Author Topic: General Weirdness  (Read 54311 times)

Offline bhu

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Re: General Weirdness
« Reply #160 on: December 02, 2018, 11:11:23 PM »
                      Faux Dryad
                      Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice:             6d8+6 (33 hp)
Initiative:           +4
Speed:                50 ft. (10 squares)
Armor Class:          23 (+4 Dex, +9 Natural), touch 14, flat-footed 19
Base Attack/Grapple:  +6/+7
Attack:               Claw +10 melee (1d6+1)
Full Attack:          2 Claws +10 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Summon Demon
Special Qualities:    Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues, Change Shape
Saves:                Fort +8, Ref +9, Will +7
Abilities:            Str 13, Dex 19, Con 13, Int 16, Wis 14, Cha 20
Skills:               Bluff +12, Concentration +6, Diplomacy +12, Disguise +12, Escape Artist +10, Hide +11, Intimidate +12, Knowledge (Nature) +9, Listen +8, Move Silently +10, Search +9, Spot +8, Survival +9, Use Rope +11
Feats:                Dodge, Great Fortitude, Weapon Finesse
Environment:          A chaotic evil-aligned plane
Organization:         Solitary
Challenge Rating:    7
Treasure:             Standard
Alignment:            Always Chaotic Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

Faux Dryads look a lot like regular Dryads to humans.  There are enough differences that Fey, Druids, and those that spend much time with either can make a Spot vs Disguise Check to realize something is off.  They are intended as scouts and companions for Black Figs.  They find good locations for planting and then serve as distractions for anyone who comes poking about.

Spell-Like Abilities (Sp): At Will: Charm Monster, Entangle, Greater Teleport, Speak With Plants, Suggestion, Tree Shape, Tree Stride.  Caster Level is 12th.

Summon Demon (Sp): Once per day a Faux Dryad can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su): A Faux Dryad can assume the form of any Small or Medium humanoid.

Skills: Faux Dryads have a +8 Racial Bonus to Disguise Checks meant to appear as a Dryad.

Combat: Faux Dryads are not combat monsters.  They try to befriend intruders and lead them into ambushes, or have Charmed critters deal with them.
« Last Edit: December 21, 2018, 12:51:44 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #161 on: January 27, 2019, 10:47:39 PM »
VELOCIFELID


   
“If everything seems under control, you're not going fast enough.” 

 Velocifelids are anthro cats with large claws and tails.  They tend to be wide-hipped and fond of dressing in ways that irritate the more prudish races.

VELOCIFELID RACIAL TRAITS
·   +2 Dex, +2 Int, -2 Wis
·   Size Class: Medium.
·   Monstrous Humanoid, giving them 60 ft Darkvision
·   Base speed 40 ft.
·   Sprint (Ex): Once per hour, a Velocifelid can move ten times its normal speed (500 feet) when it makes a charge.
·   Pounce (Ex): If a Velocifelid charges a foe, it can make a full attack, including two rake attacks.
·   Rake (Ex): Rake to hit and damage is identical to claws.
·   Velocifelids have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 1d4 plus 1/2 Str Bonus.
·   Velocifelids have a +4 Racial Bonus on
·   Velocifelids automatically speak Feliine and Common.  Bonus languages include any nearby race.
·   Level Adjustment: +1
·   Favored Class: Scout


STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 3'9" Female: 3'7"
 Height Modifier: +2d4"
 Base Weight: Male: 130 lbs   Female: 100 lbs.
 Weight Modifier: x(2d6) lbs

VELOCIFELID CHARACTERS
 Given their racial disdain for magic (they think of it as cheating) the Velocifelids prefer speed based combat, usually making them great Scouts.
 Adventuring Race: Velocifelids go on adventures for glory or to prove their worth to potential mates.
 Character Development: Focus on either Pounce or Grapple to max out your ability to use Rake.
 Character Names:

ROLEPLAYING A VELOCIFELID
 The chase is everything, and that's pretty much a metaphor for your life.  You always seem to be chasing something, only to begin chasing a new goal once you catch the old one.
 Personality: Much like cheetahs, you can be a bit neurotic on your own, but stabilize quickly in the right company.
 Behaviors: Velocifelids practice hunting and various track and field sports as past times.
 Language: Velocifelids speak Feline, and most are familiar with Common as well.

VELOCIFELID SOCIETY
 Velocifelids live in extended family clans, splitting off when new territory is discovered or  the population grows too big for the resources available.
 Alignment : Their tendency to live in prides leads most Velocifelids to be Lawful Neutral.
 Lands : They prefer to live in open plains to take advantage of their speed.
 Settlements : If they can't live in open grasslands they prefer forests.
 Beliefs : Velocifelids are a fairly martial race so they prefer Gods of hunting and warfare.  They dislike peaceful Gods, considering them weak.
 Relations: Velocifelids are incredibly skittish around newcomers, but once you gain their trust they are very loyal.

VELOCIFELID ADVENTURES
· You're being sued by some sort of Moral Purity League.  So you gather a few friends and head out to deliver a 'counter-suit'.
· A senile old woman thinks your her pet kitty, and it turns out she's a former mob boss.  Suddenly you're both on the run from her replacements who want her secrets.  Cause you can't just let a little old lady die.
· Your team has been hired to guard some sort of sports contest, which you somehow end p being asked to participate in to bodyguard a famous runner.

« Last Edit: March 04, 2019, 09:47:23 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #162 on: June 05, 2019, 07:12:00 PM »
KAMEFOKU


   
"And this is my octopus buddy Mofongo."

 The Kamefoku are an odd form of tauric merfolk.   From the waist up they are brown skinned humans, usually with dark hair and eyes.  From the waist down they are blue-green sea turtles.

KAMEFOKU RACIAL TRAITS
·   +2 Cha, -2 Dex
·   Size Class: Medium.
·   Monstrous Humanoid, giving them 60 ft Darkvision
·   Base speed 5 ft.
·   Base swimspeed 20 ft.
·   +4 Natural AC Bonus
·   Spell-Like Abilities (Sp): Kamefoku can cast Speak With Animals as a 1st Level Druid.
·   Kamefoku have a +4 Racial Bonus on Handle Animal Checks, and Handle Animal is always a Class Skill.
·   Kamefoku automatically speak Aquan and Common.  Bonus languages include any nearby race.
·   Level Adjustment: +0
·   Favored Class: Bard

STARTING AGE
 Adulthood: 40
 Barbarian, Rogue, Sorcerer: +3d6
 Bard, Fighter, Paladin, Ranger: +5d6
 Cleric, Druid, Monk, Wizard: +7d6

AGING EFFECTS
 Middle Age: 125
 Old: 188
 Venerable: 250
 Maximum Age: +2d% years

HEIGHT AND WEIGHT
 Base Height: Male: 5'10" Female: 5'8"
 Height Modifier: +2d10"
 Base Weight: Male: 145 lbs.   Female: 135 lbs.
 Weight Modifier: x5 lbs.

KAMEFOKU CHARACTERS
 While they are built to be Bards, Kamefoku also make decent Charisma based Divine casters.
 Adventuring Race: Kamefoku usually respond to threats to their home or environment.  Some also adventure out of curiosity or to help allies.
 Character Development: Try to find some way to eliminate their land speed penalty if the Campaign isn't underwater.
 Character Names: Kamefoku usually use the same names as other Merfolk.

ROLEPLAYING A KAMEFOKU
 You just don't understand why the other races can' relax and get along.
 Personality: Again, Kanefoku are pretty similar to other Merfolk.
 Behaviors: Kamefoku are curiouss, but peaceful by nature.  They will not let their curiosity bring them into combat.
 Language: Kamefoku speak Aquan.

KAMEFOKU SOCIETY
 Kamefoku society is similar to that of most Merfolk.  They do their best to live in harmony with nature.
 Alignment : The Majority of Kamefoku are both Chaotic and Neutral.
 Lands : Warm seas with plenty of islands.
 Settlements : Kamefoku will take refuge in temperate waters if given no option.
 Beliefs : Kamefoku generally worship nature deities.
 Relations: Kamefoku generally get along well with races that do not bespoil nature or have a stick up their ass.  They oppose Sahuagin and the other Evil Aquatic races like most Merfolk.

KAMEFOKU ADVENTURES
· You find the last survivor of a massacred Sahuagin family.  A baby.  The elders decide to raise it, but you are tasked with finding out why it exists in the first place.  What were they doing here after all?
· Strange creatures have been emerging from a distant trench long thought cursed.  You have been asked to discover why, and how to stop it, as the creatures are foul beyond description.
· Some fool on the surface has proclaimed your shells give magical protective properties, and now you need to stop the lunatics hunting your people.

« Last Edit: February 12, 2021, 06:46:14 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #163 on: July 02, 2019, 10:21:27 PM »
Traveler

Traveler is an Acquired Template that can be applied to any Angel that is Chaotic or Neutral Good with ranks in Knowledge (Arcana and the Planes).  At some point a group of Celestials decided to put an end to the Blood War, and find a way to deal with the problem of the Fiends once and for all.  They began to seek forbidden knowledge, much of it forbidden for good reason.  Purged from their Planes of Origin eventually they began to travel far and wide, no longer tethered to their place of birth.

On the one hand this was good for their quest as they no longer had to perform other duties while hiding their true intention.  On the other hand they can no longer remain in one place for very long, and their exposure to outside influences has changed them both physically and mentally.  Many have altered significantly due to having to hide in the Far Realms.  They are Angels no longer.

Size and Type: Size and Type are unchanged.  The Good Subtype is lost. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Instead of Slams the Travelers have Claw attacks.

Damage: The Traveler's Claws do the same damage as the base creatures Slam attack, but it does Slashing damage.

Special Attacks: Retains all Special Attacks of the Base Creature, except as noted below:

Spells: A Traveler loses it's connection to the Divine, but still retains vast personal power.  If the Base Creature can cast spells as a Cleric, it now casts spells as a Wizard of the same Level.  Preferred schools are Abjuration, Conjuration, Divination, and Universal.

Spell-Like Abilities: If the Base Creature has Spell-Like Abilities that mimic spells that are only on Divine Magic spell lists, replace them with a Wizard spell of the same school and Level.

Special Qualities:
Retains all Special Qualities of the Base Creature, except as noted below:

Protective Aura (Su): The effects of this ability are no longer restricted to Evil creatures, and the Traveler may choose who it does or does not affect.

Damage Reduction:  Damage Reduction changes from DR x/Evil or Epic and Evil to DR x/-.

Regeneration: A Traveler takes normal damage from Divine spells.

Saves: Unchanged.

Abilities: +2 Int

Skills: Unchanged.

Feats: Unchanged.

Environment: Any

Organization: Unchanged.

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Always Chaotic Neutral or Neutral.

Advancement: Unchanged.

