Knight Otu
First Post
They don't. I'm pretty sure Frank is wrong on a few counts.Thanee said:When they are no longer vermin, why would they keep the vermin traits?
Bye
Thanee
http://systemreferencedocuments.org/35/sovelior_sage/improvingMonsters.htmlSRD said:Size and Type: Templates often change a creature’s type, and may change the creature’s size.
If a template changes the base creature’s type, the creature also acquires the augmented subtype unless the template description indicates otherwise. The augmented subtype is always paired with the creature’s original type. Unless a template indicates otherwise, the new creature has the traits of the new type but the features of the original type.
They now have magical beast traits, but keep the vermin features (hit die stuff).
http://systemreferencedocuments.org/35/sovelior_sage/monsterTypes.htmlVermin Type: This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Features: Vermin have the following features.
*8-sided Hit Dice.
*Base attack bonus equal to 3/4 total Hit Dice (as cleric).
*Good Fortitude saves.
*Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.
Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
*Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
*Darkvision out to 60 feet.
*Proficient with their natural weapons only.
*Proficient with no armor.
*Vermin breathe, eat, and sleep.
Mindlessness is a Vermin trait, so they lose it.
http://systemreferencedocuments.org/35/sovelior_sage/improvingMonsters.htmlGenerally, if a template does not cause a change to a certain statistic, that entry is missing from the template description. For clarity, the entry for a statistic or attribute that is not changed is sometimes given as “Same as the base creature.”
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Abilities: If a template changes one or more ability scores, these changes are noted here.
Skills: As with attacks, changing a monster’s type does not always change its skill points. Most templates don’t change the number of Hit Dice a creature has, so you don’t need to adjust skills in that case unless the key abilities for those skills have changed, or the template gives a bonus on one or more skills, or unless the template gives a feat that provides a bonus on a skill check.
Some templates change how skill points are determined, but this change usually only affects skill points gained after the template is applied. Treat skills listed in the base creature’s description as class skills, as well as any new skills provided by the template.
Feats: Since most templates do not change the number of Hit Dice a creature has, a template will not change the number of feats the creature has. Some templates grant one or more bonus feats.
The fiendish template makes no mention about skills and feats. Normally, it would make sense that a creature that gains Intelligence also gains feats and skills, but there seems no mention about that anywhere. A strict reading would say that fiendish vermin do not gain feats and skills, but I'd encourage talking to the DM to assign fitting skills and feats before the fact.