Ettins, ubues, and other giants with extra heads or limbs, are all results of a semi-rare disorder in trolls, sometimes arising spontaneously, sometimes resulting from slashing blows that land in just the right place, where an extra head and/or one or more extra limbs are "re"generated. Such creatures generally lack the natural keen regenerative abilities of trolls, as their natural regeneration is too busy keeping them alive as these abominations to keep up with incoming damage as effectively.
Thursday, January 4, 2024
Tuesday, December 12, 2023
On Fish-People
I have long complained that, of all the array of fish-people and seafolk available in D&D, they're all kind of samey. Let's see, we've got...
- Merfolk are people with a fish tail
- Tritons are people who live underwater and are just kind of slightly fishy -- in earlier editions, they were at least Outsider(native)s, which is something to latch on to. (Although it does make them kind of overlap with water genasi -- but without it, they instead overlap with, like sea elves.)
- Locathah are just kind of generically fishy, although in earlier editions they kind of looked like the Creature from the Black Lagoon
- Sahuagin are just kind of generically fishy, albeit with a telepathic connection to sharks
- Kuo-toa are just kind of generically fishy, albeit also slimy
- Ability Score Increases: Your Dexterity score increases by 2, and your Charisma score increases by 1.
- Type: Your type is Humanoid.
- Size: Your size is Medium.
- Speed: You have a land speed of 10 feet and a swim speed and a swim speed of 40 feet. You begin play with a free Combat Wheelchair, which grants a land speed of 25 feet.)
- Amphibious: You can breathe both air and water.
- Versatility: You gain one free skill proficiency of your choice and one free tool proficiency of your choice.
- Languages: You can read, write, and speak Common and Aquan.
In previous editions, tritons were native outsiders. In mine, they're still immigrants from the Hellish Plane of Water. So...
- You have the Humanoid and Elemental types. If any favorable effect would affect either of your types, it affects you. If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it. If any effect would affect neither of your types, you are immune to it. If any effect would affect both of your types, you do not gain immunity or resistance to it from your types.
- Ability Score Increase: Your Strength score increases by 2, and your Wisdom score increases by 1.
- Type: Your type is Humanoid.
- Size: Sahuagin are larger than humans, ranging from 6 to 7 feet tall. Your size is Medium.
- Speed: You have a base land speed of 30 ft, and you have a swim speed equal to your land speed.
- Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Limited Amphibiousness: You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.
- Frenzy: On your turn when you reduce a creature to 0 hit points, you can use a bonus action to move up to your speed and make an additional weapon attack against another creature you can target.
- Shark Telepathy: You can telepathically speak to any shark within 120 feet of you.
- Claws and Bite: Your claws and bite are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing (claws) or piercing (bite) damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Languages: You know Common and Sahuagin.
- Males are Tiny Beasts with 1 Intelligence (using the Quipper statblock).
- Females are Medium Humanoids (using the Kuo-Toa statblock, or the species traits here).
- Ability Score Increase: Your Strength score increases by 2. Your Constitution score increases by 1.
- Type: Your type is Humanoid.
- Size: Your size is Medium.
- Speed: You have 30 foot land speed and swim speed equal to your land speed.
- Superior Darkvision: Within 120 feet, you can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
- Amphibious: You can breathe air and water.
- Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.
- Otherworldly Perception: You can sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.
- Slippery: You have advantage on ability checks and saving throws made to escape a grapple.
- Bite: Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
- Languages: You know Common and Kuo-Toan.
- Replace the listed Limited Amphibiouisness trait with:
- Limited Amphibiousness. You can breathe both air and water. However, you cannot receive the benefits of a Short or Long rest unless you are fully submerged in water for the entire duration of your rest.
- Locathah species.
- You must be under the effects of the Coming of Age Ceremony cast by a Locathah shaman at time of feat selection.
- You lose the effect of your Limited Amphibiousness trait, and are now fully amphibious -- you can breathe both air and water, and do not need to be submerged in water to gain the benefits of a Short or Long Rest.
- You have Resistance to Poison damage.
- Your skin turns a vivid color and begins to secrete a poisonous toxin. If you are hit by a Bite attack, the attacker takes 1d6 Poison damage. If you are subject to the Swallow Whole ability, the creature that swallows you takes xd6 poison damage on your turn every round you are swallowed, where x is equal to your Constitution modifier (minimum 1).