Level Adjustment: +0



« Last Edit: July 09, 2019, 06:49:06 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #164 on: July 30, 2019, 11:39:13 PM »
                      The Book of Kkair
                      Huge Construct (Evil, Extraplanar)
Hit Dice:             21d10+40 (155 hp)
Initiative:           +6
Speed:                Fly 30 ft. (6 squares. Perfect)
Armor Class:          32 (-2 Size, +2 Dex, +22 Natural), touch 10, flat-footed 30
Base Attack/Grapple:  +15/-
Attack:               Tendrils +13 melee (2d6)
Full Attack:          4 Tendrils +13 melee (2d6)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Swallow, Change Size, Desecrating Aura, Evil Gaze, Spell-Like Abilities, Summon Undead
Special Qualities:    Damage Reduction 15/Silver and Magic, Darkvision 60 ft., Immunity to Fire, Spell Resistance 29, Telepathy 100 ft., Construct Traits, Ritual of Resurrection, No Hands
Saves:                Fort +9, Ref +9, Will +12
Abilities:            Str -, Dex 14, Con -, Int 20, Wis 20, Cha 18
Skills:               Bluff +20, Concentration +16, Diplomacy +30, Hide +16, Knowledge (Arcana, Religion) +21, Listen +21, Search +19, Sense Motive +21, Spellcraft +21, Spot +21
Feats:                Daunting Presence, Flyby Attack, Great Fortitude, Hover, Improved Initiative, Lifesense, Quicken Spell-Like Ability (Teleport, Unholy Blight)
Environment:          Any
Organization:         Unique
Challenge Rating:     16
Treasure:             Double Standard
Alignment:            Neutral Evil
Advancement:          22+ HD
Level Adjustment:     ---

https://preview.redd.it/v5arrlu7ba931.png?width=960&crop=smart&auto=webp&s=b0f90c7d3bd2dbddca5d070ab1e695bd976f53e9

The Book of Kkair is a sentient artifact dedicated to the resurrection of Alokkair the Wizard King.  It knows the secret to doing so, but needs a mortal catspaw to carry out the rituals.

Swallow (Su):  Once every 1d4 rounds the Book may make a melee touch attack against an Opponent.  If it is successful, the Opponent must make a DC 24 Willpower Save or be drawn into a Demi-Plane within the book.  The Demi-Plane has enough space to hold 2 Large opponents, 4 Medium opponents, 8 Small opponents, or 16 Tiny or smaller opponents.  The victim sees itself in a labyrinth of bookshelves.  A DC 24 Int Check lets it spot a book that says "Freedom".  A DC 24 Willpower Save allows the victim to pull the book from the shelf and thus escape the Demi-Plane.

Change Size (Su): Once per round as a Movement Action, the Book may shrink to Tiny Size.  Switching back is also a Move Action.

Desecrating Aura (Su): The Book gives off a 20-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a Desecrate spell, except that the Book’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the Book gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. Charisma checks made to turn undead within this area take a -6 penalty.

The Book’s Desecrating Aura cannot be dispelled except by a Dispel Evil spell or similar effect. If the effect is dispelled, the Book can resume it as a free action on its next turn. Its Desecrating Aura is suppressed if the Book enters a Consecrated or Hallowed area, but the Book’s presence also suppresses the Consecrated or Hallowed effect for as long as it remains in the area.

Spell-Like Abilities (Sp): At will—Clairaudience/Clairvoyance, Detect Magic, Greater Dispel Magic, Major Image, Phantasmal Killer, See Invisibility, and Unholy Blight; 3/day—Charm Monster, Hold Monster, Invisibility; 1/day—Finger of Death, Plane Shift, Teleport.  Caster level 21st. The save DCs are Charisma-based.

Summon Minions (Su): The Book can Summon Minions once per night: 7-12 Bookworms, 2-5 Slaughterwights, or 1-2 Living Spellbooks. The Minions arrive in 1d10 rounds and serve for 1 hour or until released.

No Hands (Ex): The Book has tendrils instead of hands so fine manipulation is impossible for it.  It cannot gain ranks in Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand or Use Rope.  It also cannot hold weapons or small objects.

Combat:  The Book generally Summons some Minions and backs them up with spells (Swallowing Opponents when it gets the opportunity.
« Last Edit: January 08, 2020, 01:00:11 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #165 on: August 19, 2019, 08:17:18 PM »
ADVENA


   
"Why is your species so lipid biased?"

 Advena are a race greatly resembling tall, thickly built Fraal with purple skin.  Often referred to as 'thicc Fraal', they have a strangely devoted following of Ufologists dedicated to 'improved relations' with aliens.  More than a few Advena have been shocked by the revelations of their cultists intended form of 'diplomacy', as they are generally very cool emotionally and not prone to strong feelings. 

ADVENA RACIAL TRAITS
·   -2 Dex, +4 Int, +4 Wis, +4 Cha
·   Size Class: Medium.
·   Humanoid, giving them 60 ft Darkvision
·   Base speed 30 ft.
·   Psi-Like Abilities (Ps): At will—lesser mindlink; 3/day—suggestion. Manifester level 10th.
·   Cryogenic Stasis (Su): You can freeze an opponent solid with your psychic abilities.  Effectively you may manifest Brain Lock as a 5th Level Psion.  Many Advena augment this ability with Racial Feats.
·   Advena automatically speak Advena and Common.  Bonus languages include any nearby race or Fraal.
·   Level Adjustment: +1
·   Favored Class: Psion

Cold healing, encases subject in ice, protecting and healing subject, but paralyzes subject.  Can be used 1/day, but can be increased with a feat (that can be taken a few times).

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6 years
 Bard, Fighter, Paladin, Ranger: +6d6 years
 Cleric, Druid, Monk, Wizard: +10d6 years

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Height: Male: 4'5" Female: 4'5"
 Height Modifier: +2d6"
 Base Weight: Male: 140   Female: 140
 Weight Modifier: x(2d6) lbs.

ADVENA CHARACTERS
 Fraal are perfect for just about any caster or manifester build not relying on Dex.  Even MAD builds are okay for them due to their enhanced mental ability scores.
 Adventuring Race: Advena are consummate researchers, and most adventure out of curiosity or to be the first to discover something new or lost.  Wealth and glory are odd concepts to them.
 Character Development: Try to find a way to boost your Dex if it has to be used as a dump stat.  Also, given your association with the Fraal, you may wish to disguise yourself via magic or psionics.  Plus it keeps your 'fans' away.
 Character Names:

ROLEPLAYING AN ADVENA
 The other races react awkwardly towards you.  They seem to regard your research as 'invasions of privacy', and seem unduly concerned with rumors of some sort of 'probing'.  Where do they get this crap from.
 Personality: Advena are far less xenophobic than the Fraal, but share their curiosity.  They are not given to emotion much, and are curious about why other species seem so much more unstable than them.  They wonder what makes them difficult. 
 Behaviors: Advena often approach new species to learn about them.  Many of them specialize as Telepaths for this purpose, as it lets them both communicate easier, and mind control the more aggressive interviewees.
 Language: The Advena have their own language, which shares suspicious similarities to Fraal.

ADVENA SOCIETY
 Advena are a fairly advanced race, and most of them spend their time collecting knowledge.  Their society is similar in some ways to the Fraal, and many assume the races are related.  Both the Advena and the Fraal are silent on this matter.
 Alignment : Advena are generally True Neutral.
 Lands : Advena live in remote areas to protect themselves.
 Settlements : If they must settle, it will be somewhere there are no other intelligent species, or only ones they have good relations with..
 Beliefs : It is unknown if the Advena have a religion.
 Relations: Rumors about the Advena run wild, probably because people often mistake them for the less friendly Fraal.  Once past the initial shock people mostly find their constant questions annoying.

ADVENA ADVENTURES
· Good news!  You have made peaceful contact with the local Goblin Horde and stand to learn much from them.  Bad news?  Their prince is a  chubby chaser.  And the Goblin governemnts harassment training is ... lacking.
· Your immediate superior has gone mad with power and has presented a horrifying newfound tendency for monologue-ing.  You must find out how to cure this.
· A Fraal has come to you with tales of lipivorous vampires.  You hate to encourage him, but perhaps it's best to check it out..

Improved Cryogenic Stasis
You have received further training in the use of your Racial Ability.  It now lowers the body temperature of your opponent, putting them in a sort of stasis.
 Prerequisites: Advena, 12th Level
 Benefits: Your Cryogenic Stasis Power changes from Telepathy to Psychometabolism, and loses the Compulsion and Mind-Affecting Descriptors.  It effectively now acts like the Suspend Life Power, but can target any living creature within Medium range (100 ft. + 10 ft./ level) if it fails a Willpower Save.  It gets another Willpower Save each day to end the effect.  You may now Manifest it as a 12th Level Manifester.


Extra Cryogenic Stasis
You have received further training in the use of your Racial Ability.  It now lowers the body temperature of your opponent, putting them in a sort of stasis.
 Prerequisites: Advena, 6th Level
 Benefits: You may now use Cryogenic Stasis 3/day.
« Last Edit: August 27, 2019, 09:04:24 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #166 on: September 10, 2019, 09:37:31 PM »
              Bookworm
                      Medium Undead
Hit Dice:             4d12 (26 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Climb 15 ft.
Armor Class:          16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +2/+3
Attack:               Bite +3 melee (1d4+1 plus Poison)
Full Attack:          Bite +3 melee (1d4+1 plus Poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison
Special Qualities:    Darkvision 60 ft, undead traits, Mindless, Blindsight 60 ft.
Saves:                Fort +1, Ref +2, Will +5
Abilities:            Str 12, Dex 12, Con -, Int -, Wis 13, Cha 12
Skills:               ---
Feats:                ---
Environment:          Any
Organization:         Solitary, pair, group (3-5), or swarm (6-11)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

Book worms are large maggot-like creatures spawned by the makers of the Book of Kkair.  They exist specifically to serve it's ends, and are rarely seen unless it has directed them to do something.

Poison (Su): Injury, DC 13 Fortitude Save (Save DC is Cha based), Initial and Secondary damage is 1d4 Con.  If the victim should die, it gains the Necropolitan template.

Combat: Bookworms hastily attempt to poison as many opponents as possible, and then flee to let their venom weaken their victim.


              Living Spellbook
                      Large Construct
Hit Dice:             12d10+30 (96 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 30 ft.
Armor Class:          15 (+4 Dex, +4 Natural), touch 11, flat-footed 14
Base Attack/Grapple:  +9/+14
Attack:               Claw +9 melee or ranged (1d4+1)
Full Attack:          Claw +9 melee or ranged (1d4+1)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spellcasting, Transpose Arcana, Mana Burn
Special Qualities:    Darkvision 60 ft, construct traits, SR 21, DR 10/Adamantine, Fire Vulnerability (double damage), Blindsight 120 ft., Mutable Body
Saves:                Fort +4, Ref +8, Will +6
Abilities:            Str 12, Dex 18, Con -, Int 18, Wis 14, Cha 11
Skills:               Bluff +10, Concentration +10, Decipher Script +14, Hide +14, Knowledge (Arcana, The Planes) +14, Listen +12, Move Silently +14, Spellcraft, Spot +12
Feats:                Ability Focus (Mana Burn), Eschew Materials, Greater Spell Focus, Spell Focus, Spell Penetration
Environment:          Any
Organization:         Solitary
Challenge Rating:     11
Treasure:             None
Alignment:            Always Neutral Evil
Advancement:          13-24 HD (Large)
Level Adjustment:     ---

A Living Spellbook is a vaguely humanoid Construct made from the spellboook of a murdered Wizard.  Currently the secret of their construction is known only to the Book of Kkair.

Spellcasting: Living Spellbooks may cast spells as a Wizard equal to their Hit Dice.  They do not need to memorize spells each day as they are stuck with the spells enscribed upon them when they were a simple spellbook.  They must still rest to regain spells once they have been expended.

Transpose Arcana (Su): As a Swift Action the Spellbook can "lose" one of it's spells for the day, and 1 Allied Wizard within 60 ft. regains a spell they had cast of 1 Level lower or less.  For example if the Spellbook "loses" a 5th Level spell, it's Ally regains an expended spell of 4th Level or lower.  The Spellbook regains the use of this spell after it rests like usual.

Mana Burn (Su): Once every 1d4 rounds as a Standard Action the Spellbook can "lose" one of it's spells for the day.  One Opponent within 60 ft. is enveloped in an explosion doing 4d6 Force damage (DC 16 Reflex Save for half damage), plus anoter 1d6 for every Sell level above 1st.  For example a 1st Level spell does4d6, a 2nd Level spell does 5d6, a 3rd Level spell does 6d6, etc.

