Nobody (3.5e Template)
From D&D Wiki
|This page needs an image. If you are an artist, or know of any image that would fit this page, please upload a picture and add it.|
|Archer (Elf, 1st Level Warrior)|
|Hit Dice:||1d8 (4 hp)|
|Speed:||30ft (6 Squares)|
|Armor Class:||15 (+1 Dex, +4 Natural), touch 11, flat-footed 14|
|Attack:||Longbow +3 ranged (1d8/x3)|
|Full Attack:||Longbow +3 ranged (1d8/x3)|
|Special Qualities:||Darkvission 60ft, Elven Traits, Emotionless, Favored Enemy (Heartless) Memories, Shadow Door, Summon Ally, Summon Weapon|
|Saves:||Fort +2, Ref +1, Will -1|
|Abilities:||Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8|
|Skills:||Hide +1, Listen +2, Search +3, Spot +2|
|Feats:||Weapon Focus (Longbow), Point Blank Shot|
|Organization:||Solitary, Pair, Group (3-5), Troupe (6-20), or Army (20-1000)|
|Advancement:||By Character Class|
Creating a Nobody
This is an acquired template, and can be added to any corporeal, living creature hereafter referred to as the base creature
Size and Type
Size is the same as the base creature, but type is changed to Outsider
Change Racial Hit Dice to a D8
Same as base creature plus...
+4 Charisma, -2 Constitution: Nobodies tend to develop acting and bluff skills, but their bodies tend to be lighter, and fade away when killed.
Darkvision 60 ft
Emotionless (Ex): Nobodies are immune to fear and charm effects, including mood changes from Diplomacy or Wild Empathy.
Favored Enemy (Heartless): Nobodies gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Heartless. Likewise, they get a +2 bonus on weapon damage rolls against Heartless.
Memories (Ex): A Nobody has all the memories from it's previous life, and can use those to fake emotion, granting it a +5 to bluff checks when faking emotions.
Shadow Door (Su): once per day, a Nobody can travel between shadows, just as a Shadow Dancer may, at a maximum range of 5ft per HD.
Summon Ally (Su): Once per day, a Nobody can summon another Nobody whose HD is half that of the casters, as the spell Summon Monster.
Summon Weapon (Su): Aa a move action, a Nobody may summon a weapon (or pair of weapons) to their hands. This weapon must be previously selected out of the weapons that the Nobody has or has had since being changed. The chosen weapon(s) may be changed, but the nobody may only select a maximum of two weapons (Ranged weapons and ammunition count as two. Ex: Bow and Arrow, Crossbow and Bolt, Sling and Bullet/Stone, etc.., as do two-handed weapons.), and the instant they're dropped or broken they vanish, but may be summoned again in perfect condition. If weapon is a ranged weapon, the projectile (ex: Dagger, Arrow, etc...) instantly returns to the Nobodies hand(s).
Same as base creature plus any one feat that they fulfill the requirements of.