Devon
First Post
Hi, folks,
Here is a template for creating half-quasielementsl.
Let me know if you see any problems,
- Devon
Template, Half-Quasielemental
Half-Quasielementals are the offspring of the union between mortals and quasielemental creatures, or the end result of the rare infusion of quasielemental energy into living beings.
Creating a Half-Quasielemental:
"Half-Quasielemental" is a template that can be added to any corporeal creature with an intelligence score of 4 or more that is not an elemental (refered to hereafter as the "base creature").
Type: Changes to "outsider."
Speed: Vacuum and steam half-quasielementals gain a fly speed of 60' (average manuverability) or their base fly speed and manuverability, whicever is greater. Lightning and radiance half-quasielementals gain a fly speed of 60' (good manuverability) or their base fly speed and manuverability, whicever is greater.
AC: Natural armor increases by +1 for Vacuum, Dust, Ash and Steam half-quasielementals, and by +2 for Mineral and Salt half-quasielementals.
Special Attacks: Half-Quasielementals retain all the special attacks of the base creature. Half-quasielementals with an Int or Wis score of 8 or higher also possess the following spell-like abilities, using their character levels or hit dice as the caster level, as specified in the table. Each ability is useable once per day:
Half-Mineral Quasielemental
1-2 . . . . Magic stone
3-4 . . . . Glitterdust
5-6 . . . . Keen edge
7-8 . . . . Meld into Stone
9-10 . . . . Spike stones
11-12 . . . . Stoneskin
13-14 . . . . Passwall
15-16 . . . . Iron body
17-18 . . . . Elemental swarm (summons Mineral quasielementals)
19+ . . . . Plane shift
Half-Lightning Quasielemental
1-2 . . . . Shocking grasp
3-4 . . . . Haste
5-6 . . . . Phase door (only through conductive materials)
7-8 . . . . Call lightning
9-10 . . . . Lightning bolt
11-12 . . . . Hold monster
13-14 . . . . Chain lightning
15-16 . . . . Control weather
17-18 . . . . Elemental swarm (summons Lightning quasielementals)
19+ . . . . Plane shift
Half-Radiance Quasielemental
1-2 . . . . Faerie fire
3-4 . . . . Color spray
5-6 . . . . Daylight
7-8 . . . . Searing light
9-10 . . . . Rainbow pattern
11-12 . . . . Fire shield
13-14 . . . . Sunbeam
15-16 . . . . Sunburst
17-18 . . . . Elemental swarm (summons Radiance quasielementals)
19+ . . . . Plane shift
Half-Steam Quasielemental
1-2 . . . . Obscuring mist
3-4 . . . . Fog cloud
5-6 . . . . Gaseous form
7-8 . . . . Wind wall
9-10 . . . . Air walk
11-12 . . . . Solid fog
13-14 . . . . Acid fog
15-16 . . . . Whirlwind
17-18 . . . . Elemental swarm (summons Steam quasielementals)
19+ . . . . Plane shift
Half-Dust Quasielemental
1-2 . . . . Soften earth and stone
3-4 . . . . Feather fall
5-6 . . . . Sleep
7-8 . . . . Blindness
9-10 . . . . Rusting grasp
11-12 . . . . Shatter
13-14 . . . . Crumble *
15-16 . . . . Disintegrate
17-18 . . . . Elemental swarm (summons Dust quasielementals)
19+ . . . . Plane shift
* Found in Magic of Faerun?
Half-Vacuum Quasielemental
1-2 . . . . Chill touch
3-4 . . . . Invisibility
5-6 . . . . Silence
7-8 . . . . Protection from elements
9-10 . . . . Quench
11-12 . . . . Improved invisibility
13-14 . . . . Antilife shell
15-16 . . . . Reverse gravity
17-18 . . . . Elemental swarm (summons Vacuum quasielementals)
19+ . . . . Plane shift
Half-Ash Quasielemental
1-2 . . . . Chill touch
3-4 . . . . Feather fall
5-6 . . . . Stinking cloud
7-8 . . . . Pyrotechnics
9-10 . . . . Cone of cold
11-12 . . . . Murderous Mist*
13-14 . . . . Cloudkill
15-16 . . . . Horrid wilting
17-18 . . . . Elemental swarm (summons Ash quasielementals)
19+ . . . . Plane shift
* Found in Magic of Faerun?