Mutable Body (Ex): Living Spellbooks are immune to Petrification or Polymorph spells.  It may also fire off bits of itself as a ranged attack with a maximum range of 60 ft.

Combat: Living Spellbooks will augment their master if they have one.  On their own they rely on spells (or Mana Burn if they have no offensive spells).
« Last Edit: November 27, 2019, 09:14:09 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #167 on: October 08, 2019, 10:39:17 PM »
CUCURBITIANS


   
“I think if human beings had genuine courage, they'd wear their costumes every day of the year, not just on Halloween. Wouldn't life be more interesting that way? And now that I think about it, why the heck don't they? Who made the rule that everybody has to dress like sheep 364 days of the year? Think of all the people you'd meet if they were in costume every day. People would be so much easier to talk to - like talking to dogs. ”

 Cucurbitians are humanoid plants resembling thick humans with Jack O' Lanterns for heads.  Many and outrageous are the stories purporting to tell their origin, all of which they refuse to confirm or deny.  Usually while smirking. 

CUCURBITIAN RACIAL TRAITS
·   +2 Cha
·   Size Class: Medium.
·   Plant, giving them Low-light Vision and Plant traits
·   Base speed 30 ft.
·   Spell-Like Abilities (Sp): At Will: Dancing Lights, Ghost Sound.  Caster Level 5th.
·   Immortal (Ex): Cucurbitians cannot be magically aged, nor do they take age related penalties.
·   Cucurbitians automatically speak Pumpkinchuckle and Common.  Bonus languages include any nearby race or Sylvan.
·   Level Adjustment: +1
·   Favored Class: Rogue (Warlock if Evil)

STARTING AGE
 Adulthood: 20 years
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +2d6
 Cleric, Druid, Monk, Wizard: +3d6

AGING EFFECTS
Cucurbitians are immortal, and are immune to aging effects.

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 130 lbs.   Female: 100 lbs.
 Weight Modifier: x(2d6) lbs.

CUCURBITIAN CHARACTERS
 The pumpkinfolk are great as Cha based Casters (or really any Charisma based build).
 Adventuring Race: Cucurbitians adventure for new experiences, to defend their allies, and on whims.
 Character Development: Given your races odd reputation, be sure to take some ranks in Cha based skills..
 Character Names: Cucurbitian take names that sound ominous but off putting.  Names like Mathilda Firetitties.

ROLEPLAYING A CUCURBITIAN
 Autumn is the best time of year.  It's when all the good festivals happen.  Plus it's socially acceptable to scare the hell out of people.  Maybe that last one gets you in trouble, but it's soooo worth it.
 Personality: Cucurbitians are loving with a warm, accepting nature.  They love a good scare though, and are quite prankish, which leads other races to not see past that to their better nature.
 Behaviors: Cucurbitians have an odd and cynical sense of humor that is often misinterpreted by other races.  It has often led to accusations of witchcraft or devilry being levied against them (which they dutifully ignore as prudishness).
 Language: The Cucurbitian language is called Pumpkinchuckle because it sounds like spooky laughter to most other races.

CUCURBITIAN SOCIETY
 Cucurbitian society vaguely resembles that of Celtic Europe, with a healthy dose of Halloween style pageantry.
 Alignment : The majority of Cucurbitians are Chaotic Neutral, with minority populations of Good and Evil.
 Lands : Most Cucurbitians live on Warm or Temperate Plains.
 Settlements : In a pinch they will settle in nearby forests if there are no large creatures.
 Beliefs : Cucurbitians tend towards Nature themed deities.
 Relations: Cucurbitians have a spooky reputation among other races (except the Fey, whom they share many attributes with).  Party loving races love 'em tho.

CUCURBITIAN ADVENTURES
· A local human cleric has started some imaginary furor about witches that seems pointedly directed at making trouble for your people.
· A local Fey has been attempting to lure villagers into non-consensual matrimony.  You have been asked to chat with him.
· A Vampire has set up in a local abandoned tower.  She seems nice, is offering jobs, and is rebuilding the area.  You really don't mind as youo have no blood for her to drink, but the local humans have gone all torch and pitforky.

« Last Edit: October 09, 2019, 08:39:43 PM by bhu »

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Re: General Weirdness
« Reply #168 on: February 26, 2020, 10:01:30 PM »
                  Cyber Dead
                      Large Undead (Chaos, Evil, Extraplanar)
Hit Dice:             12d12+30 (108 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          27 (-1 Size, +3 Dex, +15 Natural), touch 12, flat-footed 24
Base Attack/Grapple:  +6/+19
Attack:               Slam +14 melee (1d6+9 plus energy drain)
Full Attack:          2 Slams +14 melee (1d6+9 plus energy drain)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Aura of Terror, Nanite Infection, Energy Drain, Necromantic  Batteries
Special Qualities:    Darkvision 60 ft. Undead traits, Mindless, Partial Construct traits
Saves:                Fort +4, Ref +7, Will +11
Abilities:            Str 28, Dex 16, Con ---, Int ---, Wis 16, Cha 1
Skills:               ---
Feats:                ---
Environment:          Any
Organization:         Solitary, pair, gang (3-5), or pack (6-11)
Challenge Rating:     11
Treasure:             None
Alignment:            Always Chaotic Evil
Advancement:          13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment:     ---

Cyber Dead are a race of Living Constructs so old no one remembers their origin.  They are only known by the remnants of their race that have passed into undeath.

Aura of Terror (Su): Creatures of less than 5 HD in a 60-foot radius that look at the Cyber Dead must succeed on a DC 20 Will save or be affected as though by a fear spell from a sorcerer whose Caster Level equals the Cyber Deads Hit Dice. A creature that successfully saves cannot be affected again by the same Cyber Dead’s aura for 24 hours.  Save DC is Charisma based with a +4 Racial Bonus.

Nanite Infection (Ex): Living creatures that come into contact with a Cyber Dead risk infection.
 Supernatural disease—slam, Fortitude DC 18, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based with a +2 Racial Bonus.

Unlike normal diseases, Nanite Infection continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Nanite Infection is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with Nanite Infection must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate Nanite Infection, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the Nanite Infection can be magically cured as any normal disease.

An afflicted creature who dies of Nanite Infection rises as a Cyber Dead within 1d4 days.

Energy Drain (Su): Living creatures hit by a Cyber Dead's Slam attack gains one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based with a +2 Racial Bonus. If the target gains a negative level, the Cyber Dead's Necromantic Batteries receive 5 charges.

Necromantic  Batteries (Su): There are batteries powered by negative energy within the Cyber Dead's limbs.  It may be discharged once per round as part of a Slam Attack.  The effects are the same as a Shocking Grasp spell, except half the damage is electricity, and the other half is Vile damage.

Partial Construct traits:  Cyber Dead gain bonus HP as a Construct of similar size, and are immune to Necromancy effects that are not beneficial to them.
« Last Edit: February 12, 2021, 06:48:39 PM by bhu »

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Re: General Weirdness
« Reply #169 on: March 25, 2020, 03:53:21 PM »
                     Pua Leona
                      Large Fey
Hit Dice:             5d6+10 (27 hp)
Initiative:           +3
Speed:                40 ft. (8 squares)
Armor Class:          15 (-1 Size, +3 Dex, +3 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +2/+11
Attack:               Claw +6 melee (1d4+)
Full Attack:          1 Claws +6 melee (1d4+5) and 1 Bite +1 melee (1d8+2)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Roar
Special Qualities:    Low-Light Vision, Healing Touch, Home Dependent
Saves:                Fort +3, Ref +7, Will +6
Abilities:            Str 21, Dex 17, Con 15, Int 10, Wis 15, Cha 18
Skills:               Balance +7, Hide +13, Knowledge (Nature) +10, Listen +10, Move Silently +17, Spot +10, Survival +6
Feats:                Run, Track
Environment:          Warm or Temperate Plains
Organization:         Solitary, pair, or pride (6-10)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Neutral Good
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

Pua Leona resemble lions made of vegetation with a dandelion like puff at the end of their tail.  They are the guardians of their grassland homes.

Roar (Su): A Pua Leona can loose a devastating roar every 1d4 rounds. All creatures except Pua Leona and their Allies within 30 feet must succeed on a DC 16 Will save or become fatigued. Those within 30 feet who fail their saves become Shaken for 3 rounds. A creature that successfully saves cannot be affected again by the same Pua Leona’s roar ability for 24 hours. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based. Additionally, all Allies within 30 feet receive the benefits of an Aid spell for 3 Minutes.

Healing Touch (Su): Pua Leona can cast Cure Light Wounds 3/day as a 5th Level Cleric.

Home Dependent: Pua Lena take 1 point of temporary Constitution damage when removed from their home.  Granted the savannahs that make up their homes are generally fairly vast so this is rarely an issue.

Skills: Pua Leona have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Combat:  Pua Leona dislike solo combat, and generally flee to summon help.
« Last Edit: April 08, 2020, 07:40:54 PM by bhu »

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Re: General Weirdness
« Reply #170 on: April 29, 2020, 02:03:07 AM »
DRALYCAN   had a request to translate this


Class Skills
 The Dralycan's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Dralycan Form, +1 Str, +1 Con
2. +2    +3     +3     +0    +1 Dex, +1 Con, Burning Claws
3. +3    +3     +3     +1    +1 Wis, +1 Cha, Darkvision 60 ft.
4. +4    +4     +4     +1    +1 Str, +1 Con, Fire Resistance 5
5. +5    +4     +4     +1    +1 Dex, +1 Con, Draconic Rage
6. +6    +5     +5     +2    +1 Wis, +1 Cha, Scent
7. +7    +5     +5     +2    +1 Str, +1 Dex, Fire Resistance 10
8. +8    +6     +6     +2    +1 Str, +1 Wis, Fiery Breath
9. +9    +6     +6     +3    +1 Str, +1 Dex, Blindsight 10 ft.
10.+10   +7     +7     +3        +1 Str, +1 Wis. Improved Draconic Rage
   

Weapon Proficiencies: A Dralycan is proficient with their claws and all Simple and Martial weapons.  They are also proficient with all forms of Armor, but not Shields.

Dralycan Body: The Dralycan  loses all other racial traits and gains humanoid traits (basically nothing). She's a medium sized humanoid with base speed of 30 feet and low-light vision. As well, she gains two natural claw attack dealing 1d4+Str modifier damage.  The Dralycan is considered to be the Humanoid and Dragon Types for purposes of beneficial Feats and Spells.

In addition she gains a bonus to Natural Armor equal to their Con Modifier.

Enhanced Claws (Ex): The Dralycan's claws now do 1d6 damage plus Str Modifier.

Fire Resistance (Ex:) The Dralycan gains Fire Resistance 5 at Level 4.  This increases to 10 at Level 7.

Draconic Rage (Ex): When a Dralycan drops below half it's maximum hit points it enters Draconic Rage for the duration of the encounter.  During Rage it's claws do an additional +1d6 fire damage, and it gains DR 5/Silver.  While raging, a Dralycan cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

Scent (Ex): Identical to the ability listed in the Monstrous Manual.

Fiery Breath (Su): The Dralycan can spit a 15 ft. Cone of fire every 1d4 rounds.  This fire does 3d6 fire damage, with targets getting a Reflex Save (DC is 10 plus 1/2 Hit Dice plus Con Modifier) for 1/2 damage.

Blindsight (Ex): This is identical to the ability listed in the Monstrous Manual with a 10 ft. range.

