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General D&D/Pathfinder Thread.

Discussion in 'General' started by The Shadowmind, Mar 19, 2015.

  1. Tavarokk

    Tavarokk Pursuer of perversion

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    Somewhat. Playing Doomsday Dawn currently. 2E has some really good stuff, like the reworked actions and crit success/failure mechanic, but overall I feel it's rubbish. They 'resolved' balance issues by building all classes on the same platform numerically, meaning that, say, it's pretty trivial for a wizard to wear heavy armor and have the same attack bonus and saves as a fighter of the same level, and that's before multiclassing. As for class-specific features, those have been nerfed across the board, so that level for level 2E characters are a lot weaker than 1E in terms of IC magnitude of their abilities, have less diversity and less resources for using features that aren't at will. Basically, word of the day is 'bland'.
     
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  2. Nerx

    Nerx HOORNGH!

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    Sad to hear but why would they do it?
     
  3. Dreadis

    Dreadis No idea whats going on

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    If everything is bland and samey then the game is more balanced by default
     
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  4. wellis

    wellis Well worn.

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    Any good 3rd party campaign settings you guys have found & enjoyed for D&D or Pathfinder?
     
  5. evildice

    evildice (emotionally stable clown posse)

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    I usually homebrew my settings -- this means the good players can help build and/or wreck the place, and the bad players can't flavor-lawyer.

    I've enjoyed playing in Midnight and Eberron, both were 3.x games albeit with vastly different feels.
     
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  6. wellis

    wellis Well worn.

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    I've been enjoying reading up on the Scarred Lands setting, both for the original d20 stuff and the 5e/Pathfinder versions.

    Also, DEM's Amethyst is also a pretty neat 3PP for Pathfinder and D&D from what I've seen.
     
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  7. evildice

    evildice (emotionally stable clown posse)

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    [3.5e / PF]

    I'm thinking about replacing the templates that summoned monsters use.

    Here's what I've got so far. These are intended to be vaguely equivalent, and not all casters will have access to all templates -- a Cleric might start with only one (Celestial / Fiendish / Axiomatic / Anarchic), a Druid might start with two (Air / Earth / Fire / Water / Wood), a Wizard might start with any two, and a Sorcerer might get access to any three.

    How do these look? Any which seem better or worse than average? Any wording which could be improved?

    For all of the following templates, if the base creature (or character) already has a value for any statistic or bonus provided, use the better value.

    "Air" or "air element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (air)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Air element creatures gain a Fly speed equal to land speed + 10 ft. If the base creature already had a fly speed, the creature can instead increase that speed to 60 ft., or to (original fly speed + 30), whichever is greater. Air element creatures always fly with Perfect maneuverability.

    Special Attacks: An air element creature retains all the special attacks of the base creature and also gains the following:
    • Air Mastery (Ex): Airborn creatures suffer a -4 penalty on attacks against an air element creature.
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: An air element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 1/--
    8-11 HD: DR 2/--
    12+ HD: DR 3/--

    Abilities: Dexterity +6.

    Feats: Air element creatures gain Flyby Attack as a bonus feat.

    "Anarchic" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nonlawful alignment (referred to hereafter as the base creature). An anarchic creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

    Special Attacks: An anarchic creature retains all the special attacks of the base creature and also gains the following special attack:
    • Unbound Spirit Fingers (Ex): An anarchic creature's natural weapons are treated as both magical and chaotic.

    Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following:
    • Darkvision out to 60 ft.
    • Fast healing and energy resistance:

    1-3 HD: no fast healing, resist 5 acid, cold, electricity, fire, and sonic
    4-7 HD: fast healing 5, resist 5 acid, cold, electricity, fire, and sonic
    8-11 HD: fast healing 5, resist 10 acid, cold, electricity, fire, and sonic
    12+ HD: fast healing 10, resist 10 acid, cold, electricity, fire, and sonic
    • Immune to polymorphing and petrification effects.
    • Spell resistance equal to (HD + 5), up to a maximum of 25.

    "Axiomatic" is an inherited template that can be added to any corporeal animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of nonchaotic alignment (referred to hereafter as the base creature). An axiomatic creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

    Special Attacks: An axiomatic creature retains all the special attacks of the base creature and also gains the following special attack:
    • Orderly Spirit Fingers (Ex): An axiomatic creature's natural weapons are treated as both magical and lawful.