Half-Salt Quasielemental
1-2 . . . . Saltskin (like Barkskin, but the special effect is salt crystals)
3-4 . . . . Vampiric touch
5-6 . . . . Gentle repose
7-8 . . . . Shrink item
9-10 . . . . Antilife shell
11-12 . . . . Horrid wilting
13-14 . . . . Diminish plants (stunt growth only)
15-16 . . . . Cloudkill
17-18 . . . . Elemental swarm (summons Salt quasielementals)
19+ . . . . Plane shift
Special Qualities:
A half-quasielemental creature has all the basic abilities of the base creature. Half-quasielementals are immune to disease and gain a +4 racial bonus against poison. In addition they get special qualities depending on type.
Mineral Half-Quasielementals: Immune to polymorph
Lightning Half-Quasielementals: Immune to electricity
Radiance Half-Quasielementals: Immune to fire
Steam Half-Quasielementals: Immune to fire
Dust Half-Quasielementals: Immune to disintegration
Vacuum Half-Quasielementals: Becomes breathless (Cannot die from suffocation, since it has no need to breathe.)
Ash Half-Quasielementals: Cold subtype
Salt Half-Quasielementals: Immune to fire and dehydration
Saves: Same as base creature.
Abilities: Changes from the base creature as follows:
Ash, Salt: Str +2, Dex +0, Con +4, Int +0, Wis +2, Cha +0
Mineral: Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +0
Lightning, Dust: Str +0, Dex +4, Con +2, Int +0, Wis +2, Cha +2
Steam, Vacuum, Radiance: Str +0, Dex +2, Con +0, Int +2, Wis +2, Cha +2
Skills: A half-quasielemental has 8 skill points, plus it's Int bonus, per Hit Die. Treat skills from the creature's skill list as class skills, and other skills as cross class; it gains skills for class levels normally. Any racial bonuses that apply to the base creature, apply to the half-quasielemental creature as well.
Feats: Half-quasielementals have one feat for every four levels or the base creature's total number of feats, whichever is greater.
Climate/Terrain: Same as the base creature or the quasielemental
Organization: As the base creature, but often solitary.
Challenge Rating: Base creature +2
Alignment: Same the base creature
Treasure: Same as the base creature
Advancement: Same as the base creature
Here is a template for creating half-quasielementsl.
Let me know if you see any problems,
- Devon
Template, Half-Quasielemental
Half-Quasielementals are the offspring of the union between mortals and quasielemental creatures, or the end result of the rare infusion of quasielemental energy into living beings.
Creating a Half-Quasielemental:
"Half-Quasielemental" is a template that can be added to any corporeal creature with an intelligence score of 4 or more that is not an elemental (refered to hereafter as the "base creature").
Type: Changes to "outsider."
Speed: Vacuum and steam half-quasielementals gain a fly speed of 60' (average manuverability) or their base fly speed and manuverability, whicever is greater. Lightning and radiance half-quasielementals gain a fly speed of 60' (good manuverability) or their base fly speed and manuverability, whicever is greater.
AC: Natural armor increases by +1 for Vacuum, Dust, Ash and Steam half-quasielementals, and by +2 for Mineral and Salt half-quasielementals.
Special Attacks: Half-Quasielementals retain all the special attacks of the base creature. Half-quasielementals with an Int or Wis score of 8 or higher also possess the following spell-like abilities, using their character levels or hit dice as the caster level, as specified in the table. Each ability is useable once per day:
Half-Mineral Quasielemental
1-2 . . . . Magic stone
3-4 . . . . Glitterdust
5-6 . . . . Keen edge
7-8 . . . . Meld into Stone
9-10 . . . . Spike stones
11-12 . . . . Stoneskin
13-14 . . . . Passwall
15-16 . . . . Iron body
17-18 . . . . Elemental swarm (summons Mineral quasielementals)
19+ . . . . Plane shift
Half-Lightning Quasielemental
1-2 . . . . Shocking grasp
3-4 . . . . Haste
5-6 . . . . Phase door (only through conductive materials)
7-8 . . . . Call lightning
9-10 . . . . Lightning bolt
11-12 . . . . Hold monster
13-14 . . . . Chain lightning
15-16 . . . . Control weather
17-18 . . . . Elemental swarm (summons Lightning quasielementals)
19+ . . . . Plane shift
Half-Radiance Quasielemental
1-2 . . . . Faerie fire
3-4 . . . . Color spray
5-6 . . . . Daylight
7-8 . . . . Searing light
9-10 . . . . Rainbow pattern
11-12 . . . . Fire shield
13-14 . . . . Sunbeam
15-16 . . . . Sunburst
17-18 . . . . Elemental swarm (summons Radiance quasielementals)
19+ . . . . Plane shift
Half-Steam Quasielemental
1-2 . . . . Obscuring mist
3-4 . . . . Fog cloud
5-6 . . . . Gaseous form
7-8 . . . . Wind wall
9-10 . . . . Air walk
11-12 . . . . Solid fog
13-14 . . . . Acid fog
15-16 . . . . Whirlwind
17-18 . . . . Elemental swarm (summons Steam quasielementals)
19+ . . . . Plane shift
Half-Dust Quasielemental
1-2 . . . . Soften earth and stone
3-4 . . . . Feather fall
5-6 . . . . Sleep
7-8 . . . . Blindness
9-10 . . . . Rusting grasp
11-12 . . . . Shatter
13-14 . . . . Crumble *
15-16 . . . . Disintegrate
17-18 . . . . Elemental swarm (summons Dust quasielementals)
19+ . . . . Plane shift
* Found in Magic of Faerun?