Improved Draconic Rage (Su): At 10th Level the Dralycan gains new benefits during Draconic Rage.  The first round of Rage the Dralycan can always use it's Fiery Breath, even if it has just used it in the previous round.  It's Damage Reduction increases to DR 10/Silver.  It also gains an additional Claw attack per round at it's highest BAB.



DRALYCAN


   
"Yes, yes, I'm an abomination made by unholy magic.  Get over it already."

 Dralycan are fur covered humanoids with horns and draconic eyes.  Scales cover their forelimbs and feet.  Their hands are clawed, and despite being a mesh of dragon, lycanthrope and mortal they are surprisingly beautiful.

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years
Dralycan do not suffer age related ability score penalties..

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d12"
 Base Weight: Male: 150 lbs.   Female: 100 lbs.
 Weight Modifier: x (2d6) lbs.

DRALYCAN CHARACTERS
 You were intended for warfare and it shows.  You have no racial ability penalties, so you can try anything even if martial builds are easiest.
 Adventuring Race: Given their artificial nature as minion warriors most Dralycan go on adventures because they are told to.  Free Dralycan usually only do so out of necessity.
 Character Development: Unless you're a caster, enhancing your Rage via Feats is always a good idea.
 Character Names: Dralycan were given Elven names, though once freed many have changed those.

ROLEPLAYING A DRALYCAN
 Many Dralycan sped their lives trying to atooe for what they did in the war.
 Personality: Dralycan have several atavistic behaviors left over from werewolves and Red Dragons.  Some more than others..
 Behaviors: Paranoid survivalist pretty much describes you.
 Language: Dralycan speak Elven.  Some speak Common, Draconic or Sylvan as well.

DRALYCAN SOCIETY
 Being former slaves, most Dralycan were adopted into one society or another.  There are isolated bands of them attempting to create their own culture..
 Alignment : Most Dralycan are Neutral.  Many are Chaotic as well.
 Lands : Virtually any forest.
 Settlements : Anywhere far from their Elven makers..
 Beliefs : Dralycan feel abandoned by the Gods,  and as such have no religion.
 Relations: The Dralycan were unwilling soldiers created for a vicious war.  Some people haven't forgotten that war.

DRALYCAN ADVENTURES
· An addled Red Dragon has decided you are her new boo, and is now protector of your village.  You need to figure out what to do before her crazy wears off.
· The Elves have found you, and it's time to flee.
· A strange disease has stricken your people, and you must find a cure.
« Last Edit: February 12, 2021, 09:51:42 PM by bhu »

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Re: General Weirdness
« Reply #171 on: July 22, 2020, 11:24:46 PM »
LICH
 A general description of whatever the class is!

CREATING LICHES
Creating a Lich involves a background with some pretty bizarre events.  After all, most people don't seek Undeath.  Are you a madman?  Do you seek to impress a powerful Undead figure you have feelings for, despite the obvious problems inherent in such a relationship?  Are you merely seeking revenge on an enemy so powerful you need a personal army of Undead?  Perhaps you worship a particularly nasty God.  Was the idea put in your head by a cult?  Do you simply think maybe you're good enough to meddle with necromantic power that you'll find a way to escape the consequences?

Quick Build
You can make a Lich quickly by following these suggestions.  First, Intelligence should be your highest score, followed by Constitution.  Second, choose the Sage Background.  Third, choose the Mage Hand, Prestidigitation and Ray of Frost cantrips, along with the following first Level spells for your spellbook: Burning Hands, Detect Magic, Magic Missile, Necrotic Energy Ray, Shield and Thunderwave. 

Code: [Select]
[b]   Proficiency Bonus  Features[/b]
1. +2   Spellcasting, Undead Toughness
2. +2   Undead Apotheosis
3. +2     
4. +2    Ability Score Improvement
5. +3       
6. +3      Undead Apotheosis Feature
7. +3   
8. +3     Ability Score Improvement
9. +4       
10.+4        Undead Apotheosis Feature
11.+4     
12.+4       Ability Score Improvement
13.+5       
14.+5     Undead Apotheosis Feature
15.+5       
16.+5      Ability Score Improvement
17.+6       
18.+6        Truesight
19.+6       Ability Score Improvement
20.+6     Undeath

LICH FEATURES
As a Lich you gain the following features:

HIT POINTS
Hit Dice: 1d8 per Lich Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per (Class name) Level after 1st

PROFICIENCIES
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Perception

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook


SPELLCASTING

Code: [Select]
[b]   Cantrips Known  Spell Slots Per Spell Level 1st  2nd  3rd  4th  5th  6th  7th  8th  9th[/b]
1.      3                                          2    -    -    -    -    -    -    -    - 
2.      3                                          3    -    -    -    -    -    -    -    -
3.      3                                          4    2    -    -    -    -    -    -    -
4.      4                                          4    3    -    -    -    -    -    -    -
5.      4                                          4    3    2    -    -    -    -    -    -
6.      4                                          4    3    3    -    -    -    -    -    -
7.      4                                          4    3    3    1    -    -    -    -    -
8.      4                                          4    3    3    2    -    -    -    -    -
9.      4                                          4    3    3    3    1    -    -    -    -
10.     5                                          4    3    3    3    2    -    -    -    -
11.     5                                          4    3    3    3    2    1    -    -    -
12.     5                                          4    3    3    3    2    1    -    -    -
13.     5                                          4    3    3    3    2    1    1    -    -
14.     5                                          4    3    3    3    2    1    1    -    -
15.     5                                          4    3    3    3    2    1    1    1    -
16.     5                                          4    3    3    3    2    1    1    1    -
17.     5                                          4    3    3    3    2    1    1    1    1
18.     5                                          4    3    3    3    3    1    1    1    1
19.     5                                          4    3    3    3    3    2    1    1    1
20.     5                                          4    3    3    3    3    2    2    1    1

As a student of arcane magie, you have a spellbook containing spells that show the first glimmerings of your true power. (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for Lich spell list).
Cantrips. At 1st level, you know four cantrips of your choice from the Lich spell list. You learn additional Lich cantrips of your choice at higher levels, as shown in the Cantrips Known column of the above table.
Spellbook. At 1st level, you have a spellbook containing six 1st-level Lich spells of your choice. Your spellbook is the repository of the Lich spells you know, except your cantrips, which are fixed in your mind.
Spell Slots. The table above shows your spell slots of 1st Level or higher.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level Backlash and have a 1st-level and a 2nd-level spell slot available, you can cast Backlash using either slot.
Preparing and Casting Spells.The above table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.

You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells from your spellbook equal to your intelligence modifier + your Lich level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd level Lich, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Lich spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Learning Spells of 1st Level and Higher. Each time you gain a Lich level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the above table. On your adventures, you might find other spells that you can add to your spellbook
Spellcasting Ability. Intelligence is your spellcasting ability for your Lich spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Ritual Casting. You can cast any Lich spell you know as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus. You can use an arcane focus (see "Equipment") as a spellcasting focus for your Lich spells.

Spell List: Cantrips (0 Level): Acid Splash, Blade Ward, Chill Touch, Control Flames, Fire Bolt, Guidance, Infestation*, Mage Hand, Poison Spray, Prestidigitation, Ray of Frost, Thaumaturgy, Toll the Dead*.  1st Level: Backlash #, Bane, Burning Hands, Cause Fear*, Chromatic Orb, Command, Comprehend Languages, Detect Evil and Good, Detect Magic, Disguise Self, Dissonant Whispers, False Life, Feather Fall, Find Familiar, Fog Cloud, Hellish Rebuke, Hex, Identify, Inflict Wounds, Magic Missile, Necrotic Energy Ray #, Protection from Evil and Good, Ray of Sickness, Shield, Spirit Worm #, Thunderwave, Unseen Servant.  2nd Level: Acid Arrow, Alter Self, Blast of Force #, Blindness/Deafness, Blur, Continual Flame, Darkness, Death Armor #, Detect Thoughts, Dissonant Chant #, Enhance Ability, Enlarge/Reduce, Enthrall, Flame Blade, Flaming Sphere, Hold Person, Invisibility, Knock, Levitate, Locate Object, Melf's Acid Arrow, Mind Spike*, Mirror Image, Misty Step, Phantasmal Force, Ray of Enfeeblement, Ray of Weakness #, Scorching Ray, Shadow Mask #, Shatter, Silence, Spider Climb.  3rd Level: Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Enemies Abound*, Fear, Feign Death, Fireball, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Sleet Storm, Slow, Speak With Dead, Stinking Cloud, Summon Lesser Demons*, Thunder Step*, Tiny Servant*, Tongues, Vampiric Touch.  4th Level: Arcane Eye, Banishment, Blight, Compulsion, Confusion, Cursed Sword #, Dimension Door, Divination, Evard's Black Tentacles, Fire Shield, Freedom of Movement, Giant Insect, Greater Invisibilty, Ice Storm, Locate Creature, Negative Energy Aura #, Otiluke's Resilient Sphere, Phantasmal Killer, Shadow of Moil*, Summon Greater Demon*, Wall of Fire, Wrack #.  5th Level: Antilife Shell, Animate Objects, Cloudkill, Cone of Cold, Contagion, Danse Macabre*, Dominate Person, Enervation*, Far Step*, Geas, Hold Monster, Infernal Calling*, Insect Plague, Modify Memory, Negative Energy Flood*, Passwall, Planar Binding, Scrying, Synaptic Static*, Telekinesis, Teleportation Circle, Wall of Force.  6th Level: Arcane Gate, Chain Lightning, Circle of Death, Contingency, Create Homunculous*, Create Undead, Disintegrate, Eyebite, Forbiddance, Globe of Invulnerability, Guards and Wards, Harm, Magic Jar, Mental Prison*, Otiluke's Freezing Sphere, Planar Ally, Soul Cage*, Wall of Ice, Word of Recall.  7th Level: Delayed Blast Fireball, Etherealness, Finger of Death, Fire Storm, Forcecage,  Kiss of the Vampire #, Mordenkainen's Sword, Plane Shift, Power Word Pain*, Retributive Enervation #, Sequester, Simulacrum, Sword of Darkness #, Symbol, Teleport.  8th Level: Abi-Dalzim's Horrid Wilting*, Antimagic Field, Antipathy/Sympathy, Create Greater Undead #, Dominate Monster, Feeblemind, Incendiary Cloud, Iron Body #, Maddening Darkness*, Mind Blank, Power Word Stun, Telepathy.  9th Level: Astral Projection, Foresight, Gate, Imprisonment, Invulnerability*, Meteor Swarm, Power Word Kill, Psychic Scream*, Storm of Vengeance, Time Stop, Weird, Wish.

A * indicates the spell is found in Xanathar's Guide to Everything. A # indicates a new spell.


UNDEAD TOUGHNESS
When unarmored and not carrying a shield, your Armor Class is equal to 10 + your Constitution Modifier.

UNDEAD APOTHEOSIS
When you reach 2nd level, you choose an undead apotheosis, shaping your practice of magic through one of several necrotic powers. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

ABILITY SCORE IMPROVEMENT
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

TRUESIGHT
At 18th Level you gain Truesight (see Monster Manual).

UNDEATH
At 20th Level you have Advantage on any Saving Throws against Spells or Abilities that target Undead.  Your Type becomes Undead.



UNDEAD APOTHEOSIS
The study of Undeath reshapes one in many different ways.  Undead Apotheosis is a catch-all term for the many ways it manifests in potential Liches.  Some gain odd supernatural powers.  Some become unfeeling monsters with hides like iron.

ARMOR OF DEATH
You have delved into Undeath so deeply you gain much of their renowned abilities to shrug off harm.

