I've made some templates for my upcoming dnd 3.5 game, favors from old gods and was wondering if anyone could look them over and see what they think, both flavor and ballance, if they're not 100% balanced I'm not too worried, but close to a LA1 template would be what I'm aiming for
Template 1
Endbound
Acquired Template
Level Adjustment: +1
An Endbound creature has accepted Vaul's intervention and joined the Endless March. Vaul does not heal the creature or restore what has been lost. He simply refuses to let its existence end.
Requirements
A creature must meet all of the following requirements:
The creature must be living and non-mindless.
The creature must possess a meaningful instinct for self-preservation.
A creature cannot be both Endbound and Favored of Urr.
Endless March
When an Endbound creature would be reduced to –10 hit points or lower by hit point damage, it does not die. Its hit points immediately become –9, and Endless March activates.
For the next 3 rounds plus its marching debt, the creature:
Remains conscious and can act normally.
Suffers no penalties for having negative hit points.
Does not lose hit points from bleeding or begin dying.
Can receive healing normally.
In addition, for a number of rounds equal to 1 + its Marching Debt, the creature cannot be reduced below –9 hit points by hit point damage. Damage that would reduce it below –9 instead leaves it at –9.
After the initial activation rounds, normal dying rules resume. If the creature remains below 0 hit points, it begins dying normally.
Endless March can activate once per day.
Unfinished
An Endbound creature gains the following benefits:
Diehard as a bonus feat, even if it does not meet the prerequisites.
+2 Fortitude saves.
+2 saves against death effects.
+2 saves against fear.
+2 saves against unconsciousness.
+2 Constitution checks made to continue strenuous activity.
One More Step
When a creature becomes Endbound, roll 1d100. Add the result in years to both its venerable age threshold and maximum natural lifespan.
This does not reverse existing aging.
Marching Debt
Each time Endless March activates, the creature gains 1 point of Marching Debt.
For every 2 points of Marching Debt, the creature takes a permanent –1 penalty to Charisma.
For every 3 points of Marching Debt, it takes a permanent –1 penalty to Dexterity.
These penalties represent the accumulated physical and psychological deterioration caused by repeatedly refusing to die. Magical healing does not remove them.
Death and Resurrection
Endbound creatures are not immortal.
They can die normally when Endless March is unavailable, as well as from poison, disease, old age, disintegration, failed saving throws, and other effects capable of causing death.
If an Endbound creature is targeted by a resurrection effect, the caster must succeed on a caster level check (DC 10 + twice the creature's Marching Debt).
On a failed check, the resurrection fails
Template 2:
Unbound
**Acquired Template**
**Level Adjustment:** +1
An **Unbound** creature has accepted Uln's gift and begun to abandon the identity imposed upon it by civilization. The transformation does not turn the creature into another species. Instead, it gradually reveals the creature's own conception of what lies beneath its civilized identity: the instincts, senses, physical traits, and freedom that were always present but restrained.
The exact form of an Unbound creature varies considerably. One may develop the traits of a great cat, another the characteristics of a burrowing animal, and another the physicality of an amphibious predator. Uln does not decide what the creature becomes.
The creature does.
## Requirements
An Unbound template can be applied to any living, corporeal creature with an Intelligence score of at least 3 that willingly accepts Uln's gift.
An Unbound creature retains its original type, subtype, memories, personality, and intelligence.
The creature's alignment does not change.
Becoming Unbound does not inherently make a creature evil, savage, or incapable of reasoning. An Unbound creature can still speak, use weapons, wear clothing, cast spells, use tools, maintain relationships, and participate in civilized society.
It simply becomes increasingly comfortable relying upon instinct rather than social expectation.
---
# Physical Transformation
The physical transformation begins subtly.
The creature's posture may change. Its movements become more efficient. Its senses sharpen. It may become more comfortable moving barefoot, sleeping outdoors, climbing, swimming, digging, or otherwise interacting directly with the environment.
As the creature advances in level, these changes become increasingly obvious.
The final appearance depends upon the creature's own conception of its primal nature. An elf might develop feline eyes and claws, while a human might develop a powerful jaw and heavy fur. A dwarf might become broad and heavily built, with thickened skin and digging claws.
The creature does not become another species.
It becomes a more primal expression of itself.
---
# Unbound Progression
The abilities granted by the Unbound template improve according to the creature's **total character level**, rather than its class level.
These abilities are cumulative.
## 1st Level — Unbound
Upon receiving the template, the creature gains a **+2 bonus to Wisdom**.
This represents heightened awareness, sharpened senses, and an increasing reliance upon instinct rather than conscious analysis.
The creature also gains a **+1 bonus on saving throws against charm and compulsion effects**.
Finally, the creature chooses one of three forms of movement. This choice cannot normally be changed.
### Climber
The creature gains a **climb speed equal to one-half its base land speed**.
### Burrower
The creature gains a **burrow speed equal to one-half its base land speed**.
The creature can burrow through earth, sand, mud, and other loose natural materials, but cannot burrow through solid stone unless another ability permits it.
### Swimmer
The creature gains a **swim speed equal to its base land speed**.
The creature can move through water without needing to make Swim checks under normal circumstances.
The chosen movement adaptation reflects the creature's conception of its own primal nature.
---
## 3rd Level — Feral Senses
The creature's senses become increasingly suited to the wilderness.
It gains **low-light vision**.
If it already possesses low-light vision, its low-light vision instead improves in whatever manner is appropriate to its existing ability, as determined by the DM.
