Genetic Experiment (3.5e Template)

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Genetic Experiment[edit]

A genetic experiment, result of futuristic science.

Using an advanced science, creatures can be granted a great powers and unique qualities. However, in most levels of futuristic technology, except the most advanced ones, creature's DNA can be directly edited only in the very first level of the development- one cell. Therefore, in most campaign worlds such genetic engineering is used only on lab creations. (This is why the template is inherited)

Creating a Genetic Experiment[edit]

This is an inherited template, which can be added to any living creature (not to undeads, elementals or constructs) (referred to hereafter as the base creature). However, if genetic experiment acquires another template, which transform it into one of these types (like most of the vampire templates), it retains its qualities.

Special Qualities[edit]

As a result of genetic engineering, the base creature acquire some, or all, the following qualities. However, most of them are raising its challenge rating (and therefore, its level adjustment):

  • Sometimes, genetic experiment's special qualities are latent. In such cases, its CR and LA are untouched until its qualities awaken.

Ability Score Increase: An increase of +5 to an ability score is adding +1 to the creature's CR. Results are rounded (as example, both +20 and +22 will add +4 to the CR, but both +13 and +15 will add +3 to the CR) (bonuses to different ability scores overlap, not stack).

Damage Reduction: Every 5 DR from any type (except DR/-) is adding +1 to the creature's CR. Every 5 DR/- is adding +2 to the creature's CR.

Elemental Resistance: Every 5 elemental resistance to any element is adding +1 to the creature's CR (different resistances overlap, not stack).

Elemental Immunity: Elemental immunity to any element is adding +4 to the creature's CR (different immunities overlap, not stack).

Improved Speed: Every two multipliers (above 1, who does nothing) to the creature's base speed is adding +1 to the creature's CR (in short, reduce the multiplier by one and then halve it (rounded down), and you have the CR bonus) (As example, multiplier 8 is adding +3 to the creature's CR).

Improved Reflexes: The craeture can act twice per round. It adding +1 to the creature's CR. Must having this quality to have the quality Superior Reflexes.

Superior Reflexes: The craeture can act four times per round. It adding +2 to the creature's CR. Must having the quality Improved Reflexes to have this one.

Improved Stamina: Gain the feat Endurance. Adding +1 to the creature's CR. Must having this quality to have the quality Super Stamina.

Super Stamina: Gain the feat Epic Endurance. Adding +2 to the creature's CR. Must having the quality Improved Stamina to have this one. Must having this quality to have the quality Supreme Stamina.

Supreme Stamina: Gain the feat Enduring Life with additional 20 Endurance ranks. Adding +3 to the creature's CR. Must having the quality Super Stamina to have this one. Must having this quality to have the quality Energy Synthesis.

Energy Synthesis: The creature's body independently produces all the energy it requires. The creature no longer require sustenance, sleep or oxygen, and has unlimited stamina. Adding +4 to the creature's CR. Must having the quality Supreme Stamina to have this one.

Healing Factor: There are a few kinds of healing factors:

  • Accelerate Healing: Not matter what the rate is, doesn't affecting the creature's CR.
  • Rapid Recovery: Not matter what the rate is, doesn't affecting the creature's CR.
  • Fast Healing: Not matter what the rate is, adding +1 to the creature's CR.
  • Regeneration: Not matter what the rate is and what overcomes it, adding +2 to the creature's CR.

Longevity: This applies to any level of longevity (longer lifespan than the ordinary, and decelerated aging process respectively). This quality doesn't affecting the creature's CR.

Immortality: The creature isn't aging beyond maturity, immune to non-magical diseases and can potentially live forever. This quality doesn't affecting the creature's CR.

Reactive Camouflage: This powerful quality allows the creature to alter its physical appearance to looks like any kind of creatures from its size and type, as long as it knows their appearance (it has met a member of the kind at least once). This ability doesn't affect the creature's clothing and equipment, can be used at will and takes one regular action. It adding +6 to the creature's CR. Must having this quality to have the quality Advanced Reactive Camouflage.

Advanced Reactive Camouflage: This highly powerful quality allows the creature to alter its physical appearance to looks like any kind of creatures, as long as it knows their appearance (it has met a member of the kind at least once). This ability, unlike regular Reactive Camouflage, do affect the creature's clothing and equipment, also can be used at will and takes one move action. It adding +12 to the creature's CR. Must having the quality Reactive Camouflage to have this one.

Enhanced Senses: The creature possesses heightened senses compare to those of regular members of its kind. The CR adjustment is such:

  • Scent and Enhanced Scent do not affecting the creature's CR. Advanced Scent (like Enhanced Scent, but within distance between 60 feet to 1 mile) and Highly Advanced Scent (like Enhanced Scent, but within distance larger than 1 mile) are adding +1 to the creature's CR.
  • Blindsense, regardless of range, do not affect the creature's CR. Blindsight is adding +1 to creature's CR per 600 feet of range, rounded down.
  • Microscopic and telescopic visions, regardless of range, do not affect the creature's CR.
  • Low-light Vision and ordinary Darkvision, regardless of distance, do not affect the creature's CR. Perfect Darkvision and Perfect Status Vision are both adding +1 to the creature's CR.

Telekinesis: Similar to the spell in caster level equal to half the creature's HD, rounded up, but unaffected from antimagic field and similar effects, which can be used at will, and adding +2 to the creature's CR. Must having this quality to have the quality Greater Telekinesis.

Greater Telekinesis: Similar to the spell in caster level equal to half the creature's HD, rounded up, but unaffected from antimagic field and similar effects, which can be used at will, and adding +4 to the creature's CR. Must having the quality Telekinesis to have this one.

Telepathic Ability: The creature can communicate telepathically with any other creature within a range of 400 feet + 40 feet per HD that has a language. It can also hear their thoughts or read their memories instead. It adding +2 to the creature's CR. Must having this quality to have the quality Brainwashing.

Brainwashing: Similar to the spell Dominate Monster in caster level equal to half the creature's HD, rounded up, but unaffected from antimagic field and similar effects, which can be used at will. Can control on number of creatures equal to quarter the creature's HD, rounded up. It adding +4 to the creature's CR. Must having the quality Telepathic Ability to have this one.

Enhanced Brain Capability: The creature is highly intelligent, very quick learner and has perfect memory. It gains +8 to all mental abilities, and has +8 inherit bonus to Intelligence, Wisdom and Charisma-based checks. It also can process information about 6 times faster than regular mortal can. This is allowing it to learn everything 6 times faster than usual, including skills and languages. It gains 6 times skill points per level than it should by its class. It adding +4 to the creature's CR.

Spell-Like/Psi-like Abilities: The creature has the ability to use one/multiple spell-like/psi-like ability/ies. The CR adjustment is such:

  • Plus the level of the highest spell-like/psi-like ability if it can be used at will.
  • Plus the level of the highest spell-like/psi-like ability minus 3 if its use is limited per encounter (minimum +0).
  • Plus the level of the highest spell-like/psi-like ability minus 6 if its use is limited per day (minimum +0).
  • If the highest spell-like/psi-like ability can't be used at least once per day, use the highest that its use is limited per day.
  • If none of the spell-like/psi-like abilities can be used at least once per day, the creature's CR is unaffected.

Spell/Psionic Resistance/Immunity: The creature is resilient/immune to either/both spells and spell-like abilities and/or psionic powers and psi-like abilities. The CR adjustment is such:

  • If the resistance equals to maximum 10+ the creature's HD, the creature's CR is unaffected.
  • If the resistance equals to between 11 to 20+ the creature's HD, +1 to the creature's CR.
  • If the resistance equals to between 21 to 30+ the creature's HD, +2 to the creature's CR.
  • If the creature has Spell/Psionic immunity/epic, +4 to the creature's CR.
  • If the creature has both spell and psionic resistance/immunity, the bonus to the CR is overlap.

Reactive Adaptation: This quality is one of the strongest that can be added to creatures. Creature with this quality that got damaged by a certain weapon or effect, and survives, gains some resistance to that damage kind. For example, if creature with this quality is getting hit by cold iron +2 weapon, and survives, it gains damage resistance (similar to damage reduction, but only against the noted damage kinds) 10/cold iron, +2. If it later damaged by fire, and survives, its damage resistance becomes 10/cold iron, +2, fire. Damage resistance is stack with damage reduction and elemental resistance. Creatures with this quality can't adapt to damage that overcomes any DR. It adding +20 to the creature's CR.

Death Adaptation: This quality is also one of the strongest that can be added to creatures. This quality works similarly to reactive adaptation, but, instead of adjusting attacks they survive, creatures with this quality adapt to the attacks that kills them. After they die by certain weapon or effect, they self-resurrect as through the use of the spell true resurrection, and gain immunity to the damage kinds that killed them. For example, if creature with this quality is getting killed by a non-magical piercing weapon, after it self-resurrects it can no longer be harmed by non-magical piercing weapons (but can still be harmed by non-magical slashing or bludgeoning weapons, or by magical piercing weapons). Creatures with this ability can only be truly killed if their body is completely destroyed (the body can't adapt if there is no body). Creatures with this quality can't adapt to damage that overcomes any DR. It adding +20 to the creature's CR.

  • In order to make sure that creatures won't become too powerful, it is suggested to not allow to creature to have both reactive adaptation and death adaptation.

Skills[edit]

Feats[edit]

Environment[edit]

Organization[edit]

Challenge Rating[edit]

By the creature's special qualities.

Treasure[edit]

Alignment[edit]

Advancement[edit]

Level Adjustment[edit]

Half the challenge rating, rounded up.

Adjusting to Campaigns[edit]

While originally designed as science-based, the template can be made magic-based. In such case, it can be both inherited and acquired, and can be applied to undeads, elementals or constructs.


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