NECROMANTIC WISDOM
Beginning at 2nd Level, your Wisdom score increases by 1, you a maximum of 20.  You also gain proficiency with Wisdom Saving throws.

NECROMANTIC VIGOR
Beginning at 6th Level, you become Immune to Poison damage, and the Poisoned and Paralyzed Conditions.

NECROMANTIC ARMOR
Beginning at 10th Level, you become Immune to bludgeoning, piercing and slashing damage from nonmagical attacks.

NECROMANTIC WILL
Beginning at 14th Level, you become Immune to the Charmed, Exhausted and Frightened Conditions.



DREAD NECROMANCER
You have gained many powers due to your necromantic studies.

ARCANE RESISTANCE
You have Damage Resistance (Cold, Lightning, Necrotic).

FRIGHTENING GAZE
Once per day the Lich can inspire terror with it's mere presence.  The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Save DC is 8 + Intelligence Modifier + Proficiency Bonus.

PARALYZING TOUCH
Once per day you can make a melee spell attack.  If it hits, the opponent takes 3d6 cold damage, and must make a Constitution Save or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  Save DC is 8 + Intelligence Modifier + Proficiency Bonus.

DISRUPT LIFE
Once per day the Lich can unleash a wave of negative energy.  Each non-undead creature within 20 feet of the lich must make a Constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.   Save DC is 8 + Intelligence Modifier + Proficiency Bonus.



Backlash
1st-Level Abjuration)
Casting Time: 1 Action
Range: Self
Components: V, S, M (a small silver armor)
Duration: Concentration, up to 1 Minute
Until the spell ends, any creature targeting you with an attack or spell must first make a Wisdom saving throw.  If he fails he is Stunned until the end of your next turn.  If he succeeds your spell ends.
At Higher Levels: When cast from a 2nd level spell slot or higher, the spell does not end when the target succeeds on its saving throw.


BLAST OF FORCE
2nd Level Evocation
Casting Time: 1 Action
Range: 120 Ft.
Components: V, S
Duration: Instantaneous
You create a ray of force.  Make a ranged spell attack.  On a successful hit, the target takes 4d6 Force damage and must make a Strength Save or be knocked Prone.
  At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, the damage increases by +1d6 for each slot level above 3rd.


CREATE GREATER UNDEAD
8th Level Necromancy
Casting Time: 1 Minute
Range: 10 Ft.
Components: V, S, M
Duration: Instantaneous
This works exactly like Create Undead, except you can create a single Mind Drinker Vampire, Vampire Spawn, or Wraith; or two Phantom Warriors or Sword Wraith Warriorrs
  At Higher Levels: When cast as a 9th Level spell you can create a single Blood Drinker Vampire or Sword Wraith Commander: or two Mind Drinker Vampires.


Cursed Sword
4th-Level Necromancy
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and soul, and the attack deals an extra 4d6 necrotic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.


DEATH ARMOR
2nd Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Black Flames surround your body.  For the duration of  the spell any creature that attacks or touches you takes 2d8 necrotic damage


DISSONANT CHANT
2nd Abjuration
Casting Time: 1 Action
Range: Sel (30 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
Your chant distracts others.  Any creature within range casting a spell with a duration of Concentration must make a Constitution Save or their spell fails.  If they have already cast the spell and enter the chants area of effect, they must still make a Save to avoid losing Concentration.


IRON BODY
8th Level Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S. M
Duration: Concentration, up to 10 Minutes
You turn your body into living iron.   You can't cast spells, but this gives you the following benefits:
  • You are immune to fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine.
  • You gain immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, poisoned.  You are also immune to any spell or effect that would alter your form.
  • You have proficiency in Strength and Constitution saving throws.
  • You gain a Slam Attack doing 3d8+7 bludgeoning damage.  This attack is considered magical, and you have Advantage on attack rolls made with it..

KISS OF THE VAMPIRE
5th Level Necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, you temporarily gain some powers of the Vampire, as well as sharing their appearance somewhat.
 
  • You gain Damage Resistance to necrotic; bludgeoning, piercing, and slashing from nonmagical attacks.
  • You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.


NECROTIC ENERGY RAY
1st Level Necromancy
Casting Time: 1 Action
Range: 60 Ft.
Components: V, S, M
Duration: Instantaneous
A beam of negative energy that smells like blood springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 necrotic damage.
  At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.


NEGATIVE ENERGY AURA
4th Level Necromancy
Casting Time: 1 Action
Range: Self (30 foot radius)
Components: V, S, M
Duration: Concentration, up to 1 Minute
Negative energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each undead creature in the aura (including you, whether you are undead or not) has resistance to radiant damage, and advantage on Saving Throws against any effect that Turns Undead. In addition, all living creatures except yourself lose 1 hit point when it starts its turn in the aura.


RAY OF WEAKNESS
2nd Level Necromancy
Casting Time: 1 Action
Range: 60 Ft.
Components: V, S
Duration: Concentration, up to 1 Minute
A dark beam of energy that smells like blood springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target has disadvantage with Strength based attack rolls until the spell ends.  At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.


RETRIBUTIVE ENERVATION
7th Level Necromancy)
Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
You sheathe your body with a crackling field of negative energy.  Any non-Undead creature touching you risks having it's life drained. If an opponent touches or attacks you it must make a Constitution Save.  They take 7d8 necrotic damage on a failed save, and half damage on a successful one.


SHADOW WALK
5th Level Conjuration
Casting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 Minutes
You and one willing creature you touch enter a shadow, and seemingly wink out of existence as you travel through the Shadowfell before emerging from another shadow elsewhere on the Plane you were at.  Reality blurs as you hurtle through the Shadowfell seeking an area of shadow to come back out of.  Judging distance is difficult.  Effectively you and your companion can move 60 feet per round until you end the spell and step back into the world.  You can't do anything else during this time, nor may anything else do anything to you.  When the spell ends, voluntarily or not, you emerge in the nearest area of darkness or shadowy illumination from the square you intended to occupy.


SPIRIT WORM
1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 Minute
You create a lingering decay in the spirit and body of the target.  Make a melee spell attack against the target.  If it hits, the opponent has Disadvantage on Constitution Checks and Saves until the spell ends.  At the end of each of the target's turns, it can make a Wisdom saving throw against the spell. On a success, the spell ends.  If the target fails two Constitution Checks or Saves, the spell ends.


SWORD OF DARKNESS
7th Level Necromancy
Casting Time: 1 Action
Range: 60 Ft.
Components: V, S, M
Duration: Concentration, up to 1 Minute
You create a black blade of negative energy in an unoccupied space you can see within range.  For the duration of this spell you can make one melee  spell attack per round against any creature or object within 5 feet of the sword.  On a hit, the target takes 3d10 necrotic damage.  Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.  If you target an Undead with this spell it takes no damage, instead gaining half the damage it would have taken as temporary hit points. 


WRACK
5th Level Necromancy
Casting Time: 1 Action
Range: 60 Ft.
Components: V, S
Duration: Concentration, up to 1 Minute
Your spell blinds your victim and leaves him writhing in pain.  You cause one target to make a Wisdom Save.  If he fails the Save, so long as you maintain the spell he has disadvantage on Wisdom Checks and Wisdom Saving throws, and is both blinded and stunned.
« Last Edit: February 13, 2021, 06:39:20 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #172 on: July 29, 2020, 04:25:26 PM »
ROOT not mine but I was asked to convert it


   
"Who are you?  Why are you here?  Is that weird lizard a Familiar?"

 Roots look like Half-Elves with bark for skin and leaves for hair (exact type varies by sub-race)

ROOT RACIAL TRAITS
·   +2 Wis  Balsa Roots also gain +2 Dex, -2 Str.  Hickory Roots also gain +2 Str, -2 Cha.  Maple Roots gain +2 Cha, -2 Dex.  Pine Roots gain +2 Con, -2 Dex.
·   Size Class: Medium.
·   Humanoid, but you also count as a Plant for purposes of Spells and Feats.
·   Base speed 30 ft.
·   Photosynthesis (Ex): As long as you get 4 hours of sunlight per day you are not required to eat food.
·   Damage Reduction (Ex): You have DR 5/Slashing or Piercing
·   Camouflage (Ex): You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
·   Speech of Beast and Leaf (Ex): Animals and Plants can understand you, though you cannot understand them unaided in return.  You gain a +2 Racial Bonus on all Charisma based Skill Checks against Plants and Animals.
·   Vulnerability (Ex): You take double damage from Fire.
·   Racial Variant (Ex): Balsa Roots have a base Swim Speed of 30 feet, and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.  Hickory Roots get a Natural Armor Bonus to AC equal to their Con Modifier.  Maple Roots gain any 2 Skills as Class Skills.  Pine Roots have a Slam attack doing 1d4 plus Str modifier Piercing damage, with 2 Slams on a Full Attack.
·   Spell-Like Abilities (Sp): Spell-Like Abilities vary depending on Subrace.  At Levels 1, 3 and 5 each Root gains one spell it can cast 1/day as a Spell-Like Ability as a Druid of their class level (maximum of 5th Level).  !st Level: Balsa Root (Animate Wood), Hickory Root (Shillelagh), Maple Root (Beget Bogun), Pine Root (Rot of Ages). 3rd Level:  Balsa Root (Charm Person), Hickory Root (Goodberry), Maple Root (Charm Animal), Pine Root (Entangle).  5th Level:  Balsa Root (Greenfire), Hickory Root (Forestfold), Maple Root (Animal Messenger 3/day), Pine Root (Spike Growth).
·   Roots automatically speak Elven and Common.  Bonus languages include any nearby race or Sylvan.
·   Level Adjustment: +2
·   Favored Class: Druid

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d12"
 Base Weight: Male: 150 lbs.   Female: 110 lbs.
 Weight Modifier: x(2d6) lbs.

ROOT CHARACTERS
 Root Builds will vary with Sub-race, but most will be gishes of some sort.
 Adventuring Race: Roots adventure to protect their home or to gain aid for it (or sometimes on a whim).
 Character Development: You get Camouflage early, and for free.  Try to find some way to capitalize on it..
 Character Names:

ROLEPLAYING A ROOT
 It's believed your race pioneered Druidcraft, and you do your best to live up to the Druidic ethos.
 Personality: Your people love magic, nature and secrets, not always necessarily in that order.
 Behaviors: For a Neutral Race you tend to be unusually curious and prying.
 Language: Roots can speak Common and Elven.  Many speak Sylvan as well.

ROOT SOCIETY
 Root society is rather similar to that of Elves, with Druids being responsible for running much of society.
 Alignment : Virtually all Roots are True Neutral.  Roots who spend much time with other races and away from their own kind often find their Alignment moving to match that of the general population where they live.
 Lands : Roots generally live in ancient forests, preferably ones inhabited by Elves or the Fey.  Balsa Roots prefer bogs and wetlands near coastal areas. 
 Settlements : Roots rarely settle.
 Beliefs : Roots prefer nature based deities.
 Relations: Roots get along well with Elves and Fey, and not so much with races that spoil nature such as Orcs, Ogres and Goblinoids.

ROOT ADVENTURES
· Your High Druid approaches you and says "The Elves have grown fat and lazy, remedy this and restore the Balance."  As the Gods are your witness, you have the faintest idea how to proceed.
· A local Fey has been attempting to lure villagers into his gambling establishment, and taking advantage of them after getting them drunk.  Therefore a mob of angry, robbed farmers is demanding you get them justice.
· A very confused and amnesiac Lich has appeared, and you have drawn the short straw volunteering you to be the one to explain to him that he's dead.

