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<blockquote data-quote="Krishnath" data-source="post: 1346760" data-attributes="member: 56"><p><span style="color: aqua">My sentiments exactly, anyways, here's the Child of Order.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">----------</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong><u>Child of Order (Template) </u></strong></span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">Occassionally the lords of order needs a champion of Law, other times creatures native to the planes of law breed with creatures from the material planes. Whatever their origins, the child of order is the result. A child of order looks much like its material plane parent, but have angular features, skin the color of polished metal, and clear blue eyes. They are in every sense of the word, perfect beings. Some Children of Order have insectlike traits, such as mandibles or compound eyes, this is usually a sign that they are of formian stock.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Creating a Child of Order: </strong></span></p><p><span style="color: aqua">Child of Order is a template that can be added to any corporeal creature that does not have the chaos or law subtypes, hereafter referred to as the base creature. Unless the base creature was a dragon or an undead, the creature type changes to outsider.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Hit Dice:</strong> If the base creature was a dragon or an undead creature it’s hit dice remains the same, otherwise it changes to d8</span></p><p><span style="color: aqua"><strong>Speed:</strong> The speed of the base creature improves by 50% (rounded down to nearest 5’), if the base creature has a fly speed, the manouverability improves by one step to a maximum of perfect manouverability.</span></p><p><span style="color: aqua"><strong>AC:</strong> The base creatures natural armor improves by +2</span></p><p><span style="color: aqua"><strong>Attacks:</strong> The base creature retains all it’s natural attacks.</span></p><p><span style="color: aqua"><strong>Damage:</strong> The damage for the base creatures natural attacks increases by one step.</span></p><p><span style="color: aqua"><strong>Special Attacks:</strong> The base creature retains all it’s special attacks, additionally a creature with an Int, Wis, or Cha score of 10 or better (after the modifiers from this template), gains the following spell-like abilities useable once per day.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">HD Spell-like abilities</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">1-2 <em>True Strike</em>, <em>Shield</em></span></p><p><span style="color: aqua">3-4 <em>Calm Emotions</em>, <em>Locate Object</em></span></p><p><span style="color: aqua">5-6 <em>Orders Wrath</em></span></p><p><span style="color: aqua">7-8 <em>Dispel Magic</em></span></p><p><span style="color: aqua">9-10 <em>Stoneskin</em></span></p><p><span style="color: aqua">11-12 <em>Dictum</em></span></p><p><span style="color: aqua">13-14 <em>Shield of Law</em></span></p><p><span style="color: aqua">15-16 <em>Globe of Invulnerability</em></span></p><p><span style="color: aqua">17-18 <em>Summon Monster IX</em> (Lawful outsiders only)</span></p><p><span style="color: aqua">19+ <em>Time Stop</em></span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">These are as cast by a sorcerer of the Child of Orders character level/HD.</span></p><p><span style="color: aqua"><strong>Special Qualities:</strong> The child of order retains all the special qualities of the base creature and gains the following:</span></p><p><span style="color: aqua"> <em>Immunities:</em> A Child of Order is immune to Poison and Disease.</span></p><p><span style="color: aqua"> <em>Resistances:</em> A Child of Order has fire, electricity and sonic resistance 10</span></p><p><span style="color: aqua"> <em>Rigid Form and Mind (Ex):</em> A Child of Order gets a +4 racial bonus on saves against mind-affecting spells or spell-like abilities, and against any spell or spell-like ability that would affect its form.</span></p><p><span style="color: aqua"> <em>Damage Reduction (Ex):</em> A Child of Order has damage reduction 5/admantine</span></p><p><span style="color: aqua"> <em>Spell Resistance (Ex):</em> A child of order has SR 10+ it’s character level.