Okay, so here's a sample of what I think we can do with this. I'll list a base creature stat-block first (2nd level human rogue) and I'll use the Elite Array, then I'll list the rules I've come up with so far for the template, then I'll apply the template and list the two seperate statblocks.
Base Creature:
Lucio, 2nd Level Human Rogue
Medium Humanoid (Human)
HD: 2d6+4 (11 hp)
Initiative: +2
Speed: 30 feet (6 squares)
Armor Class: 16 (+2 Dex, +3
mwk Studded Leather Armour, +1
mwk Buckler), touch 12, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Shortbow +3 ranged (1d6/x3) or Rapier +3 melee (1d6/18-20)
Full Attack: Same
Space/Reach: 5ft/5ft
Special Attacks: Sneak Attack +3d6
Special Qualities: Trapfinding, Evasion
Saves: Fort +2, Ref +5, Will +1 (-3 against Fear effects)
Abilities: STR 10, DEX 15, CON 14, INT 12, WIS 13, CHA 8
Skills: Balance +7, Climb +5, Decipher Script +6, Disable Device +6, Escape Artist +7, Hide +7, Listen +6, Move Silently +7, Search +6, Spot +6
Feats: Weapon Finesse, Kraven
CR: 2
Alignment: Neutral Good
Okay, so there's our base creature. Now here's our template.
UnbornFlavour text describing Unborn"Unborn" is an inherited template that can be added to any living, corporeal creature (with the exception of outsiders and elementals), hereafter referred to as the base creature.
An Unborn uses all the base creatures abilities and statistics except as noted below.
Size and Type: The creatures type changes to Outsider, and it gains the (Native) subtype. It retains its former type as a subtype. For all effects related to type, it is still considered a member of its base race and not an Outsider. In Fiend Form (see below), the base creature's size increases by one category.
Speed: All of the base creature's movement speeds are doubled when in Fiend Form. Depending on the variety of Unborn (see Fiend Class, below), it may gain or further improve movement modes in Fiend Form.
Armour Class: The base creature's Natural Armour increases equal to twice its HD in Fiend Form.
Attacks: The base creature gains two claws and a bite attack when in Fiend Form; use the tables for the Half-Fiend, pg. 148 of the
Monster Manual. Depending on the variety of Unborn (see Fiend Class, below), it may also have Blade or Energy attacks in Fiend Form.
Special Qualities:Mortal Form/Fiend Form: Unborn have two minds, a mortal and a fiend, and correspondingly have two bodies to match. While the mortal body looks pale and sickly, the fiend body is large and powerful. When Unborn change to Fiend Form, apply the following changes:
Increase size by one category.
Give claw and bite attacks.
Apply natural armour bonus.
Gain Darkvision 60ft, or increase existing Darkvision by 60ft.
Gain Low-Light Vision, or Superior Low-Light Vision if LLV is already posessed.
Gain a +4 racial bonus on Spot and Listen checks.
Apply all special qualities of appropriate variety of Unborn.
All clothing gets shredded. All armour becomes useless. Equipment is otherwise unaffected. When an Unborn returns to Mortal Form, armour requires a full-round action to reapply properly.
The transformation to Fiend Form takes a full-round action. The transformation to Mortal Form takes a standard action.
When in Fiend Form, Unborn gain a +8 size bonus to Strength, and a +4 competence bonus to Dexterity.
All Unborn also have a Fiend Class (see below) that grants abilities or alters normal abilities. See each one for details.
Demonic Dread: Unborn are both outcast and terrifying to members of their own race. When in mortal form, an Unborn looks pale and sickly, cause a -4 circumstance penalty on all Intimidate checks against the creature's base race. When in Fiend Form, they gain a +4 circumstance bonus against members of their base race.
Control Freak: Unborn have two seperate minds, and though they have the same mental ability scores, they don't always agree with each other. The alignment and attitude of the Fiend mind differ depending on the reasoning ability of the Mortal mind. Use the following table to determine the alignment of the Fiend mind.
Int 5 or less: Fiend mind is diametrically opposed to Mortal mind.
Int 6-8: Fiend mind is two steps alignment steps away from Mortal mind on one axis, and one step away on the other.
Int 9-11: Fiend mind is one alignment step away from Mortal mind on each axis.
Int 12-14: Fiend mind is one alignment step away from Mortal mind on one axis.
Int 15+: Fiend mind is agreeable with Mortal mind.
Usually, each mind is control of their respective bodies; however, sometimes a mind may wish to control the other's body. In such a case, opposed Charisma checks are required. The mind that the current body is related to gains a +4 bonus on this check. This check must be repeated every minute the innappropriate mind remains in control. If one mind agrees to let the body be handled by the other, of course, this is entirely unnecessary.
This also means that Unborn are difficult to affect with mind-affecting effects. Unborn gain two saving throws against such effects; if one is unaffected, they are both unaffected. If the effect does not allow for a saving throw, this ability is void.
Organ-Free: Unborn in Fiend Form have no internal organs or bones. They do not need to breathe, but they must still eat and sleep. Unborn are still subject to extra damage from critical hits, as well as precision damage such as sneak attack, sudden strike, etc.
