The following spells are still in the works.
IOUN GRASP
School transmutation
Level bard 6, cleric/oracle 6, inquisitor 6, magus 6, occultist 6, psychic 6, shaman 6, spiritualist 6, sorcerer/wizard 6, summoner/unchained summoner 6, witch 6
Casting Time 1 free action
Components S
Range personal
Target you
Duration 1 hour (D)
As a standard action, you can target an orbiting ioun stone with the abrupt maneuver of a pilfering hand as a supernatural ability, based on the caster level and spellcasting ability score of this spell's effect. Any ioun stone you successfully pull and don't catch, can enter your orbit or embed itself as you choose, in an ioun slot (if any) of an object you openly possess. Any ioun stone you displace from its slot by doing so, enters your orbit.
The remaining duration of this spell's effect is reduced by 10 minutes following each use of the aforementioned supernatural ability it grants. Multiple instances of this spell's effect upon the same target, become a single effect based on the highest caster level, highest spellcasting ability score and longest remaining duration among them.
GAUNTLET, IOUN (Magic Weapon Alteration)
A magnificent gauntlet featuring six sockets typically distributed behind its knuckles and upon its back side.
Base Item Any +1 (or better) gauntlet lacking ioun slots.
Price +6,000 gp; Slot one hand; Weight no change; CL 12th; Aura strong transmutation
Properties As the base item with six ioun slots. An ioun stone embedded in any such slot, provides its effect to the gauntlet's wearer. As an immediate action, this gauntlet's wearer can snap his or her fingers to pull up to six ioun stones from his or her own orbit and embed them as desired into the gauntlet's ioun slots. Any ioun stones so displaced, return to orbit around that gauntlet's wearer. The gauntlet's wearer can expel any number of stones from its ioun slots at anytime as a free action, back into orbit around him or herself.
Cost +3,000 gp; Requirements Craft Wondrous Item, ioun grasp
UNSEEN SPARE HANDS
School conjuration (creation)
Level bard 2, magus 2, occultist 2, psychic 2, spiritualist 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
Casting Time 1 standard action
Components V, S; Optional Components M, F (see text)
Range long (400 ft. + 40 ft./level)
Effect 1d4 unseen spare hands per level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no
Except as detailed above, each spare hand this spell's effect creates is a Tiny unseen servant with an effective Strength score of 2 and the ability to fly (perfect), swim and walk with a base speed of 15 feet that is never modified by encumbrance. Individually, they dissipate upon having taken more than 5 damage from magical area effects.
Optional Focus: A five-digit non-magical masterwork glove or gauntlet befitting a Medium humanoid—is fully repaired as it absorbs the first spare hand this spell's effect creates to become a Tiny Animated Object [masterwork glove or gauntlet] with 6 extra hit points, a Wisdom score of 10, and the ability to fly (perfect), swim and walk with a base speed of 15 feet that is never modified by encumbrance. As part of this spell's effect, that creature obeys you with the behavioral repertoire of both Animated Object and unseen servant combined.
Optional Material Component: 5,000 gp of gems worth at least 100 gp each—gives the aforementioned Tiny Animated Object [masterwork glove or gauntlet] an instantaneous duration and a supernatural fly speed. If you possess the Craft Construct feat, the required value of this component is halved to 2,500 gp and 50 gp respectively.
Pathfinder Fount
Custom Pathfinder Creations, Revisions and Conversions
Monday, December 3, 2018
Friday, October 5, 2018
Spells of Many Means
Should the following spells be made available to most spellcasters?
FOCAL FETTER
School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 swift action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none
Spell Resistance no
The subject of this spell is suppressed but not dispelled, during which time its remaining duration proceeds normally. You can only have one focal fetter spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can dismiss this spell from anywhere without components as a free or immediate action.
FOCAL FUNCTION
School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 immediate action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none
Spell Resistance no
Dispel checks attempted against this spell and its subject suffer a –2 penalty. You can only have one focal function spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can dismiss this spell from anywhere without components as a free or immediate action.
The following feats might require additional consideration.
INTERCHANGE COMPONENTS (General Feat)
You express components with the gestalt sum of your body and mind.
Prerequisite: Spellcraft 1 rank.
