Devon
First Post
Still working on the devils. Here's a new template for now. Let me know if you think the CR is off, or if it should be scaled according to HD.
- Devon
Template, Arcspinner
Arcspinners are those few who, for some reason or another, have been tested by lightning and passed. They have been rewarded for their fortitude with the power to call forth the lightning they have absorbed. Anyone meeting the prerequisites may become an Arcspinner if they are dealt what would have been a killing blow with electric or lightning-based energy.
Arcspinners are a little more frenetic than they were before, and become a little less rational from the combination of their near-death experience and their newfound power. They also have a somewhat disturbing presence, as if they have truly seen something the rest of the world hasn't.
This is a template that can be applied to any humanoid, monstrous humanoid, or giant.
Prerequisites: Constitution 16+; either Great Fortitude or Toughness.
Hit Dice: As base creature.
Initiative: As base creature, modified for ability adjustments.
Speed: As base creature, +10 ft.
AC: As base creature, modified for ability adjustments.
Attacks: As base creature, except the Arcspinner gets the equivalent of Improved Unarmed Strike, as her electrically-charged hands are now considered armed.
Damage: As base creature, except all unarmed strikes or strikes with a conductive weapon deal additional electricity damage (See chart).
Special attacks:
An Arcspinner gains attacks and special qualities based on its hit dice. See the chart below for details:
HD damage abilities
1-6 +1d4 electrical touch, electricity immunity
7-11 +1d6 lightning burst
12-15 +1d8 stun
16-18 +1d10 lightning shield
19-20 +2d6 lightning bolt or spark of life
Electrical Touch (Su): The Arcspinner does additional electricity damage to melee opponents when using an unarmed strike or a melee weapon judged to conduct electricity (spiked chains, for example). As mentioned before, the Arcspinner is not considered to have the Improved Unarmed Strike feat. Damage is based on the creature's adjusted hit dice; see chart above.
Lightning Burst (Su): The Arcspinner can call forth a 1-foot diameter ball of lightning as a standard action, dealing 2d6 damage to any opponent within 60 feet with a successful melee touch attack. The Arcspinner can only summon a number equal to her Con modifier in a given 24-hour period.
Stun (Su): An Arcspinner may choose to make her electrical touch a stunning attack. This is declared before the attack is rolled. If the attack is successful, the victim must make a Fortitude save (DC 10 + 1/2 Arcspinner's HD + Arcspinner's Con modifier) or be stunned for 1d6 rounds. If the attack roll fails, the stun is wasted. The Arcspinner may use this ability a number of times per day equal to her Con modifier.
Lightning Shield (Su): As a free action, the Arcspinner can wreathe her body in electricity. Opponents making contact with unarmed strikes, or grappling the Arcspinner, must make a Fortitude save (DC 10 + 1/2 Arcspinner's HD + Arcspinner's Con modifier) or take the same damage as they would from her electrical touch.
At 19th or 20th level, the Arcspinner must choose the path of Life or Death, selecting one of the two following powers as her final Arcspinner ability:
Lightning Bolt (Su): The Arcspinner can cast a lightning bolt as a sorceror of her level (with the same cap on damage). Casting this is a full-round action. The Arcspinner can perform this ability twice a day.
Spark of Life (Su): An Arcspinner can jolt an ally's body into life. Assuming the body is mostly intact, the Arcspinner can send electricity coursing through a fallen comrade, achieving the equivalent of a Raise Dead spell--in situations where a Raise Dead wouldn't work, neither does Spark of Life.
Special Qualities:
Electricity immunity (Ex): The Arcspinner is immune to lightning and electrical damage.
Saves: As base creature, modified for ability adjustments.
Abilities: Str +0, Dex +2, Con +2, Int +0, Wis -2, Cha +2
Challenge Rating: +3
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: Same as base creature
- Devon
Template, Arcspinner
Arcspinners are those few who, for some reason or another, have been tested by lightning and passed. They have been rewarded for their fortitude with the power to call forth the lightning they have absorbed. Anyone meeting the prerequisites may become an Arcspinner if they are dealt what would have been a killing blow with electric or lightning-based energy.
Arcspinners are a little more frenetic than they were before, and become a little less rational from the combination of their near-death experience and their newfound power. They also have a somewhat disturbing presence, as if they have truly seen something the rest of the world hasn't.
This is a template that can be applied to any humanoid, monstrous humanoid, or giant.
Prerequisites: Constitution 16+; either Great Fortitude or Toughness.
Hit Dice: As base creature.
Initiative: As base creature, modified for ability adjustments.
Speed: As base creature, +10 ft.
AC: As base creature, modified for ability adjustments.
Attacks: As base creature, except the Arcspinner gets the equivalent of Improved Unarmed Strike, as her electrically-charged hands are now considered armed.
Damage: As base creature, except all unarmed strikes or strikes with a conductive weapon deal additional electricity damage (See chart).
Special attacks:
An Arcspinner gains attacks and special qualities based on its hit dice. See the chart below for details:
HD damage abilities
1-6 +1d4 electrical touch, electricity immunity
7-11 +1d6 lightning burst
12-15 +1d8 stun
16-18 +1d10 lightning shield
19-20 +2d6 lightning bolt or spark of life
Electrical Touch (Su): The Arcspinner does additional electricity damage to melee opponents when using an unarmed strike or a melee weapon judged to conduct electricity (spiked chains, for example). As mentioned before, the Arcspinner is not considered to have the Improved Unarmed Strike feat. Damage is based on the creature's adjusted hit dice; see chart above.
Lightning Burst (Su): The Arcspinner can call forth a 1-foot diameter ball of lightning as a standard action, dealing 2d6 damage to any opponent within 60 feet with a successful melee touch attack. The Arcspinner can only summon a number equal to her Con modifier in a given 24-hour period.
Stun (Su): An Arcspinner may choose to make her electrical touch a stunning attack. This is declared before the attack is rolled. If the attack is successful, the victim must make a Fortitude save (DC 10 + 1/2 Arcspinner's HD + Arcspinner's Con modifier) or be stunned for 1d6 rounds. If the attack roll fails, the stun is wasted. The Arcspinner may use this ability a number of times per day equal to her Con modifier.
Lightning Shield (Su): As a free action, the Arcspinner can wreathe her body in electricity. Opponents making contact with unarmed strikes, or grappling the Arcspinner, must make a Fortitude save (DC 10 + 1/2 Arcspinner's HD + Arcspinner's Con modifier) or take the same damage as they would from her electrical touch.
At 19th or 20th level, the Arcspinner must choose the path of Life or Death, selecting one of the two following powers as her final Arcspinner ability:
Lightning Bolt (Su): The Arcspinner can cast a lightning bolt as a sorceror of her level (with the same cap on damage). Casting this is a full-round action. The Arcspinner can perform this ability twice a day.
Spark of Life (Su): An Arcspinner can jolt an ally's body into life. Assuming the body is mostly intact, the Arcspinner can send electricity coursing through a fallen comrade, achieving the equivalent of a Raise Dead spell--in situations where a Raise Dead wouldn't work, neither does Spark of Life.
Special Qualities:
Electricity immunity (Ex): The Arcspinner is immune to lightning and electrical damage.
Saves: As base creature, modified for ability adjustments.
Abilities: Str +0, Dex +2, Con +2, Int +0, Wis -2, Cha +2
Challenge Rating: +3
Treasure: Same as base creature
Alignment: Same as base creature
Advancement: Same as base creature