</span></p><p><span style="color: aqua"><strong>Saves:</strong> The base creature's saves are changed to reflect it's new creature type if any. (Outsiders have all good saves.)</span></p><p><span style="color: aqua"><strong>Abilities:</strong> Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2, (note that undead have no con score).</span></p><p><span style="color: aqua"><strong>Skills:</strong> If the base creature becomes an outsider it has 8+int mod x HD+3 skillpoints. Othervise skillpoints remain the same modified for the increase in intelligence.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Climate/Terrain:</strong> Same as the base creature or any land.</span></p><p><span style="color: aqua"><strong>Organization:</strong> Same as the base creature or any</span></p><p><span style="color: aqua"><strong>Challenge Rating:</strong> HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11+, as base creature +3.</span></p><p><span style="color: aqua"><strong>Treasure:</strong> As the base creature or standard, whichever is better.</span></p><p><span style="color: aqua"><strong>Alignment:</strong> Shifts one step towards lawful.</span></p><p><span style="color: aqua"><strong>LA:</strong> +4</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Child of Order Characters: </strong></span></p><p><span style="color: aqua">A child of orders favored class is Monk, although a good aligned child of order often picks Paladin instead. Child of Order spellcasters are usually wizards or clerics. A child of order cleric always worships a lawful deity, and must pick the Law domain as one of it’s two available domains if it is on that deities domain list.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Sample Creature: </strong></span></p><p><span style="color: aqua">This sample child of order uses a lizardfolk as the base creature.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong><u>Lizardfolk Child of Order </u></strong></span></p><p><span style="color: aqua"><strong>Medium Outsider (Reptilian, Lawful, Native)</strong></span></p><p><span style="color: aqua"><strong>Hit Dice:</strong> 2d8+4 (13 hp)</span></p><p><span style="color: aqua"><strong>Initiative:</strong> +1</span></p><p><span style="color: aqua"><strong>Speed:</strong> 45’ (9 squares)</span></p><p><span style="color: aqua"><strong>Armor Class:</strong> 18 (+1 Dex, +7 natural) or 20 (+1 Dex, +7 natural, +2 heavy shield), touch 11, flat-footed 17 or 19</span></p><p><span style="color: aqua"><strong>Base Attack/Grapple:</strong> +2/+4</span></p><p><span style="color: aqua"><strong>Attack:</strong> Claw +4 melee (1d6+2) or club +2 melee (1d6+2) or javelin +3 ranged (1d6+2)</span></p><p><span style="color: aqua"><strong>Full Attack:</strong> 2 claws +4 melee (1d6+2) and bite +2 melee (1d6+1); or club +4 melee (1d6+2) and bite +2 melee (1d6+1); or javelin +3 ranged (1d6+2)</span></p><p><span style="color: aqua"><strong>Special Attacks:</strong> Spell-like abilities,</span></p><p><span style="color: aqua"><strong>Special Qualities:</strong> Hold breath, Immune to poison and disease, Resistance to electricity 10, fire 10, and sonic 10, Rigid form and mind, Damage reduction 5/admantine, Spell resistance 12,</span></p><p><span style="color: aqua"><strong>Saves:</strong> Fort +5, Ref +4, Will +4</span></p><p><span style="color: aqua"><strong>Abilities:</strong> Str 15, Dex 12, Con 15, Int 11, Wis 12, Cha 12,</span></p><p><span style="color: aqua"><strong>Skills:</strong> Balance +7, Diplomacy (cc) +3, Intimidate (cc) +3, Knowledge: Nature (cc) +2, Jump +8, Listen (cc) +3, Search (cc) +1, Sense Motive (cc) +3, Spot (cc) +3, Swim +6,</span></p><p><span style="color: aqua"><strong>Feats:</strong> Multiattack</span></p><p><span style="color: aqua"><strong>Enviroment:</strong> Temperate Marshes</span></p><p><span style="color: aqua"><strong>Organization:</strong> Solitary or as lizardfolk</span></p><p><span style="color: aqua"><strong>Challenge Rating:</strong> 2</span></p><p><span style="color: aqua"><strong>Treasure:</strong> Standard</span></p><p><span style="color: aqua"><strong>Advancement:</strong> By character class.