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New Synergy Templates (based on Blackdirge's series)

Sorcerous

CREATING A SORCEROUS CREATURE

“Sorcerous” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher.

A sorcerous creature uses all the base creature’s statistics and special abilities except as noted here.

Size and type: Size and type are unchanged.

Special Attacks: A sorcerous creature retains all the special attacks of the base creature and gains the following special attacks. Sorcerous creatures with five or more levels in the sorcerer class gain additional wizardly synergy special attacks.

Spells: A sorcerous creature can cast a small number of arcane spells from the Sorcerer/Wizard list. It can cast 5 0-level spells and 3 1st-level spells, and knows 4 0-level spells and 2 1st-level spells of its choice, like a 1st-level sorcerer. For each 4 HD the base creature possesses, this level increases by 1. The caster level is equal to half the base creature’s HD. For instance, an 8 HD creature could cast 6 0-level spells and 4 1st-level spells, and knows 5 0-level spells and 2 1st-level spells of its choice, just like a 2nd-level sorcerer, at a caster level of 4th. These spells are subjected to arcane spell failures, Charisma modifier minimum requirements, and other such restrictions.

  • Sorcerous synergy - Extra spells (Ex): A sorcerous creature with at least five levels of sorcerer can cast 2 extra spells per day for each spell level it can cast.

Detect Magic (Sp): A sorcerous creature can detect magic on creatures and objects at will, as if it were using detect magic at a caster level equal to its Hit Dice.

  • Sorcerous synergy - Arcane Sight (Sp): A sorcerous creature with at least five levels of sorcerer is constantly under the effects of Arcane Sight at a caster level equal to its Hit Dice. The sorcerous creature may suppress or resume this ability as a free action.

Special Qualities: A sorcerous creature retains all the special attacks of the base creature and gains the following special qualities. Sorcerous creatures with five or more levels in the sorcerer class gain additional wizardly synergy special qualities.

Focused Mind: A sorcerous creature adds its Charisma modifier to Concentration checks when casting arcane spells.

  • Sorcerous synergy - Focused Soul: A sorcerous creature with at least five levels of sorcerer no longer provokes attacks of opportunity while casting arcane spells.

Metamagic Quickening: A sorcerous creature may cast arcane spells with metamagic feats without increasing the casting time.

  • Sorcerous synergy - Metamagic Mastery: A sorcerous creature with at least five levels of sorcerer may cast arcane spells with metamagic feats with the cost of such feats reduced by 1. An empowered spell now takes 1 spell slot higher instead of 2 and a silent spell does not take a spell slot higher at all. However, you may not reduce the spell level below its original level.

Abilities: Increase from the base creature as follows: Cha +6.

Feats: Sorcerous creatures receive Spell Penetration as a bonus feats

Skills: Sorcerous creatures receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks.

Challenge Rating: As base creature +1; with 5 or more levels of sorcerer, as base creature +2

Alignment: Any

Level Adjustment: +2; with 5 or more levels of sorcerer +3
 

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Wizardly

CREATING A WIZARDLY CREATURE

“Wizardly” is an inherited template that can be added to any corporeal creature with an Intelligence score of at least 4 or higher.

A wizardly creature uses all the base creature’s statistics and special abilities except as noted here.

Size and type: Size and type are unchanged.

Special Attacks: A wizardly creature retains all the special attacks of the base creature and gains the following special attacks. Wizardly creatures with five or more levels in the wizard class gain additional wizardly synergy special attacks.

Spells: A wizardly creature can cast a small number of arcane spells from the Sorcerer/Wizard list. It can prepare 3 0-level spells and 1 1st-level spell of its choice, like a 1st-level wizard. For each 4 HD the base creature possesses, this level increases by 1. The caster level is equal to half the base creature’s HD. For instance, an 8 HD creature could prepare 4 0-level spells and 2 1st-level spells of its choice, just like a 2nd-level wizard, at a caster level of 4th. These spells are subjected to arcane spell failures, Intelligence modifier minimum requirements, and other such restrictions.

  • Wizardly synergy - Extra spells (Ex): A wizardly creature with at least five levels of wizard can prepare 2 extra spells per day for each spell level it can cast.

Detect Magic (Sp): A wizardly creature can detect magic on creatures and objects at will, as if it were using detect magic at a caster level equal to its Hit Dice.

  • Wizardly synergy - Identify (Sp): A wizardly creature with at least five levels of wizard can cast identify at will, at a caster level equal to its Hit Dice.

Special Qualities: A wizardly creature retains all the special qualities of the base creature and gains the following special qualities. Wizardly creatures with five or more levels in the wizard class gain additional wizardly synergy special qualities.

Focused Mind: A wizardly creature adds its Intelligence modifier to Concentration checks when casting arcane spells.

  • Wizardly synergy - Focused Soul: A wizardly creature with at least five levels of wizard no longer provokes attacks of opportunity while casting arcane spells.

School Elitist: A wizardly creature may choose a spell school, and receives a +1 competence bonus to Difficulty Checks for arcane spells from this school. Once that school is chosen, it may not be changed later.

  • Wizardly synergy - School Mastery: A wizardly creature with at least five levels of wizard may choose a spell school, and adds double its Intelligence modifier to Difficulty Checks for arcane spells from this school, and adds its Intelligence modifier to caster level checks when trying to beat a creature’s Spell Resistance. Once that school is chosen, it may not be changed later. A specialist wizard must choose its specialized school.

Abilities: Increase from the base creature as follows: Int +6.

Feats: Wizardly creatures receive Spell Penetration as a bonus feats

Skills: Wizardly creatures receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks.

Challenge Rating: As base creature +1; with 5 or more levels of wizard, as base creature +2

Alignment: Any

Level Adjustment: +2; with 5 or more levels of wizard +3
 


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