Saturday, July 14, 2018

Cacterran Race

Still under construction.

Cacterrans appear much like gnomes or humans, save they possess hairless green-hued skin bearing ridges and patterns of pores from which spines can be made to emerge.

Cacterran Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Cacterrans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Cacterrans are humanoids with the vegitatious subtype.

Variety: Upon creation, cacterran characters become one of two varieties.
  • Globular: These cacterrans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Columnar: These cacterrans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Cacterrans have a base speed of 20 feet. For columnar cacterrans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Cacterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Cacterrans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Cacterrans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Succulent Resilience: Cacterrans gain a +4 racial bonus on Fortitude saves against dehydration and environmental heat exposure. In addition, they need only half the standard amount of water to function normally. (1 RP)

Cacti Body: Cacterrans in true form express the following. (4 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • They can deal both bludgeoning and piercing damage with any slam attack or unarmed strike.
  • In addition to actual rest and any uses of the Heal skill, a living cacterran exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.

Spine-spit: A living cacterran in true form gains a natural spine-spit attack that does not provoke attacks of opportunity. A spine-spit is a primary natural attack, or a secondary natural attack for those who wield one or more manufactured weapons. Otherwise, a spine-spit functions as a blowgun of its owner's size. A typical cacterran has a spine-spit capacity equal to its Constitution score. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. (1 RP)

Toxic Spines: A living creature dealt piercing damage from a natural weapon or unarmed strike used by a living cacterran in true form, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of this effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Once a creature successfully saves, it becomes immune to the toxic spines of that particular cacterran for 24 hours. Note: Creatures with the vegitatious subtype are immune to this effect. (2 RP)

Placeholder: (1 RP undetermined)

Languages: Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose from the following: Auran, Draconic, Goblin, Giant, .....3 more.

Wednesday, July 4, 2018

Mycelian Race

Still under construction.

Mycelians appear much like waxy gnomes, each with a mushroom-like cap covering the top of their head like a fungal helmet. Any textures, pigments or patterns they possess, vary between individuals of their kind.

Mycelian Racial Traits (10 RP)

–2 Strength, +2 Constitution, +2 Wisdom: Mycelians are hardy and wise, but lack physical power.

Humanoid (Vegitatious): Mycelians are humanoids with the vegitatious subtype.

Small: Mycelians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Mycelians have a base speed of 20 feet. (–1 RP)

Low-Light Vision: Mycelians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Mycelians can see in the dark out to 60 feet. (2 RP)

Light Sensitivity: Mycelians are dazzled while they remain in an area of bright light. (–1 RP)

Mycelial Scent: Mycelians have a natural ability to sniff out sources of death and decay. This functions like the scent ability, but only for decaying vegetable matter, excrement, rotting flesh, corpses and badly wounded creatures (creatures with 25% or fewer hit points). (1 RP)

Flammable: Mycelians in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Mycelians gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Mycelial Metabolism: Mycelians gain a +2 racial bonus on saving throws against sickness, nausea and disease, but not magical disease. They also reduce any nonlethal damage they take from any form of cold exposure by 3 (minimum 0). (1 RP)

Mycelial Toxicity (Ex): A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon it wields as a swift action. Such a dose loses its potency after 1 hour. Each round at the end of its turn, a living creature with a mycelian swallowed whole in true form, automatically ingests 1 dose of that mycelian's toxic saliva and blood. A typical mycelian has a toxin dose capacity of 6 + its Constitution modifier. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. Note: Creatures with the vegitatious subtype are immune to mycelian toxin. (2 RP)
  • Inflicted Mycelian Toxin: poison–injury; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Dexterity and Wisdom damage; cure 1 save.
  • Ingested Mycelian Toxin: poison–ingested; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1 Dexterity and Wisdom damage; cure 1 save.

Placeholder: (4 RP undetermined)

Languages: Mycelians begin play speaking Terran and Undercommon. Mycelians with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Gnome, Goblin, Sylvan.

Sunday, July 1, 2018

Arborean Race

Still under construction.

Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.

Arborean Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.

Upbringing: Upon creation, arborean characters express one of two backgrounds.
  • Bonsai: These arboreans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Wild: These arboreans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Arboreans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Arboreal Body: Arboreans in true form express the following. (5 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • Cold resistance 2.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • In addition to actual rest and any uses of the Heal skill, a living arborean exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
  • When standing on the ground, they receive a +4 racial bonus to CMD against bull rush and trip maneuvers.
  • While in forest or jungle terrain, a living arborean gain a +4 racial bonus on Stealth checks.

Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
  • Forest Roots: Arboreans of these roots reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0) and gain a +4 racial bonus on Survival checks made in forest terrain.
  • Jungle Roots: Arboreans of these roots gain a +2 racial bonus on Fortitude saves against non-magical disease, and gain a +4 racial bonus on Survival checks made in jungle terrain.

Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
  • Grow Harvest (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 1d3 fruit or 2d4+1 nuts or berries over the course of 1d6+4 rounds, but only while that aborean remains in true form. Each nut or berry so grown, functions as if affected by goodberry, but also provides its consumer the benefit of endure elements for 8 hours, stacking up to a cumulative duration of 72 hours for any single creature. Each fruit so grown, functions the same as 3 nuts or berries.
  • Grow Grenades (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 2d4+1 pinecones over the course of 1d6+4 rounds, but only while that arborean remains in true form. Each pinecone so grown, functions as if affected by strobilus flash-bangs.

Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)

Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.

Relevant Spells

STROBILUS FLASH-BANGS
School transmutation
Level druid 1, ranger 1, shaman 1
Components V, S, DF
Casting Time 1 standard action
Range touch
Target 1d4+1 non-magical pinecones touched
Duration 24 hours/level or until discharged
Saving Throw none
Spell Resistance yes (object)

You seal (if open) and transmute as many as 1d4+1 non-magical pinecones you touch into special splash weapons that adjust to best match their current owner's current size. You (as well as any other druid of 3rd or higher level) can immediately discern which pinecones are affected. Each transmuted pinecone becomes a "strobilus flash-bang" with a thrown range increment of 30 feet. A "strobilus flash-bang" requires a ranged touch attack roll to detonate upon the intended target for 1 point of sonic damage, or else detonate with the same effect upon any other hard surface it strikes. In addition, detonating a "strobilus flash-bang" also renders each creature within a 5-ft. radius burst, both dazzled (Reflex negates) and deafened (Fortitude negates) for 1d4+1 rounds. Any ongoing conditions from more than one "strobilus flash-bang" affecting the same creature, overlap without stacking.

Wednesday, June 27, 2018

Item Utility Spells

Still under construction.

The following spells are ideas I expect should require careful consideration.

ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes

Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.

INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no

The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
    Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
    As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
    Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
    Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.

Saturday, June 23, 2018

Vessel and Vehicle Spells

The following spells were designed to extend upon the precedent of some 3.5 D&D spells uniquely capable of targeting an entire ship. The first spell in this series, is based upon augment object (SBG).

AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no

Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved (rounded down) when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.

Friday, June 15, 2018

Arcane Exploit Annex

Still under construction.

The following are arcane exploits for those of the arcanist class.

Akashic Preparation (Arcane Exploit)
You can prepare spells from the Akashic Record with energy meant for your reservoir.
Prerequisite: Ability to prepare arcane spells.
Benefit: When gaining points for an arcane reservoir from preparing spells, you may forgo any number of those points up to your Charisma modifier (minimum 1). For each point you forgo, you can choose any one spell on your spell list for the class corresponding to that arcane reservoir. For the purpose of that class, you can prepare the chosen spells from the Akashic Record until you are again gaining points for that same arcane reservoir from preparing spells. Each chosen spell still prepared at that time disappears unless chosen again via this ability.

Exploit Arcane Discoveries (Arcane Exploit)
You have learned to exploit the arcane discoveries of wizards.
Benefit: You can learn arcane discoveries as if they were arcane exploits. Every class you possess featuring an arcane reservoir, can be used in addition to wizard(s) as a prerequisite and/or beneficiary class for your arcane discoveries. You must ignore the benefits of arcane discoveries, as they apply to any class features you lack.

Technomancer's Touch (Arcane Exploit)
You possess a greater arcane ability to evaluate and recharge technological items.
Prerequisite: Knowledge (engineering) 1 rank.
Benefit: You add technomancy and recharge individually as extra spells known for all your arcane spellcasting classes, but only when and wherever such a class enables you to cast arcane spells of a level equaling how that spell appears on your spell list for that class. When and wherever one of these spells does not appear on such a list, that spell is added to that list as it appears for a wizard. Meanwhile, the gp cost of every material component you require to cast each of these spells as arcane, is reduced by 60%. As a free or immediate action, you can touch a technological item you have identified, and spend 1 point from your arcane reservoir to determine if it can hold charges. If it can, you also learn how many charges it currently holds, the most charges it can hold, and whether it can be recharged. In addition, spending 1 point from your arcane reservoir when casting recharge as an arcane spell eliminates any percent chance of its effect destroying a targeted battery outright.

Wednesday, June 13, 2018

Apexian Race

Still under construction.

The Apexian race featured below, is one idea for an ideal physical evolution of humanity.

Apexian Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Constitution, +2 to One Mental Ability Score: Apexians possess an optimized balance of physical human attributes and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (4 RP)

Humanoid (Human): Apexians are humanoids with the human subtype.

Medium: Apexians are medium creatures and have no bonuses or penalties due to their size.

Fast Speed: Apexians have a base speed of 40 feet. (1 RP)

Low-Light Vision: Apexians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Apexians can see in the dark up to 120 feet. (3 RP)

Keen Senses: Apexians gain a +2 racial bonus on Perception checks. (2 RP)

Healing Factor: Apexians gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)

Placeholder: (6 RP undetermined)

Languages: Apexians begin play speaking Common and any other single language. Apexians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)