- You can harvest your own poison as per the rules in the Dungeon Master's Guide, except you do not need to be incapacitated or dead; you are not immune to your own poison, but you remain Resistant to its Poison damage. The harvested poison can be used as-is or refined:
- When used as-is, this is an Ingested poison that deals 2d6 Poison damage, Constitution save negates. A dose of this poison lasts for 24 hours before it becomes inert.
- Refining the poison follows the Crafting rules, but you have unlimited access to the ingredients. When refined, it becomes a dose of Pale Tincture poison, which lasts indefinitely until use.
Tuesday, November 22, 2022
Dual Types
I have heard tell that, early in the development of 5e, the notion of creatures/races with two Types was thrown around, and eventually ruled against. I don't know how it was meant to work at the time, but it does fill a much-needed gap.
Early on in published 5e, PCs could only be Humanoid. The Eberron book made Warforged simply Humanoid, rather than the old 3.5e jerry-rig of Construct(living construct) that made them technically Constructs but also work for PC purposes (mostly resurrection).
Then, later on, they abandoned that principle and started publishing races that are other Types, such as the Fairy in Wild Beyond the Witchlight. They had realized it's not super important for PCs to be Humanoid -- although there are still no properly Undead options (the three Lineages in Van Richten's Guide to Ravenloft are Humanoid, but with various Undead-esque properties). I hear tell there is or will be an actual Construct option (the Autognome?).
My solution to there being no Undead PC options, Warforged being nonsensically Humanoid, and so on: bring back dual Types!
- Some races -- including warforged (humanoid/construct), tiefling (humanoid/fiend), aasimar (humanoid/celestial), dragonborn (humanoid/dragon), kobold (humanoid/dragon), and alithi elves (humanoid/plant) -- have dual creature type.
- If any favorable effect would affect either or both of your types, it affects you.
- If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it.
- If any effect would affect neither of your types, you are immune to it.
- If any effect would affect both of your types, you do not gain immunity or resistance to it from your types.
The one peculiarity here is: what happens if you have an effect that has a positive effect on one of your Types and a negative effect on your other Type? I'm not sure if there are any actual effects that heal a living thing but do radiant damage to Undead, but a character with both the Humanoid and Undead Types would have to deal with it if it does. My instinct is that you are affected by both -- you are, in that example, healed and take radiant damage (albeit with advantage on any saves against it). But this is a rare enough circumstance that I'd leave it up to individual DM adjudication.
Friday, October 14, 2022
3.5e Lizardfolk and Myconid Monster Classes
Level | BAB | HD | Fort | Ref | Will | Class Features |
---|---|---|---|---|---|---|
1 | +0 | 1d8 | +0 | +2 | +0 | +1 Natural Armor, 2 Claws (1d4), +2 Strength, -2 Intelligence, +2 Swim |
2 | +1 | 2d8 | +0 | +3 | +0 | +3 natural Armor, +2 Balance, +2 Jump |
3 | +1 | 2d8 | +0 | +3 | +0 | +5 Natural Armor, Hold Breath, 1 Bite (1d4), +2 Constitution, +4 Balance, Jump, Swim |
- Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.
- Ability Adjustments: 1st Level: +2 Strength, -2 Intelligence 3rd Level: +2 Constitution
- Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.
- Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.
- Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.
- Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).
- Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
- Automatic Languages: Common, Draconic.
- Bonus Languages: Aquan, Goblin, Gnoll, Orc.
- Favored Class: Druid
Myconid Racial Traits
- Racial Traits:
- Tiny Plant
- -2 Str, +2 Dex, -2 Int, +2 Wis.
- Land speed 20 feet.
- Plant Traits:
- Low-light vision.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
- Not subject to critical hits.
- Plants breathe and eat, but do not sleep.
- Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.
- Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
Level | HD | BAB | Fort | Ref | Will | Skill Points | Age Range | Special |
---|---|---|---|---|---|---|---|---|
1st | 1d8 | 0 | 2 | 0 | 0 | (2+INT)x4 | 4-8 | Feat, slam 1d3, Tiny |
2nd | 1d8 | 0 | 2 | 0 | 0 | 4-8 | +2 Dex, +2 Cha, distress spores | |
3rd | 2d8 | 1 | 3 | 0 | 0 | (2+INT) | 8-12 | +2 Str, +2 Con, +2 Int, +1 natural armor, slam 1d4, Small, reproduction spores |
4th | 3d8 | 2 | 3 | 1 | 1 | (2+INT) | 12-16 | Feat, +2 Str, -2 Dex, slam 1d6, Medium |
5th | 3d8 | 2 | 3 | 1 | 1 | 12-16 | +2 Cha, +2 Wis, rapport spores | |
6th | 4d8 | 3 | 4 | 1 | 1 | (2+INT) | 16-20 | +2 Str, +2 Con, pacification spores |
7th | 5d8 | 3 | 4 | 1 | 1 | (2+INT) | 20-24 | +2 Str, +2 natural armor, slam 1d8, Large |
8th | 5d8 | 3 | 4 | 1 | 1 | 20-24 | +2 Con, +2 Wis, hallucination spores | |
9th | 6d8 | 4 | 5 | 2 | 2 | (2+INT) | 24+ | Feat, +2 Str, +2 Int, +2 Cha, Potion Making, animation spores |
- Proficiencies: Slam attack only. Not proficient with any armor.
- Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
- Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
- If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
- If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
- Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.
- Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
- At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
- At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
- At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
- Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
- Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
- Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.
- Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
- Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.
- Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
- Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
- Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.
Wednesday, October 12, 2022
3.5e Outsider Monster Classes
Ghaele Eladrin Racial Traits
As in Monster Manual I/the SRD, or:
- Racial Traits:
- Starting Ability Score Adjustments: None.
- Speed: Ghaele land speed is 50 feet.
- Subtypes: A ghaele has the Chaotic and Good subtypes.
- Low-Light Vision: Ghaeles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Saves: +4 racial bonus on saving throws against poison.
- Favored Class: Whatever class you take for your first base class level.
- Outsider Traits:
- Darkvision: Ghaeles can see in the dark up to 60 feet.
- Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
- Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
- Automatic languages: Celestial, Infernal, and Draconic. Bonus languages: Any.
- Class Skills: The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
Level | HD | BAB | Fort | Ref | Will | Skill Points | Special |
---|---|---|---|---|---|---|---|
1st | 1d8 | +1 | +2 | +2 | +2 | (8 + Int mod) x 4 | Feat, lesser ghaele powers 1/day |
2nd | 2d8 | +2 | +3 | +3 | +3 | 8 + Int mod | +2 Dex, spells, natural armor |
3rd | 3d8 | +3 | +3 | +3 | +3 | 8 + Int mod | Feat, +2 Int, spell resistance (8+level) |
4th | 4d8 | +4 | +4 | +4 | +4 | 8 + Int mod | +2 Str, Tongues |
5th | 5d8 | +5 | +4 | +4 | +4 | 8 + Int mod | +2 Wis, Lesser ghaele powers 3/day, resistance (fire 5, cold 5, electricity 5) |
6th | 5d8 | +5 | +4 | +4 | +4 | -- | +2 Cha, Ghaele powers 1/day, protective aura (magic circle against evil) |
7th | 6d8 | +6/+1 | +5 | +5 | +5 | 8 + Int mod | Feat, +2 Str, Alternate form, light rays 2d6, gaze (5 ft., 1 HD) |
8th | 7d8 | +7/+2 | +5 | +5 | +5 | 8 + Int mod | +2 Int, Lesser ghaele powers at will, Ghaele powers 1/day or 3/day, immunities (electricity, petrification) |
9th | 7d8 | +7/+2 | +5 | +5 | +5 | -- | +2 Wis, DR 5/evil or cold iron, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD) |
10th | 8d8 | +8/+3 | +6 | +6 | +6 | 8 + Int mod | +2 Str, +2 Int, Light rays 2d8, Ghaele powers 1/day or at will |
11th | 8d8 | +8/+3 | +6 | +6 | +6 | -- | +2 Str, +2 Cha, Resistances (fire 10, cold 10), gaze (30 ft., 5 HD), Greater ghaele powers 1/day |
12th | 9d8 | +9/+4 | +6 | +6 | +6 | 8 + Int mod | Feat, +2 Str, +2 Wis, Light rays 2d12, gaze (60 ft., 5 HD) |
13th | 9d8 | +9/+4 | +6 | +6 | +6 | -- | +2 Con, greater ghaele powers 1/day or 3/day |
14th | 10d8 | +10/+5 | +7 | +7 | +7 | 8 + Int mod | +2 Str, +2 Cha, DR 10/evil and cold iron |
15th | 10d8 | +10/+5 | +7 | +7 | +7 | -- | +2 Str, +2 Con, greater ghaele powers 1/day or at will, spell resistance (13+level), SLA caster level +2 |
- Proficiencies: Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.