</span></p><p><span style="color: aqua"><strong>Level Adjustment:</strong> +5</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua">Lizardfolk children of order usually becomes the leaders of their tribe, leading their lesser kin to develop a highly rigid and well organized society.</span></p><p><span style="color: aqua">A lizardfolk child of order looks much like it’s common kin, but has metallic copper skin, blue eyes, and teeth and claws the color of cold steel.</span></p><p><span style="color: aqua"></span></p><p><span style="color: aqua"><strong>Combat: </strong></span></p><p><span style="color: aqua">Lizardfolk children of order are more inclined to diplomacy than their kin, but otherwise fight much like other lizardfolk.</span></p><p><span style="color: aqua"><strong>Hold Breath:</strong> A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide.)</span></p><p><span style="color: aqua"><strong>Spell-like Abilities:</strong> 1/day – <em>Shield<em> and <em>True Strike</em>. These are as the spells cast by a 2nd level sorcerer. </em></em></span></p><p><span style="color: aqua"><em><em><strong>Rigid Form and Mind (Ex):</strong> A Child of Order gets a +4 racial bonus on saves against mind-affecting spells or spell-like abilities, and against any spell or spell-like ability that would affect its form.</em></em></span></p><p><span style="color: aqua"><em><em><strong>Skills:</strong> Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a –2 armor check penalty (-4 on Swim checks) for acrrying a heavy shield.</em></em></span></p><p><span style="color: aqua"><em><em></em></em></span></p><p><span style="color: aqua"><em><em>----------</em></em></span></p><p><span style="color: aqua"><em><em></em></em></span></p><p><span style="color: aqua"><em><em>Comments and Constructive critizism is welcomed.</em></em></span></p></blockquote><p></p>
[QUOTE="Krishnath, post: 1346760, member: 56"] [color=aqua]My sentiments exactly, anyways, here's the Child of Order. ---------- [b][u]Child of Order (Template) [/u][/b] Occassionally the lords of order needs a champion of Law, other times creatures native to the planes of law breed with creatures from the material planes. Whatever their origins, the child of order is the result. A child of order looks much like its material plane parent, but have angular features, skin the color of polished metal, and clear blue eyes. They are in every sense of the word, perfect beings. Some Children of Order have insectlike traits, such as mandibles or compound eyes, this is usually a sign that they are of formian stock. [b]Creating a Child of Order: [/b] Child of Order is a template that can be added to any corporeal creature that does not have the chaos or law subtypes, hereafter referred to as the base creature. Unless the base creature was a dragon or an undead, the creature type changes to outsider. [b]Hit Dice:[/b] If the base creature was a dragon or an undead creature it’s hit dice remains the same, otherwise it changes to d8 [b]Speed:[/b] The speed of the base creature improves by 50% (rounded down to nearest 5’), if the base creature has a fly speed, the manouverability improves by one step to a maximum of perfect manouverability. [b]AC:[/b] The base creatures natural armor improves by +2 [b]Attacks:[/b] The base creature retains all it’s natural attacks. [b]Damage:[/b] The damage for the base creatures natural attacks increases by one step. [b]Special Attacks:[/b] The base creature retains all it’s special attacks, additionally a creature with an Int, Wis, or Cha score of 10 or better (after the modifiers from this template), gains the following spell-like abilities useable once per day. HD Spell-like abilities 1-2 [I]True Strike[/I], [I]Shield[/I] 3-4 [I]Calm Emotions[/I], [I]Locate Object[/I] 5-6 [I]Orders Wrath[/I] 7-8 [I]Dispel Magic[/I] 9-10 [I]Stoneskin[/I] 11-12 [I]Dictum[/I] 13-14 [I]Shield of Law[/I] 15-16 [I]Globe of Invulnerability[/I] 17-18 [I]Summon Monster IX[/I] (Lawful outsiders only) 19+ [I]Time Stop[/I] These are as cast by a sorcerer of the Child of Orders character level/HD. [b]Special Qualities:[/b] The child of order retains all the special qualities of the base creature and gains the following: [I]Immunities:[/I] A