How do you use templates?

Psion

Adventurer
From Hussar's post in another thread...

Hussar said:
I have to admit, I have slapped templates on critters from time to time just to beef them up. The party got the shock of its life (and near death) when those pair of manticores turned out to have the Venomous template from Creature Collection 2. Nothing like 6 poisoned tail spikes to really wake up the party. :)

Afterwards, I described the corpses as all manky and disease ridden. They were totally freaked. They kept waiting for the other shoe to drop and the diseases to set in.

Was it set up beforehand? Nope. I just added the template to buff the critters. But, it worked nicely.

From this, it sounds like you used the tools at hand, just kept the mechanics behind the curtain... where it should be. When I pull out something that surprises the players, I rarely tell them how it was acheived mechanically unless I feel knowing that would help the game somehow.

Anyways, how do you all use templates?

I usually use it to create unique creatures as befits the plot, but I also really dig the idea of:
  1. Making a templated version of a creature the ONLY version of a creature. Let's take the manticore example above. Have you ever used a normal manticore? If not, perhaps all manticores are envenomed in a particular game world. In my version of the lizard kingdoms, Gem Dragons are a swarm of hiveminded gem-creatures. There is no reason that a particular game world has to use the metaplot elements at face value. This is double the fun if you have players who are a bit too expert at the rules material for their own good.
  2. Using a combination of templates to create unique creature type, and then sort of crumple up the templated name of the creature and throw it away.
  3. Adding a theme appropriate to the plot or location. I recently ran an adventure in a demiplane called the river of fire... and made good use of the magma template. Similarly, the above manticore example could have been one of many envenomed creatures infesting an area due to some wizard's experiments or demon's poisonous taint.
 

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To get the effect I want in general - individualized wights using the barrow wight template from Penumbra Fantasy Bestiary.

Individual specific effect - disease demon lord cursed a turncoat minion leader who begged not to die when the fortress was extradimensionally sealed after a war, Vyrlakos disease vampire template from Denizens of Darkness.

Individual Creations - Construct template from Complete Book of Eldritch Might

To mechanically implement magic effects that happen in game - A druid wildshaped and absorbed an artefact WaterShard to prevent a fiend from grabbing it. He turned into a puddle then became water like - Water Elemental Template from Book of Templates.

Add chaos traits to a wizard's magically created beast servitor who was under the influence of a disease demon serving a demon lord of Chaos, used the chaos template (forget the name) from Strange Tribes.

Planar traits on Planar creatures (used the Law-type template from Lord of the Iron Fortress on Planar creatures).

Make summoned creatures more demon specific with Book of Fiends web enhancement demonic variant of fiendish for summoned creatures from a demon possessed sorceress.
 

My current campaign arc features a devil invasion of Greyhawk, so much of the opposition consists of monsters with the Fiendish or Half-Fiendish template thrown on. Examples include goons like the Diabolic Centaurs (Fiendish Wemic Warriors) and Half-Fiend Red Dragons and unique critters like Baalnephegor the Triple-Headed Devil Dragon (a Fiendish, Triply Half-Dragon, advanced Chimera) and the Dread Mr. Snugglewugglekins (a Fiendish, Half-Dragon, maximally Advanced Dire Bear).

Generally, after the bad guys are defeated I let the party know how I built the opposition. I wouldn't do that with every group but my current players are mechanical wonks who appreciate the information. And I want them to know that I am willing to do dubious things like apply the half-dragon template three times to the same baddie. It keeps them on their toes.
 

Using eTools I even use its "template" feature to do things like ... provide the "raging" stats for a barbarian, or add the appropriate bonuses to a creature summoned with the Augment Summoning feat, and I've created my own templates (an "elite" template I can slap on anything to just increase its STR and CON and saves a little bit without needing to give it magic items). Sometimes I use a template for inspiration moreso than for the actual effects (can make a lot of varieties of 'ghost' and 'lich' and 'vampire' from what the MM provides).
 

Psion said:
Anyways, how do you all use templates?

I usually use it to create unique creatures as befits the plot, but I also really dig the idea of:
  1. Using a combination of templates to create unique creature type, and then sort of crumple up the templated name of the creature and throw it away.
  2. Adding a theme appropriate to the plot or location. I recently ran an adventure in a demiplane called the river of fire... and made good use of the magma template. Similarly, the above manticore example could have been one of many envenomed creatures infesting an area due to some wizard's experiments or demon's poisonous taint.
I use these three on a regular basis. Mostly it's your first (relatively unique creatures as befits the plot), but certainly the other two on an increasing basis.

Just recently, for example, I created a "Advanced Half-Fiend Shambling Mound Druid 6" - but it wasn't really that - it was simply an Aspect of Moander. The mechanical name was completely removed from my stat block and description - but I used the tools D&D/d20 gave me to create it relatively easily (instead of from scratch - hey, I got a job and life, here!).
 

I use them with reckless abandon. ;)

I've never used #1, but I use #2 and #3 frequently. Mostly #3, as I love themed encounters.

I sometimes use them to represent temporary "gifts" from the gods, magical places, etc.

Other times I'll use them just to get a much-needed ability or two onto a creature (BBEG without spell resistance = Not-so-BB-EG in my experience). Sure, I could just add SR, but it's more fun to add a package. :)
 

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