- Feats: All characters gain a feat at first level and every three hit dice thereafter. A ghaele with no class levels will gain these feats at 1st, 3rd, 7th, and 12th levels.
- Lesser Ghaele Powers (Sp): A ghaele can use the following spell-like abilities once per day each: aid, alter self, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, and see invisibility. At fifth level he can use them three times per day, and at eighth level he can use them at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
- Spells: Beginning at 2nd level, a ghaele in humanoid form casts spells as a cleric of his ghaele level minus 1 (so cleric casting is progressed at every level other than 1st). A ghaele has access to any two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).
- Natural Armor (Ex): Beginning at second level, a ghaele has natural armor equal to his ghaele level minus one.
- Spell Resistance (Ex): At third level, a ghaele gains spell resistance equal to ghaele levels plus 8. At fifteenth level, this increases by 5, to ghaele levels plus 13.
- Tongues (Su): Beginning at fourth level, a ghaele can speak with any creature that has a language. The ghaele's caster level for this effect is his ghaele level minus one. This ability is always active.
- Resistance (Ex): At fifth level, a ghaele gains resistance 5 to cold, fire, and electricity. At eighth level, he gains immunity to electricity and petrification. At eleventh level, his resistances to cold and fire increase to 10.
- Ghaele Powers (Sp): Beginning at sixth level, a ghaele can use the following spell-like abilities once per day: chain lightning, charm monster, dispel magic, hold monster, improved invisibility (self only), major image, and wall of force. At eighth level he can use any of these except chain lightning and wall of force three times per day, and at tenth level he can use any of them except chain lightning and wall of force at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
- Protective Aura (Su): Starting at 6th level, as a free action a ghaele can surround himself with a nimbus of light having a radius of 20 feet. This light acts as a magic circle against evil (but providing +4 bonuses instead of +2 bonuses). At ninth level, the protective aura also functions as a lesser globe of invulnerability. The ghaele's caster level for these effects is his Racial Hit Dice (i.e., HD from ghaele levels). The aura can be dispelled, but the ghaele can create it again as a free action on his next turn.
- Alternate Form (Su): Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In humanoid form, he cannot fly or use his light rays, but he can use his gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, he can fly (at a speed of 150 feet with perfect maneuverability), use his light rays, and use spell-like abilities, but he cannot cast spells or use his gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. The ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability used to view a ghaele with this ability, however, reveals both forms simultaneously.
- Light Ray (Ex): A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing 2d6 damage at seventh level, 2d8 damage at tenth level, or 2d12 damage at twelfth level.
- Gaze (Su): At seventh level, a ghaele gains a gaze attack in his humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increases as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's RHD + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a fear spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.
- Damage Reduction (Ex): Beginning at 9th level, a ghaele gains DR 5/evil or cold iron. At fourteenth level, this improves to DR 10/evil and cold iron.
- Greater Ghaele Powers (Sp): Beginning at eleventh level, a ghaele can use prismatic spray and greater teleport (self plus 50 pounds of objects only) once per day each. At thirteenth level, he can use greater teleport three times per day, and at fifteenth level he can use greater teleport at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
Succubus Racial Traits
As in Monster Manual I/the SRD, or:
- Racial Traits:
- Starting Ability Score Adjustments: +2 Dex, +6 Cha
- Speed: Succubus land speed is 30 feet.
- A succubus has the Chaotic and Evil subtypes.
- Poison Immunity: Succubi are native to a plane where poison is omnipresent.
- Skills: +8 racial bonus on Listen and Spot checks
- Favored Class: Whatever class you take for your first base class level.
- Outsider Traits:
- Darkvision: Succubi can see in the dark up to 60 feet.
- Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
- Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Succubi gain satisfaction from using their Energy Drain ability, but not true sustenance.
- Automatic languages: Abyssal, Celestial, and Draconic. Bonus languages: Any.
- Class Skills: The succubus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).