    Special Qualities: An axiomatic creature retains all the special qualities of the base creature and also gains the following:
    • Darkvision out to 60 ft.
    • Damage reduction and energy resistance:

    1-3 HD: no DR, resist 5 fire and sonic
    4-7 HD: DR 5/adamantine, resist 5 fire and sonic
    8-11 HD: DR 5/adamantine, resist 10 fire and sonic
    12+ HD: DR 10/adamantine, resist 10 fire and sonic
    • Immune to charm, compulsion, and pattern effects.
    • Spell resistance equal to (HD + 5), up to a maximum of 25.

    "Bright" is an inherited template that can be added to any living corporeal creature (referred to hereafter as the base creature). A Bright creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

    Special Attacks: A Bright creature retains all the special attacks of the base creature and also gains the following special attack:
    • Spirit Fingers (Ex): A Bright creature's natural weapons are treated as magical.

    Special Qualities: A Bright creature retains all the special qualities of the base creature and also gains the following:
    • Damage reduction and energy resistance:

    1-3 HD: no DR, resist 5 fire and electricity
    4-7 HD: DR 5/magic, resist 5 fire and electricity
    8-11 HD: DR 5/magic, resist 10 fire and electricity
    12+ HD: DR 10/magic, resist 10 fire and electricity
    • Immune to blindness, dazed, dazzled, and stunned.
    • Radiance (Ex): A Bright creature glows brightly, shedding bright light out to 60 ft. as if constantly under the effect of a daylight spell.
    • Spell resistance equal to (HD + 5), up to a maximum of 25.

    Skills: A Bright creature gains a +4 racial bonus to Spot checks, and suffers a -10 on Hide checks due to the Radiance special quality.

    "Celestial" is an inherited template that can be added to any corporeal animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of nonevil alignment (referred to hereafter as the base creature). A celestial creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

    Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following special attack:
    • Sanctified Spirit Fingers (Ex): A celestial creature's natural weapons are treated as both magical and good.

    Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following:
    • Darkvision out to 60 ft.
    • Damage reduction and energy resistance:

    1-3 HD: no DR, resist 5 acid, cold, and electricity
    4-7 HD: DR 5/magic, resist 5 acid, cold, and electricity
    8-11 HD: DR 5/magic, resist 10 acid, cold, and electricity
    12+ HD: DR 10/magic, resist 10 acid, cold, and electricity
    • Spell resistance equal to (HD + 5), up to a maximum of 25.

    "Dark" is an inherited template that can be added to any creature (referred to hereafter as the base creature). A Dark creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

    Speed: A Dark creature's movement speeds are all increased by +10 ft.

    Special Attacks: A Dark creature retains all the special attacks of the base creature and also gains the following special attack:
    • Spirit Fingers (Ex): A Dark creature's natural weapons are treated as magical.

    Special Qualities: A Dark creature retains all the special qualities of the base creature and also gains the following:
    • Regeneration and energy resistance:

    1-3 HD: Reneration 3, resist 5 cold
    4-7 HD: Regeneration 5, resist 5 cold
    8-11 HD: Regeneration 5, resist 10 cold
    12+ HD: Regeneration 10, resist 10 cold
    • Regeneration (Ex): In areas of darkness or shadowy illumination, only [Fire] and [Light] effects deal normal damage to a Dark creature. In areas of bright light, the Dark creature loses this benefit.
    • Darkvision 60 ft. and Superior low-light vision.
    • Hide in Plain Sight (Ex): Use the Hide skill even while being observed (except in full daylight or equivalent effect).
    • Spell resistance equal to (HD + 5), up to a maximum of 25.

    Skills: A Dark creature gains a +8 racial bonus to Hide and Move Silently checks.

    "Earth" or "earth element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (earth)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Earth element creatures gain a burrow speed equal to (land speed - 10 ft.) or 20 ft., whichever is less (to a minimum of 5 ft.).

    AC: Natural armor improves by +3.

    Special Attacks: An earth element creature retains all the special attacks of the base creature and also gains the following:
    • Earth Mastery (Ex): Earth element creatures gain a +4 bonus to damage rolls against targets who are touching the ground.
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: An earth element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 4/--
    8-11 HD: DR 6/--
    12+ HD: DR 8/--
    • Tremorsense (Ex): The earth element creature can auto- matically sense the location of anything within 60 feet that is in contact with the ground.

    Abilities: Strength +4, Dexterity -2.

    "Fiendish" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to hereafter as the base creature). A fiendish creature uses all the base creature's statistics and abilities except as noted here. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points if its type changes. Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

    Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following special attack:
    • Wicked Spirit Fingers (Ex): A fiendish creature's natural weapons are treated as both magical and evil.

    Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following:
    • Darkvision out to 60 ft.
    • Damage reduction and energy resistance:

    1-3 HD: no DR, resist 5 fire and cold
    4-7 HD: DR 5/magic, resist 5 fire and cold
    8-11 HD: DR 5/magic, resist 10 fire and cold
    12+ HD: DR 10/magic, resist 10 fire and cold
    • Spell resistance equal to (HD + 5), up to a maximum of 25.

    "Fire" or "fire element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (fire)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Fire element creatures increase their base land speed by +10 ft.

    Special Attacks: A fire element creature retains all the special attacks of the base creature and also gains the following:
    • Heat (Ex): In addition to the damage from their attacks, fire element creatures deal additional fire damage with their natural weapons (including claw, bite, slam, tail, or unarmed strike attacks). The amount of damage depends on the HD total of the creature:

    1-7 HD: +1d6 fire damage
    8-11 HD: +1d8 fire damage
    12+ HD: +2d6 fire damage
    • Burn (Ex): Those hit by the natural weapons of a fire element creature must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC is equal to (10 + HD/2 + Con bonus). Creatures hitting a fire element creature with natural weapons or unarmed attacks take fire damage as though hit by the fire element creature's attack, and also catch fire unless they succeed at a Reflex save.
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: A fire element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 2/--
    8-11 HD: DR 4/--
    12+ HD: DR 6/--
    • Fire Subtype (Ex): Fire immunity, +50% damage from cold.

    "Ice" or "cold element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (cold, water)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Ice creatures never suffer reduced movement speed due to icy or snowy terrain, and can climb icy surfaces. See Icewalking below.

    AC: Natural armor improves by +3.

    Special Attacks: An ice creature retains all the special attacks of the base creature and also gains the following:
    • Chill (Ex): In addition to the damage from their attacks, cold element creatures deal additional cold damage with their natural weapons (including claw, bite, slam, tail, or unarmed strike attacks), depending on the creature's HD:

    1-7 HD: +1d4 cold damage
    8-11 HD: +1d6 cold damage
    12+ HD: +1d8 cold damage
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: An ice creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 3/--
    8-11 HD: DR 5/--
    12+ HD: DR 7/--
    • Cold Subtype (Ex): Cold immunity, +50% damage from fire.
    • Icewalking (Ex): This ability works like the spider climb spell but applies to all icy surfaces. Furthermore, this creature never consideres terrain difficult because of ice or snow (though other obstacles or effects may render icy or snowy terrain difficult).

    Skills: Cold element creatures gain a +10 racial bonus to Hide checks made in icy or snowy environments.

    "Magma" or "magma element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (earth, fire)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Magma creatures can swim or burrow through magma or lava only at half base speed.

    AC: Natural armor improves by +2.

    Special Attacks: A magma creature retains all the special attacks of the base creature and also gains the following:
    • Heat (Ex): In addition to the damage from their attacks, magma element creatures deal additional fire damage with their natural weapons (including claw, bite, slam, tail, or unarmed strike attacks), depending on the creature's HD:

    1-7 HD: +1d4 fire damage
    8-11 HD: +1d6 fire damage
    12+ HD: +1d8 fire damage
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: A magma creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 3/--
    8-11 HD: DR 5/--
    12+ HD: DR 7/--
    • Fire Subtype (Ex): Fire immunity, +50% damage from cold.
    • Vulcanized (Ex): Magma creatures never suffer reduced movement speed due to lava, magma, or earthen debris (though other obstacles or effects may render any of these terrains difficult).

    Abilities: Dexterity -2.

    Skills: Magma element creatures gain a +10 racial bonus to Hide checks made in actively volcanic environments. When swimming through lava or magma, a magma element creature gains a +8 racial bonus on swim checks, and can take 10 even when threatened or distracted.

    "Ooze" or "ooze element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (earth, water)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: If the base creature has no swim speed, it gains a swim speed equal to its base land speed.

    Special Attacks: An ooze element creature retains all the special attacks of the base creature and also gains the following:
    • Water Mastery (Ex): An ooze element creature gains a +4 bonus damage rolls if its opponent is touching water.
    • Acid (Ex): In addition to the damage from their attacks, ooze element creatures deal additional acid damage with their natural weapons (including claw, bite, slam, tail, or unarmed strike attacks), depending on the creature's HD:

    1-7 HD: +1d4 acid damage
    8-11 HD: +1d6 acid damage
    12+ HD: +1d8 acid damage
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: An ooze element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 2/--
    8-11 HD: DR 4/--
    12+ HD: DR 6/--

    Skills: A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

    "Smoke" or "smoke element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (air, fire)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Smoke element creatures gain a Fly speed equal to land speed with Good maneuverability.

