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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 3800350" data-attributes="member: 2012"><p><strong>Based on the Half-Celestial template</strong></p><p></p><p><span style="color: DarkOrange"><strong>FATE-TOUCHED CREATURE</strong></span></p><p>Fate-touched creatures are usually children of the Fated or favored servants of Mirella the World Goddess. The Fated are neutrally-aligned outsiders that have the same forms as good or evil outsiders such as angels and demons, but they re devoted to the Balance and are servants of those gods that uphold the Balance. The Fated often work closely with mortals such as druids and rangers and sometimes a fate-touched offspring is the result. There are many fate-touched amongst the dragons of Harqual.</p><p></p><p>Sometimes a fate-touched creature or character is the result of being blessed by Mirella. The over deity of Kulan often choses her worshipers instead of the other way around and sometimes a particularly faithful servant of the Balance will be blessed by the World Goddess. These few are transformed and often take on new names and personality traits. It is possible for another neutrally-aligned deity to bless one of their followers in such a manner but it is rare.</p><p></p><p><strong>Creating a Fate-Touched</strong></p><p>“Fate-Touched” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonextreme alignment (referred to hereafter as the base creature).</p><p></p><p>A fate-touched creature uses all the base creature’s statistics and special abilities except as noted here.</p><p></p><p><strong>Size and Type:</strong> The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Fate-touched creatures are normally native outsiders.</p><p></p><p><strong>Speed:</strong> A fate-touched creature has wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.</p><p></p><p><strong>Armor Class:</strong> Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).</p><p></p><p><strong>Special Attacks:</strong> A fate-touched creature retains all the special attacks of the base creature and also gains the following special abilities. </p><p></p><p><em>Magic Circle</em> (Su): Fate-touched creatures can use a <em>magic circle against extremism</em> effect (as the spell) at will.</p><p></p><p><em>Smite Extremist</em> (Su): Once per day a fate-touched creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe of an extreme alignment (CE, CG, LE, LG).</p><p></p><p><em>Spell-Like Abilities</em>: A fate-touched creature with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative</p><p></p><p>Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.</p><p></p><p>[code]HD Abilities</p><p>1–2 Bless, protection from extremism 3/day</p><p>3–4 Aid, analyze balance</p><p>5–6 Cure serious wounds, neutralize poison</p><p>7–8 Dismissal, remove disease</p><p>9–10 Dispel extremism</p><p>11–12 Refuge</p><p>13–14 Atonement, aura of balance 3/day</p><p>15–16 Mass charm monster</p><p>17–18 Summon nature's ally IX</p><p>19–20 Regenerate[/code]</p><p><strong>Special Qualities:</strong> A fate-touched creature has all the special qualities of the base creature, plus the following special qualities.</p><p></p><p>— Darkvision out to 60 feet.</p><p>— Immunity to disease.</p><p>— Resistance to acid 10, cold 10, and electricity 10.</p><p>— <em>Damage reduction</em>: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).</p><p>— A fate-touched creature’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>— Spell resistance equal to creature’s HD + 10 (maximum 35).</p><p>— +4 racial bonus on Fortitude saves against poison.</p><p></p><p><strong>Abilities:</strong> Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.</p><p></p><p><strong>Skills:</strong> A fate-touched creature gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the fate-touched creature gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class. </p><p></p><p><strong>Challenge Rating:</strong> HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.</p><p></p><p><strong>Alignment:</strong> Always partially-neutral (any).</p><p></p><p><strong>Level Adjustment:</strong> Same as base creature +4.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3800350, member: 2012"] [b]Based on the Half-Celestial template[/b] [COLOR=DarkOrange][B]FATE-TOUCHED CREATURE[/B][/COLOR] Fate-touched creatures are usually children of the Fated or favored servants of Mirella the World Goddess. The Fated are neutrally-aligned outsiders that have the same forms as good or evil outsiders such as angels and demons, but they re devoted to the Balance and are servants of those gods that uphold the Balance. The Fated often work closely with mortals such as druids and rangers and sometimes a fate-touched offspring is the result. There are many fate-touched amongst the dragons of Harqual. Sometimes a fate-touched creature or character is the result of being blessed by Mirella. The over deity of Kulan often choses her worshipers instead of the other way around and sometimes a particularly faithful servant of the Balance will be blessed by the World Goddess. These few are transformed and often take on new names and personality traits. It is possible for another neutrally-aligned deity to bless one of their followers in such a manner but it is rare. [B]Creating a Fate-Touched[/B] “Fate-Touched” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonextreme alignment (referred to hereafter as the base creature). A fate-touched creature uses all the base creature’s statistics and special abilities except as noted here. [B]Size and Type:[/B] The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Fate-touched creatures are normally native outsiders. [B]Speed:[/B] A fate-touched creature has wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead. [B]Armor Class:[/B] Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). [B]Special Attacks:[/B] A fate-touched creature retains all the special attacks of the base creature and also gains the following special abilities. [I]Magic Circle[/I] (Su): Fate-touched creatures can use a [I]magic circle against extremism[/I] effect (as the spell) at will. [I]Smite Extremist[/I] (Su): Once per day a fate-touched creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe of an extreme alignment (CE, CG, LE, LG). [i]Spell-Like Abilities[/i]: A fate-touched creature with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. [code]HD Abilities 1–2 Bless, protection from extremism 3/day 3–4 Aid, analyze balance 5–6 Cure serious wounds, neutralize poison 7–8 Dismissal, remove disease 9–10 Dispel extremism 11–12 Refuge 13–14 Atonement, aura of balance 3/day 15–16 Mass charm monster 17–18 Summon nature's ally IX 19–20 Regenerate[/code] [B]Special Qualities:[/B] A fate-touched creature has all the special qualities of the base creature, plus the following special qualities. — Darkvision out to 60 feet. — Immunity to disease. — Resistance to acid 10, cold 10, and electricity 10. — [I]Damage reduction[/I]: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more). — A fate-touched creature’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. — Spell resistance equal to creature’s HD + 10 (maximum 35). — +4 racial bonus on Fortitude saves against poison. [B]Abilities:[/B] Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4. [B]Skills:[/B] A fate-touched creature gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD +3). Do not include Hit Dice from class levels in this calculation—the fate-touched creature gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class. [B]Challenge Rating:[/B] HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. [B]Alignment:[/B] Always partially-neutral (any). [B]Level Adjustment:[/B] Same as base creature +4. [/QUOTE]
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