Half-Inevitable (3.5e Template)
Half-Inevitable
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3e Summary::The Half-Inevitable are strange Warforged with a powerful connection to the Plane of Law, so powerful that they gain the power of law.
A Warforged stands in front of you. Oddly enough, something seems different with this Warforged. Its plating is shining, its eyes glowing with conviction. Suddenly, the Warforged unfolds two mechanical wings and takes to the sky. Like a bird of pray it watches closely, and finds its prey. It dives down and impales a man wanted for violating the laws. Landing gracefully, the Warforged quickly heals the wound, saving the man's life, only to drag him off for judgement by the proper authorities.
Creating a Half-Inevitable
Half-Inevitable is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and non-chaotic alignment (referred to hereafter as the base creature).
A Half-Inevitable 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 Hit Dice, base attack bonus, or saves. Size is unchanged. Half-Inevitable are normally native outsiders.
Hit Dice
Add 4d12 racial HD to the base creature's HD, these count for outsider skill points.
Speed
The base creature's speed increases by 10, as they gain an intimate understanding of the motion of machinery and can use it to increase their motion. A Half-Inevitable gains mechanical wings. Unless the base creature has a better fly speed, the creature can fly at twice the base creature’s base land speed (good maneuverability).
Armor Class
A Half-Inevitable gains a +5 Natural Armor Bonus.
Attack
The Half-Inevitable gains two natural attacks in the form of animated spiked chains that can be deployed from his shoulders as a free action. Retracting them is also a free action. Each chain has reach and deals 2d8 damage. The Half-Inevitable retains the ability to use manufactured weapons. All of his weapons are considered Lawful Aligned for the purpose of overcoming damage reduction.
Full Attack
In a full attack, the Half-Inevitable can attack with both chains and whatever weapon he has in his hand. Since the chains are animated, they can attack even if the Half-Inevitable is casting.
Special Attacks
The base creature retains all of his special attacks, and gains the following:
Vampiric Touch 3/day
Flash of Thunder/Lighting 3/day, on a successful attack, the base creature can choose to deal an extra 3d6 sonic or lightning damage. If sonic, the enemy is stunned for 2d6 rounds. If lightning, the enemy is blinded for 2d6 rounds.
Smite Chaos(Su): Once a day, a Half-Inevitable can make an attack to extra damage equal to her HD to a chaotic creature(maximum of 20).
Spell-Like Abilities: The Half-Inevitable gains the following abilities based on its number of HD. The effects are cumulative. The save is based off the main casting stat of the base creature. If they cannot cast, they can choose which one to use. Unless noted, each ability can only be used 1/day.
HD | Abilities |
---|---|
1–2 | Locate Creature 3/day, Discern Lies 3/day Clairaudience/Clairvoyance 3/day |
3–4 | Invisibility Dimensional Anchor |
5–6 | Order's Wrath Dispel Magic 3/day |
7–8 | Hold Person 3/day, Hold Monster |
9–10 | Disguise Self 3/day Wall of Force |
11–12 | Command Chain Lightning |
13–14 | Dictum 3/day, Greater Dispel Magic 3/day |
15–16 | Geas/Quest 1/week, Mark of Justice |
17–18 | Summon monster IX Circle of Death |
19–20 | Destruction |
Special Qualities
The base-creature gains the following special qualities:
- Fast Healing 3 This works normally and heals for full value.
- Darkvision out to 60 feet.
- Low-Light Vision out to 30 feet, or extend the base creatures original low-light vision by 30 feet.
- Resistance to acid 10, cold 10, electricity 10, and fire 10.
- Damage reduction: 5/magic, 5/chaos (if HD 11 or less) or 10/magic, 10/chaos (if HD 12 or more).
- A Half-Inevitable'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).
- Beyond Good and Evil: As long as the Half-Inevitable maintains a Lawful Neutral alignment, he can cast spells with the good or evil descriptors without affecting his alignment.
Skills
A Half-Inevitable gains outsider skill points for its racial HD, at a rate of 8+[SRD:Intelligence|Int], so it gains 8+Int*4. A Half-Inevitable adds the following skills to its class skill list:
- Bluff
- Diplomacy
- Forgery
- Gather Information
- Intimidate
- Listen
- Search
- Sense Motive
- Spot
- Survival
- Track
In addition, a Half-Inevitable gains a +1 racial bonus to all of these skills.
Feats
A Half-Inevitable gains the following feats, ignoring requirements they don't meet:
- Improved Fortification (Eberron Campaign Setting)
- Combat Casting
- Martial Weapon Proficiency (Spiked Chain)
Environment
Half-Inevitables can be found almost anywhere.
Organization
A Half-Inevitable usually settles into a position of power, or as an enforcer of the law, in a lawful society.
Challenge Rating
HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Treasure
A Half-Inevitable usually has average to above average treasure for its challenge rating.
Alignment
A Half-Inevitable is always Lawful.
Advancement
Same as the base creature.
Level Adjustment
LA +4 Subjected to change
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