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D&D 3E
The Mold prestige class 
19th-Jan-2006 12:07 am
fox
Here it is, my first attempt at the mold template... Please tear it up and put it back together
xposted to d20games



Creating a mold creature

"mold" is a template that can be added to any corporeal animal, beast, humanoid, monstrous

humanoid, or giant. (referred to hereafter as the "base creature"). The creatures type

changes to "plant". It uses all the base creatures statistics and special abilities except

as noted below.

Hit dice: Changes to d8


Speed: As base creature
AC: The base creature gains a natural armor bonus of +1(note that any armor made of leather

or other animal parts will break down rapidly and be unusable in 1d4 days)

attacks: As base creature

Damage: As base creature

Special attacks:
Create Spawn(ex): Any creature reduced to -1 or lower hit points begins the process of

becoming a mold spawn. In 24 hours the creature will rise as a mold spawn. To avoid this the victim must be brought to 1 or more hit points and be the recipiant one of the following

spells: Remove disease, limited wish, wish, miracle (the remove disease paladin ability also works)

Special Qualities:
Plant: immune to poison, sleep, paralysis, sunning and polymorphing. They are not subject

to critical hits or mind-influencing effects(charms, compulsions, phantasms, patterns and

morale effects).
Low light vision(ex): The mold creature can see twice as far in low to normal light levels.
Damage reduction: 10/slashing or piercing. Mold men take little if any damage from blunt

weapons
Resistance to energy: 15/cold, 15 elect.
Vulnerability to fire: Mold creatures take double damage from fire and fire spells and

effects
Create equipment(su): A mold creature need not pay the gp cost for items, magical items,

and other equipment they craft, provided it can be made out of hardened mold. Most mold

humanoids and monstrous humanoids make their weapons and armor from mold they have made

themselves.
Tremorsense(ex): A Mold creature can sense creatures 30 feet away or less. This is also how they communicate
Speechless: Mold creatures cannot speak in the traditional sense. Any spells or spell like abilities which require verbal components cannot be used (except with the silent spell feat or it's like)

Saves: As base creature. In addition, mold creatures recieve a +2 racial bonus to their

fortitude saves

Abilities: as base creature

Skills: Mold creatures receive a +2 racial bonus to move silently, craft arms(mold only), and craft weapons(mold only)

feats: Same as base creature
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Climate/terrain: Any land or underground
Organization: Solitary, group(6) or clan(20+)
Challenge rating: Same as base creature +2
treasure: Standard
Alignment: Always Neutral
Advancement: by character class

Sample Mold Creature
This example uses a 1st level Dwarven Fighet as the base creature

Mold Dwarf
Medium sized Plant
Hit dice: 1d8+1
Initiative: +0
Speed: 30 ft
AC: 16 (+4 mold scale mail, +2 large shield)
Attacks: Dwarven Mold waraxe +1
dmg: Dwarven Mold Waraxe 1d10
face/reach: 5ft. by 5ft/5ft
Special attacks: Create Spawn, Dwarven traits
Special Qualities: Dwarven traits, Plant type, Damage reduction 10/Slashing or piercing, Resistance to energy 15/cold and 15/electricity, vulnerability to fire, create equipment, tremorsense, speechless
Saves: +5 fort, +0 refl, +0 will
Abilities: str 11, dex 10, con 13, int 10, wis 10, cha 8
Skills: Appraise +2, craft (mold armorsmithing) +4, Craft mold Weaponsmithing: +2, listen +2, spot +2, Move silently +2
Feats: exotic weapon profficiency(dwarven waraxe)
Challenge rating: 3 (rounded up from 2.5)
Comments 
19th-Jan-2006 05:41 am (UTC)
What are the limits on what can be created out of hardened mold?

You don't list the Level Adjustment anywhere, which is what you use for PC, NPC, and exceptional creatures with this template (I recommend +3 at the minimum, +4 as a caster).

Also, a Mold Dwarf would treat the Dwarven Waraxe as a martial weapon rather than exotic.
19th-Jan-2006 12:49 pm (UTC)
(got the example from dwarf straight out of the monster manual, but it was 3.0)

I have it currently at +2 CR.
19th-Jan-2006 06:30 pm (UTC)
I see that you have it at +2 CR. LA and CR are not the same thing, however (as I pointed out where the two are used differently).

And I still don't see what the criteria are for whether or not an item can be created out of hardened mold.
19th-Jan-2006 07:15 pm (UTC)
Sorry, i forgot to reply to that.

The material has to come from biomatter, with an exchange rate of 10 lbs biomatter=1lb mold matter. Thus to make a 4 lb. longsword you would need 40 lbs of biomatter.
19th-Jan-2006 07:47 pm (UTC)
So anything CAN be made it just uses more material?
19th-Jan-2006 08:46 pm (UTC)
That's a pretty fair conversion, but I'm still not clear on what items are eligible for creation as hardened mold or what (if any) the properties of hardened mold are.
19th-Jan-2006 09:43 pm (UTC)
Behind the scenes is it just gives them the ability to craft armor and weapons. Since this is not to be a PC class, just an NPC class, it's sort of a moot point since I'm the only one who has to know that. However, Anything that can be crafted really, given enough biomatter. Weapons, armor, silverware, horseshoes, cabinets, houses, vaults.

I suppose in consideration the only properties of hardened mold would be the Energy and damage resistances. Other than that it needs to perform like steel.
19th-Jan-2006 09:47 pm (UTC)
Hardness? HP? Weight? All of those are the same as steel?
20th-Jan-2006 04:46 am (UTC)
That was the plan...
20th-Jan-2006 04:48 am (UTC)
That's some crazy fucking mold.
19th-Jan-2006 10:03 pm (UTC)
I see a couple problems...

First, the level adjustment would need to be different for casters and non-casters. You have a very strong caster disadvantage and a very strong fighter advantage. Usually with templates, there are advantages and counter-balanced disadvantages... but since a single 'mold' character won't experience both (as they will likely not choose be a caster) its a bit lopsided. I do like the speechless quality though.

Also, I'd lose the item creation ability altogether. Or at the very least, not allow it to be used in conjunction with magic items. For one, the cost of making a magic sword might be around 2300gp, but only 300gp of that is for the actual metal sword, the rest is for (I assume) magical materials. Also, the item being enchanted must be masterwork, which is not an easy feat even when you're using the 'right' material. Give the mold the ability to create any mundane, non-masterwork, simple item -- but lose the no material cost ability for magical or masterwork items.
20th-Jan-2006 04:46 am (UTC)
I was thinking about making them non-casters in general. I remember putting in that caveat, but never in my head were there moldman spellcasters. This will require more thought.
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