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Albino Template  
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Old 05-21-2009, 06:51 PM
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below is a template that a friend and i worked on togeather. basicly it lets you turn any creature into an albino for flavor purpouses. We tried to make it as ture to life as possable using DnD terms. let me know what you think


“Albino” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature) with the exception of plants, oozes, and constructs. An albino uses all the base creature’s statistics and special abilities except as noted here.

Sun Vulnerability (Ex): Because of their lack of skin pigmentation albinos are more susceptible to the affects of the sun. If an albino is in direct sunlight without some sort skin protection he begins to suffer the affects of sunburn similar to the affects described on page 18 of Sandstorm but at a faster rate.
After one hour of unprotected direct skin expositor to the sun the albino takes 1 point of non-lethal damage. If the albino remains in the sun unprotected he will take an additional 2D6 points of non-lethal damage each hour until he finds some sort of protection from the sun’s rays. When a character falls unconscious from this non-lethal damage, he must make a Constitution check every hour he remains unconscious in the sun (DC 10 + hours unconscious). If he fails the save he drops to –1 hit points and is dying.
If an albino is exposed to a daylight spell or similar light based affect he takes half the damage an undead creature would for the initial round of expositor only.

Light Sensitivity (Ex): Because of the lack of pigmentation in the irises of an albino’s eyes bright lights cause them to become dazzled. When in sunlight or in the radius of a daylight spell albinos take a –1 penalty on attack rolls, Spot checks, and Search checks. This penalty stacks with all other applicable penalties.

Albino Sight (Ex): Albinos suffer damage to their eyesight because of a lifetime of exposure to daylight as well as a genetic defect to the optic nerve. A player must chose either farsighted or nearsighted for their character at time of creation. Once the choice has been made it cannot be changed. An albino character cannot be both nearsighted and farsighted. Nearsighted gives an albino a +1 bonus to Search checks but a –1 penalty to Spot checks. Farsighted gives albinos a –2 penalty to Search checks but a +1 bonus to Spot checks. If the base creature has darkvision he may also be Nightsighted in addition to having one of the above conditions. Nightsighted adds 10 ft. to the range of a character’s darkvision but imposes a –1 penalty to Spot checks when in bright light. The penalties and bonuses stack with all other applicable modifiers.

Magic/Psionic Aptitude (Sp): Albinos in the Dungeons and Dragons setting have innate magical and psionic aptitudes. For the purpose of determining bonus spells, bonus power points, and the saving throw DCs treat the albino’s primary spellcasting/psionic ability score as 2 points higher than it’s actual value. This doses not result in actual increase of the key ability score. If the albino has more than one spellcasting/psionic class, the bonus applies to only one of those classes.

Albino Wild Shape (Su): If the albino has levels in a class that grants him the Wild Shape supernatural ability the character’s new form is still an albino and is subject to the above conditions. Feathers, fur, and scales negate the effects of the Sun Vulnerability ability the same way protective clothing would. The albino traits do not apply when the character has Wild Shaped into an elemental because they are made of an element not flesh and bone.

SOURCES:
NOAH (http://www.albinism.org/publications..._albinism.html)
Unearthed Arcana pg. 87, 89
Sandstorm pg. 18
Monster Manual 3.5 pg. 161 (Kobold entry)
Player’s Handbook 3.5 pg. 307
Forgotten Realms Campaign Setting pg. 38
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Old 05-22-2009, 08:32 AM
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Well, the Magic/Psionic aptitude makes this powerful. I think it's even a bit too good for a template that mainly is for flavour.

Last edited by GawainBS; 05-23-2009 at 04:01 AM.
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Old 05-22-2009, 11:12 AM
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actualy the magical aptitude really only gives a spell or two bonus and adds a +1 to the DCs. that combinded with the visual penalties balance out. the visual penalties are technicaly flaws taken from Unearthed Arcana. according to those rules the player is intitled to a bonus feat to make up for the penalties. the aptitude is basicaly a copy of a feat from Fergotten Realms. so they balance out.
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Old 05-23-2009, 03:59 AM
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The visual penalties/bonuses are traits, not flaws. Big difference between the two. Flaws indeed allow you to select bonus feats, but two things: not every flaw is as bad for everybody, and not every feat is as good as every other feat. Spellcasting Prodigy is amongst the better ones. I'd trade bonus spells and +1 DC for some laughable penalty on Spot or Search checks anyday. Keep in mind that spellcasting is by far the most powerful ability in D&D, while DC's are pretty hard to increase.
Furthermore, as you worded it, Magical Aptitude stacks with Spellcasting Prodigy.
I'd change the Magical Aptitude in to something like +2 Spellcraft and +2 Use Magic Device.
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