Regeneration: When in Fiend Form, Unborn gain Regeneration X, where X is equal to one-fifth the base creature's total hit points. Unborn will regenerate lost limbs and even their head in 4d4+6 rounds. Unborn can also reattach a limb or head by holding (or someone else holding) the severed member to the stump; such an act requires a move-equivalent action, and the member reattaches instantly. Unborn without a head are paralysed until it is reattached or regrows. Electricity deals normal damage to Unborn, but will not stop severed appendages from regrowing.
Damage Reduction: When in Fiend Form, Unborn gain Damage Reduction X/magic, where X is equal to the twice the CR of the Unborn.
Fiend Class: Each Unborn is different, in part because of their hosts, and in part because of themselves. Each one has a certain Fiend Class that grants them different abilities in Fiend Form.
Warrior Unborn: Warrior Unborn are considered the 'basic' class of Unborn, and are best suited towards melee combat.
Blades: In Fiend form, the Unborn has long spikes coming from each wrist. These Blades can deal piercing or slashing damage and deal damage equal to 1.5x the Unborn's Strength modifier. The damage dice for these Blades are listed below, depending on the size of the Unborn.
Diminutive: 1d3
Tiny: 1d4
Small: 1d6
Medium: 1d8
Large: 2d6
Huge: 3d6
Gargantuan: 4d6
Colossal: 5d6
A Blade attack is considered a weapon attack, and therefore cannot be used in conjunction with more than one natural attack during a full-attack action.
Spikes: In Fiend Form, the Unborn has spikes on its body used for grappling, which deal damage equal to one category smaller than their blade damage. These spikes can not be used outside of a grapple.
Born to Bleed (Ex): The Strength bonus in Fiend Form increases from +8 to +16, and the Dex bonus increases from +4 to +8. In either form, the Warrior Unborn always has full BAB, regardless of racial HD or class levels, and a +4 racial bonus on grapple checks.
Survivalist Unborn: Survivalist Unborn are even harder to kill than most Unborn, making even the weakest an annoying adversary.
I Live! (Ex): Increase Regeneration to 1/3 the Unborn's total hit points. Damage reduction changes from DR/magic to DR/-.
No Touchy! (Ex): The Unborn becomes immune to extra damage from critical hits and precision damage in Fiend Form.
Tough as Nails (Ex): In either form, the Survivalist Unborn always has good saving throws, regardless of racial HD or class levels, and has a +2 bonus to Constitution.
Mage Unborn: Mage Unborn do not use magic, but rather, have spell-like abilities granted through a sphere.
Energy Blast (Su): While in Fiend Form, a Mage Unborn may create a blast of energy to attack opponents. This blast is a ranged touch attack with a range of medium, and deals 1d6 + CHA mod damage per CR of the Unborn. This is usable at will.
Magic Time (Sp): Pick a fiendish sphere from the
[counturl=77]Tome of Fiends[/counturl]. The Mage Unborn now has Expert Access to that sphere in both forms, as well as a +6 to Charisma.
Squishy (Ex): Mage Unborn are not as physically powerful as other Unborn; their size bonuse to Strength in Fiend Form is only +2, and their increase to Constitution is only +4.
Skilled Unborn: Skilled Unborn are smaller than other Unborn, preferring to rely on stealth and guile to overcome obstacles.
I Do That (Ex): Skilled Unborn gain four extra skill points at first level, and one extra skill point each level afterward. This stacks with the similar human ability.
Skilled Unborn gain a bonus feat at first level and every four levels.
Sneaky (Ex): Skilled Unborn gain +2d6 to any sneak attack, sudden strike, or skirmish damage.
You Can't See Me (Ex): In Fiend Form, a Skilled Unborn's skin changes texture to reflect its surroundings and it has a natural grace, granting a +4 racial bonus to hide and move silently checks. They also gain a +8 bonus to Dexterity instead of the usual +4.
Not So Big (Ex):Skilled Unborn, unlike other Unborn, do not increase their size in Fiend Form. They no longer gain a size bonus to Strength; instead, they gain a +4 competence bonus to Strength.
Travelling Unborn: The Travelling Unborn are a frightening thought, mostly because they can pop up anywhere.
Anywhere You Can Go... (Ex): In Fiend Form, a Travelling Unborn has all the following movement modes available to them: land speed, flying, swimming, climbing, and burrowing. Increase the base creature's fastest movement method as normal; this becomes the movement speed for all modes of movement in Fiend Form.
Jay-ump! (Su): Three times per day in either form, a Travelling Unborn may use
Dimension Door with a caster level equal to its CR.
Ultimate Unborn: Truly the most frightening of abominations, the Ultimate Unborn gains all the best aspects of the other classes while having no flaws.
Ultimate Unborn have the following abilities of other Fiend Classes:
Blades
Spikes
Born to Bleed
I Live!
No Touchy!
Tough as Nails
Energy Blast
Magic Time
I Do That
Sneaky
You Can't See Me
Anywere You Can Go...
Jay-ump!Ability Scores: Unborn gain a +6 to Constitution and a +2 to Charisma, regardless of form. The specific Fiend Class for each Unborn may alter this.
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Hmm... I didn't think there'd be that much to it.
Oh well. I'll start a new reply to apply the Warrior Unborn template to little Lucio up there.
EDIT!
Remembered the base ability score adjustments.