Selfich (3.5e Template)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Foxwarrior (talk)
Date Created: 7/31/10
Status: Just started
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article

Selfich[edit]

Selfich are Self Telekineticists who have chosen to embrace the powers of abandoning a physically logical existence.

A Selfich is generally a thin humanoid skeleton or mannequin made of bone, crystal, wood, adamantine. or plastic, although the body shape depends on the creature's original body shape. The eyes glow, as one might expect of a lich-imitator.

Creating a Selfich[edit]

The Selfich template can be applied to any Self Telekineticist who is currently a living creature. Applying this template requires that they be dissolved in a vat of boiling acid placed on a pentagram with the skeleton or mannequin they wish to inhabit suspended above them. They must succeed on ten consecutive DC 25 autohypnosis checks to continue meditating in this rather painful situation.

The skeleton or mannequin must be of the same basic shape and size as the creature.

Table: Selfich Body Costs

Type of Body Cost* of Body Must have this applied to it
Bone 100 gp 25 points of negative energy damage
Deep Crystal 2000 gp decerebrate
Adamantine 10000 gp +1 or more enhancement bonus (armor)
Wood 80 gp 25 points of positive energy damage
Plastic 60 gp A spell that animates objects, such as animate objects.
*Double for every size category above Medium, halve for every size category below Medium

Although Selfich change type when they change to their new body, saves and attack bonus are not recalculated, and Hit Dice only change if they lose their Constitution score.

Table: Selfich Effects

Type of Body Ability Scores Armor Bonus Type(s) Gained Alignment Restriction Abilities Gained
STR DEX CON INT WIS CHA
Bone +0 +0 - +2 +0 +2 +3 Natural construct Any Evil Animate Body, Corpse Puppets, damage reduction 5/bludgeoning, +2 Turn Resistance, Fear Aura, Splinter Spray, immunity to cold and electricity, Negative Aura
Deep Crystal +0 +0 +2 +2 +2 +0 +3 Natural construct Any Animate Body, hardness 10, Splinter Spray, immunity to poison and disease, Psionic Power
Adamantine +2 +0 - +0 +4 +0 +Enhancement bonus, as enchanted construct Any Nonchaotic Animate Body, Adamantine Hardness, immunity to fire and sonic, resistance 20 to all types of energy
Wood +2 +2 +2 +0 +2 +0 +2 Natural plant Any Good Animate Body, Plantify, Splinter Spray, immunity to forced teleportation and mind-affecting, Positive Aura, Soporific Aura
Plastic +0 +2 - +2 +0 +2 +1 Natural xenotheric construct Any Nonlawful Animate Body, Regeneration, Spell Resistant, immunity to electricity and sonic, Bio Energy, Plastimorph

Animate Body: All Selfich who have had their current puppet body destroyed can animate a new one (of any type) that has been prepared properly and does not already contain a Selfich. While in their bodiless state, they cannot do anything other than observe (as through scrying, with all senses) things within 30 feet of places where their names have been spoken in the past hour.

Corpse Puppets: Bone Selfich can animate corpses as a supernatural ability that mimics the animate dead spell with a caster level equal to your Self Telekineticist level, although there is no component cost and undead you animate with this that stray more than 30 feet from you become lifeless corpses again, and you can animate with a 30' ranged touch attack.

Fear Aura: Bone Selfich are surrounded in an aura of dreadful deathly evilness. Creatures with fewer HD than the Bone Selfich's Self Telekineticist level in a 60-foot radius who look at the Bone Selfich must make a Will save (DC 10 + Half Character Level + Charisma modifier) or be affected as by a fear spell cast by a Sorcerer of the Bone Selfich's Self Telekineticist level.

Splinter Spray: Bone, Wood, and Crystal Selfich can shatter small parts of theirselves, sending them forth in a high-speed cone as a standard action. This does 5 points of damage to the Selfich, and 1d10 points of damage per Self Telekineticist level to everything in a Medium cone (scales with Self Telekineticist level), with half damage on a successful Reflex save.

Negative Aura: At the beginning of the Bone Selfich's turn, he deals 1d4 points of negative energy damage per Self Telekineticist level to everything within Close range (scales with Self Telekineticist level), with half damage on a successful Fortitude save. This damage heals the Bone Selfich.

Psionic Power: Crystal Selfich have power points per day and powers known as a Wilder of their Self Telekineticist level.

Adamantine Hardness: Adamantine Selfich have hardness 20 +2 per point of enhancement bonus. They also ignore hardness values less than 20 with their unarmed and natural attacks, and penetrate Adamantine damage reduction.

Plantify: Whenever a Wood Selfich hits an opponent with a melee attack, that opponent must make a Fortitude save against a poison (DC 10 + half HD + Constitution modifier) that does 1d6 Intelligence primary damage and has secondary damage of permanent domination.

Positive Aura: At the beginning of the Wood Selfich's turn, he deals 1d4 points of positive energy damage per Self Telekineticist level to everything within Close range (scales with Self Telekineticist level), with half damage on a successful Fortitude save. This damage heals the Wood Selfich.

Soporific Aura: Wood Selfich are surrounded in an aura of restful peace. Creatures with fewer HD than the Wood Selfich's Self Telekineticist level in a 60-foot radius who look at the Wood Selfich must make a Will save (DC 10 + Half Character Level + Charisma modifier) or be affected as by a sleep spell (without the HD limit, obviously) cast by a Sorcerer of the Wood Selfich's Self Telekineticist level.

Regeneration: Plastic Selfich have regeneration, with only fire damage dealing lethal damage. Plastic Selfich can reattach missing body parts (including head) as a standard action, or regrow missing body parts with 1 minute of submersion in molten plastic. Plastic Selfich regenerate 1 hit point per round per Self Telekineticist level.

Spell Resistant: Plastic Selfich have Spell Resistance equal to 10 plus twice their Self Telekineticist level.

Bio Energy: Plastic Selfich have a bio-energy pool equal to their Self Telekineticist level.

Plastimorph: Plastic Selfich can change their shape as per the alternate form ability as a standard action. This costs a number of bio-energy points equal to the CR of the creature they are attempting to imitate, or only 1 point when returning to their normal form.

Challenge Rating[edit]

+2.

Alignment[edit]

Bone Selfich are always Evil. Wood Selfich are always Good. Adamantine Selfich are never Chaotic.

Advancement[edit]

Selfich may continue to level up.

Level Adjustment[edit]

+2



Back to Main Page3.5e HomebrewMonstersTemplates


Foxwarrior's Homebrew (741 Articles)
Foxwarriorv
Article BalanceVery High +
AuthorFoxwarrior +
CR2 +
Identifier3.5e Template +
Level Adjustment2 +
RatingUnrated +
SummarySelfich are Self Telekineticists who have chosen to embrace the powers of abandoning a physically logical existence. +
TitleSelfich +