Tation (Elemental Hybrid) (3.5e Template)
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Tation (Elemental Hybrid)
Tations, sometimes referred to as elemental hybrids, are former living creatures that were enchanted into half-elemental half-living creatures.
There are two types of Tations: imperfect and perfect. The imperfect type is also known as the cursed ones, since their form is mutilated and their abilities are very limited and mostly out of their control. The perfect type is also known as the blessed ones, due to their beautiful appearance and powerful abilities.
Creating an Imperfect Tation
Imperfect Tation is an inherited/acquired template that can be added to any living creature (it cannot be added to undead, constructs or elementals) (referred to hereafter as the base creature). An imperfect Tation uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to Elemental. It acquires the subtype Augmented. Unlike most elementals, imperfect Tations can be revived by any spell that could revive the base creature. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future racial Hit Dice by 1 level (d4 to d6, etc.) but never beyond d10s unless they were higher to begin with, in which case they are untouched.
Speed: Same as the base creature.
Armor Class: The base creature’s natural armor bonus decreased by -2. The flesh of imperfect Tations is mutilated and sensitive, rendering them more vulnerable to damage.
Attack: An imperfect Tation retains all the attacks of the base creature.
Full Attack: Same as the base creature.
Special Attacks: An imperfect Tation retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + Tation’s HD unless noted otherwise. Each sub-kind of Tations has its own special attacks:
Fire Tation
Igniting Touch: At will, an imperfect fire Tation can ignite flammable objects and beings via touch. An ignited object or being suffers 1 point of fire damage per round. The fire can be extinguished as usual.
Earth Tation
Quake: Once per encounter per HD, an imperfect earth Tation can shake the earth it's close vicinity. It doesn't work while the Tation isn't on land. This is similar to an Earthquake spell, but is limited to 30 feet and all the damage is quartered.
Air Tation
Windblow: Once per encounter per HD, an imperfect air Tation can release a windblow that pushes the target up to 20 feet away. If the target cannot be pushed, for whatever reason, it suffers no damage.
Water Tation
Cloudburst: Once per encounter, an imperfect water Tation can summon forth a small cloudburst, that remains for 2 rounds and rain an area of 4 squares (at a formation of the Tation decision, must be near each other). During these rounds, within these squares all the creatures gain a concealment (20% chance missing), and once the cloudburst ends, all those creatures are soaking wet.
Special Qualities: An Imperfect Tation retains all the special qualities of the base creature and gains those described below.
Longevity: All Tations, as elemental-living hybrids, do not age beyond their physical prime and have unlimited lifespan. If one was turned into a Tation after their physical prime, they simply stop aging.
Fire Tation
Mutilated Form: The flesh of imperfect fire Tations is covered in burns and scar tissue, which can never heal. They have -6 penalty on all Diplomacy checks, but also a +4 bonus on all Intimidate checks.
Earth Tation
Mutilated Form: The flesh of imperfect earth Tations is cracked and moldy. They have a -6 penalty on all Diplomacy checks, but also a +4 bonus on Intimidate checks.
Air Tation
Mutilated Form: The flesh of imperfect air Tations is part-translucent, revealing the bones beneath it. They have a -6 penalty on all Diplomacy checks, but also a +4 bonus on all Intimidate checks.
Water Tation
Mutilated Form: The flesh of imperfect water Tations is covered in abscesses, which constantly drool pus and never heal. They have a -6 penalty on all Diplomacy checks, but also a +4 bonus on all Intimidate checks.
Abilities: Adjust the base creature's abilities as follows: Dexterity +2, Charisma -4, -2 Comeliness.
Skills: As the base creature.
Feats: Imperfect Tations acquire the feats Alertness and Iron Will, even if the base creature doesn't meet the prerequisites.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3-6), (non-sentient only): group (7-12), horde (13-24) or clan (25+)
Challenge Rating: Same as the base creature +1.
Treasure: Standard.
Alignment: Any.
Advancement: By character class.
Level Adjustment: Either +0 or +1 (depends on the campaign world and the DM)
Creating a Perfect Tation
Perfect Tation is an inherited/acquired template that can be added to any living creature (it cannot be added to undead, constructs or elementals) (referred to hereafter as the base creature). A perfect Tation uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to Elemental. They acquire the subtype Augmented. Unlike most elementals, perfect Tations can be revived by any spell that could revive the base creature. Don't recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future racial Hit Dice by 2 levels (d4 to d8, d10 to d20, etc.).
Speed: Double all the speeds of the base creature. If the base creature possesses a flight speed, increase the maneuverability by 1 level.
