Owrtho
2010-01-15, 12:57 AM
Licid
Among the creatures populating the world, many are able to function on their own. Some however require other creatures. Licids are of the latter group. A licid has the ability to use other creatures as hosts, and in doing so can grant them aid or hindrance. Whether they act in their hosts best interests is their own choice however.
http://i167.photobucket.com/albums/u152/Owrtho/Licid/CalmingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/ConvulsingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/CorruptingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/GlidingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/TemptingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/DominatingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/EnragingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/LeechingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/NurturingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/QuickeningLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/StingingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/TransmogrifyingLicid.jpg
Physical Description: While licids vary greatly in appearance, they do all have some features in common. They are all tiny, have a pair of feelers, have six legs, and at least one tail. They can however be many colours, have long or short legs, have two tails (short or long), and be armored or soft to name a few of their various features.
Personality: Licids can have almost any kind of personality, though they have a tendency to think of other creatures as tools to be used.
Relations: The relations of licids to other races depends largely on the individuals past encounters with them. Those that have fought them often see them as a blight that must be wiped out, while those that have been aided by them frequently see them as valuable allies. Those with no experience often see them as monsters or vermin due to their appearance.
Alignment: Licids favor no particular alignment.
Religion: While licids don't have a religion of their own, they have been known to adopt the religions of other races. They have also been known to get other races to form cults worshiping them, though rarely do the members realize what it is they are worshiping.
Abilities and racial features:
-4 Str, +4 Dex, -2 Con, +2 Wis. Due to their small size, licids tend to be rather weak. They are however quite fast. They also tend to be fairly intuitive.
Tiny Quadruped. As a tiny creature, a licid gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but it uses smaller weapons than humans. They do not recieve a penalty to grapple however. Due to its tiny size and many limbs, a licid has three quarters the carrying limits of a Medium character. A licid's long feelers grant it a reach of 5 feet instead of the usual 0 feet for tiny creatures.
Aberration: Licids are aberrations.
A licid's base land speed is 30ft, climb speed 15ft.
Light Form: Due to their small and fragile bodies the result of the rolls to determine hp are reduced by 1 (this cannot reduce the roll to less than 1 and is applied before Con mod). However, any fall a licid takes acts as if it were 20 feet shorter than it was for calculating damage.
Licids gain a +8 bonus to climb checks due to their climb speed. They also gain a +8 racial bonus to jump checks and a +4 racial bonus to Tumble checks. A licid uses their Dex modifier instead of their strength modifier when making a jump check.
Body Crawler: Due to their small form, many legs, and ability to climb, a licid gains a +4 racial bonus to grapple checks. They also gain Improved Grapple as a bonus feat. However, their small size renders them unable to actually hold opponents. Upon a successful grapple check, the licid instead becomes able to move freely upon the opponents body. In addition, if a creature would gain a size bonus to grapple check against a licid, it instead gains a penalty of that amount. A creature may make a grapple check to pull a licid off. It is otherwise not hindered by a licid being on it (may change depending on licids actions). While on a creature, a licid ignores the creature's Dex bonus to AC. Against creatures the same size or smaller, a licid grapples normally.
Stow Away: If a licid makes a grapple check on a creature atleast 3 sizes larger that is not aware of it, it may choose to make a hide check opposed to their spot check. If it succeeds, the creature does not notice the licid and it is able to hide on their body as long as it does not move somewhere they can see. Any time the licid moves, the creature gets another check to notice it.
No Hands: A licid lacks hands. As such it is unable to use normal weapons. It can however use licid weapons (see below). These all count as martial weapons for licids and cannot be used by other races. It also has an odd body form for most creatures. As such it requires custom armor that costs triple what it would for humanoids of the same size. However, due to it's odd body form, armor made for a licid provides 1 less AC and has a Max Dex bonus 2 higher than an equivilant set for a humanoid would have. A licid also receives a +10% chance arcane spell failure to any spell with a somatic component. A licid's unarmed attack deals 1 damage.
