
- DND FORGOTTEN REALMS HOW TO
- DND FORGOTTEN REALMS MANUAL
Also use Charisma for any DC that normally would ne based on a ability the creature does not have.
Use Charisma for pitting the creature's will against an opponent: fear, gaze attacks, charms, compulsions, and energy drains.
Charisma: The creature's Charisma modifier effects the save DC for any spell-like abilities it has. Wisdom: Mental or perception effects (except charms and compulsions, see Charisma). Constitution: Almost anything that comes from the creature's body poison, breath weapon. Dexterity: Movement, movement restrictions, hitting with a missile, entanglement, webs. Strength: Any application of force, crushing, binding, or constriction. The formula for most save DCs is 10 + 1/2 the creature's Hit Dice the relevant ability score modifier from the creature using the attack. DND FORGOTTEN REALMS HOW TO
For all special abilities of the base creature that remain, Calculate saving throw DCs (special abilities from the template tell you how to calculate their DC). Check for Iron Will or any other feat that affects the Will saving throw modifier and apply them now. When you have the new Wisdom modifier, recalculate the Will saving throw modifiers and the skill bonuses for any skills that use Wisdom as the key ability. Note that a creature does not gain new skill ranks for an increased Intelligence score unless it later gains levels. When you have the new Intelligence modifier recalculate skill bonuses for any skills that use Intelligence as the key ability. The new Strength modifier affects damage and any skills with Strength as the key ability. Apply any size modifiers at the same time. For all attacks that do not use Weapon Finesse, use the new Strength modifier to recalculate attack bonus. When you have the new Strength modifier, check to see if either the base creature or the templated creature uses Weapon Finesse. Check for Lightning Reflexes or any other feat that affects the Reflex saving throw modifier and apply them now. The new Dexterity modifier also modifies the Reflex saving throw modifier and any skill with Dexterity as a key ability. If it does, use the new Dexterity modifier to recalculate the attack bonus. Check to see if either the base creature or the templated creature uses the Weapon Finesse feat with one or more of its attacks. Check for Improved Initiative and any other feat that affects Initiative and apply them now. Apply modifiers for size and natural armor at this time. When you have the new Dexterity modifier, recalculate the Initiative bonus and Armor Class bonus. Check for Great Fortitude or any other feat that affects the Fortitude saving throw modifier and apply them now. The new Constitution modifier also modifies the Fortitude saving throw modifier and any skill bonus for Concentration. When you have the new Constitution modifier and any change to Hit Die size, recalculate the templated monster's hit points. Add all ability score modifiers from the creature size and the Abilities line from the template to the base creature's ability scores. Check the text of the template to see if you apply size modifiers to Strength, Dexterity, and Constitution. DND FORGOTTEN REALMS MANUAL
If the template changes the base creature's size, use the Size Increases chart in the Introduction of the Monster Manual to calculate changes to natural armor, Armor Class, and attack rolls.The process of adding a template can sometimes be confusing. In such a case, add the template on top of class levels, monster Hit Dice, and so forth. For instance, a character can acquire the lycanthrope template when bitten by a lycanthrope. All of the templates presented in this article are acquired templates.Ī character desiring an acquired template can add it when the character meets the qualifications of the template. Celestial, fiendish, half-celestial, half-dragon, and half-fiend all assume the creature or character was born with the respective template. Other templates assume the creature or character was born that way.
Those with 5 or more HD killed by vampires might become vampires. A spellcaster of at least 11th level can become a lich. A monster or character might become a ghost in death. Lycanthropy can afflict anyone allowed by the lycanthrope template at any point. Some templates can be added to monsters or characters at almost any time. In fact, a player character with a template is little different from any other character, and anyone reading this is ready for the challenges they present. This increases the creature's Challenge Rating and provides players and characters with unexpected challenges.Īs long as the DM is part of the decision to add a template to a player character, she should be ready for that character's new abilities. Adding a template gives a monster or character a suite of abilities its kind does not normally have.