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[Dusk] Red Magic
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<blockquote data-quote="Technik4" data-source="post: 594064" data-attributes="member: 7211"><p>Cool deal. </p><p></p><p>Real Name: Nik Perez</p><p>Handle: Technik</p><p>no c's please <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If you are going to do a color a month I would love to help out. Also, have you thought of making templates for the different colors? I will humbly suggest a Red template:</p><p></p><p>The base creature has been touched by red magic, either twisted by it or bound to it. </p><p></p><p>Creating a Red Creature</p><p></p><p>"Red" is a template that can be added to any creature of nonlawful alignment, (referred hereafter as the "base creature"). Beasts or animals which gain this template become magical beasts but otherwise the creature type is unchanged. A red creature uses all the base creature's stats and special abilities except where noted here.</p><p></p><p>Special Qualities: A red creature retains all the special qualities of the base creature and also gains the following:</p><p></p><p>+20 bonus to any non-flying speed</p><p>Fire Resistance 20</p><p>[Blue] and [White] resistance bonus +2</p><p>First Strike: Once per day a red creature may raise its initiative to go first in the initiative order, before its next turn its initiative returns to normal.</p><p></p><p>If the base creature already has one or more of these special qualities, use the better value.</p><p>Saves: same</p><p>Abilities: same as base creature, Intelligence is at least 3</p><p>Feats: same</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Same as base creature</p><p>CR: as base creature +1</p><p>Treasure: same</p><p>Alignment: Always Chaotic</p><p>Advancement: Same as base creature</p><p></p><p>Sample Red Creature</p><p></p><p>Red Ogre</p><p>Large Giant</p><p>Hit Dice: 4d8+8 (26 hp)</p><p>Speed: 50ft</p><p>AC: 16 (-1 size, -1 Dex, +5 natural, 3 hide)</p><p>Attacks: Huge Greatclub +8 melee; or Huge Longspear +1 ranged</p><p>Damage: Huge greatclub 2d6+7; or Huge Longspear 2d6+5</p><p>Face/Reach: 5 ft. by 5 ft./10 ft. (15-20 ft. with Longspear)</p><p>Special Attacks: none</p><p>Special Qualities: First Strike, Fire Resistance 20, [Blue] and [White] Resistance bons +2.</p><p>Saves: Fort +6 Ref +0 Will +1</p><p>Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7</p><p>Feats: Weapon Focus (greatclub)</p><p>Climate/Terrain: Any land, aquatic, and underground</p><p>Organization: Solitary, pair, gang (2-4), or band (5-8)</p><p>CR: 3</p><p>Treasure: Standard</p><p>Alignment: Usually Chaotic Evil</p><p>Advancement: By Character Class</p><p></p><p>Combat:</p><p>First Strike: Once per day a red creature may raise its initiative to go first in the initiative order, before its next turn its initiative returns to normal.</p></blockquote><p></p>
[QUOTE="Technik4, post: 594064, member: 7211"] Cool deal. Real Name: Nik Perez Handle: Technik no c's please :) If you are going to do a color a month I would love to help out. Also, have you thought of making templates for the different colors? I will humbly suggest a Red template: The base creature has been touched by red magic, either twisted by it or bound to it. Creating a Red Creature "Red" is a template that can be added to any creature of nonlawful alignment, (referred hereafter as the "base creature"). Beasts or animals which gain this template become magical beasts but otherwise the creature type is unchanged. A red creature uses all the base creature's stats and special abilities except where noted here. Special Qualities: A red creature retains all the special qualities of the base creature and also gains the following: +20 bonus to any non-flying speed Fire Resistance 20 [Blue] and [White] resistance bonus +2 First Strike: Once per day a red creature may raise its initiative to go first in the initiative order, before its next turn its initiative returns to normal. If the base creature already has one or more of these special qualities, use the better value. Saves: same Abilities: same as base creature, Intelligence is at least 3 Feats: same Climate/Terrain: Any land and underground Organization: Same as base creature CR: as base creature +1 Treasure: same Alignment: Always Chaotic Advancement: Same as base creature Sample Red Creature Red Ogre Large Giant Hit Dice: 4d8+8 (26 hp) Speed: 50ft AC: 16 (-1 size, -1 Dex, +5 natural, 3 hide) Attacks: Huge Greatclub +8 melee; or Huge Longspear +1 ranged Damage: Huge greatclub 2d6+7; or Huge Longspear 2d6+5 Face/Reach: 5 ft. by 5 ft./10 ft. (15-20 ft. with Longspear) Special Attacks: none Special Qualities: First Strike, Fire Resistance 20, [Blue] and [White] Resistance bons +2. Saves: Fort +6 Ref +0 Will +1 Abilities: Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Feats: Weapon Focus (greatclub) Climate/Terrain: Any land, aquatic, and underground Organization: Solitary, pair, gang (2-4), or band (5-8) CR: 3 Treasure: Standard Alignment: Usually Chaotic Evil Advancement: By Character Class Combat: First Strike: Once per day a red creature may raise its initiative to go first in the initiative order, before its next turn its initiative returns to normal. [/QUOTE]
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