Post by WickedXox on Sept 29, 2011 18:21:09 GMT -6
METALLOID CREATURE
Metalloid creatures once being common creatures that insane dwarfs and gnomes captured and treated to weeks of torture and dunking in melted alloy of different metals to try to ‘enhance’ the once normal beast. Though they gained much power an ability the metalloid creatures were not so joylessly welcomed by their original home lands like their creators said they would. Instead becoming outcast form their own society living alone usually in outpost near their homeland in hope that one day they can return or take vengeance on the ones who turned away from them and the ones that turned them into these outcasts.
“Metalloid” is an acquired template that can be added to any corporeal creature that’s not a construct, elemental, or ooze(referred to Hereafter as the base Creature) A Metalloid Creature has all the base creature’s characteristics except as noted here.
Size and Type: Type changes to Living Construct or Construct if base creature was undead
Hit Dice: Same as the base creature
Speed: Same as the base creature
AC: A metalloid creature replaces any natural armor bonus with a new natural armor according to the metal (See the metal table)
Attacks: A metalloid creature gains a slam attack if it did not already have it. This slam is a secondary attack.
Damage: If the base creature did not have this attack form, use the damage values in the table below if it has a natural slam use its old damage rating or the one given below whichever is better. Since the slam is a secondary attack, the damage bonus is ½ the creature’s Strength bonus.
Special Attacks: A metalloid creature retains the base creature’s special attacks and gains the following Spell-Like Abilities
Spell-Like Abilities: At Will-Wall of Iron, Transmute wood to metal, Rusting Grasp, Growth, Reduction, Ironwood (Caster Level as Creatures HD, DC is con based or cha if was undead), and Command Metal Creatures (As Cleric)
Special Qualities: Same as base creature; plus living construct traits, Damage Reduction (See Metal Table), Immunities to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain, and all energy types other than cold, Electricity slows for 3 rounds, Fire cures 1/3 damage done and negates slow), and Rust vulnerability
Base Saves: Gains +2 racial bonus on Fortitude saves; otherwise same as creature
Abilities: Metalloids have -2 Dex, +4 Con, -4 Cha,. Strength varies by metal (See Metal Table)
Climate/Terrain: Same as base creature
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: Same as base creature +5
Treasure: Same as base creature
Alignment: Same as base creature or usually neutral
Level Adjustment: +2
Advancement: Same as base creature
METALLOID CHARACTERS
Metalloid characters with class levels usually have levels of fighter, and fighter is their preferred class. Some multiclass into rouges, rangers, or clerics. Few ever though become wizards or sorcerers. Never do they have levels in druid because they loose their contact with nature and loose all abilities they had as a druid or would have ever gained.
SAMPLE METALLOID CREATURE
This Example uses a Gnoll as the base creature using Iron as the metal
Iron Gnoll
Medium-Size Humanoid (Gnoll, Living Construct)
Hit Dice:2D8+6 (15 hp)
Initiative:-1
Speed:20ft.
AC:28 (+12 Natural, +4 Scale Mail, +2 Large Shield) touch 10, flat-footed 28
Attacks: Battle Axe +9 melee; or Slam +9
Damage: Battle Axe 1D8+9 ; or Slam 1D8+9
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell Like Abilities, Command Metal Creature
Special Qualities: Darkvision 60ft, living construct traits, Damage Reduction 25/+2, Immunities to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain, and all energy types other than cold, Electricity slows for 3 rounds, Fire cures 1/3 damage done and negates slow, and Rust vulnerability
Saves: Fort +8, Ref -1, Will +0
Abilities: Str 27, Dex 8, Con 17, Int 8, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Power Attack
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: By Character Class
Level Adjustment: +3
Iron Gnolls exist closest to the original lands that they mutated in either as guards for their creators or in hiding gathering other outcast to one day over throw the lands and create a new society of that they plan to call The Skin of Metal.
COMBAT
Spell Like Abilities: At Will-Wall of Iron, Transmute wood to metal, Rusting Grasp, Growth, Reduction, Ironwood. Caster Level 2nd (DC: 10+ Spell level+ Con)
Command Metal Weapon: The Iron Gnoll has the supernatural ability to command other metal creatures as a cleric turn/rebukes undead equal to a level of 2. The Iron Gnoll can attempt to command creatures a number of times per day equal to three plus its Con modifier.
Metalloid creatures once being common creatures that insane dwarfs and gnomes captured and treated to weeks of torture and dunking in melted alloy of different metals to try to ‘enhance’ the once normal beast. Though they gained much power an ability the metalloid creatures were not so joylessly welcomed by their original home lands like their creators said they would. Instead becoming outcast form their own society living alone usually in outpost near their homeland in hope that one day they can return or take vengeance on the ones who turned away from them and the ones that turned them into these outcasts.