Benefit: Excluding the verbal components of bard spells and related activities, you can use emotion, somatic, thought and verbal components interchangeably, provided doing so by itself does not reduce the number of unique components any particular activity requires. Any activity with a somatic component via this feat is subject to a chance of failure identical to a typical sorcerer's chance of arcane spell failure. Additionally, you can interchange your use of any expensive material component, with one or more alternative items of equal or greater value, provided each one bears significant meaning.
VOLUNTARY COMPONENTS (General Feat)
You can bolster your effects with extra casting components.
Prerequisite: Interchange Components, Spellcraft 1 rank.
Benefit: Excluding components already required of you to do so, you can cast any spell or spell-like ability to include your choice of voluntary emotion, somatic, thought and verbal components. Spells and spell-like abilities with a somatic component via this feat are subject to a chance of failure identical to a typical sorcerer's chance of arcane spell failure. Each voluntary component you add via this feat to your casting of a spell or spell-like ability, increases its effective caster level by 1 with respect to overcoming spell resistance and resisting dispel attempts.
FOCAL FETTER
School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 swift action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none
Spell Resistance no
The subject of this spell is suppressed but not dispelled, during which time its remaining duration proceeds normally. You can only have one focal fetter spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can dismiss this spell from anywhere without components as a free or immediate action.
FOCAL FUNCTION
School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 immediate action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none
Spell Resistance no
Dispel checks attempted against this spell and its subject suffer a –2 penalty. You can only have one focal function spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can dismiss this spell from anywhere without components as a free or immediate action.
The following feats might require additional consideration.
INTERCHANGE COMPONENTS (General Feat)
You express components with the gestalt sum of your body and mind.
Prerequisite: Spellcraft 1 rank.
Benefit: Excluding the verbal components of bard spells and related activities, you can use emotion, somatic, thought and verbal components interchangeably, provided doing so by itself does not reduce the number of unique components any particular activity requires. Any activity with a somatic component via this feat is subject to a chance of failure identical to a typical sorcerer's chance of arcane spell failure. Additionally, you can interchange your use of any expensive material component, with one or more alternative items of equal or greater value, provided each one bears significant meaning.
VOLUNTARY COMPONENTS (General Feat)
You can bolster your effects with extra casting components.
Prerequisite: Interchange Components, Spellcraft 1 rank.
Benefit: Excluding components already required of you to do so, you can cast any spell or spell-like ability to include your choice of voluntary emotion, somatic, thought and verbal components. Spells and spell-like abilities with a somatic component via this feat are subject to a chance of failure identical to a typical sorcerer's chance of arcane spell failure. Each voluntary component you add via this feat to your casting of a spell or spell-like ability, increases its effective caster level by 1 with respect to overcoming spell resistance and resisting dispel attempts.
Sunday, September 9, 2018
Revised Human Race
Still under construction.
The human race featured below, is a version revised in an attempt to balance.
Human Racial Traits (10 RP)
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humanoid (Human): Humans are humanoids with the human subtype.
Medium: Humans are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. (3 RP)
Bonus Feat: Humans select one extra feat at 1st level. (3 RP)
Diverse: Upon creation, human characters gain one trait they select from the following list. (3 RP)
Languages: Humans begin play speaking Common and any other single language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
The human race featured below, is a version revised in an attempt to balance.
Human Racial Traits (10 RP)
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Humanoid (Human): Humans are humanoids with the human subtype.
Medium: Humans are medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. (3 RP)
Bonus Feat: Humans select one extra feat at 1st level. (3 RP)
Diverse: Upon creation, human characters gain one trait they select from the following list. (3 RP)
- Placeholder: Those with this trait... (undetermined).
- Placeholder: Those with this trait... (undetermined).
- Placeholder: Those with this trait... (undetermined).
Languages: Humans begin play speaking Common and any other single language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Thursday, August 30, 2018
Khozo Race
Still under construction.
Inspired by Metroid, khozo are flightless avianoids the size of humans, possessing a technologically advanced culture in decline under the assault of various engineered species of their own design.
Khozo Racial Traits (Advanced Race / 20 RP)
+2 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, –2 Charisma: Khozo are physically and intellectually gifted, albeit mired in pragmatism. (4 RP)
Humanoid (Avian): Khozo are humanoids with the avian subtype.