« Last Edit: August 05, 2020, 02:11:07 AM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #173 on: August 05, 2020, 02:09:50 AM »
CHRY'DEA  not mine but I was asked to convert it


   
"You stare like you've never seen a woman before."

 Chry'dea are bee-like Humanoids covered in fur and chitin, whose color varies from one hive too another.  They have antennae, 4 limbs, and dragonfly like wing.  Bulwarks are taller and heavier, with thick chitin.  The Shrouded are coated in sound  absorbing fur, and are usually built more slightly.  Taskmasters are the nobility and decision makers.

CHRY'DEA RACIAL TRAITS
·   +2 Dex  Bulwarks also gain +2 Con, -2 Cha.  Taskmasters also gain +2 Cha, -2 Con.  Shrouded also gain +2 Wis, -2 Str.
·   Size Class: Medium.
·   Humanoid, with the Chry'dea Subtype
·   Base land speed 30 ft.
·   Base flight speed 30 ft.  You cannot wear Medium or heavier Armor or carry more than medium encumbrance when flying.  Due to the buzzing sound you automatically fail all Move Silently Checks when flying.
·   Multi-armed (Ex): Chry'dea have 4 arms, allowing them to use such Feats as Multiweapon Fighting.  It also gains them a +4 Racial Bonus on Grapple Checks.
·   Poison (Ex): Injury, Fortituse Save (Save DC is Constitution based), Initial and Secondary damage is 1d4 Str.
·   Stinger (Ex): The Chry'dea have a Primary Stinger attack doing 1d4 plus Str Modifier Piercing damage, plus poison.  If Grappling successfully, you can do Stinger damage instead of Unarmed Strike damage.
·   Vulnerability (Ex): You take double damage from Fire.
·   Racial Variant (Ex): There are three kinds of Chry'dea: Bulwarks, Shrouded and Taskmasters.

   Bulwark: Climb and Jump are always considered Class Skills for you.  Unlike (most) other Chry'dea you have a +2 Natural Armor Bonus. You also gain Powerful Build (Ex): The physical stature of Bulwarks lets them function in many ways as if they were one size category larger. Whenever a Bulwark is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Bulwark is treated as one size larger if doing so is advantageous to him.  A Bulwark is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Bulwark can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

   Shrouded: Hide and Move Silently are always considered Class Skills for you.  Unlike other Chry'dea your wings do not buzz, and you can make Move Silently Checks normally.  You also gain Cold Resistance and Weapon Finesse as Bonus Feats.

   Taskmaster: Bluff and Diplomacy are always considered Class Skills for you.  Unlike (most) other Chry'dea you have a +2 Natural Armor Bonus.  You may also cast Charm Person 3/day as a Spell-Like ability.  Upon attaining 3rd Level in any class you may also cast Command 1/day.  Upon attaining 5th Level in any class you may also cast Suggestion 1/day.

·   Chry'dea automatically speak Sylvan and Common.  Bonus languages include any nearby race or Sylvan.
·   Level Adjustment: +3
·   Favored Class: Fighter (Bulwark), Rogue (Shrouded) or Sorcerer (Taskmaster).

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"  (Bulwarks are 5'10" and 5'5")
 Height Modifier:  +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.  (Bulwarks are 150 and 110 lbs. respectively)
 Weight Modifier: x (2d4) lbs.

CHRY'DEA CHARACTERS
 Your use to society varies by gender and caste, and that use will be harshly enforced.
 Adventuring Race: Chry'dea adventurers have likely been severed from their hive, and somehow survived the massive mental toll this normally inflicts.  Optionally the Queen may have ordered them.
 Character Development: Given you're societies prejudices, you have a role you are expected to stick yo,  If you want another one, you will have to voluntarily exile yourself.
 Character Names: Only severed Chry'dea take names. 
    Female Names: Alyssa, Daisy, Eleanor, Erica, Iris, Ivy, Jasmine, Lily, Marigold, Primrose, Zinnia.

    Male names: Aegis, Bastion, Fortress, Garrison, Rampart, Safeguard, Shield, Stockade, Wall, Ward.

ROLEPLAYING A CHRY'DEA
 Men are lesser beings.  Hives and the Queen must be kept hidden, and protected at all costs.  Matriarchy is only sensible, though you may be prejudiced as your species males are sort of dull and robotic.
 Personality: Every Chry'dea has a place, and they keep to it.  For them, happiness comes through conformity..
 Behaviors: Bulwarks are plodding workaholics with little personality.  The Shrouded are quiet, and prone to eavesdropping or observing events unseen.  Taskmasters are chatty conversationalists and good manipulators.
 Language: Chry'dea read, write and speak Common and Sylvan, though mutism is common among males.

CHRY'DEA SOCIETY
 Chry'dea society resembles a hive, and is closed to outsiders.  No one of another race has seen their Queen, and even outcasts will only say she is kind and loving.
 Alignment : Most Chry'dea are Lawful Neutral, with outcasts sometimes becoming Good or Evil.
 Lands : Chry'dea will live anywhere, usually within self-contained cities that forbid entry.
 Settlements : Given their nature, the Chry'dea do not settle.
 Beliefs : Chry'dea are so devoted to their Queen, that scholars doubt they have a religion (unless the Queen herself is a deity).
 Relations: Chry'dea keep other races at arms length, but will trade their honey for needed items.  This sometimes backfires, as Chry'dea Honey can be addictive to Humanoids (possibly even fatal).

CHRY'DEA ADVENTURES
· The males seem to be wandering off and not returning, and you have been asked to determine why.
· A local village has a bad addiction to your clans honey.  You had no idea it affected them like this, and are being sent to acquire a cure as simply stopping ingestion could kill the addicts.
· You notice a stranger who has been accepted by the Hive as one of their own.  No one seems to realize she's an outsider but you..

« Last Edit: February 12, 2021, 09:16:05 PM by bhu »

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Re: General Weirdness
« Reply #174 on: September 30, 2020, 05:55:52 PM »
Living Hologram  had a request to translate this

Living Hologram is an Acquired Template that can be added to any creature.

Size and Type:
Size is unchanged, Type changes to Construct with the Incorporeal Subtype.

Hit Dice: All current and future Hit Dice become d10's.  Hit points are recalculated (don't forget bonus hp from the Construct Type).

Speed: Base creature gains a base Fly speed of 30 ft. with Perfect maneuverability.

Armor Class: Base creature loses any Natural AC Bonus, but gains a +7 Deflection Bonus to AC.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the base creature, plus gains the following:

Hardlight attacks (Ex):   On a critical hit with one of it's natural attacks, the attack creates a bright flash of light and the target must succeed at a Reflex save or be dazzled for 1 round (Save DC is  10 plus 1/2 Hit Dice plus a +4 Racial Bonus).

Special Qualities: Retains all Special Qualities of the base creature, plus gains the following:

Low-light Vision

Darkvision 60 ft.

Freeze (Ex): A living hologram can hold perfectly still so that it appears to be a normal hologram. It can take 20 on Hide checks to hide in plain sight as a hologram (usually among other holograms).

Rejuvenation (Ex): In most cases, it is difficult to completely destroy a living hologram in combat. A living hologram reduced to 0 Hit Points vanishes, though its corrupted projector reconstructs it in 1d4 hours. The only way to permanently destroy a living hologram is to find its projector and either repair or destroy it. Living holograms are aware their existences are tied to their projectors and protect the machinery at all costs.

Tethered (Ex): A living hologram can’t travel more than 100 feet from its projector. If it is ever forced to do so, it is immediately destroyed, though only temporarily (see rejuvenation above).

Saves: Unlike other Constructs, Living Holograms have Good Willpower Saves.

Abilities: +6 Dex, +2 Int (roll 3d6 for Int if Base Creature has no Int or has a Score 3 or lower), +2 Wis, +4 Cha.  The Hologra, has no Constitution Score.

Skills: Choose 5 skills the Hologram is programmed to have and redo skill points.  Choose 1 language the hologram can speak and understand.

Feats:
Unchanged, but gains Feats if the Base Creature had none.

Environment: Any

Organization: Usually solitary.

Challenge Rating: +2

Treasure: Usually None

Alignment: Any

Advancement: As Base Creature.

Level Adjustment: +4



« Last Edit: February 12, 2021, 09:27:20 PM by bhu »

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Re: General Weirdness
« Reply #175 on: October 14, 2020, 08:30:40 PM »
THAMNAD  Idea and most flavor text by Metastachydium


   
"I AMA BUSH! IGNORE ME!"

 Thamnads are basically shrubs, as in literally. Nice, thick thornless evergreen shrubs up to 7' tall and as wide as a Medium Plant can get with nice little oval-shaped leafs (think of something like those of a Japanese barberry). Thamnads are, however, sapient shrubs and capable of assuming a humanoid form via rearranging their tissues into such a shape (this means that the mass and composition (as far as tissue types are concerned) of a thamnad always remains unchanged). This is supposed to make them more pleasant to the humanoid eye and to help them blend in better with bipedal folks, but it doesn't really work, mostly since most humanoids find them at least somewhat creepy for obvious reasons. The human form of a thamnad tends to resemble a slender human late teenage girl (roughly 4'10 to 5'2 tall) with a smooth green skin, small, weirdly round earlobes and soft, longish almost vinelike little branches with leaves for hair (tends to here means `in more than 80% of all cases`; less than 15% of all thamnads looks more like a weird androgynous child of the same height, and less than 5% of all thamnads looks like an overgrown long branch-haired leafy-bearded gnome instead; regardless of their appearances, all thamnads are sexless). Thamnads have ears, eyes and a nose, but don't actually need them. They have cells sensitive to light, vibration and various chemicals all around their green parts (mostly in their "skin” and "hair”), so they kind of see, hear and smell with (largely) their entire body. While this gives them a 360° vision, among other things, they are deuteranopic (fun fact: actual plants actually don't tend to be sensitive to medium wavelength light) and their vision and hearing have a limited range as compared to that of other creatures. This also means that while they can blink, they have an unsettling tendency to forget that they should be doing that.

Thamnads are autotrophous and only need light, water and minerals to survive. They take up water and minerals through their roots; when in human form, their roots are located in a cavity within their torso, well-protected and invisible from the outside. Their "mouth” leads into this cavity. When in humanoid form, they will, therefore swallow all manners of weird decaying matter, including manure and pieces of rotten carcasses if available, washing these down with copious amounts of water. Those traveling with a thamnad tend to learn quite quickly to stay away from a thamnad's bottles and waterskins.
Since they need as much of their bodies to be exposed to light as possible, while they do wear clothes when in humanoid form, these tend to be none too heavy, sleeveless and knee-length at most.
Thamnads do not have reproductive organs and cannot hybridise with other species. They reproduce asexually: when thamnads wish to reproduce themselves, they switch to stationary form and extend up to four branches of their roots away from themselves under the ground. They then redirect nutrients into these roots and eventually a new stem starts to develop from these. The offsprings of a thamnad are basically clones, and they oftentimes retain some of the mother plant's memories. These offsprings remain attached to the mother plant until they grow large enough to sustain themselves and until the mother plant teaches them, among other things, how to recognize the specific patterns of vibration that constitute the languages the thamnad knows (thamnads are otherwise surprisingly quick learners and they can store quite a lot of data in their body). Once that is said and done, the mother plant severs the connection, switches to humanoid form and leaves the offsprings to their own devices (thamnads do not build societies of their own).
It takes roughly two years for a thamnad to reach full maturity (and gain the ability to rearrange themselves). They can live up to 50 years.
Thamnads are largely harmless. They are ridiculously slow (low base speed) and perfectly useless in physical combat. When feeling in danger, they will often instinctively revert to stationary form to stand out less (this should be a standard action). They are inherently magical, but most thamnads are not capable of doing much else with their magic other than rearranging themselves (i.e. switching between stationary and humanoid form) and producing speech (they lack speech organs) which sounds like relatively high-pitched, strangely loud whispering. This is also the main reason why they want to blend in with humanoids: they often seek to learn how to use stronger magic (arcane or divine) from them and they hope to acquire faithful traveling companions who can protect them from goats when they roam about the lands, which they do a lot (partly since they don't like extreme temperature and tend to migrate towards the closest pole to avoid hot summers, and flee towards the equator from colder seasons). To help with that, they tend to exhibit an exceedingly lawful behaviour when around others.