Level | HD | BAB | Fort | Ref | Will | Skill Points | Special |
---|---|---|---|---|---|---|---|
1st | 1d8 | +1 | +2 | +2 | +2 | (8 + Int mod) x 4 | Feat, 2 claws 1d3, change shape (1), natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), tongues, spell resistance (6+RHD) |
2nd | 2d8 | +2 | +3 | +3 | +3 | 8 + Int mod | +2 Int, lesser succubus powers 1/day, telepathy 100 ft |
3rd | 2d8 | +2 | +3 | +3 | +3 | -- | +2 Cha, fly 50 ft. (average), change shape (3) |
4th | 3d8 | +3 | +3 | +3 | +3 | 8 + Int mod | Feat, +2 Con, +2 Int, lesser succubus powers 3/day |
5th | 4d8 | +4 | +4 | +4 | +4 | 8 + Int mod | +2 Cha, energy drain 1/day, change shape (any humanoid) |
6th | 5d8 | +5 | +4 | +4 | +4 | 8 + Int mod | +2 Wis, +2 Int, lesser succubus powers at will, resistances (acid 10, cold 10, electricity 10, fire 10) |
7th | 5d8 | +5 | +4 | +4 | +4 | -- | +2 Wis, +2 Cha, succubus powers 1/day, spell resistance (12+RHD) |
8th | 6d8 | +6/+1 | +5 | +5 | +5 | 8 + Int mod | Feat, +2 Cha succubus powers 3/day, electricity immunity |
9th | 6d8 | +6/+1 | +5 | +5 | +5 | -- | +2 Str, +2 Cha, energy drain at will, succubus powers at will, DR 10/cold iron or good, summon vrock (30%) |
- Proficiencies: Succubi are proficient with all simple and martial weapons but not with armor or shields.
- Feats: All characters gain a feat at first level and every three hit dice thereafter. A succubus with no class levels will gain these feats at 1st, 4th, and 8th levels.
- Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
- Tongues (Su): A succubus can speak with any creature that has a language. The succubus's caster level for this effect is her Racial Hit Dice (i.e., Hit Dice from succubus levels) x 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on her next turn as a free action.
- Spell Resistance (Ex): A succubus has spell resistance equal to 6 + her Racial Hit Dice (i.e., Hit Dice from succubus levels). At 7th level, this increases to 12 + Racial Hit Dice.
- Change Shape (Su): At first level, a succubus chooses one Small or Medium humanoid form, and can use the Change Shape ability to assume this form at will. At third level, the succubus chooses two additional forms, and can change between these forms at will. At fifth level, the succubus can assume the form of any Small or Medium humanoid at will.
- Resistances (Ex): At first level, a succubus has resistance 5 to acid, cold, electricity, and fire. At sixth level, this resistance increases to 10.
- Natural Armor (Ex): A succubus has natural armor equal to her succubus level.
- Telepathy (Su): At second level, a succubus gains telepathy. She may communicate telepathically with any creature within 100 feet that has a language.
- Lesser Succubus Powers (Sp): At second level, a succubus can use the following spell-like abilities once per day each: detect good, detect thoughts, and suggestion. At fourth level she can use them three times per day, and at sixth level and higher she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
- Flight (Ex): At third level, a succubus gains a fly speed of 50 with average maneuverability.
- Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The Will DC to negate the effect of the suggestion and the Fortitude DC to remove the negative level is 10 + 1/2 the succubus's RHD (i.e. HD from succubus levels) + the succubus's Charisma modifier. The succubus can use this ability once per day at fifth level, at will at ninth level.
- Succubus Powers (Sp): Beginning at seventh level, a succubus can use charm monster, ethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day each. At eighth level, she can use these abilities three times per day, and at ninth level, she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
- Electricity Immunity (Ex): At eighth level, a succubus is immune to electricity.
- Damage Reduction (Ex): At ninth level, a succubus gains DR 10/cold iron or good.
- Summon Vrock (Su): At ninth level, once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tuesday, January 4, 2022
Alternate Bonuses For Racial Favored Class
Choose your racial favored class from the left-hand column. You gain your choice of one of the bonuses from that row in other two columns. If your favored class is listed as "Any", or is your monster class, or one is not given, your favored class is whatever class you take for your first base class level. You gain this favored class bonus even if you take no levels in your favored class.
This choice between two options is among the choices you may choose to retrain at level up using the retraining rules found in Player's Handbook II, like a feat or a spell known or what-have-you. However, you may not retrain to an option you would not have qualified for at level 1.
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