Author Topic: Half-Anarch and Half-Axiom  (Read 2340 times)

Offline Samwise

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Half-Anarch and Half-Axiom
« on: July 02, 2016, 04:20:05 PM »
CREATING A HALF-ANARCH
“Half-anarch” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonlawful alignment (referred to hereafter as the base creature).
A half-anarch uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-anarchs are normally native outsiders.

Speed: A half-anarch has patagium and can fly at the base creature’s base land speed (poor maneuverability). If the base creature has a fly speed, use that instead.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Attack: A half-anarch has a gore or tail attack (choose) as a primary natural weapon. If the base creature can use weapons, the half-anarch retains this ability. A half-anarch fighting without weapons uses the gore or tail when making an attack action. When it has a weapon, it usually uses the weapon instead.

Special Attacks: A half-anarch retains all the special attacks of the base creature and also gains the following special abilities.

Smite Law (Su): Once per day a half-anarch can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a lawfull foe.

Spell-Like Abilities: A half-anarch with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

HD Abilities
1-2 veil of shadow 3/day
3-4 divine interdiction
5-6 chaos hammer
7-8 confusion 3/day
9-10 dispel law
11-12 word of chaos
13-14 cloak of chaos 3/day, precipitate breach
15-16 polymorph any object
17-18 summon monster ix (chaotic creatures only)
19-20 regenerate

Special Qualities: A half-anarch has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to petrification and polymorph.
—Resistance to acid 10, cold 10, and electricity 10, fire 10, sonic 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-anarch’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Fast healing 10.

Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +4, Int +2, Wis +4.

Skills: A half-anarch gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-anarch gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always chaotic (any).
Level Adjustment: Same as base creature +4.
« Last Edit: July 02, 2016, 04:55:22 PM by Samwise »

Offline Samwise

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Re: Half-Anarch and Half-Axiom
« Reply #1 on: July 02, 2016, 04:29:35 PM »
CREATING A HALF-AXIOM
“Half-axiom” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonchaotic alignment (referred to hereafter as the base creature).
A half-axiom uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-axioms are normally native outsiders.

Speed: A half-axiom has fan-like wings and can fly at the base creature’s base land speed (perfect maneuverability). If the base creature has a fly speed, use that instead.

Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).

Special Attacks: A half-axiom retains all the special attacks of the base creature and also gains the following special abilities.
See Invisibility (Su): Half-axioms can use a daylight effect (as the spell) at will.
Smite Chaos (Su): Once per day a half-axiom can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a chaotic foe.

Spell-Like Abilities: A half-axiom with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative.
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

HD Abilities
1-2 protection from chaos 3/day, bane
3-4 mark of the outcast, detect chaos
5-6 repair serious damage, sheltered vitality
7-8 order's wrath, remove curse
9-10 dispel chaos
11-12 word of law
13-14 shield of law 3/day, seal portal
15-16 mind blank
17-18 summon monster ix (lawful creatures only)
19-20 greater restoration

Special Qualities: A half-axiom has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Resistance to cold 10, electricity 10, fire 10, and sonic 10.
—A half-axiom is immune to critical hits. It may never be flanked and is never flat-footed.
—A half-axiom’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Telepath 100 ft.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +4, Wis +4, Cha +2.

Skills: A half-axiom gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-axiom gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.

Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always chaotic (any).
Level Adjustment: Same as base creature +4.

Offline bhu

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Re: Half-Anarch and Half-Axiom
« Reply #2 on: July 02, 2016, 04:37:38 PM »
What would the non humanoid half of the parentage for these be?

Offline Samwise

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Re: Half-Anarch and Half-Axiom
« Reply #3 on: July 02, 2016, 04:46:04 PM »
Why should celestials and fiends have all the fun?
Now maruts and slaadi can get their freaks on!
(Well, if maruts have freaks to get on. I suppose there must be some kind of marut of doing the nasty.)

Anyway . . .

The templates are based on the half-fiend and half-celestial of course, plus the anarchic and axiomatic templates from the Planar Handbook.
I altered things as followed:

Speed: Anarchs get weird flesh flaps that let them flutter about weakly. Axioms get modron style fans that let them soar supremely.

Attacks: Axioms get an superfluous horn or tail instead of fangs and claws. Flavor-wise it is probably more tentacle-like, but since they get only one natural attack they get the higher damage.

Special Attacks: Axioms get to see through simple invisibility instead of making things bright and shiny.

Spell-like Abilities: Anarchs hide themselves in shadow rather than covering whole areas in darkness. They block all turning and rebuking instead of boosting one and hindering the other. They baffle the mind instead of corrupting the body. They tear open planar boundaries rather than make areas evil. They alter forms rather than dehydrate them. They rebuild their bodies rather than slaughter creatures out of hand.
Axioms smackdown enemies instead of boost allies. They repair constructs instead of heal flesh. They block ability damage instead of removing poison. They remove curses instead of diseases. They seal breaches rather than making places holy. They shield minds instead of charming them. They restore level drains instead of restoring life itself.

Special Qualities: Resistance is from the anarchic and axiomatic creatures.
Anarchic creatures don't have SR but they get Fast Healing, which I upgraded.
Axiomatic creatures link to each other, which I shifted to full telepathy and immunity to flanking and being flat-footed. (Which should be fluffed as a form of mind-sense.)
Axiomatic creatures don't have DR, but I gave the upgraded version crit immunity.

Ability Scores: I shifted where the bonuses were, making anarchs quicker but weaker, and wiser but not as clever. Axioms get to be smarter but less charming.

Offline Samwise

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Re: Half-Anarch and Half-Axiom
« Reply #4 on: July 02, 2016, 04:55:00 PM »
What would the non humanoid half of the parentage for these be?

As with half-celestials and fiends, whatever is too slow to escape the relevant lawful of chaotic outsider making the booty call:
Half-slaad red dragon.
Half-chaos beast gibbering mouther.
Half-marut medusa.
Half-modron warforged.
Whatever floats your boat and makes your players go "DAFUQ?!?!?"

Offline Samwise

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Re: Half-Anarch and Half-Axiom
« Reply #5 on: July 02, 2016, 05:06:34 PM »
Oh, and "theoretically":

Since the half-celestial and half-fiendish templates apply to all celestials or fiends regardless of law-chaos alignment axis, potentially these could apply to all lawful or chaotic outsiders regardless of good-evil alignment axis.

Thus, a horny devil could engender either a half-fiendish OR a half-axiomatic child, while an eladrin on a night out could leave behind a brothel full of half-celestial AND half-anarchic children.

Meanwhile the truly twisted could mix and match these 8 templates to create Lawful Good/Chaotic Good/Lawful Evil/Chaotic Evil focused mixed breeds - a fiendish half-anarch, an axiomatic half-celestial, and so forth. They wouldn't be as strong because of overlap in resistances and such, but not everything has to be optimized.

And then of course you get the axiomatic half-celestial half-dragon tiefling who manages to get both the stoneblessed and ruathar prestige classes.
[insert insane laugh here]

Offline bhu

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Re: Half-Anarch and Half-Axiom
« Reply #6 on: July 03, 2016, 02:45:38 AM »
Im surprised no ones doen this before

Offline Samwise

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Re: Half-Anarch and Half-Axiom
« Reply #7 on: July 03, 2016, 11:56:17 AM »
So was I.

I can sort of understand that there just aren't very many options for potential parents if you just consider maruts as slaadi as the Lawful and Chaotic planar races so no one would bother, but there should be some balance among the half-planar options.

Of course the real challenge is to now come up with half-equilibrant and equilibrant templates, plus an equilibrous planetouched race. Those rilmani need to get some loving too!