Medium: Khozo are are Medium creatures with no bonuses or penalties due to their size.
Fast Speed: Khozo have a base speed of 40 feet. (1 RP)
Low-Light Vision: Khozo can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Khozo can see perfectly in the dark up to 120 feet. (3 RP)
Tech Intuitive: Khozo gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)
Placeholder: (4 RP undetermined)
Inherently Hidden: Khozo gain a +2 racial bonus on Stealth checks. As a free or immediate action, each of them can suspend or resume the supernatural equivalent of having cast nondetection on their own self with a permanent duration and an effective caster level equaling their character level. (2 RP)
Naturally Psionic: Khozo gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)
Languages: Khozo begin play speaking Common and Khozo. Khozo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Inspired by Metroid, khozo are flightless avianoids the size of humans, possessing a technologically advanced culture in decline under the assault of various engineered species of their own design.
Khozo Racial Traits (Advanced Race / 20 RP)
+2 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, –2 Charisma: Khozo are physically and intellectually gifted, albeit mired in pragmatism. (4 RP)
Humanoid (Avian): Khozo are humanoids with the avian subtype.
Medium: Khozo are are Medium creatures with no bonuses or penalties due to their size.
Fast Speed: Khozo have a base speed of 40 feet. (1 RP)
Low-Light Vision: Khozo can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision: Khozo can see perfectly in the dark up to 120 feet. (3 RP)
Tech Intuitive: Khozo gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)
Placeholder: (4 RP undetermined)
Inherently Hidden: Khozo gain a +2 racial bonus on Stealth checks. As a free or immediate action, each of them can suspend or resume the supernatural equivalent of having cast nondetection on their own self with a permanent duration and an effective caster level equaling their character level. (2 RP)
Naturally Psionic: Khozo gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)
Languages: Khozo begin play speaking Common and Khozo. Khozo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Friday, July 20, 2018
Darkside Grimoire
Still under construction.
The following spells are still in the works...
NEGA-VOLT JOLTS
School necromancy [electricity]
Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect shadowy arcs of nega-volt energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
When free and open, your hand or similar extremity conducts this spell's effect, with no harm to you or your equipment.
You can discharge one arc of this spell's effect out to medium range (100 ft. + 10 ft./level) as a ranged touch attack (no range penalty) dealing damage equal to 1d12 + 1 point per caster level (max +15). Half that damage is electricity (rounded up) while the remainder is negative energy. This spell's effect counts as a light ranged weapon with the limning and seeking special abilities, allowing for iterative attacks from your base attack bonus.
Each attack you make with this spell's effect, reduces its remaining duration by 1 minute. If such an attack reduces the remaining duration of this spell to 0 minutes or less, the spell ends after the attack resolves.
Attacks of opportunity you provoke by attacking with this spell's effect while threatened, as well as readied weapon attacks made against you when you're attacking with this spell's effect, deal an extra 1d8+1 points of damage, half of which is electricity (rounded up) while the remainder is negative energy.
The following spells are still in the works...
NEGA-VOLT JOLTS
School necromancy [electricity]
Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect shadowy arcs of nega-volt energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
When free and open, your hand or similar extremity conducts this spell's effect, with no harm to you or your equipment.
You can discharge one arc of this spell's effect out to medium range (100 ft. + 10 ft./level) as a ranged touch attack (no range penalty) dealing damage equal to 1d12 + 1 point per caster level (max +15). Half that damage is electricity (rounded up) while the remainder is negative energy. This spell's effect counts as a light ranged weapon with the limning and seeking special abilities, allowing for iterative attacks from your base attack bonus.
Each attack you make with this spell's effect, reduces its remaining duration by 1 minute. If such an attack reduces the remaining duration of this spell to 0 minutes or less, the spell ends after the attack resolves.
Attacks of opportunity you provoke by attacking with this spell's effect while threatened, as well as readied weapon attacks made against you when you're attacking with this spell's effect, deal an extra 1d8+1 points of damage, half of which is electricity (rounded up) while the remainder is negative energy.
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.
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)
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.
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. They breathe as plants do.
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 perfectly in the dark up 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 Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (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)
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.
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. They breathe as plants do.
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 perfectly in the dark up 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 Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (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.
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