Twins (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.|
Twins are exactly what the name stands for. They have a special link between them so they have some special powers.
Twins is an inherited template available to all intelligent creatures(Int min. 6) Also their alignments can't be opposed. For example if the one is Lawful Good than the other can't be Lawful Evil or if the one is Chaotic Good than the other can't be Lawful Neutral. If the one twin dies than the other loses all benefits of this template. Also if their alignments change so that they're opposed the twins lose all the benefits of this template.
As base creature:
Size and Type, Hit Dice, Speed, Armor Class, Attack, Full Attack, Special Attacks, Abilities, Skills, Environment, Organization, Challenge Rating, Treasure, Level Adjustment.
Share Experience: The twins share their experience so they advance at the same time.
Share Spells(Ex): At the twin's option, that twin may have any spell(including spell-like abilities) which the twin casts upon oneself also effect the other twin. The other twin must be within the base land speed of the twin casting the spell to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the twin if that twin moves farther than the base land speed away from the caster and won't affect that twin again if should return to the the caster. Additionally the twin may cast a spell with a target of "You" on the other twin (as a touch range spell) instead of oneself.
Greater Aid(Ex): When a twin is aiding the other, the twin gets a +4 bonus instead of the regular +2.
Always Together(Ex): When the twins are together they gain a +2 bonus to Will saves. When they aren't together but know where the other one is they don't gain this bonus. If they don't know where the other one is they gain a -2 penalty to Will saves, concentration, disable device, forgery, knowledge, move silently, open lock, search, sleight of hand, spellcraft, use magic device and use rope checks. And if they're not together than they always know where the other is at all times, no matter what.
Instill(Ex): A twin may take a full-round action to make a Concentration check(DC 10 + character level) to impart some of that twin's own ability into the other twin by touch once per two character levels a day starting at second level(once per day at 2nd level). The twin then transfers some of that twin's own power to the other. The twin doing the power transfer subtracts up to 1 point per two character levels from one's own base attack bonus and/or any or all of that twin's base save bonuses and transfers the same amount to the other twin. If they both are spell casters they can also transfer one spell slot each day of a spell level equal to half the character level of the twin. The twin regains the instilled power after a time of 1 min./two character levels, when it transfers back out of the other twin. The twin does not regain a transferred spell slot and is not at a risk of dying when transferring spell slots. If the twin who gained the bonuses dies before the instilled power is transferred back, the other twin must make a Fortitude save or die as well (See Linked). If he succeeds, he immediately gets his instilled powers back.
Twin Merge(Ex): The twins may make as a instantaneous action make a Concentration check (DC 10 + character level) to combine their twins Reflex, Will, or Fortitude save with their own. Twins must be within 50 ft for this ability to work. As a full -round action twins may use Twin Merge to cast a spell useing their combined caster level. This removes normal limits placed on spells ( Example: Magic Missile reads for every two caster levels beyond 1st, you gain an additional missile-two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. After the maximum is reached you Ignore the limit placed on the spell and add another missile every odd numbered caster level on.) To cast the spell both twins must make a Concentration check (DC 10 + spell level) to cast the spell. If one twin fails the Concentration check the spell fails. Twins must be touching to use this ability.
Linked(Ex): If one twin dies, the other twin must make a DC 35 Fortitude save, or die as well, if the other twin survives, it becomes the utmost imperative to bring his/her other half back. Similarly, if one twin is resurrected, the other twin, if dead, will come back as well.
The twins gain Team Fighting and Pack Attack as bonus feats.
As base creature but their alignments can't be opposed.
As base creature but they both advance at the same time.