Templates and fluff


Advice


Need some advice on designing fluff around magical experiments and templates. For example, the half-dragon template states that they are very rarely the result of a dragon's union with another creature, but rather the result of some form of experiments. I really like combining mechanics and fluff, so most of what I try to create scenario wise does just that. I may bend it a bit but I try to stick as close to the printed mechanics as I can when I build my fluff.

So here's the problem. There's no mechanics. There kind of is for lich, in the sense that it mentions that it takes about 120,000 gold and craft wondrous item to build the phylactery, as well as pouring over forbidden tombs obsessiveness to work out your own personal ritual, since what works for one person might not work for another.

What about other templates though? What are some good ways to apply at least generally mechanics that would make sense in altering a creature? Could a first level alchemist give someone a template? I'd think not, at least not without significant expense and help. But where's the line?

Any advice would be appreciated.


Bump.

Also, are there any adventure paths or campaign setting material that covers magical experimentation? I'd really like to throw in some "mad scientist characters", but I reaaally don't want to just hand pcs and quick and easy way to make themselves cooler either. Maybe make it something along the lines of having to have really hard to get materials (such as elder dragon flesh for the half-dragon example), and a very low survival chance?

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