“Metalloid” is an acquired template that can be added to any corporeal creature that’s not a construct, elemental, or ooze(referred to Hereafter as the base Creature) A Metalloid Creature has all the base creature’s characteristics except as noted here.
Size and Type: Type changes to Living Construct or Construct if base creature was undead
Hit Dice: Same as the base creature
Speed: Same as the base creature
AC: A metalloid creature replaces any natural armor bonus with a new natural armor according to the metal (See the metal table)
Attacks: A metalloid creature gains a slam attack if it did not already have it. This slam is a secondary attack.
Damage: If the base creature did not have this attack form, use the damage values in the table below if it has a natural slam use its old damage rating or the one given below whichever is better. Since the slam is a secondary attack, the damage bonus is ½ the creature’s Strength bonus.
Size Damage Size Damage Fine 1D2 Large 2D6 Diminutive 1D3 Huge 3D6 Tiny 1D4 Gargantuan 3D8 Small 1D6 Colossal 6D6 Medium-Size 1D8 Colossal+ (Dragon Only) 8D6 |
Special Attacks: A metalloid creature retains the base creature’s special attacks and gains the following Spell-Like Abilities
Spell-Like Abilities: At Will-Wall of Iron, Transmute wood to metal, Rusting Grasp, Growth, Reduction, Ironwood (Caster Level as Creatures HD, DC is con based or cha if was undead), and Command Metal Creatures (As Cleric)
Special Qualities: Same as base creature; plus living construct traits, Damage Reduction (See Metal Table), Immunities to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain, and all energy types other than cold, Electricity slows for 3 rounds, Fire cures 1/3 damage done and negates slow), and Rust vulnerability
Base Saves: Gains +2 racial bonus on Fortitude saves; otherwise same as creature
Abilities: Metalloids have -2 Dex, +4 Con, -4 Cha,. Strength varies by metal (See Metal Table)
Climate/Terrain: Same as base creature
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: Same as base creature +5
Treasure: Same as base creature
Alignment: Same as base creature or usually neutral
Level Adjustment: +2
Advancement: Same as base creature
Strength Damage Reduction Natural Armor Iron +12 25/+2 +11 Adamantine +14 30/+4 +15 Mithral +8 15/+2 +8 Baatorian Green-Steel +12 20/+2 +10 Gehennan Morghuth-Iron (Poison) +8 10/+1 +8 Solanian Truesteel +10 15/+3 +10 Lead +12 15/+2 +8 Gold +8 15/+2 +8 Platinum +14 30/+4 +12 Astral Driftmetal +12 20/+3 +12 Blended Quartz +8 10/+1 +8 Entropium +10 30/+4 +10 Urdrukar +16 30/+4 +14 |
METALLOID CHARACTERS
Metalloid characters with class levels usually have levels of fighter, and fighter is their preferred class. Some multiclass into rouges, rangers, or clerics. Few ever though become wizards or sorcerers. Never do they have levels in druid because they loose their contact with nature and loose all abilities they had as a druid or would have ever gained.
SAMPLE METALLOID CREATURE
This Example uses a Gnoll as the base creature using Iron as the metal
Iron Gnoll
Medium-Size Humanoid (Gnoll, Living Construct)
Hit Dice:2D8+6 (15 hp)
Initiative:-1
Speed:20ft.
AC:28 (+12 Natural, +4 Scale Mail, +2 Large Shield) touch 10, flat-footed 28
Attacks: Battle Axe +9 melee; or Slam +9
Damage: Battle Axe 1D8+9 ; or Slam 1D8+9
Face/Reach: 5ft. by 5ft./5ft.
Special Attacks: Spell Like Abilities, Command Metal Creature
Special Qualities: Darkvision 60ft, living construct traits, Damage Reduction 25/+2, Immunities to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain, and all energy types other than cold, Electricity slows for 3 rounds, Fire cures 1/3 damage done and negates slow, and Rust vulnerability
Saves: Fort +8, Ref -1, Will +0
Abilities: Str 27, Dex 8, Con 17, Int 8, Wis 11, Cha 4
Skills: Listen +3, Spot +3
Feats: Power Attack
Climate/Terrain: Temperate or warm land and underground
Organization: Solitary, pair, or gang (3-5)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral
Advancement: By Character Class
Level Adjustment: +3
Iron Gnolls exist closest to the original lands that they mutated in either as guards for their creators or in hiding gathering other outcast to one day over throw the lands and create a new society of that they plan to call The Skin of Metal.
COMBAT
Spell Like Abilities: At Will-Wall of Iron, Transmute wood to metal, Rusting Grasp, Growth, Reduction, Ironwood. Caster Level 2nd (DC: 10+ Spell level+ Con)
Command Metal Weapon: The Iron Gnoll has the supernatural ability to command other metal creatures as a cleric turn/rebukes undead equal to a level of 2. The Iron Gnoll can attempt to command creatures a number of times per day equal to three plus its Con modifier.