THAMNAD RACIAL TRAITS
·   +2 Dex, +2 Int, -2 Str, -2 Cha
·   Size Class: Medium.
·   Plant, giving them Low-light Vision (but see below)
·   Base land speed 20 ft.
·   Alter Form (Su): In addition to their normal appearance, Thamnad can appear as a humanoid figure.  The human form of a Thamnad tends to resemble a slender human late teenage girl (roughly 4'10 to 5'2 tall) with a smooth green skin, small, weirdly round earlobes and soft, longish almost vine-like little branches with leaves for hair (tends to here means `in more than 80% of all cases`; less than 15% of all Thamnads looks more like a weird androgynous child of the same height, and less than 5% of all Thamnads looks like an overgrown long branch-haired leafy-bearded gnome instead; regardless of their appearances, all Thamnads are sexless).  This does not change their Abilities.
·   Blindsight (Ex): The Thamnad have Blinsight within a 10 ft. radius.
·   All-Around Vision (Ex): Thamnad have a a +4 racial bonus on Spot and Search checks, and they cannot be flanked.
·   Plant traits: As long as they can root when resting, and get plenty of sun during the day, Thamnads do not need food or water.
·   I Am Merely a Shrub (Ex): As long as they stand still, the Thamnad have a +8 Racial Bonus to Disguise checks when they pretend to be a plant.
·   Racial Memory (Ex): At 1st Level the Thamnad can choose any 1 skill, and that skill is now considered a Class Skill.
·   Thamnad automatically speak Sylvan and Common.  Bonus languages include any nearby race.
·   Level Adjustment: +1
·   Favored Class: Wizard

STARTING AGE
 Adulthood: 2
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 15
 Old: 23
 Venerable: 50
 Maximum Age: +2d10 years
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: 4'10"
 Height Modifier: +2d4"
 Base Weight: 120 lbs.
 Weight Modifier: x2d4"

THAMNAD CHARACTERS
 +1 LA hurts you in your chosen class, but your racial abilities will hopefully help with that
 Adventuring Race: Thamnad go on adventures due to necessity, or because they get sucked into events while traveling.  Some are also pushed by curiosity.
 Character Development: Given your Racial abilities, some sort of stealth build seems obvious.
 Character Names: Thamnad don't really have names. When around others who'd really rather call them something, they either pick some random noun or name commonly used by the locals, or they just tell their companions to call them anything they see fit as long as it's none too offensive.

ROLEPLAYING A THAMNAD
 "Paranoid?  I don't understand why you fleshy races keep calling us p-IS THAT A (beeep) GOAT?"
 Personality: They are normally calm (unless herbivores are close by), somewhat distant and cautious. They are rarely amused, but they aren't easy to anger or upset either. They are not noted for their bravery, and have little in the way of social skills, but they are working hard to fit in, mostly out of rational calculation. They tend to invest little emotion into their personal relationships. They need others for protection and the like, but they are not social creatures in the strict sense. Whenever they are not on the move, they prefer being left alone, and can stand in one place just staring at the thin air around almost indefinitely without getting bored.
 Behaviors: Pretending to be shrubbery.  Avoiding leaf chewers.  Going on long winded dissertations on the evils of goats and butterflies.  Pestering the fleshy races over their irrationally common use of fire.
 Language: Thamnads speak Sylvan and Common.

THAMNAD SOCIETY
 The Thamnad have no real culture or society of their own, preferring to blend in with the local population of their home.
 Alignment : The Thamnad strongly trend towards Neutrality, though they often adopt leanings towards the other Alignments depending on where they choose to live.
 Lands : Thamnad prefer to avoid temperature extremes, so they prefer mild or temperate evergreen forests.
 Settlements : Thamnads are migratory, fleeing temperature extremes.  They can be found traveling a lot.
 Beliefs : The Thamnad have no religion of their own, instead adopting major religions in their area of living.
 Relations: While they don't always get along with humanoids (their utter lack of social skills might be the reason why), they like other plants and other plants like them back.

THAMNAD ADVENTURES
· A local human has become enamored of you.  You've finally convinced him it won't work, when he up and disappears in the forest.  Guess who's been assigned to head the rescue team?  You just know he's gonna misread this...
· A local Orc village has been mindwiped in a horrible magic cataclysm.  You have been sent to find out what happened, and rehabilitate the villagers.
· A crazed local Druid has the idea you are a Forest God, and the key to fulfilling a prophecy.  You don't have the heart to tell him no, mostly because he's insane and has enough magic to swat you like a fly.


Green Heritage
Somewhere in your families past, rituals were enacted to ensure their relationship with nature was a close one.
 Prerequisites: Must be a plant-like race such as the Thamnad, or belong to a bloodline that has mingled with Plants.
 Benefits: You gain a +2 Racial Bonus on Saving Throws against Abilities, Spells, Powers or other effects that subject you to poison, sleep effects, paralysis, polymorph, and stunning.


Green Legacy
You can cast some plant related magic.
 Prerequisites: Green Heritage, Character Level 9th, any one other Feat with Green Heritage as a Prerequisite.
 Benefits: You gain the following spell-like abilities 1/day: Command Plants, Poison Vines, Tree Stride.  Your Caster Level equals your Character Level.


Green Power
You are better at casting spells of a certain type.
 Prerequisites: Green Heritage
 Benefits: Your Caster Level for Abjuration and Divination spells increases by +1.


Green Presence
Plants are more trustful of you, and calmer when you are about.
 Prerequisites: Green Heritage, Character Level 6th
 Benefits: You gain the following spell-like abilities 1/day: Speak With Plants, Woodlad Veil and Wood Wose. Your Caster Level equals your Character Level.


Green Shield
You share some of plant life's hardy nature.
 Prerequisites: Green Heritage
 Benefits: There is a (10% times the number of Feats you possess that require Green Heritage as a Prerequisite) that any time an opponent confirms a critical hit against you, it becomes a normal  hit instead.
« Last Edit: November 19, 2020, 07:43:23 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #176 on: October 28, 2020, 09:22:16 PM »
ETHEREAL   translating by request


   
*unintelligible alien gibberish*

 Cloaked humanoid figures, the Ethereal are known for their mental powers and not much else.


Class Skills
 The Ethereal's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Listen (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Ethereal Body, Telepathy, Ability Score Increase
2. +1    +0     +0     +3    Inertial Barrier, Ability Score Increase
3. +2    +1     +1     +3    Psionics, Ability Score Increase
 

Weapon Proficiencies: An Ethereal is proficient with Alien Weapons.

Ethereal Body: At 1st level, the Ethereal loses all other racial bonus and gets Humanoid traits with the Psionic Subtype. It's a medium sized aberration creature with base land speed 30. Should it take any Levels in a Manifesting Class, it's Class and Race Levels stack for purposes of determining it's Manifester Level.

Telepathy (Su): An Ethereal can communicate telepathically with any creature within 100 feet that has a language.

Ability Score Increase: At each Level the Ethereal gains a +1 Ability Score increase to two of the following abilities of his choice: Int, Wis, Cha.

Inertial Barrier (Su): An Ethereal uses it's telekinetic abilities to project a constant force field around themselves. This barrier gives them a +4 deflection bonus to their Armor Class. This shield is always in affect while the Ethereal is conscious

Psionics (Ps): An Ethereal can use the following psionic powers at will, as though manifested by a Psion of a level equal to the Ethereal's hit dice: Demoralize, Detect Psionics, Psionic Charm, Psionic Levitate, Psionic Suggestion and Telekinetic Maneuver.




HUMANOID METROID   translating by request


   
*unintelligible alien gibberish*

 Cloaked humanoid figures, the Ethereal are known for their mental powers and not much else.


Class Skills
 The Metroid's class skills (and the key ability for each skill) are Hide (Dex), Move Silently (Dex)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Humanoid Metroid Body, Blind, Blindsight, Cold Vulnerability
2. +1    +0     +0     +3    Flight, Armored Body
3. +1    +1     +1     +3    Attach, Pierce Armor
4. +2    +1     +1     +4    Acid Immunity, DR 5/Piercing
5. +2    +1     +1     +4    Energy Drain
6. +3    +2     +2     +5    +2 Dex, DR 5/Piercing
7. +3    +2     +2     +5    +2 Con,  Improved Blindsight
8. +4    +2     +2     +6    DR 10/Piercing, Improved Energy Drain
 

Weapon Proficiencies: Humanoid Metroidsareonly proficient with their Bite attack.

Humanoid Metroid Body: At 1st level, the Metroid loses all other racial bonus and gets aberration traits. He's a Small sized aberration creature with base speed 20. It hasa Primary Bite attack doing 1d4 plus one and a half times Str Modifier damage.

Blind (Ex): Metroids have no eyes and rely entirely on their blindsight. They are immune to gaze attacks, visual effects, visual illusions, and any other attack forms that rely on sight.

Blindsight (Su): You have Blinsight with a range of 60 feet.  This increases to 120 feet at 7th Level.

Vulnerability: You take double damage from Cold damage.

Flight (Su): You can Fly with a speed of 30 ft., and Perfect Maneuverability.

Armored Body (Ex): You gain a Natural Armor Bonus to your AC equal to your Constitution Bonus.

Attach (Ex): A metroid that hits with its bite attack latches onto the opponent's body with its fangs and tentacles. An attached metroid loses its
Dexterity bonus to AC. An attached metroid can be struck with a weapon or grappled itself. To remove an attached metroid through grappling, the opponent must achieve a pin against the creature. Attacking an attached metroid carries a risk of hitting the metroid's victim: if an attack roll is made against an attached metroid and fails, a second attack roll must be made against the victim's flat-footed AC; if this second attack roll succeeds, the victim is hit instead of the metroid. Dealing more than 20 damage (after factoring in damage reduction) to an attached metroid in a single attack will remove it.  Metroids have a +8 racial bonus on Grapple checks.

Pierce Armor (Ex): Your Bite attacks are considered touch attacks.

Immunities (Ex): At 4th Level you are immune to Acid damage.

Damage Reduction (Ex): At 4th Level you gain DR 5/Piercing.  This increases to DR 10/Piercing at 8th Level.