Inhuman voice: Licids are unable to speak most languages (can only speak licid, Aquan, Auran, Ignan, and Terran), being only able to produce chittering noises. They are able to hear and understand just fine though (as well as read and write). A licid can communicate mentally with its host though. Due to this, a licid receives a +10% chance arcane spell failure to any spell with a verbal component.
Latch On: As a standard action, a licid may latch onto a creature it is currently crawling on. When it does so it stabs its legs into the creature causes 2 damage, and makes the creature the licid's host. The host may make a fortitude save to resist this (DC 25 + licid's HD). While on a host, the licid and host together gain a +10 to disguise checks to hide the licid (requires both to cooperate). A licid also gains an 80% chance that any attack aimed at it will hit the host, and the host gains a 20% chance that any attack aimed at it will hit the licid. If the host of a licid would dies while the licid is attached, the licid takes half the amount of damage left over (rounded down), and passes out in shock for 1d2 rounds per each round it was attached to the host (maximum of 24 hours). A licid may only use abilities granted by host feats (see below) while latched onto a creature. A licid may detach itself from a host at any time as an immediate action.
A grapple check made to pull a licid off when it is latched on grants the licid a +15 bonus. If succesful the licid is pulled free and stunned for 1 round, however the host takes 1d4 damage.
Parasitic Feeding: A licid cannot eat like normal creatures. Instead a licid must feed off of a host. A licid must eat at least once a day. When a licid feeds, the host may make a Fortitude save (DC 20 + 1/2 the licids HD) to prevent it. If the licid succeeds, the host takes 1 Con damage. it takes half an hour for a licid to feed. The Con damage is applied at the end of feeding. This ignores immunity to ability damage, but heals automatically after 8 hours rest. A licid cannot feed from the same creature more than once a day.
A licid gains one bonus Licid feat at first level (see below).
Automatic Languages: Common and Licid.
Bonus Languages: Any
Favored Class: Any
Licid Feats
Licid's have a special kind of feat called a host feat. All host feats grant an ability usable when the licid is latched onto a host. These abilities all involve injecting some kind of chemical into the host. As such the host may add half their resistance to poisons and diseases (if any). If the host has immunity to poisons and diseases, they gain a +20 bonus to the fortitude check. All of the abilities are extraordinary, however, they are augmented by magic. As such in an anti-magic zone the DC of the fortitude check is reduced by 5. In addition Undead, Constructs (not counting those made constructs by the Transmogrifying Licid ability), and Elementals are immune while in anti-magic zones.
In addition, upon gaining 2, 5, 9, 14, 20, 27, 35, 44, 54, 65, and 77 licid feats, a licid gains a bonus licid feat.
Normal Licid Feats:
Anesthetic
You are able to produce an anesthetic when you latch onto a host.
Prerequisites: Wis 14, Licid
Benefit: You may choose not to deal damage when you latch onto a host.
Prehensile Tail
Your tail becomes thin and able to manipulate things as well as your feelers.
Prerequisites: Dex 18, Licid
Benefit: You may use your tail as well as your feelers to manipulate items or use weapons. Your tail has a reach of 5 feet.
Special: You are able to use 3 weapons. This makes you eligible for the Multiweapon Fighting feat. Fighters may take this as a bonus feat.
Long Tail
Your tail becomes longer than normal.
Prerequisites: Prehensile Tail, Licid
Benefit: Your tail becomes longer. It now has a reach of 10 feet.
Special: Fighters may take this as a bonus feat.
Twin Tails
You have a second tail.
Prerequisites: Licid
Benefit: You gain a second tail identical to the first.
Special: Because your tails are identical, any feats modifying your tails apply to both of them. Fighters may take this as a bonus feat.
Long Legged
You have long legs making you better at jumping.
Prerequisites: Dex 14, Licid
Benefit: Your legs are now longer. Your base land speed increases by 5 feet, and you may always choose to take a 10 on jump checks. You also no longer take a penalty to jump checks for having a speed of less than 30 or for not having a running start.
Special: Fighters may take this as a bonus feat.
Jumper
You are skilled at leaping at other creatures.
