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Posted by AlphaFor group 0
Alpha
GM, 377 posts
Fri 8 Jun 2007
at 22:36
  • msg #3

Phrenic Template

“Phrenic” is an inherited template that can be added to any nonmindless creature that does not already have the psionic subtype (referred to hereafter as the “base creature”). A phrenic creature uses all the base creature’s statistics and special abilities except as noted here.


Lvl   Ability Adjust   Special Abilities/Notes
1     +2 WIS, +2 CHA   Naturally psionic, Psi-like abilities
2     +2 INT, +2 CHA   PR 10+ECL


Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a Magical Beast [augmented animal]). It gains the psionic subtype.

Psi-Like Abilities (Sp): A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.

HD    Abilities
1-2   3/day - defensive precognition; 1/day - force screen
3-4   3/day - empty mind, mind thrust
5-6   1/day - body adjustment, brain lock
7-8   1/day - aversion, Psionic blast
9-10  3/day - intellect fortress; 1/day - psychic crush
11-12 1/day - psionic dominate
13-14 1/day - energy current, tower of iron will
15-16 3/day - psionic teleport
17-18 1/day - fission
19-20 1/day - ultrablast


Naturally Psionic: A phrenic creature gains 1 bonus power point.

Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10.

NOTE: you cannot take the phrenic template; unless, by the completion of the LA 2 progression for that template, you still do not possess a race or a class (or anything else) that would provide you the psionic subtype.

Alpha
GM, 378 posts
Sat 9 Jun 2007
at 17:21
  • msg #4

Half-Celestial Template

Half-Celestial Level Adjustments

Base Creature HD    LA
    1-2             +2
    3-4             +3
    5+              +4


5 racial HD = +4 LA
quote:
The Half-celestial template class can only be taken by a corporeal living creature.

1st   Wis +2, Cha +2, natural armor +1, darkvision 60 ft., outsider type,
spell-like abilities

2nd   Str +2, Con +2, poison resistance, resistances (acid 5, cold 5,
electricity 5), spell resistance (lesser), daylight

3rd   Dex +2, Wis +2, Int +2, damage reduction, smite evil, wings

4th   Str +2, Con +2, Cha +2, resistances (acid 10, cold 10, electricity 10),
spell resistance (greater), wings

Half-Celestial Template Class Features

All of the following are class features of the half-celestial template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Skills: The half-celestial's skill points change to 8, but only for levels giving Racial hit dice, not for Class Levels gained.
i.e. an Ogre/half-celestial would get 8 skill points at levels 1, 2, 3 & 5.
No skill points for level 4, and skill points for your chosen class for level 6.
A human/Half-Celestial would always gain skill points based on its class levels.

Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.

Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range.

Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.

Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities. The exact abilities gained depend on the half-celestial's total HD, according to the following table. In each case, the caster level equals the half-celestial's HD. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier).

Minimum HD Spell-like Abilities Gained (1/day unless noted otherwise)
1st Protection from Evil 3/day, Bless
3rd Detect Evil, Aid
5th Cure Serious Wounds, Neutralize Poison
7th Holy Smite, Remove Disease
9th Dispel Evil
11th Holy Word
13th Holy Aura 3/day, Hallow
15th Mass Charm Monster
17th Summon Monster IX (Celestials only)
19th Resurrection

The character gains each spell-like ability as soon as she meets the qualifications for it.  Spell-like abilities are cumulative, so a
half-celestial who has 6 HD has Cure Serious Wounds, Neutralize Poison, along with Detect Evil, Aid, Protection from Evil, and Bless.

Resistances/Immunities (Ex):
At 1st level, the half-celestial gains a +4 racial bonus on fortitude saves against poison.
At 2nd level, a half-celestial gains immunity to disease.
At 2nd level, a half-celestial gains resistance 5 to acid, cold, and electricity.  At 4th level, each of these resistances increases to 10.

Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level +5 (maximum 25). At 4th level, her spell resistance increases to her character level +10 (maximum 35).

Damage Reduction (Su): A 3rd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher.
A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Daylight (Su): At 2nd level, a half-celestial can use a Daylight effect (as the spell) once per day.  At 4th level, Daylight can be used at will.

Smite Evil (Su): Once per day, a half-celestial of at least 3rd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.

Wings (Ex): At 3rd level, a half-celestial grows feathered wings, which she may use to fly at up to her base land speed with average maneuverability.  At 4th level, her speed increases to double her base land speed with good maneuverability.  Note: If you already have a fly speed, use that instead.


3-4 racial HD = LA +3
quote:
The Half-celestial template class can only be taken by a corporeal living creature.

