Thunderborn (3.5e Template)
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A creature blessed, or possibly cursed, by a thunderstorm, magical influence, or simply chance.
|Thunderborn Elf, 4th-Level Fighter|
|Size/Type:||Medium Humanoid (Air, Elf)|
|Hit Dice:||4d10+4 (26 hp)|
|Speed:||30 ft. (6 squares), fly 20 (average)|
|Armor Class:||16 (+2 Dex, +2 Leather, +2 Natural), touch 12, flat-footed 14|
|Attack:||Longsword +6 melee (1d8+3/19-20) or slam +6 melee (1d4+1)|
|Full Attack:||Longsword +6 melee (1d8+3/19-20); or slam +6 melee (1d4+1); or longsword +4 melee (1d8+3/19-20) and slam +2 melee (1d4)|
|Space/Reach:||5 ft./5 ft.|
|Special Attacks:||Sonic burst|
|Special Qualities:||Air superiority, elf traits, immune to deafen, resistance to sonic 9|
|Saves:||Fort 6, Ref 3, Will 0|
|Abilities:||Str 13, Dex 14, Con 15, Int 10, Wis 8, Cha 16|
|Skills:||Climb +5, Intimidate +5, Jump +5, Listen +3, Move Silently +4, Search +2, Spot +1, Swim +5|
|Feats:||Dodge, Two-Weapon Fighting, Weapon Focus (Slam), Weapon Focus (Longsword), Weapon Specialization (Longsword)|
|Alignment:||Usually chaotic good|
|Advancement:||By character class|
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This man appears at first glance as your run-of-the-mill elven warrior. On closer inspection, his features are even sharper than a standard elf, and the air around him smells like summer rain. His voice rings like thunder.
Elves are more likely to consider a thunderborn to be blessed, and raise them with care. However, thunderborn elves are incredibly difficult to handle, having an anarchic mind that far exceeds others of their kind. Most often, the thunderborn will become too much to deal with and will be "let free" before adulthood.
The thunderborn elf fighter presented here had the following ability scores before racial adjustments: Str 13, Dex 12, Con 15, Int 10, Wis 8, Cha 14.
Sonic Burst (Su): 1/day, +5 melee touch attack for 2d6 points of sonic damage (4d6 to objects), Fortitude DC 15 halves.
Creating a Thunderborn
"Thunderborn" is an inherent template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A thunderborn uses all of the base creature's statistics and special 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 with this template become magical beast. Otherwise, size and type are unchanged. The creature gains the air subtype.
Same as base creature.
Same as base creature. Thunderborn gain a supernatural fly speed of 10 feet plus 5 feet per 2 hit die the thunderborn possesses (to a maximum of 60 feet at 20th level) with average maneuverability. At 10th level, the thunderborn's maneuverability increases to good. At 20th level, the thunderborn's maneuverability increases to perfect.
Thunderborn cannot fly while carrying a medium or heavy load.
The base creature's natural armor improves by +2.
A thunderborn retains all the attacks of the base creature and also gains a slam attack if it didn't already have one. If the base creature can use weapons, the thunderborn retains this ability. A creature with natural weapons retains those natural weapons. A thunderborn fighting without a weapon uses either his its slam or its primary natural weapon (if it has any). A thunderborn armed with a weapon uses its slam or the weapon, as it desires.
If the base creature does not have a slam, use the appropriate damage value from the table below according to the thunderborn's size. Creatures that have have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
A thunderborn fighting without weapons uses either its slam (see above) or its natural weapons (if it has any). If it uses its slam as a secondary weapon (along with a weapon held in the other hand), it takes the normal penalties for two-weapon fighting.
A thunderborn retains all the special attacks of the base creature and gains one of those described below. Saves have a DC of 10 + 1/2 thunderborn's HD + thunderborn's Cha modifier. These abilities are usable once per day at 1st level, and one additional time per day for every 5 hit dice the creature gains.
Sonic Burst (Su): Some thunderborn can blast foes with destructive harmonics with only a touch. As a standard action, the thunderborn may make a melee touch attack against a single foe. If successful, the target takes 1d6 points of sonic damage per 2 hit die of the thunderborn (minimum 1d6, maximum 10d6). A touched brittle or crystalline object takes 1d6 points of sonic damage per hit die of the thunderborn instead (maximum 20d6). An affected creature is allowed a Fortitude save to reduce the damage by half. Constructs and skeletal undead are affected as if they were a crystalline object.
Deafening Wail (Su): Some thunderborn can emit a piercing scream. As a standard action, the thunderborn can cause all creatures in a 30-foot cone to make a Fortitude save or be deafened for 1d4 rounds plus 1 round per 2 hit die of the thunderborn.
Absorb Sound (Su): Some thunderborn can create an area of silence around them by "taking in" noise. This ability functions as the silence spell, caster level equal to the thunderborn's hit die, centered on the thunderborn. If the thunderborn moves, the zone of silence moves with them. The thunderborn may activate this ability as a standard action, and deactivate this ability as a immediate action.
A thunderborn retains all the special qualities of the base creature and also gains those described below.
Air Superiority (Ex): Flying creatures take a -1 penalty on attack and damage rolls against a flying thunderborn.
Immune to Deafen (Ex): Because of their innate power over sound, thunderborn cannot be deafened.
Resistance to Sonic (Ex): A thunderborn has resistance to sonic equal to 5 plus the thunderborn's hit die (maximum 25).
Increase from the base creature as follows: Con +2, Cha +2.
Thunderborn have a +2 racial bonus to Move Silently and Listen checks. Otherwise, same as the base creature.
Same as base creature.
Any, usually same as base creature.
Same as base creature +1.
Usually chaotic (any).
Same as base creature.
Same as base creature +2.
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