Energy Drain (Su): A Metroid sucks the life energy from its victim, causing a negative level each round it
remains attached and is not successfully damaged. For each negative level it causes in this way, the Metroid gains 5 temporary hit points. The
Fortitude save DC to remove the negative levels is Constitution-based.  At 8th Level this increases to 2 negative Levels.
« Last Edit: November 11, 2020, 11:27:55 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #177 on: November 19, 2020, 07:00:00 PM »
Not mine, just translating for a friend

MARIONETTE WARFORGED RACIAL TRAITS
·   +2 Cha, -2 Wis
·   Size Class: Medium.
·   Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

    Features: As a living construct, a warforged has the following features.
        A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
        Unlike other constructs, a warforged has a Constitution score.
        Unlike other constructs, a warforged does not have low-light vision or darkvision.
        Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
        Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        A warforged cannot heal lethal damage naturally.
        Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
        As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
        The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
        A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        As a living construct, a warforged can be raised or resurrected.
        A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
        Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

·   Base land speed 30 ft.
·   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
·   Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
·   Skills: Bluff and Diplomacy are always Class skills for you.  You gain a +8 Racial Bonus on Disguise checks when pretending to be a lifeless doll.
·   Warforged automatically speak Common.  Bonus languages: None.
·   Level Adjustment: +0
·   Favored Class: Rogue


RESEARCHER WARFORGED RACIAL TRAITS
·   +2 Int, -2 Wis
·   Size Class: Medium.
·   Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

    Features: As a living construct, a warforged has the following features.
        A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
        Unlike other constructs, a warforged has a Constitution score.
        Unlike other constructs, a warforged does not have low-light vision or darkvision.
        Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
        Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        A warforged cannot heal lethal damage naturally.
        Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
        As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
        The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
        A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        As a living construct, a warforged can be raised or resurrected.
        A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
        Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

·   Base land speed 30 ft.
·   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
·   Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
·   Agile Mind (Ex): You use your Int Modifier instead of your Dex Modifier when rolling Initiative
·   Skills: Knowledge (any) are always Class skills for you.  You gain a +2 Racial Bonus on Knowledge (Arcana)checks.
·   Warforged automatically speak Common.  Bonus languages: None.
·   Level Adjustment: +0
·   Favored Class: Wizard


ASSASSIN WARFORGED RACIAL TRAITS
·   +2 Dex, -2 Cha
·   Size Class: Medium.
·   Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

    Features: As a living construct, a warforged has the following features.
        A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
        Unlike other constructs, a warforged has a Constitution score.
        Unlike other constructs, a warforged does not have low-light vision or darkvision.
        Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
        Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        A warforged cannot heal lethal damage naturally.
        Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
        As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
        The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
        A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        As a living construct, a warforged can be raised or resurrected.
        A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
        Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

·   Base land speed 30 ft.
·   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
·   Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
·   Hiding Space (Ex): The Warforged has a hidden compartment in it's body that can hide anything roughly as long as a dagger and weighing no more than 5 pounds.
·   A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
·   Warforged automatically speak Common.  Bonus languages: None.
·   Level Adjustment: +0
·   Favored Class: Rogue



WOODEN WARFORGED RACIAL TRAITS
·   +2 Wis, -2 Cha
·   Size Class: Medium.
·   Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

    Features: As a living construct, a warforged has the following features.
        A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
        Unlike other constructs, a warforged has a Constitution score.
        Unlike other constructs, a warforged does not have low-light vision or darkvision.
        Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
        Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        A warforged cannot heal lethal damage naturally.
        Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
        As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
        The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
        A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        As a living construct, a warforged can be raised or resurrected.
        A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
        Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

·   Base land speed 30 ft.
·   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
·   Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
·   Plant Speech (Sp): You may cast Speak With Plants at will.
·   A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
·   Warforged automatically speak Common.  Bonus languages: None.
·   Level Adjustment: +0
·   Favored Class: Druid

PROTECTOR WARFORGED RACIAL TRAITS
·   +2 Con, -2 Wis, -2 Cha
·   Size Class: Medium.
·   Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

    Features: As a living construct, a warforged has the following features.
        A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
        Unlike other constructs, a warforged has a Constitution score.
        Unlike other constructs, a warforged does not have low-light vision or darkvision.
        Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
        Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        A warforged cannot heal lethal damage naturally.
        Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
        As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
        The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
        A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        As a living construct, a warforged can be raised or resurrected.
        A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
        Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

·   Base land speed 30 ft.
·   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
·   Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
·   Powerful Build (Ex): Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the subject’s size category.
·   A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
·   Warforged automatically speak Common.  Bonus languages: None.
·   Level Adjustment: +0
·   Favored Class: Fighter


SOLDIER WARFORGED RACIAL TRAITS
·   +2 Str, -2 Wis, -2 Cha
·   Size Class: Medium.
·   Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below.

    Features: As a living construct, a warforged has the following features.
        A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    Traits: A warforged possesses the following traits.
        Unlike other constructs, a warforged has a Constitution score.
        Unlike other constructs, a warforged does not have low-light vision or darkvision.
        Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
        Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
        A warforged cannot heal lethal damage naturally.
        Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
        As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
        The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster's ability modifier). A warforged takes the same damage from a rust monster's touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
        A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
        As a living construct, a warforged can be raised or resurrected.
        A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions.
        Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

·   Base land speed 30 ft.
·   Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
·   Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
·   Bravery (Ex): You gain a +2 Resistance Bonus on Willpower Saves against Mind-Affecting Effects.
·   A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
·   Warforged automatically speak Common.  Bonus languages: None.
·   Level Adjustment: +0
·   Favored Class: Fighter
« Last Edit: November 19, 2020, 07:22:54 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #178 on: November 25, 2020, 11:14:34 PM »
MAGEARNA


   
"I'M A LITTLE TEAPOT MOTHERFUCKER!"

 The Magearna are clockwork children, initially designed for warfare by some rather twisted individuals.


Class Skills
 The Magearna's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (Arcana)(Int), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Clockwork Body, Spell-Like Abilities
2. +1    +0     +0     +3    Hyper Beam
3. +1    +1     +1     +3    Robot Body
4. +2    +1     +1     +4    Spell-Like Abilities
5. +2    +1     +1     +4    Hyper Beam
6. +3    +2     +2     +5    Robot Body
7. +3    +2     +2     +5    Spell-Like Abilities
8. +4    +2     +2     +6    Size Upgrade, Hyper Beam
9. +4    +3     +3     +6    Robot Body
10.+5    +3     +3     +7   Spell-Like Abilities

Weapon Proficiencies: Magearna are proficient with no weapons or armor.

Clockwork Body: The Magearna  loses all other racial traits and changes to the Construct Type (with the Living Construct Subtype). She's a Small sized Construct with base speed of 30 feet and the appropriate traits for Type/Subtype. As well, she gains two natural Slam attacks dealing 1d4+Str modifier damage.

Spell-Like Abilities (Su): At 1st Level the Magearna can cast Magic Missile as a Spell-Like Ability 2/day. At 4th Level they can cast Swift Haste 2/day.  At 7th Level they can cast Haste 2/day.  At 10th Level you can cast Force Orb 2/day.

Hyper Beam (Sp): At 2nd Level the Magearna can shoot a ray with a range of 60 ft. every 1d4 rounds.  It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage.  Damage increases to 2d6 at Level 5, and 3d6 at Level 8.

Robot Body (Ex): Beginning at 3rd Level you gain a +2 Natural Armor Bonus to AC.  At 6th Level you gain Damage Reduction 5/Cold Iron.  At 9th Level you gain a +1 Racial Bonus on all Saving Throws.

Size Upgrade:  At 8th Level, your Size increases to Medium.

STARTING AGE
 Adulthood: 0
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Magearna are effectively immortal, and their abilities are not modified with age.

HEIGHT AND WEIGHT
 Base Height: 3'
 Height Modifier: +1d4"
 Base Weight: 160 lbs.
 Weight Modifier: x(1d6) lbs.

MAGEARNA CHARACTERS
 As you have no racial ability penalties your options are open.  Magearna do have a proclivity for being Artificers though.
 Adventuring Race: Magearna adventure out of curiosity for the most part, or to protect loved ones or their home.  It would take dire necessity for them to return to fighting like the old days.
 Character Development: You need some more variety in abilities.  You're pretty much lop-sided towards offense.
 Character Names:

ROLEPLAYING A MAGEARNA
 Magearna were originally created as innocent looking weapons of war, who were later relegated to being household servants before winning their freedom.  They have not looked back, and no longer want any part of warfare or servitude.
 Personality: Magearna were programmed to be protective, especially of children and those assigned to their care.
 Behaviors: Magearna are very inquisitive, and are always trying to learn new things.
 Language: Magearna are programmed to speak Modron.  Many learn common as well.

MAGEARNA SOCIETY
 As they are constructs, the Magearna have no core society of their own.
 Alignment : Most Magearna are fairly Neutral.
 Lands : Due to their constructed nature, most Magearna live in larger cities.
 Settlements : There aren't enough Magearna for them to really have settlements.
 Beliefs : Magearna worship a being they call Father Time.
 Relations: Magearna are fairly individualistic in their dealings with others, and they generally believe well of those who treat them well.

MAGEARNA ADVENTURES
· A local human has become obsessed with you, as he "collects" your people.  You are left with the option of fleeing, seeking aid or killing him.
· One of your people has been beating the drums of war, suggesting you kill off your creators.  You must find a way to stop this.
· You saved the life of a local nobleman's child, and he believes he owes you a life debt. Unfortunately, he is a vampire, and his attempts to repay you are both frustrating and terrifying.


« Last Edit: January 26, 2021, 10:24:32 PM by bhu »

Offline bhu

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Re: General Weirdness
« Reply #179 on: January 21, 2021, 06:07:44 PM »
DRAPHS  the latest request


   
"Enough with the bull jokes already!

 Draphs look like humans with cow-like eyes, ears and horns.  The men are tall and heavily muscled, while the women tend to be buxom and much shorter.  They remind many of humanoid cows, and often suffer some bigotry due to this.

DRAPH RACIAL TRAITS
·   Males: +4 Str, -2 Dex, +2 Con.  Females: +2 Con, +2 Wis.
·   Size Class: Medium.
·   Humanoid, giving them Low-light Vision
·   Base speed 30 ft.
·   Powerful Build (Ex): Whenever a Draph is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Draph is treated as one size larger if doing so is advantageous to him.  A Draph is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Draph can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
·   A Draph has a natural weapon in the form of a Headbutt attack that deals 1d6 points of damage, plus one and a half times Str modifier..
·   Draphs automatically speak Common.  Bonus languages include any nearby race.
·   Level Adjustment: +1
·   Favored Class: Druid

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 6'4" Female: 3'9"
 Height Modifier: +2d4"
 Base Weight: Male: 220 lbs.   Female: 130 lbs.
 Weight Modifier: x(2d6) lbs.

DRAPH CHARACTERS
 Draphs have few real weaknesses (other than Dex based builds for the males).
 Adventuring Race: Draphs adventure for a wide array of reasons.
 Character Development: Female Draphs make excellent Wis based casters or Swordsages.  Males are good for melee builds.
 Character Names:

ROLEPLAYING A DRAPH
 The Draphs were modeled after humanoid cows, so they would likely be a fairly gentle race.  Which, as anyone who works with cows can attest to, is an absurd lie.
 Personality: Male Draphs are needlessly  stereotyped as aggressive, while the women are thought of as submissive.  Neither of these things are necessarily true.
 Behaviors: Draphs are as varied as humans.
 Language: Draphs know common.

DRAPH SOCIETY
 Draphs live in a world of multi-cultural societies, and as such don't really have a culture of their own.
 Alignment : Most Draphs are some form of Neutral.
 Lands : As they live alongside other civilized peoples, Draphs live just about anywhere.
 Settlements : See above.
 Beliefs : They tend to worship Gods of Nature.
 Relations: Draphs are odd in that they have no racial enemies or animosity.

DRAPH ADVENTURES
· A local human has vowed to 'win your love.'  You have joined a mercenary group for no better reason than avoiding them.
· A young lady has entered your village and decided to challenge the men to wrestling matches.  Her apparent goal is to find a husband.  You find this baffling, but not as much as when she is found with a knife in er back.  You take  it upon yourself to bring  her murderer to justice.
· You are tasked with ridding the local hollow of a pack of Hags.  You are arduously finding reasons to avoid this, as the Hags are known for being unlike others of their kind.   But you can only stall so long before you have to figure out a plan.
« Last Edit: May 16, 2021, 08:05:43 PM by bhu »