Surise (3.5e Template)

From D&D Wiki

Jump to: navigation, search
Main Menu
Blades Of Keran
Player Info
World Reference
DM Info

Add New Page

Surise[edit]

A surise is a light arise who has evolved. This is mainly the result of their connection to the plane of positive energy strengthening or the result of them undergoing another ritual. They gain small feathered wings on their back (unless they already have wings) but besides that appearance is hardly altered from their light arise appearance - They look attractive and humble for their race, they still lack pigment and as a result they have white hair and pale skin but their eyes are still gold. The most obvious difference to a light arise that a surise has is that unlike a light arise who has an appearance which resembles the living the surise has a body which actually resembles a living, functioning body. They can breathe and eat but they do not require sustenance or air to breathe. Surise must always stay of the good alignment. If they falter, become corrupted and fall into the neutral of evil alignment then they will become a grey arise or dark arise. As they have become evolved deathless they are incapable of dying from positive energy overdose.

Creating a Surise[edit]

"Surise" is an acquired template that can be added to any dragon, giant, humanoid, or monstrous humanoid creature. It is meant to replace the light arise template.

Size and Type[edit]

The creature’s type changes to deathless and they gain all of the deathless traits. Base attack bonus and saves must be recalculated according to match level adjustment. Size is unchanged.

Hit Dice[edit]

Change all current and future HD to d12s

Armor Class[edit]

A surise's armor class is unchanged with their base.

Attack[edit]

No change to the base creatures attacks.

Full Attack[edit]

No change to the base creatures attacks.

Special Attacks[edit]

Sunbeam (Su): A surise gain the ability to cast sunbeam once per day when they reach 8 hit dice and they can cast it an extra time every 2 hit dice gained after 8 hit dice.

Create Spawn (Su): A surise gains the ability to create Sol crawlers when reaching 12 hit dice. Creatures killed by the surise's sunbeam rise after 1d4 days as sol crawler under the surise’s control. They do not possess any of the abilities they had in life and the surise can only control one sol crawler per 3 hit dice they have. Sol crawler created by the surise but aren't controlled by them are friendly to him/her but is either unpredictable or passive to everything else.

Special Qualities[edit]

Surise retain all the base creature’s special qualities and gains those described below.

Resist Control (Ex): Surise have a +5 bonus on their will saving throws against the control deathless spell.

Control Immunity(Ex): Eventually Surise become incapable of being controlled by the control control deathless upon reaching 14 hit dice.

Wings (Ex): The Surise wings grows into a size capable of flying once reaching 15 hit dice. The Surise may now fly at a speed equal to his/her normal land speed, with average maneuverability.

Abilities[edit]

Surise have no constitution score but their new appearance make them look more trustworthy and honest than they were when alive. Base abilities + 4 to charisma.

Skills[edit]

Surise have a + 6 racial bonus to diplomacy and bluff but a - 2 racial bonus to intimidation, due to their appearance, to base.

Challenge Rating[edit]

Same as the base creature plus two.

Treasure[edit]

Unchanged from base.

Advancement[edit]

By character class.

Level Adjustment[edit]

Same as the base creature plus three.

Becoming a Surise[edit]

There are three ways of becoming a surise, two of which require rituals. The first one and the most difficult one is to allow a light arise to continue existing until they have reached one hundred years of age and are given a one percent chance of strengthening their connection with the positive energy plane and evolving. Every hundred years gives them a extra percent to evolve and once evolved they will turn into a Surise. This method is the most time consuming and least preferred.

The second one is the one which lacks the most intention of becoming a surise. If the ritual for being revived as an arise was performed more than five time on a light arise then every subsequent rivival using the ritual will have a constant ten percent chance of the light arise turning into a surise.

The third one is the easiest and most preferred but also the most dangerous of the three. The ritual of becoming a surise from a light arise requires the individual to be so positively charged that they are borderingly close to dying. This can be done by the repetitive casting of cure spells and it must be performed in the season of Birthdawn. Then they will have to cast the following spells:

At the end of all methods they should have evolved into a surise.

See Also[edit]


Back to Main Page3.5e HomebrewCampaign SettingsBlades Of Keran Campaign Setting

Home of user-generated,
homebrew pages!


Advertisements: