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Half-Para-Elemental Template?
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<blockquote data-quote="Meridian" data-source="post: 525322" data-attributes="member: 1603"><p><strong>My other attempt</strong></p><p></p><p><strong>HALF-PARAELEMENTAL (SMOKE)</strong></p><p></p><p><strong>Description</strong>: Smoke half-paraelemental creatures can be mistaken for subterranean versions of the base creature. The color of their fur or hair ranges from pale white to ashy grey or charcoal black, with skin achieving similiar shades of grey or black. The eyes of the smoke half-paraelemental are pupiless orbs that range in color from white to dark grey. True to their paraelemental origins, they are at once graceful and elusive, with a faint heat radiating around them. They do not like being confined by word, deed, or physical object, so they are less trusted if their true nature is known than most would be otherwise.</p><p></p><p>“Half-paraelemental” is a template that can be added to any corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the “base creature”). The creature’s type changes to “outsider.” It uses all the base creature’s statistics and special abilities except as noted here.</p><p><strong>Speed</strong>: Smoke half-paraelementals move at normal movement through natural surroundings without leaving tracks, and move umimpeded through natural barriers as a druid of 3rd level.</p><p><strong>AC</strong>: Same as base creature.</p><p><strong>Special attacks</strong>: A smoke half-paraelemental retains all the special attacks of the base creature. Smoke half-paraelementals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once a day.</p><ul> <li data-xf-list-type="ul">1st-2nd <em>Feather fall</em>, 3 times/day; <em>spider climb</em></li> <li data-xf-list-type="ul">3rd-4th <em>Fog cloud, pyrotechnics</em> (smoke effects only)</li> <li data-xf-list-type="ul">5th-6th <em>Stinking cloud; gaseous form</em> </li> <li data-xf-list-type="ul">7th-8th <em>Cloudkill, mind fog</em></li> <li data-xf-list-type="ul">9th-10th <em>Passwall</em></li> <li data-xf-list-type="ul">11th-12th <em>Acid fog</em></li> <li data-xf-list-type="ul">13th-14th <em>Phase door</em></li> <li data-xf-list-type="ul">15th-16th <em>Wind walk</em></li> <li data-xf-list-type="ul">17th-18th <em>Summon monster IX</em> smoke paraelementals only)</li> <li data-xf-list-type="ul">19th+ <em>Elemental swarm</em> (as smoke spell only)</li> </ul><p></p><p><strong>Special qualities</strong>: A smoke half-paraelemental has all the special qualities of the base creature, plus darkvision. Smoke half-paraelementals are immune to acid, cold, disease and electricity, and gain a +4 racial bonus to Fortitude saves against poison.</p><p><strong>Saves</strong>: Same as the base creature.</p><p><strong>Abilities</strong>: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +2</p><p><strong>Skills</strong>: A smoke half-paraelemental has 8 skill points, plus the Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for that class normally.</p><p><strong>Feat</strong>: Smoke half-paraelementals have one feat for every four levels or the base creature’s total of feats, whichever is greater.</p><p><strong>Climate/Terrain</strong>: Same as either the base creature or the elemental.</p><p><strong>Organization</strong>: Same as the base creature.</p><p><strong>Alignment</strong>: Any</p><p>Treasure: Same as the base creature.</p><p><strong>Advancement</strong>: Same as the base creature.</p><p></p><p><strong>SMOKE HALF-PARAELEMENTAL CHARACTERS</strong></p><p>Smoke half-paraelemental humanoids often have a character class, favoring rogues, fighters, and bards. Smoke half-paraelemental assassins are deadly but thankfully rare. Nonhumanoids are also rogues or fighters.</p></blockquote><p></p>
[QUOTE="Meridian, post: 525322, member: 1603"] [b]My other attempt[/b] [B]HALF-PARAELEMENTAL (SMOKE)[/B] [B]Description[/B]: Smoke half-paraelemental creatures can be mistaken for subterranean versions of the base creature. The color of their fur or hair ranges from pale white to ashy grey or charcoal black, with skin achieving similiar shades of grey or black. The eyes of the smoke half-paraelemental are pupiless orbs that range in color from white to dark grey. True to their paraelemental origins, they are at once graceful and elusive, with a faint heat radiating around them. They do not like being confined by word, deed, or physical object, so they are less trusted if their true nature is known than most would be otherwise. “Half-paraelemental” is a template that can be added to any corporeal creature with an Intelligence score of 4 or more (referred to hereafter as the “base creature”). The creature’s type changes to “outsider.” It uses all the base creature’s statistics and special abilities except as noted here. [B]Speed[/B]: Smoke half-paraelementals move at normal movement through natural surroundings without leaving tracks, and move umimpeded through natural barriers as a druid of 3rd level. [B]AC[/B]: Same as base creature. [B]Special attacks[/B]: A smoke half-paraelemental retains all the special attacks of the base creature. Smoke half-paraelementals with an Intelligence or Wisdom score of 8 or higher possess the following spell-like abilities, using their level as the caster level, as specified in the table below. Unless otherwise indicated, the ability is usable once a day. [list] [*]1st-2nd [I]Feather fall[/I], 3 times/day; [I]spider climb[/I] [*]3rd-4th [I]Fog cloud, pyrotechnics[/I] (smoke effects only) [*]5th-6th [I]Stinking cloud; gaseous form[/I] [*]7th-8th [I]Cloudkill, mind fog[/I] [*]9th-10th [I]Passwall[/I] [*]11th-12th [I]Acid fog[/I] [*]13th-14th [I]Phase door[/I] [*]15th-16th [I]Wind walk[/I] [*]17th-18th [I]Summon monster IX[/I] smoke paraelementals only) [*]19th+ [I]Elemental swarm[/I] (as smoke spell only) [/list] [B]Special qualities[/B]: A smoke half-paraelemental has all the special qualities of the base creature, plus darkvision. Smoke half-paraelementals are immune to acid, cold, disease and electricity, and gain a +4 racial bonus to Fortitude saves against poison. [B]Saves[/B]: Same as the base creature. [B]Abilities[/B]: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +4, Wis +2, Cha +2 [B]Skills[/B]: A smoke half-paraelemental has 8 skill points, plus the Intelligence modifier, per Hit Die. Treat skills from the base creature’s list as class skills and other skills as cross-class. If the creature has a class, it gains skills for that class normally. [B]Feat[/B]: Smoke half-paraelementals have one feat for every four levels or the base creature’s total of feats, whichever is greater. [B]Climate/Terrain[/B]: Same as either the base creature or the elemental. [B]Organization[/B]: Same as the base creature. [B]Alignment[/B]: Any Treasure: Same as the base creature. [B]Advancement[/B]: Same as the base creature. [B]SMOKE HALF-PARAELEMENTAL CHARACTERS[/B] Smoke half-paraelemental humanoids often have a character class, favoring rogues, fighters, and bards. Smoke half-paraelemental assassins are deadly but thankfully rare. Nonhumanoids are also rogues or fighters. [/QUOTE]
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