Taint-blessed (3.5e Template)

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Author: Idlem (talk)
Date Created: 07-07-2012
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Taint-blessed creature

Some creatures, upon touching taint, become chosen of good.

Taint-blessed creatures are anomalies. No one knows really how, but instead of becoming more and more corrupted by the taint, it make them better people, in the common sense. Despite their fiendish heritage, they are crusaders of good. This dual nature grants them even more powers.

Some (rare) Taint-blessed creatures are celestials, but most are depraved mortals or simply fiends or undead that somehow changed taint in a positive thing. If a Taint-blessed creature ever loosed its taint, it would loose this template as well.

Creating a Taint-blessed creature

Taint-blessed is an acquired template which may be added to any creature with a taint score (including Undeads, creatures with the Evil subtype and taint elementals) (referred to hereafter as the base creature).

A Taint-blessed creature uses all the base creature’s statistics and abilities except as noted here.

Size and Type

Unless the base creature is an undead, its type becomes Outsider and it gains the following subtypes : Altered, Evil, and Native (if it has the Extraplanar subtype, it loses it). If the base creature is an undead, it becomes an undead (Altered outsider, Evil). You must recalculate its BAB, Saves and skill points in both cases as an outsider, including those coming from class levels. Hit Dices are unchanged. Size is unchanged.

Hit Dice

Hit Dices are unchanged, but the Taint-blessed creature has the maximum hit points per Hit Dices.

Speed

A Taint-blessed creature gains a +10ft alteration bonus to its speed (with all modes of travel). It stacks with other permanent bonuses of the same type, if any, but not with temporary ones.

Armor Class

A Taint-blessed creature gains a +1 sacred bonus and a +1 vile bonus to AC (see Chosen of Good and Evil).

Attack

A Taint-blessed creature gains a +1 sacred bonus and a +1 vile bonus to attack rolls, and the same amount to damage rolls (see Chosen of Good and Evil). These bonuses are the same regardless of the weapon used.

Full Attack

A Taint-blessed creature gains a +1 sacred bonus and a +1 vile bonus to attack rolls, and the same amount to damage rolls (see Chosen of Good and Evil). These bonuses are the same regardless of the weapon used.

Special Qualities

Aligned aura: The Taint-blessed creature has an Evil aura as an outsider with the same amount of HD. It also has a Good aura as a cleric with a level equal to its HD.

Chosen of Good and Evil (Ex): Due to the dual nature of the Taint-blessed creature, it gains a +1 sacred bonus and a +1 vile bonus to : armor class; attack rolls; damage rolls; saving throws and turn resistance (if applicable).

Saving throws

Don't forget to recalculate the saving throws as an outsider (1/2 HD +2, rounded down), including those coming from class levels. A Taint-blessed creature also gains a +1 sacred bonus and a +1 vile bonus to saving throws (see Chosen of Good and Evil).

Abilities

+2 Str, +2 Dex. Has at least 3 in intelligence.

Skills

An Taint-blessed creature gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). You must include class levels in this calculation. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Feats

The taint-blessed creature may ignore alignment restrictions when it selects Taint feats. It gains bonus feats as normal if it has a high enough taint score.

Organization

Typically with good creatures or other Taint-blessed creatures.

Challenge Rating

+3

Treasure

Normal or as the base creature, whichever is higher.

Alignment

Always Good (Loyal, Neutral or Chaotic).

Advancement

Per character class or as the base creature.

Level Adjustment



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AuthorIdlem +
Identifier3.5e Template +
Level Adjustment+
Rated ByThunderGod Cid + and MisterSinister +
RatingRating Pending +
SummarySome creatures, upon touching taint, become chosen of good. +
TitleTaint-blessed +