Arken
Explorer
Since everyone likes templates and they seem a little easier to me than actual full blown creatures when it comes to formulating them I thought that as I have a lot of free time at the moment I would turn my hand to creating a few in this thread which people can use as they wish 
Comments are desired (and needed if I'm ever going to learn how to balance this sort of thing
)
First Up: Clockwork Creatures
Clockwork creatures are either the pinnacle of creation by a master artificer or occasionally can occur naturally in areas such as mechanus or in secluded demiplanes where either Gods or Mortals with power beyond belief have tinkered with the running of the world. A clockwork creature is a fully functioning, thinking and feeling mechanical replica of an actual creature. With perfect lenses for eyes, sharply honed metal for claws and teeth, bellows for lungs and a subtle and secret mixture of chemicals and humours flowing where there should be blood. A creator of a clockwork creature has found actual success in the creation of life.
Lesser Clockwork Creature (Template)
Lesser clockwork creature is an 'inherited' template that can be added to any Aberration, Animal, Beast, Dragon, Elemental, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Shapechanger or Vermin that has a solid (i.e. not liquid or energy etc.) body.
Type: The creature's type changes to Construct and as such the creature gains construct traits.
Hit dice and Hit Points: Creature hit dice (i.e. not those gained from class advancement) become d10 however as a construct with no constitution score the creature can gain no bonus hit points.
Armour Class: From the rare alloys and treated metals that are used to make up the creature it gains a +5 bonus to natural armour.
Special Attacks: The creatures natural attacks are delivered as either iron or silver weapons as they are built from such a material. In addition the natural weapons of the creature have been enchanted as though they were magical weapons to a total of +2 market price modifier. (I.e. they are a +1 magical weapon then in addition a further +1 can be added or an equivalent special ability)
Special Defences: In addition to the natural armour bonus afforded by the materials with which the creature is constructed a further +1 market price modifier ability may be added to the creature.
Special Qualities:
Customisable saves: As the nature of the creature allows for certain customisation during creation up to a +2 racial bonus divided amongst their saving throws given that the bonus is balanced by equal minuses (e.g. the creature could have a +1 bonus to will Saves and a +1 bonus to fort saves if it had a -2 penalty to ref. saves)
Scientific Replication: As the creature operates under highly advanced science the ingenuity of the construction allows abilities which could only be imaginable through application of magic instead possible through science. E.g. a flame-thrower instead of fire breath or a 'transformer-like' effect instead of shapechanging. To represent this up to 2 supernatural or spell-like abilities possessed by the base creature may become extraordinary. These abilities retain the ‘action type’ (i.e. full round or standard etc.) needed to execute them.
Construct Traits: Has no constitution score, and is immune to poison, sleep, paralysis, stunning, disease, death effects and necromantic effects. If the construct is intelligent and treated as a fully thinking creature the Dm may house-rule that it is effected by mind influencing effects.
Constructs cannot heal naturally.
Constructs are immune to critical hits, subdual damage, ability damage, ability drain, and energy drain. It is immune to effects requiring a fort. save that do not also affect objects.
It gains darkvision to a range of 60 feet.
Abilities: Again the customisable nature of the creature means that its constructor can place emphasis on particular features of the creature at the expense of others.
A total of +4 in racial bonuses can be added to the ability scores of the creature if the number is balanced by equal minuses on other ability scores.
Skills: The creature can be customised to be good at certain skills (e.g. suckers on feet to aid climbing, springs in legs to aid jumping, sensitive noise detection mechanisms to aid listening)
A total bonus of +6 may be divided amongst any skills with a strength or dex as a key ability and listen, spot and search.
Challenge Rating: +2
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What do people think? I'm not sure about the challenge rating as it doesn't seem as powerful as the half-fiend, half-dragon, half-celestial of half-elemental templates but seems too powerful for +1. Any thoughts?
Next up: clockwork and greater clockwork templates and possibly a modified 'worm that walks'
, Oh and a sample lesser clockwork creature.

Comments are desired (and needed if I'm ever going to learn how to balance this sort of thing

First Up: Clockwork Creatures
Clockwork creatures are either the pinnacle of creation by a master artificer or occasionally can occur naturally in areas such as mechanus or in secluded demiplanes where either Gods or Mortals with power beyond belief have tinkered with the running of the world. A clockwork creature is a fully functioning, thinking and feeling mechanical replica of an actual creature. With perfect lenses for eyes, sharply honed metal for claws and teeth, bellows for lungs and a subtle and secret mixture of chemicals and humours flowing where there should be blood. A creator of a clockwork creature has found actual success in the creation of life.
Lesser Clockwork Creature (Template)
Lesser clockwork creature is an 'inherited' template that can be added to any Aberration, Animal, Beast, Dragon, Elemental, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, Shapechanger or Vermin that has a solid (i.e. not liquid or energy etc.) body.
Type: The creature's type changes to Construct and as such the creature gains construct traits.
Hit dice and Hit Points: Creature hit dice (i.e. not those gained from class advancement) become d10 however as a construct with no constitution score the creature can gain no bonus hit points.
Armour Class: From the rare alloys and treated metals that are used to make up the creature it gains a +5 bonus to natural armour.
Special Attacks: The creatures natural attacks are delivered as either iron or silver weapons as they are built from such a material. In addition the natural weapons of the creature have been enchanted as though they were magical weapons to a total of +2 market price modifier. (I.e. they are a +1 magical weapon then in addition a further +1 can be added or an equivalent special ability)
Special Defences: In addition to the natural armour bonus afforded by the materials with which the creature is constructed a further +1 market price modifier ability may be added to the creature.
Special Qualities:
Customisable saves: As the nature of the creature allows for certain customisation during creation up to a +2 racial bonus divided amongst their saving throws given that the bonus is balanced by equal minuses (e.g. the creature could have a +1 bonus to will Saves and a +1 bonus to fort saves if it had a -2 penalty to ref. saves)
Scientific Replication: As the creature operates under highly advanced science the ingenuity of the construction allows abilities which could only be imaginable through application of magic instead possible through science. E.g. a flame-thrower instead of fire breath or a 'transformer-like' effect instead of shapechanging. To represent this up to 2 supernatural or spell-like abilities possessed by the base creature may become extraordinary. These abilities retain the ‘action type’ (i.e. full round or standard etc.) needed to execute them.
Construct Traits: Has no constitution score, and is immune to poison, sleep, paralysis, stunning, disease, death effects and necromantic effects. If the construct is intelligent and treated as a fully thinking creature the Dm may house-rule that it is effected by mind influencing effects.
Constructs cannot heal naturally.
Constructs are immune to critical hits, subdual damage, ability damage, ability drain, and energy drain. It is immune to effects requiring a fort. save that do not also affect objects.
It gains darkvision to a range of 60 feet.
Abilities: Again the customisable nature of the creature means that its constructor can place emphasis on particular features of the creature at the expense of others.
A total of +4 in racial bonuses can be added to the ability scores of the creature if the number is balanced by equal minuses on other ability scores.
Skills: The creature can be customised to be good at certain skills (e.g. suckers on feet to aid climbing, springs in legs to aid jumping, sensitive noise detection mechanisms to aid listening)
A total bonus of +6 may be divided amongst any skills with a strength or dex as a key ability and listen, spot and search.
Challenge Rating: +2
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What do people think? I'm not sure about the challenge rating as it doesn't seem as powerful as the half-fiend, half-dragon, half-celestial of half-elemental templates but seems too powerful for +1. Any thoughts?
Next up: clockwork and greater clockwork templates and possibly a modified 'worm that walks'

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