Half-Vacuum Quasielemental
1-2 . . . . Chill touch
3-4 . . . . Invisibility
5-6 . . . . Silence
7-8 . . . . Protection from elements
9-10 . . . . Quench
11-12 . . . . Improved invisibility
13-14 . . . . Antilife shell
15-16 . . . . Reverse gravity
17-18 . . . . Elemental swarm (summons Vacuum quasielementals)
19+ . . . . Plane shift
Half-Ash Quasielemental
1-2 . . . . Chill touch
3-4 . . . . Feather fall
5-6 . . . . Stinking cloud
7-8 . . . . Pyrotechnics
9-10 . . . . Cone of cold
11-12 . . . . Murderous Mist*
13-14 . . . . Cloudkill
15-16 . . . . Horrid wilting
17-18 . . . . Elemental swarm (summons Ash quasielementals)
19+ . . . . Plane shift
* Found in Magic of Faerun?
Half-Salt Quasielemental
1-2 . . . . Saltskin (like Barkskin, but the special effect is salt crystals)
3-4 . . . . Vampiric touch
5-6 . . . . Gentle repose
7-8 . . . . Shrink item
9-10 . . . . Antilife shell
11-12 . . . . Horrid wilting
13-14 . . . . Diminish plants (stunt growth only)
15-16 . . . . Cloudkill
17-18 . . . . Elemental swarm (summons Salt quasielementals)
19+ . . . . Plane shift
Special Qualities:
A half-quasielemental creature has all the basic abilities of the base creature. Half-quasielementals are immune to disease and gain a +4 racial bonus against poison. In addition they get special qualities depending on type.
Mineral Half-Quasielementals: Immune to polymorph
Lightning Half-Quasielementals: Immune to electricity
Radiance Half-Quasielementals: Immune to fire
Steam Half-Quasielementals: Immune to fire
Dust Half-Quasielementals: Immune to disintegration
Vacuum Half-Quasielementals: Becomes breathless (Cannot die from suffocation, since it has no need to breathe.)
Ash Half-Quasielementals: Cold subtype
Salt Half-Quasielementals: Immune to fire and dehydration
Saves: Same as base creature.
Abilities: Changes from the base creature as follows:
Ash, Salt: Str +2, Dex +0, Con +4, Int +0, Wis +2, Cha +0
Mineral: Str +4, Dex +0, Con +2, Int +0, Wis +2, Cha +0
Lightning, Dust: Str +0, Dex +4, Con +2, Int +0, Wis +2, Cha +2
Steam, Vacuum, Radiance: Str +0, Dex +2, Con +0, Int +2, Wis +2, Cha +2
Skills: A half-quasielemental has 8 skill points, plus it's Int bonus, per Hit Die. Treat skills from the creature's skill list as class skills, and other skills as cross class; it gains skills for class levels normally. Any racial bonuses that apply to the base creature, apply to the half-quasielemental creature as well.
Feats: Half-quasielementals have one feat for every four levels or the base creature's total number of feats, whichever is greater.
Climate/Terrain: Same as the base creature or the quasielemental
Organization: As the base creature, but often solitary.
Challenge Rating: Base creature +2
Alignment: Same the base creature
Treasure: Same as the base creature
Advancement: Same as the base creature