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Location: Peering at you from behind her DM screen, giggling ominously!
Posts: 1,263
Hybrids, Re-Done!
I took everyone's advice to heart. The template now allows you to fuse Animals and Vermin with each other and make Beasts, or Animals or Vermin with Humanoids to make Monstrous Humanoids.
HYBRID (Template)
Hybrids are fusions of normal creatures that are just as often intelligent as they are rampaging beasts. No one knows how hybrids come to be: perhaps the result of experimentation by a mad wizard or druid, a wish spell gone awry, or the wrath of an angry god. The result of the magic that fuses two creatures into one sometimes destroys the mind of the hapless beings, forcing them to madness and evil. Druids almost universally view evil hybrids as abominations, profane violations of nature that must be eliminated wherever they are found. The most well known examples of hybrids are hippogriffs, griffons, gorilla-bears, and the terrible owlbear.
CREATING A HYBRID
“Hybrid” is a template that can be applied to any animal, vermin, or humanoid (hereafter referred to as the ‘base creature.’) The ‘base creature’ is usually assumed to be the larger of the two animals to be hybridized. A hybrid of animals or vermin becomes a Beast, while a hybrid that includes a Humanoid becomes a Monstrous Humanoid. It uses the statistics and special abilities of the base creatures.
Size: Same as the larger of the two creatures.
Hit Dice: If both creatures are the same size, average the hit dice. Otherwise, use the higher of the two hit dice totals -1. Hybridized animals or vermin become Beasts, and their hit dice increase to 1d10. Hybridized Humanoids become Monstrous Humanoids, and their hit dice become d8.
Initiative: Recalculate based on new Dexterity score.
Speed: Average the speeds of the creatures to be hybridized (round up); if the smaller creature can fly, there is a 75% chance that the ability to fly is lost if the Size of the hybrid is more than 1 level above that of the smaller creature.
AC: Natural armor bonus, if any, is equal to the higher of the two creatures.
Attacks: If both creatures in the hybrid have the same attack forms, the hybrid has them as well. For attacks possessed only by one of the creatures, there is a 50% the hybrid will have it. If both creatures have two different attack forms on the same limb, such as a claw and a slam, the hybrid has a 50% chance of having either attack form, but never both.
Damage: The highest damage die of the two creatures, modified for possible change in strength. The attack forms of a smaller creature are increased in die type using the size increase rules in Core Rulebook III®.
Face/Reach: Equal to that of the larger creature.
Special Attacks: If both creatures in the hybrid have the same special attacks, the hybrid has them as well. For special attacks possessed only by one of the creatures, there is a 50% chance the hybrid will have it.
Special Qualities: If both creatures in the hybrid have the same special qualities, the hybrid has them as well. For special qualities possessed only by one of the creatures, there is a 50% chance the hybrid will have it.
Saves: Recalculate using new ability scores, Fortitude and Reflexes are high for Beasts, while Reflexes and Will are high for a Monstrous Humanoid.
Abilities: Strength: average the strength score of two like-sized creatures, but if one creature is smaller, subtract 2 from the strength of the larger creature if the smaller animal is within 1 to 2 sizes, 4 if the smaller creature is within 3 to 4 sizes, and 6 if the smaller creature is within 5 to 8 sizes. Dexterity: average the dexterity of two like-sized animals, but if one creature is smaller, subtract 2 from the dexterity if the smaller creature if the larger creature is within 1 to 2 sizes, 4 if the larger creature is within 3 to 4 sizes, and 6 if the larger creature is within 5 to 8 sizes; Con: average the constitution of two like-sized creatures, or take the highest constitution score if the creatures are of different sizes; Int roll using 1d4+2, Wis roll using 2d6, Cha roll using 2d6.
Skills: Recalculate using Beast or Monstrous Humanoid skill points where appropriate.
Climate/Terrain: 50% to be that of either creature.
Organization: Solitary, pair, or pack (5-8).
Challenge Rating: Equal to the higher of the two creatures, +1.
Treasure: None.
Alignment: Usually neutral.
Advancement: Same as base creature.
__________________ No, we Erisians seldom pray, it is much too dangerous. Charles Fort has listed many factual incidences of ignorant people confronted with, say, a drought, and then praying fervently -- and then getting the entire village wiped out in a torrential flood.
Originally posted by Krishnath Uhm, anyone know what orcs call boars? And I would also like to know what elves call eagles.
Dinner all around?
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Gotta have my coffee!!
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(The guy who gets creature advice from the girl who helps Scott!)
Excelent template, I've had a lot of fun with the resident Rules-Lawyer thanks to this template. *Insert Evil laughter here*
I must say he was rather surprised when the Bugbear he andthe party was expecting turned out to be a Giant Ant/BrownBear. I also tossed a Baboon/Lizard and a Giant Crocodile/Lion at them.
__________________ I am a brother to Dragons, a companion to owls.- Job
I AM THE LIZARD KING!!!- Jim Morrison
[sigvirus]uhoh[/sigvirus]
Originally posted by DracoSansdrake Excelent template, I've had a lot of fun with the resident Rules-Lawyer thanks to this template. *Insert Evil laughter here*
I must say he was rather surprised when the Bugbear he andthe party was expecting turned out to be a Giant Ant/BrownBear. I also tossed a Baboon/Lizard and a Giant Crocodile/Lion at them.
Sweet...post the results in the Creature Scoreboard.
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Gotta have my coffee!!
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(The guy who gets creature advice from the girl who helps Scott!)
May I suggest a Create Hybrid feat? Perhaps something like this:
Hybridise {Item Creation}
You can create a variety of magical hybrids.
Prerequisite: Must be able to cast "Polymorph Other"
Benefit: You can create magical hybrids, as outlined in the "Hybrid" template. Creating a hybrid takes one week for each 1000 g.p. in its base price. (The magical processes involved speed up the gestation and maturation rates of the creature.) The base price of a hybrid creature is 2500 g.p. times the total hit dice of the resulting creature. the creator must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price.
Once a hybrid is created, it is an independant creature; the creator must use means other than this feat to control it. Hybrids can breed, but only with their own kind; creating a stable population will require several breeding pairs.
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(_)@
Gotta have my coffee!!
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(The guy who gets creature advice from the girl who helps Scott!)
__________________ No, we Erisians seldom pray, it is much too dangerous. Charles Fort has listed many factual incidences of ignorant people confronted with, say, a drought, and then praying fervently -- and then getting the entire village wiped out in a torrential flood.
Great template, really... I had been searching for this...
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Quote:
Originally Posted by Trainz
I do it because I simply love this game.
Level 10, essence of D&D as of November 17 2006
Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
Why the Beast type ? this thing has been canned ever since 3.5
I suggest Magical Beast.
One more thing, what about Level Adjustment ?
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My players
Currently DMing a Eberron Campaign of furries. Yep, you read correctly, a male anthropomorphic TIGER barbarian, a female anthropomorphic WOLF rogue, a male anthropomorphic WOLVERINE wilder, a female anthropomorphic FOX sorcerer, a male anthropomorphic panther rogue and a male anthropomorphic CLAWFOOT druid/fighter.
In other words, I got Tigatron, Amaterasu, Logan, Renamon, Wildcat and Dinobot !
My rules
Here are the three fundamental rules of D&D:
Rule #1- The DM is always right Rule #2- If the DM is wrong, go to Rule #1 Rule #3- There is no such things as munchkins, just players who don't know how to read