1st   Wis +2, Cha +2, Con +2, natural armor +1, darkvision 60 ft., outsider
      type, spell-like abilities

2nd   Str +2, Con +2, Int +2, poison resistance, resistances (acid 5, cold 5,
      electricity 5), spell resistance (lesser), daylight 1/day, wings

3rd   Dex +2, Con +2, Wis +2, Cha +2 damage reduction, smite evil, wings
      resistances (acid 10, cold 10, electricity 10), spell resistance (greater)


Half-Celestial Template Class Features

All of the following are class features of the half-celestial template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Skills: The half-celestial's skill points change to 8, but only for levels giving Racial hit dice, not for Class Levels gained.
i.e. an Ogre/half-celestial would get 8 skill points at levels 1, 2, 3 & 5.
No skill points for level 4, and skill points for your chosen class for level 6.
A human/Half-Celestial would always gain skill points based on its class levels.

Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.

Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range.

Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.

Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities. The exact abilities gained depend on the half-celestial's total HD, according to the following table. In each case, the caster level equals the half-celestial's HD. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier).

Minimum HD Spell-like Abilities Gained (1/day unless noted otherwise)
1st Protection from Evil 3/day, Bless
3rd Detect Evil, Aid
5th Cure Serious Wounds, Neutralize Poison
7th Holy Smite, Remove Disease
9th Dispel Evil
11th Holy Word
13th Holy Aura 3/day, Hallow
15th Mass Charm Monster
17th Summon Monster IX (Celestials only)
19th Resurrection

The character gains each spell-like ability as soon as she meets the qualifications for it.  Spell-like abilities are cumulative, so a
half-celestial who has 6 HD has Cure Serious Wounds, Neutralize Poison, along with Detect Evil, Aid, Protection from Evil, and Bless.

Resistances/Immunities (Ex):
At 1st level, the half-celestial gains a +4 racial bonus on fortitude saves against poison.
At 2nd level, a half-celestial gains immunity to disease.
At 2nd level, a half-celestial gains resistance 5 to acid, cold, and electricity.  At 3rd level, each of these resistances increases to 10.

Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level +5 (maximum 25). At 3rd level, her spell resistance increases to her character level +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher.
A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Daylight (Su): At 2nd level, a half-celestial can use a Daylight effect (as the spell) once per day.  At 3rd level, Daylight can be used at will.

Smite Evil (Su): Once per day, a half-celestial of at least 3rd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.

Wings (Ex): At 2nd level, a half-celestial grows feathered wings, which she may use to fly at up to her base land speed with average maneuverability.  At 3rd level, her speed increases to double her base land speed with good maneuverability.  Note: If you already have a fly speed, use that instead.


1-2 HD = +2 LA
quote:
The Half-celestial template class can only be taken by a corporeal living creature.

1st   Wis +2, Cha +2, Str +2, Con +2, Int +2, natural armor +1, darkvision 60 ft., outsider type, spell-like abilities, poison resistance, resistances (acid 5, cold 5, electricity 5), spell resistance (lesser), daylight 1/day

2nd   Dex +2, Wis +2, Str +2, Con +2, Cha +2, damage reduction, smite evil, resistances (acid 10, cold 10, electricity 10),spell resistance (greater), wings
Daylight at will

Half-Celestial Template Class Features

All of the following are class features of the half-celestial template class.

Ability Score Changes: The indicated ability score increases or decreases by the amount noted.

Skills: The half-celestial's skill points change to 8, but only for levels giving Racial hit dice, not for Class Levels gained.
i.e. an Ogre/half-celestial would get 8 skill points at levels 1, 2, 3 & 5.
No skill points for level 4, and skill points for your chosen class for level 6.
A human/Half-Celestial would always gain skill points based on its class levels.

Natural Armor Improvements: At 1st level, the half-celestial's natural armor bonus increases by +1. A character that does not normally have a natural armor bonus (such as a human) is considered to have an initial natural armor bonus of +0 for the purpose of this ability. Thus, a human's natural armor bonus would increase to +1 at 1st level.

Darkvision (Ex): At 1st level, the half-celestial gains darkvision to a 60-foot range.

Outsider Type: At 1st level, the half-celestial completes her metamorphosis. Her type changes to outsider (native). She becomes vulnerable to spells and effects that work on creatures of the outsider type but is immune to effects that target her original type. For example, a good half-human/half-celestial would be subject to the extra damage from a good outsider bane sword, but she is immune to hold person because that spell affects only humanoids.

Spell-Like Abilities: Starting at 1st level, a half-celestial with an Intelligence or Wisdom score of 8 or higher gains spell-like abilities. The exact abilities gained depend on the half-celestial's total HD, according to the following table. In each case, the caster level equals the half-celestial's HD. Save DCs, where applicable, are Charisma-based (10 + spell level + half-celestial's Charisma modifier).

Minimum HD Spell-like Abilities Gained (1/day unless noted otherwise)
1st Protection from Evil 3/day, Bless
3rd Detect Evil, Aid
5th Cure Serious Wounds, Neutralize Poison
7th Holy Smite, Remove Disease
9th Dispel Evil
11th Holy Word
13th Holy Aura 3/day, Hallow
15th Mass Charm Monster
17th Summon Monster IX (Celestials only)
19th Resurrection

The character gains each spell-like ability as soon as she meets the qualifications for it.  Spell-like abilities are cumulative, so a
half-celestial who has 6 HD has Cure Serious Wounds, Neutralize Poison, along with Detect Evil, Aid, Protection from Evil, and Bless.

