: The hollow gains the ability to fire two quick blasts of spirit energy that deals damage equivalent to their claw attack (Arrancar may use zanpakutou damage if desired). A Bala is a touch attack with a range of 100 feet. Firing it is a standard action. This ability may be taken multiple times, each time gives another attack with the bala when used. The amount of bala fired cannot exceed the hollow’s attacks per round.

Precognition: This ability gives the Adjucha a +3 insight bonus to AC. This ability can be taken multiple times, its effects stack.

Swiftness: This ability gives the Adjucha +4 to initiative. This ability may be taken multiple times, its effects stack.

Enhanced Speed: This ability increases the Adjucha’s base movement and fly speed (if applicable) by 10 and 20 feet respectively.

Pounce: This allows the Adjucha to make a full attack on a charge.

Rake: This gives the Adjucha a rake attack. Whenever it hits with at least two of its natural weapons, it gains an additional rake attack that deals damage equal to its claw’s base damage+1/2 its strength modifier (rounded down) and is made at its highest base attack bonus. This ability may be taken multiple times; each time gives an additional rake attack.

Massive Blow: Treat the Adjucha’s natural weapons as one size category higher for purposes of damage. This ability may be taken multiple times, its effects stack. This ability cannot bring base damage above that of Colossal size.

Deflection: This gives the Adjucha’s hide the ability to deflect ray or line attacks once/encounter as an immediate action, casting them harmlessly to the side. This ability may be taken multiple times, it gives an additional use per encounter.

Reflection: This changes one of the Adjucha’s uses of Deflection into reflection, causing the ray attack to rebound upon its caster and target them instead. The caster’s attack roll is made against the caster’s AC instead of the Adjucha’s AC, and the effects are resolved normally.

Permancy: This gives the Adjucha a permanent spell effect. Any spell under the Wizard spell “Permanency” can be given to the Adjucha with this ability. Alternately, an ability a pre-existing monster  

The Savage Seraph
Captain


The Savage Seraph
Captain

PostPosted: Thu Dec 30, 2010 11:12 am


Graveknight


“Graveknight” is an acquired template that can be added to any living creature with 5 or more Hit Dice (referred to hereafter as the base creature). Most graveknights were once humanoids or monstrous humanoids. A graveknight uses the base creature’s statistics and abilities except as noted here.

CR: Same as base creature +2.

Type: The graveknight’s type changes to undead (augmented).

Senses: A graveknight gains darkvision 60 ft.

Aura: A graveknight emanates the following aura.

Sacrilegious Aura (Su)

A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate, which the graveknight constantly gains the benefits of. In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing descriptor—must make a Concentration check with a DC equal to 10 + the graveknight’s Hit Dice. If the character fails, the effect is blocked, its number of uses of that ability being reduced by 1 or the spell being lost.

Armor Class: Natural armor improves by +4.

Defensive Abilities: A graveknight gains channel Resistance +4; DR 10/magic; and immunity to cold, electricity, and any additional energy type noted by its ruinous revivification special quality. A graveknight also gains spell resistance equal to its augmented CR + 11.

The graveknight also gains the following abilities:

Rejuvenation (Su)

One day after a graveknight is destroyed, its armor begins to rebuild the undead warrior’s body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Attacks: A graveknight gains a slam attack if the base creature didn’t have one. Damage for the slam depends on the graveknight’s size (see page 302 of the Pathfinder RPG Bestiary). Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Special Attacks: A graveknight gains the following special attacks. Save DCs are equal to 10 + 1/2 the graveknight’s HD + the graveknight’s Cha modifier unless otherwise noted.

Channel Destruction (Su)

Any weapon a graveknight wields is shrouded in destructive energy, and deals an additional +1d6 points of damage for every 4 Hit Dice the graveknight possesses. This additional damage is of the energy type determined by the ruinous revivification special quality.

Devastating Blast (Su)

Three times per day the graveknight may unleash a 30-foot cone of destructive force. This blast deals 2d6 points of damage for every 3 Hit Dice a graveknight possesses. Creatures within the area may make a Reflex save for half damage. This damage is of the energy type determined by the graveknight’s ruinous revivification special quality.

Undead Mastery (Su)

As a standard action, a graveknight can attempt to bend any undead creature within 50 feet to its will. The targeted undead must make a successful Will save or fall under the graveknight’s control. This control is permanent for unintelligent undead, while undead with Intelligence scores are allowed an additional save every day to break free from the graveknight’s control. A creature that successfully saves cannot be affected again by the same graveknight’s Undead mastery for 24 hours.

