Monte's Divinely Infused Template made levels

Crothian

First Post
In Monte's Requim For a God there is a Divinely Infused Template (pg 57). A character looks like he's going to be given this, so I'm going to make it into a level based template sort of like Savage Species. The template has an ecl+3 so I'm sticking with just three levels of this. The template does give abilities that increase with HD, so to avoid abilities getting more powerful later I'm placing a restirction that to take the template a person has to have 12 or more hit dice already. This will top out all their abilities that are related to HD.

Level 1: Elemental Resistance (All) 5, DR 5/Magic, SR: 15, +2 Con, +2 Wis, +2 Cha
Level 2: Elemental Resistance (All) 10, DR 10/Magic, SR: 20, +2 Str, +2 Dex, +2 Cha
Level 3: Elemental Resistance (All) 20, DR 10/Magic, SR: 25, +2 Con, +2 Wis, +2 Cha

Thoughts on how this looks?

Edit: Changed thread title
Edit: Template altered
 
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Seems fine for a 3.0 game. It's fast as far as increases go, normally things that would be spread out over a number of levels, but since your just using EL 3, that looks quite workable. Theres not much else I can say on it.
 

Crothian said:
What in the world can that be???

Bump :D

It looks good to me. I like it. The abilities are gross, but they spread nicely over three levels much like the new spreads for Half-Dragons et al.
 

Crothian said:
In Monte's Requim For a God there is a Divinely Infused Template (pg 57). A character looks like he's going to be given this, so I'm going to make it into a level based template sort of like Savage Species. The template has an ecl+3 so I'm sticking with just three levels of this. The template does give abilities that increase with HD, so to avoid abilities getting more powerful later I'm placing a restirction that to take the template a person has to have 12 or more hit dice already. This will top out all their abilities that are related to HD. I am toni9ng down the template some as well (I've removed the Spell Resistance and toned down the Elemental resistance a little).

Level 1: Elemental Resistance (All) 5, DR 5/+1, +2 Con, +2 Wis, +2 Cha
Level 2: Elemental Resistance (All) 10, DR 10/+1, +2 Str, +2 Dex, +2 Cha
Level 3: Elemental Resistance (All) 15, DR 10/+2, +2 Con, +2 Wis, +2 Cha

Thoughts on how this looks?

Edit: Changed thread title

Is that all they get? no new hd or class abilities? no other abilities that you arent saying?

If thats all then this is mainly just a flavor boost but it'll cost them some power possibly, it really depends on your campaign.

The elemental resists may be really good or almost useless, the damage reduction will be useless at level 15 or higher, and the stat boosts are very nice but not as good as 3 new hd plus all of the perks that come with them.

Is there something else to the template?
 

Well, the DR is going to be changed to X/ Magic, the X number being as it is above. I think the elemental abilities are going to be increased back to the template has them and I'm adding in the SR to boost it some.

To get the template the character has to get 3 drops of divine essence (can't recall the name Monte gives them right now). The first one grants a +2 attribute bonus to the attribute of the players choice. The other two don't give any additional bonuses.

It is listed as an ecl+3 template, that's why I made it three levels.
 
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Before this goes away I'd like to ask something, feel free to ignore the question ;)

I know you are trying to stay as close to the template as possible, but would it be ok if another level was added?


Level 4: Elemental Resistance (All) 30, DR 10/Adamantite, SR: 35, +2 to each stat, +2 (or +1) levels of class abilities to any previously obtained classes.


That way they could exist on most other plains indefinately if they could find a way to breathe/eat, the DR couldnt be bypassed by anyone with a magic stick of poking, the SR is actually useful for at least a few levels by the time it is gained (level 16 min if I read what you posted correctly), and the extra stats and abilities make that last level one to strive for.

Perhaps make it take an extra rp step to gain it. You said it took drops of divine blood, perhaps the last level takes one more drop of blood that is willingly given, or takes a blessing of the highest order from the church who follows them.. whatever ;) Make it interesting, and that last level would make it much more interesting and useful. Hope that helps somehow.

Note: I at first put only +1 level of abilites, but since it doesnt give hd and everything that comes with those and it takes a lot of levels and is very hard to get it'll bring a few base abilities up a little. Basically trying to help casters not lose out by a whole lot, loseing 3 or 4 caster levels just kills your ability to effect things with spells.
 

I am trying to keep it really close to the orginal template. I can just make the DR /Adamantine instead of magic if people think that would be more useful.

I'm not sure on the fourth level thing. I don't like having aomeone gain one level and grant them two levels worth of abilities. It's not like the template isn't given them useful things. I guess it also matters that while in general it could help out characters, I'm looking at this specifically for a single character. He's a mageblade, a wizard fighter hybrid from Arcana Unearthed.
 

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