Child of Order is immune to Poison and Disease. [I]Resistances:[/I] A Child of Order has fire, electricity and sonic resistance 10 [I]Rigid Form and Mind (Ex):[/I] A Child of Order gets a +4 racial bonus on saves against mind-affecting spells or spell-like abilities, and against any spell or spell-like ability that would affect its form. [I]Damage Reduction (Ex):[/I] A Child of Order has damage reduction 5/admantine [I]Spell Resistance (Ex):[/I] A child of order has SR 10+ it’s character level. [b]Saves:[/b] The base creature's saves are changed to reflect it's new creature type if any. (Outsiders have all good saves.) [b]Abilities:[/b] Str +2, Dex +2, Con +2, Int +2, Wis +2, Cha +2, (note that undead have no con score). [b]Skills:[/b] If the base creature becomes an outsider it has 8+int mod x HD+3 skillpoints. Othervise skillpoints remain the same modified for the increase in intelligence. [b]Climate/Terrain:[/b] Same as the base creature or any land. [b]Organization:[/b] Same as the base creature or any [b]Challenge Rating:[/b] HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11+, as base creature +3. [b]Treasure:[/b] As the base creature or standard, whichever is better. [b]Alignment:[/b] Shifts one step towards lawful. [b]LA:[/b] +4 [b]Child of Order Characters: [/b] A child of orders favored class is Monk, although a good aligned child of order often picks Paladin instead. Child of Order spellcasters are usually wizards or clerics. A child of order cleric always worships a lawful deity, and must pick the Law domain as one of it’s two available domains if it is on that deities domain list. [b]Sample Creature: [/b] This sample child of order uses a lizardfolk as the base creature. [b][u]Lizardfolk Child of Order [/u] Medium Outsider (Reptilian, Lawful, Native) Hit Dice:[/b] 2d8+4 (13 hp) [b]Initiative:[/b] +1 [b]Speed:[/b] 45’ (9 squares) [b]Armor Class:[/b] 18 (+1 Dex, +7 natural) or 20 (+1 Dex, +7 natural, +2 heavy shield), touch 11, flat-footed 17 or 19 [b]Base Attack/Grapple:[/b] +2/+4 [b]Attack:[/b] Claw +4 melee (1d6+2) or club +2 melee (1d6+2) or javelin +3 ranged (1d6+2) [b]Full Attack:[/b] 2 claws +4 melee (1d6+2) and bite +2 melee (1d6+1); or club +4 melee (1d6+2) and bite +2 melee (1d6+1); or javelin +3 ranged (1d6+2) [b]Special Attacks:[/b] Spell-like abilities, [b]Special Qualities:[/b] Hold breath, Immune to poison and disease, Resistance to electricity 10, fire 10, and sonic 10, Rigid form and mind, Damage reduction 5/admantine, Spell resistance 12, [b]Saves:[/b] Fort +5, Ref +4, Will +4 [b]Abilities:[/b] Str 15, Dex 12, Con 15, Int 11, Wis 12, Cha 12, [b]Skills:[/b] Balance +7, Diplomacy (cc) +3, Intimidate (cc) +3, Knowledge: Nature (cc) +2, Jump +8, Listen (cc) +3, Search (cc) +1, Sense Motive (cc) +3, Spot (cc) +3, Swim +6, [b]Feats:[/b] Multiattack [b]Enviroment:[/b] Temperate Marshes [b]Organization:[/b] Solitary or as lizardfolk [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] Standard [b]Advancement:[/b] By character class. [b]Level Adjustment:[/b] +5 Lizardfolk children of order usually becomes the leaders of their tribe, leading their lesser kin to develop a highly rigid and well organized society. A lizardfolk child of order looks much like it’s common kin, but has metallic copper skin, blue eyes, and teeth and claws the color of cold steel. [b]Combat: [/b] Lizardfolk children of order are more inclined to diplomacy than their kin, but otherwise fight much like other lizardfolk. [b]Hold Breath:[/b] A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning (see page 304 of the Dungeon Master’s Guide.) [b]Spell-like Abilities:[/b] 1/day – [I]Shield[I] and [I]True Strike[/I]. These are as the spells cast by a 2nd level sorcerer. [b]Rigid Form and Mind (Ex):[/b] A Child of Order gets a +4 racial bonus on saves against mind-affecting spells or spell-like abilities, and against any spell or spell-like ability that would affect its form. [b]Skills:[/b] Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a –2 armor check penalty (-4 on Swim checks) for acrrying a heavy shield. ---------- Comments and Constructive critizism is welcomed.[/I][/I][/color][I][I][/i][/i] [/QUOTE]
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