Author Topic: Cordants  (Read 1457 times)

Offline Samwise

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Cordants
« on: July 03, 2016, 01:08:25 PM »
Since I said it, here they go.
Resistances and spell-like abilities are based on the Rilmani and the Balance domain.



Equilibrious as Characters
Equilibrious characters possess the following racial traits.
— +2 Intelligence, +2 Wisdom.
—Medium size.
—An equilibrious’ base land speed is 30 feet.
—Darkvision: Equilibrious can see in the dark up to 60 feet.
—Racial Skills: Equilibrious have a +2 racial bonus on Disguise and Sense Motive.
—Racial Feats: An Equilibrious gains feats according to its class levels.
—Special Attacks: An equilibrious can use detect thoughts once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
—Special Qualities: Resistance to acid 5, electricity 5, and sonic 5.

Offline Samwise

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Re: Cordants
« Reply #1 on: July 03, 2016, 01:08:42 PM »
CREATING A CORDANT CREATURE
“Cordant” is an inherited template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of part or wholly neutral alignment (referred to hereafter as the base creature).
A cordant creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Cordant creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A cordant creature retains all the special attacks of the base creature and also gains the following attack.
Smite Extreme (Su): Once per day a cordant creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe who is not neutral (in whole or part).
Special Qualities: A cordant creature retains all the special qualities of the base creature and also gains the following qualities.
—Darkvision out to 60 feet.
—Damage reduction (see the table below).
—Resistance to acid, cold, and electricity (see the table below).
—Spell resistance equal to HD + 5 (maximum 25).
              Resistance to
Hit Dice  Acid, Electricity, Sonic  Damage Reduction
1–3                      5                          —
4–7                      5                      5/magic
8–11                    10                    5/magic
12 or more           10                    10/magic
If the base creature already has one or more of these special qualities, use the better value.
If a cordant creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any neutral-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always neutral (any).
Level Adjustment: Same as the base creature +2.

Offline Samwise

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Re: Cordants
« Reply #2 on: July 03, 2016, 01:08:48 PM »
CREATING A HALF-CORDANT
“Half-cordant” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and neutral alignment (referred to hereafter as the base creature).
A half-cordant 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-cordants are normally native outsiders.

Speed: A half-cordant has a base speed 10 ft. higher than the base creature.

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

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

Detect Thoughts (Su): Half-cordants can use a detect thoughts effect (as the spell) at will.

Smite Extreme (Su): Once per day a half-cordant can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a foe who is not neutral in whole or part.

Spell-Like Abilities: A half-cordant 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 alignment (any) 3/day, comprehend languages
3–4 Detect alignment (any), feather fall
5–6 Vigor, tongues
7–8 Dismissal, remove disease
9–10 Mass Sanctuary
11–12 Word of balance
13–14 Protection from Spells 3/day, banishment
15–16 Antipathy
17–18 Summon nature's ally IX
19–20 Weighed in the Balance

Special Qualities: A half-cordant has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to poison.
—Resistance to acid 10, electricity 10, and sonic 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-cordant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on saves against electricity.
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +4, Int +4, Wis +4, Cha +4.
Skills: A half-cordant 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-cordant 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 neutral.
Level Adjustment: Same as base creature +4.