    Special Attacks: A smoke element creature retains all the special attacks of the base creature and also gains the following:
    • Second-Hand Smoke (Ex): Any creature injured by a smoke element creature's natural attacks or unarmed strikes must make a Fortitude saving throw (DC 10 + HD/2 + Con) or become Nauseated for 1 round and take additional damage:

    1-7 HD: 2d4 damage
    8-11 HD: 2d6 damage
    12+ HD: 2d8 damage
    Victims only need to make one saving throw per round, no matter how many injuries are inflicted. Creatures that don't breathe and creatures immune to poison are immune to second-hand smoke.
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: A smoke element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 1/--
    8-11 HD: DR 2/--
    12+ HD: DR 3/--
    • Air Mastery (Ex): Airborn creatures suffer a -4 penalty on attacks against a smoke element creature.
    • Fire Subtype (Ex): Fire immunity, +50% damage from cold.

    Abilities: Dexterity +4.

    "Storm" or "storm element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (air, water)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Storm element creatures gain a Fly speed equal to land speed. If the base creature already had a fly speed, the creature can instead increase that speed to 50 ft., or to (original fly speed + 10), whichever is greater. Storm element creatures always fly with Perfect maneuverability.

    Special Attacks: A storm element creature retains all the special attacks of the base creature and also gains the following:
    • Shock (Ex): In addition to the damage from their attacks, storm element creatures deal additional electricity damage with their natural weapons (including claw, bite, slam, tail, or unarmed strike attacks), depending on the creature's HD:

    1-7 HD: +1d4 electricity damage
    8-11 HD: +1d6 electricity damage
    12+ HD: +1d8 electricity damage
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: A storm element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 1/--
    8-11 HD: DR 2/--
    12+ HD: DR 3/--
    • Immunity to electricity and sonic.
    • Storm Rider (Ex): Storm element creatures ignore penalties imposed by wind or precipitation.

    "Water" or "water element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (water)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: If the base creature already had a swim speed, that speed is doubled. If not, the creature gains a swim speed equal to its base land speed, or 40 ft., whichever is greater.

    Special Attacks: A water element creature retains all the special attacks of the base creature and also gains the following:
    • Water Mastery (Ex): A water element creature gains a +4 bonus damage rolls if its opponent is touching water.
    • Drench (Ex): The water element creature's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin, if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the water element creature's HD total. It gains no benefit or disadvantage against creatures from the Elemental Plane of Fire.
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: A water element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 2/--
    8-11 HD: DR 4/--
    12+ HD: DR 6/--

    Skills: A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

    "Wood" or "wood element" is a template that can be added to any corporeal creature of the following base types: aberration, animal, magical beast, plant, or vermin. The creature's type changes to "elemental (wood)". It uses all the base creature's statistics and special abilities except as noted here.

    HD: change to d8

    Speed: Base move speed is halved. Other types of movement (swim, fly, climb) are unaffected unless they were calculated from base move speed.

    AC: Natural armor improves by +2.

    Special Attacks: A wood element creature retains all the special attacks of the base creature and also gains the following:
    • Improved Grab (Ex): To use this ability, a wood element creature must hit with a natural or unarmed attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    • Persistent Vines (Ex): Any enemy grappled by a wood element creature is Entangled for the duration of the grapple, and for 3 rounds after the grapple ends.
    • Spirit Fingers (Ex): This creature's natural weapons are always considered magical.

    Special Qualities: A wood element creature retains all the special qualities of the base creature and also gains the following:
    • Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
    • Darkvision with a range of 60 feet.
    • Damage reduction:

    1-7 HD: DR 4/slashing
    8-11 HD: DR 6/slashing
    12+ HD: DR 8/slashing
    • Plant: While of the elemental type, a wood element creature is also plantlike. In addition to benefits granted through its elemental type, the wood element creature gains immunity to polymorphing and is not subject to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Vulnerability to Fire (Ex): A wood element creature takes +50% damage from fire.

    Skills: A wood element creature gains a +5 bonus to Hide checks made in woody or overgrown terrain.

    Thanks!
     
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  8. evildice

    evildice (emotionally stable clown posse)

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    wellis, The Shadowmind and Vorian like this.