Armor Class: The base creature’s natural armor bonus increases by +4. Perfect Tations are unusually tough, and don't get injured easily.
Attack: A perfect Tation retains all the attacks of the base creature. Their unarmed attacks deal damage as if they were 1 size category bigger than they actually are.
Full Attack: Same as the base creature.
Special Attacks: A perfect Tation retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + Tation’s HD + Cha modifier unless noted otherwise. Each sub-kind of Tations has its own special attacks:
Fire Tation
Igniting Touch: At will, a perfect fire Tation can ignite flammable objects and beings via touch. An ignited object or being suffers 1d4 points of fire damage per round. The fire can be extinguished as usual.
Earth Tation Quake: At will, a perfect earth Tation can shake the earth it's close vicinity. It doesn't work while the Tation isn't on land. This is similar to an Earthquake spell, but limited to 60 feet per HD.
Air Tation
Windblow: At will, a perfect air Tation can release a windblow that pushes the target up to 60 feet away. If a target cannot be pushed, for whatever reason, they either suffer no damage or suffer 1d4 points of damage (to the Tation's decision).
Water Tation
Cloudburst: Once per encounter per HD, a perfect water Tation can summon forth a small cloudburst, that remains for 6 rounds and rain an area of 12 squares (at a formation of the Tation decision, must be near each other). During these rounds, within these squares all the creatures gain a concealment (20% chance missing), and once the cloudburst ends, all those creatures are soaking wet.
Special Qualities: A perfect Tation retains all the special qualities of the base creature and gains those described below.
Healing Factor: All perfect Tations have fast healing 1, and restore 1 point of ability damage per minute and 1 point of drained ability per hour. Furthermore, they cannot receive any natural defect to their senses and are immune to all non-magical diseases and toxins.
Longevity: All Tations, as elemental-living hybrids, do not age beyond their physical prime and have unlimited lifespan. If one was turned into a Tation after their physical prime, they simply stop aging.
Fire Tation
Perfected Form: The flesh of perfect fire Tation is seemly glowing, as if a flame burning beneath it (although, they don't actually illuminate). They have +4 bonus on all Diplomacy checks.
Pyrokinesis: Perfect fire Tations can produce fire and control fire in their vicinity.
Innate Flame: Perfect fire Tations are immune to fire and have resistance 10 to cold.
Flaming: Perfect fire Tations can teleport at will 30 feet per HD as a move action, disappearing/reappearing in a flaming burst, which, if they desire so, can inflict 1d4 points of fire damage.
Earth Tation
Perfected Form: The flesh of perfect earth Tations is sparkling and a bit reflective, like a crystal. They have +4 bonus on all Diplomacy checks.
Geokinesis: Perfect earth Tations can manipulate dirt, rocks, and earth in their vicinity.
Diamond Heart: Perfect earth Tations are immune to acid and have resistance 10 to electricity.
Digging: Perfect earth Tations have burrowing speed equal to their base land speed, and can burrow in any direction they desire. They can leave a tunnel behind them if they desire so.
Air Tation
Perfected Form: The flesh of perfect air Tations is gleaming when exposed to light. They have +4 bonus on all Diplomacy checks.
Aerokinesis: Perfect air Tations can manipulate air and winds in their vicinity.
Free Spirit: Perfect air Tations are immune to electricity and have resistance 10 to acid.
Flying: Perfect air Tations have flight speed (perfect maneuverability) equal to twice their base land speed.
Water Tation
Perfected Form: The flesh of perfect water Tations is minimally shiny, as if it constantly covered in water. They have +4 bonus on all Diplomacy checks.
Hydrokinesis: Perfect water Tations can conjure up a limited amount of water (1 pint per HD) and control water in their vicinity.
Innate Fountain: Perfect water Tations are immune to cold and have resistance 10 to fire.
Swimming: Perfect water Tations have swimming speed equal to twice their base land speed. They can take 10 on all Swim checks, even if they are distracted or threatened.
Abilities: Increase the base creature's abilities as follows: Strength +6, Dexterity +2, Constitution +4, Charisma +4, +2 Comeliness.
Skills: Perfect Tations gain a +2 bonus on all checks, regardless.
Feats: Perfect Tations acquire the feats Alertness, Combat Reflexes, Endurance and Iron Will, even if the base creature doesn't meet the prerequisites.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3-6), (non-sentient only): group (7-12), horde (13-24) or clan (25+)
Challenge Rating: Same as the base creature +2.
Treasure: Standard.
Alignment: Any.
Advancement: By character class.
Level Adjustment: Either +2 or +3 (depends on the campaign world and the DM)
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