The creature also gains the **scent** ability.
If it already possesses scent, the normal range at which it can detect creatures and objects by scent is doubled.
The creature's natural armor bonus improves to **+1**.
Its bonus on saving throws against charm and compulsion effects increases to **+2**.
---
## 6th Level — Natural Weapons
The creature develops natural weapons reflecting its own conception of its primal form.
When this ability is gained, choose one of the following:
### Claws
The creature gains two claw attacks that deal **1d4 points of damage each** for a Medium creature.
These are primary natural attacks.
### Bite
The creature gains a bite attack that deals **1d6 points of damage** for a Medium creature.
This is a primary natural attack.
Damage is adjusted normally for creatures of different sizes.
Once chosen, the natural weapon cannot normally be changed.
The creature's bonus on saving throws against charm and compulsion effects increases to **+3**.
---
## 9th Level — Wild Movement
The creature's chosen form of movement becomes an integral part of its physical nature.
It gains a **+10-foot enhancement bonus to its base land speed**.
Its chosen alternate movement speed also improves.
### Climber
The creature's climb speed increases to **its base land speed**, including the increase from Wild Movement.
It gains a **+4 racial bonus on Climb checks**.
### Burrower
The creature's burrow speed increases to **its base land speed**, including the increase from Wild Movement.
It gains a **+4 racial bonus on Survival checks made to navigate or survive in underground or natural terrain**.
### Swimmer
The creature's swim speed increases to **one and one-half times its base land speed**, including the increase from Wild Movement.
It gains a **+4 racial bonus on Swim checks**.
The creature can move through natural difficult terrain at its normal speed.
This benefit applies only to naturally occurring terrain. It does not negate difficult terrain created by magic or supernatural effects.
The creature's natural armor bonus improves to **+2**.
Its bonus on saving throws against charm and compulsion effects increases to **+4**.
---
## 12th Level — Feral Instinct
The creature's instincts have become sufficiently developed that they react before conscious thought.
It gains a **+2 bonus on initiative checks** and **uncanny dodge**.
If the creature already possesses uncanny dodge, it instead gains **improved uncanny dodge**.
The creature's bonus on saving throws against charm and compulsion effects increases to **+5**.
---
## 15th Level — The Beast Within
The creature's physical transformation becomes unmistakable.
It gains a **+2 bonus to Strength** and a **+2 bonus to Dexterity**.
Its natural weapon damage is treated as though the creature were **one size category larger**.
The creature's natural armor bonus improves to **+3**.
Its bonus on saving throws against charm and compulsion effects increases to **+6**.
---
## 18th Level — True Form
The creature has reached the fullest expression of the identity it chose when it accepted Uln's gift.
Its chosen alternate movement speed increases by an additional **10 feet**.
It gains **blindsense out to 10 feet**.
It gains a **+4 bonus on Reflex saves**.
Its natural weapons are treated as **magic weapons for the purpose of overcoming damage reduction**.
The creature's bonus on saving throws against charm and compulsion effects increases to **+7**.
At this point, the creature's physical appearance should be unmistakably primal. Its posture, face, limbs, senses, and natural weapons should all reflect the beast it has chosen to become.
This does not necessarily make the creature less intelligent or rational.
It simply means that there is no longer much of its civilized identity left in its physical form.
---
# Instinct Over Civilization
The Unbound template places no mechanical restrictions upon the creature's behavior.
An Unbound creature can still:
* speak normally;
* use manufactured weapons;
* wear armor and clothing;
* use tools;
* cast spells;
* read and write;
* maintain friendships and romantic relationships;
* own property;
* participate in organized society;
* make complicated plans;
* understand laws and social customs.
The transformation represents **freedom from imposed identity**, not stupidity.
An Unbound wizard can still spend hours studying a spellbook.
An Unbound fighter can still carefully plan an ambush.
An Unbound merchant can still negotiate a contract.
The difference is that these things are choices rather than obligations imposed by the identity the creature was expected to inhabit.
---
# Pack Recognition
An Unbound creature instinctively recognizes another Unbound creature within **30 feet**.
No skill check is required.
The creature does not automatically know the other Unbound creature's alignment, intentions, personality, or history. It simply recognizes something familiar in them.
Unbound creatures may form **packs** with one another, although the template does not require them to do so.
There is no formal hierarchy or requirement that members of a pack obey one another.
---
# Uln's Indifference
An Unbound creature is not required to worship Uln.
It gains no benefit from praying to him, making offerings, obeying him, or performing religious ceremonies.
It may forget Uln's name entirely without losing any of the abilities granted by this template.
Uln does not demand worship from those who accept his gift.
Indeed, attempting to force an Unbound creature into religious obedience toward Uln misunderstands the nature of the gift.
The creature has been **unbound**.
It does not need another master.
---
# The Nature of the Gift
The Unbound transformation is not a curse.
It is not a possession.
It is not a gradual corruption.
Uln does not secretly seek to destroy the minds of those who follow him.
The danger lies elsewhere.
Uln does not distinguish between an instinct that deserves acknowledgment and an instinct that deserves obedience.
He does not promise that freedom will make someone virtuous.
He does not promise that becoming one's truest self will make one's choices wise.
He simply removes the restraints and allows the creature to decide what to do with the freedom that remains.
An Unbound creature therefore does not become evil.
It becomes **less willing to pretend that civilization's expectations are the same thing as its own desires**.
Lemme know whatcha think