Resistances/Immunities (Ex):
At 1st level, the half-celestial gains a +4 racial bonus on fortitude saves against poison.
At 2nd level, a half-celestial gains immunity to disease.
At 2nd level, a half-celestial gains resistance 5 to acid, cold, and electricity.  At 4th level, each of these resistances increases to 10.

Spell Resistance (Su): At 2nd level, a half-celestial gains spell resistance equal to her character level +5 (maximum 25). At 4th level, her spell resistance increases to her character level +10 (maximum 35).

Damage Reduction (Su): A 2nd-level or higher half-celestial has damage reduction 5/magic if her character level is 11th or lower, or damage reduction 10/magic if her character level is 12th or higher.
A half-celestial treats her natural weapons as magic weapons for the purpose of bypassing the damage reduction of other creatures.

Daylight (Su): At 1st level, a half-celestial can use a Daylight effect (as the spell) once per day.  At 2nd level, Daylight can be used at will.

Smite Evil (Su): Once per day, a half-celestial of at least 2nd level may attempt to smite an evil creature with one normal melee attack. This attack deals extra damage equal to her character level (maximum +20) against an evil foe. If she accidentally smites a creature that is not evil, the smite has no effect but is still used up for the day.

Wings (Ex): At 1st level, a half-celestial grows feathered wings, which she may use to fly at up to her base land speed with average maneuverability.  At 2nd level, her speed increases to double her base land speed with good maneuverability.  Note: If you already have a fly speed, use that instead.


Enigma
GM, 712 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 05:27
  • msg #5

Vampire

Here is the link to the Vampire Savage Progression.

http://www.wizards.com/default.asp?x=dnd/sp/20030824a
Enigma
GM, 713 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 05:30
  • msg #6

Ghost and Werewolf

Savage Progressions for the Ghost and Werewolf.

http://www.wizards.com/default.asp?x=dnd/sp/20040117a
Enigma
GM, 714 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 05:31
  • msg #7

Lich and Weretiger

This is the Lich and Weretiger savage progressions.

http://www.wizards.com/default.asp?x=dnd/sp/20031212a
Enigma
GM, 715 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 05:32
  • msg #8

Fiendish Creature and Werebear

Fiendish Creature and Werebear savage progressions.

http://www.wizards.com/default.asp?x=dnd/sp/20031114a
Enigma
GM, 716 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 05:33
  • msg #9

Half-Fiend and Wereboar

Half-Fiend and Wereboar savage progression

http://www.wizards.com/default.asp?x=dnd/sp/20031010a
Enigma
GM, 717 posts
Wanna fight?
Let's Dance
Thu 14 Jun 2007
at 05:36
  • msg #10

Half-Dragon and Wererat

Half-Dragon and Wererat savage progressions.

http://www.wizards.com/default.asp?x=dnd/sp/20030912a
Enigma
GM, 745 posts
Wanna fight?
Let's Dance
Sun 17 Jun 2007
at 21:39
  • msg #11

Half - Minotaur

Half-Minotaur Template Savage Progression:

Lvl   Special
 1    +2 Str, -2 Int, Natural Armor +1, Gore Attack, Darkvision 60'

 2     Str +2, Con +2, Natural Armor +2, Scent, Minotaur Cunning, 2 racial
       bonus on Search, Spot, and Listen checks,
 3     Size change***, Speed +10



*Size and Type: The base creature's type does not change. At 3rd level if the base creature is of small or medium size, it gains one size category, becomes medium or large respectively. See Table 4-2: Changes to Statistics by size in the Monster Manual for changes to the base creature when it gains a size category. The changes in this template are in addition to the changes outlined there.
*Speed: If the base creature's size increased due to the application of this template, all its speeds increase by 10'.
*Armor Class: The base creature's natural armor bonus increases by +2.
*Attacks: If the base creature lacked a gore attack, it gains a gore attack. When not using weapons, the half-minotaur may attack with its gore at its highest attack value and gaining its full Strength bonus to damage. When using a weapon, a half-minotaur often uses its gore attack as a secondary natural weapon.
*Damage: The half-minotaur's gore attack deals damage according to its size as shown below.
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
*Special Qualities: A half-minotaur has all the special qualities of the base creature, plus the following special qualities.
*Darkvision: A half-minotaur has darkvision to a range of 60 ft.
*Minotaur Cunning: Half-minotaurs gain much of the innate cunning of their minotaur parent. This gives the half-minotaur a +4 bonus on Intelligence checks to escape maze spells and the ability to determine which direction is north automatically.
*Scent: The half-minotaur inherits a very keen sense of smell. This allows him to detect approaching enemies, sniff out hidden foes, and track by sense of smell alone.
*Abilties: Change from the base creature as follows: Str +4, Con +2, Int -2
*Skills: A half-minotaur has a +2 racial bonus on Search, Spot, and Listen checks
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