A graveknight can control 5 Hit Dice worth of undead creatures for every Hit Die it possesses. If the graveknight exceeds this number, it loses control over some of its minions, as per the spell animate dead.

Special Qualities


A graveknight gains the following special qualities.

Phantom Mount (Su)

Once per hour, a graveknight can summon a skeletal horse similar to a phantom steed. This mount is more real than a typical phantom steed, and can carry one additional rider. The phantom steed's powers are based on the graveknight’s total Hit Dice rather than caster level. A graveknight’s mount looks distinctive and always appears the same. If the mount is destroyed, it can be summoned again with full hit points 1 hour later.

Ruinous Revivification (Su)

At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none feel appropriate. This energy type influences the effects of several of a graveknight’s special abilities.

Ability Scores: Str +6, Int +2, Wis +4, Cha +4. As an Undead creature, a graveknight has no Constitution score.

Skills: Graveknights gain a +8 Racial bonus on Intimidate, Perception, and Ride.

Feats: Graveknights gain Improved Initiative, Mounted Combat, Ride-by Attack, and Toughness.

Graveknight Armor

In death, the graveknight’s life force lingers on in its armor, not its corpse, in much the same way that a lich’s essence is bound within a phylactery. Unless every part of a graveknight’s armor is ruined along with its body, a graveknight can rejuvenate after it is destroyed. A typical suit of full plate graveknight armor has hardness 10 and 45 Hit Points, though armor with enhancements or made of special materials proves more difficult to destroy. Merely breaking a graveknight’s armor does not destroy it; it must be utterly annihilated, such as by being melted into slag, cast onto the Positive Energy Plane, or sunk into the crushing depths of the sea.  
PostPosted: Tue Jan 18, 2011 6:45 pm


Half-Dragon (Shadow)


“Half-dragon” is an inherited or acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon retains all the base creature's statistics and special abilities except as noted here.

CR: Same as the base creature +2.

Type: Creature type changes to dragon. Do not recalculate Hit Dice, Base Attack Bonus, or Saving Throws.

Armor Class: Natural Armor bonus improves by +4.

Special Qualities and Defenses: A half-dragon gains darkvision 60 feet; low-light vision; and immunity to sleep, paralysis, and energy of the same type as its breath weapon.

(Su) Unholy Resilience- Add Cha Mod to All Saving Throws.

Shadowform (Su): As a swift action the half-dragon may become Incorporeal at will. While in this State it keeps its Str score and uses it as normal.

(Ex) Spell Resistance 12 + HD

(Ex) May Regenerate Limbs while in shadow/darkness. 1d4-1 Rounds. Minimum 1 Round.

Speed: A half-dragon has wings. Unless the base creature has a better fly speed, the half-dragon can fly at twice the creature's base land speed (average maneuverability).

Melee: A half-dragon has two claw attacks and a bite attack. If the base creature can use manufactured weapons, the half-dragon can as well.
Half-Shadow Dragons have extremely sharp teeth. There bite attack does 3d6 at Large Size.

Special Abilities: A half-dragon retains all the special attacks of the base creature and gains a breath weapon usable once per 1d4 Rounds based on the dragon variety. The breath weapon deals 1d6 hit points of damage per HD possessed by the half-dragon (Reflex half; DC 10 + 1/2 creature's racial HD + creature's Int modifier).

Dragon Variety--------------Breath Weapon

Shadow--------------------------Darkness

Abilities: Increase from the base creature as follows: Cha +4, Wis +4

Skills: A half-dragon with racial Hit Dice has skill points per racial Hit Die equal to 6 + its Intelligence modifier. Racial class skills are unchanged from the base creature's.

Half-Dragon SLA's

Cast as Sorcerer of his HD. DC= 10 + HD + Int Mod
At 20th Level III and Lower become At will

I- Darkness Ray, Darkbolt - 2/Day Each
II- Darkness-Bolt (As Lightning Bolt), Inflict Serious Wounds - 2/Day Each
III- Greater Invisibility, Wall of Force - 2/Day
IV- Greater Planar Binding - 1/Day
V- Ice Assassin - 1/Day - Uses Shadow. Doesn't have the Cold Subtype. May be controlled telepathically from the same plane. No Xp or Material Cost, outside of part of the creature being copied. May not create an Assassin of something with more HD than it has.

*Growth- At 10HD The Half-Dragon grows by one Size category gaining all appropriate bonuses and penalties.  

The Savage Seraph
Captain

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