Prerequisites: Long Legged, Dex 16, Licid
Benefit: As a move action you are able to make a lunge at a creature larger than you. When doing so make a jump check. The creature is granted a Reflex save (DC your jump check). If the creature succeeds, they may choose to dodge, or attempt an attack of opportunity (if they have one). If they fail the reflex save of miss on the attack of opportunity you hit them and initiate a grapple. If they had attempted an attack of opportunity you automatically succeed on the grapple.
In addition, when you stop latching onto a host, you may choose to immediately make a jump check.
Special: Fighters may take this as a bonus feat.
Mystic Motions
You become skilled at using your feelers to cast spells with somatic components.
Prerequisites: Able to cast arcane spells, Dex 14, Int 16, Licid
Benefit: The chance of arcane spell failure to spells with somatic components caused by being a licid is removed.
Special: The results stack. Wizards and sorcerers may take this as a bonus feat.
Mystic Noises
You become skilled at using your to casingt spells with vocal components despite your inability to speak.
Prerequisites: Able to cast arcane spells, Int 18, Licid
Benefit: The chance of arcane spell failure to spells with vocal components caused by being a licid is removed.
Special: The results stack. Wizards and sorcerers may take this as a bonus feat.
Host Licid Feats:
Buffs:
Corrupting Licid (host)
You can inject a pheromone into your host that causes your host to generate an aura of fear.
Prerequisites: Licid
Benefit: As a standard action you may inject a pheromone that causes your host to give of an aura of fear. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. This aura has a radius of 5 feet per 4 of your HD minimum 5 feet). The fear has a will save of (DC 10 + 1/2 your HD + your Con modifier). This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Gliding Licid (host)
You cause your host to temporarily grow wings.
Prerequisites: Licid
Benefit: As a standard action you may cause your host to grow wings. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. These wings grant the host a 10 foot fly speed and have clumsy maneuverability. The maneuverability increases a degree for every 5 HD you have. The fly speed increases by 5 feet for every 5 HD you have. These wings may only be used to fly with a light load. These wings last until your next turn unless you renew them.
Special: If done consecutive turns, the host does not receive a new save each turn.
Nurturing Licid (host)
You can inject a substance into your host that enhances their ability to recover.
Prerequisites: Licid
Benefit: As a standard action you may inject a substance into your host that causes them heal more quickly. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed the host gains fast healing 1. This increases by 1 per 4 HD you have. Unlike normal fast healing, the host is able to reattach severed limbs and body parts. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Quickening Licid (host)
You may inject a stimulant into your host increasing their speed.
Prerequisites: Licid
Benefit: As a standard action you may inject a stimulant into your host that causes them to move more quickly. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, the host gains an additional standard action on their next turn. You may also choose you use this as a move action. If you do so, the host gains an additional move action on their next turn and gains a +4 bonus to initiative in the next round.
Special: If done consecutive turns, the host does not receive a new save each turn.
Transmogrifying Licid (host)
You are able to inject a substance into your host causing them become metallic.
Prerequisites: Licid
Benefit: As a standard action you may inject a substance into your host that them to become metallic. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, your host gains a bonus to attack equal to 1 + 1 per 4 HD you have, and a bonus to natural armor equal to 2 + 1 per 5 HD you have. Any natural attacks they have as well as unarmed attacks also gain a damage bonus equal to the attack bonus. In addition they become a Construct and gain the augmented subtype (all their type also becomes a subtype for the duration of this ability). Unlike most constructs, they do not gain immunity to critical hits and sneak attacks. This lasts until your next turn unless renewed that turn.
In addition, upon taking this feat you grow a metallic carapace. This grants you +2 natural armor as well as a +1 to attack and a +1 to unarmed damage. You are also able to he healed by the repair skill as well as the heal skill.
Special: If done consecutive turns, the host does not receive a new save each turn. A fighter may take this as a bonus feat.
Debuffs:
Convulsing Licid (host)
You can inject a stimulant into your host that causes muscle convulsions.
Prerequisites: Licid
Benefit: As a standard action you may inject a stimulant into your host. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. The convulsions from this cause the host to suffer a penalty to attacks equally to 2 + 1/2 your HD rounded up. It also reduces your host's Dex bonus to AC by 1 + 1/4 your HD rounded down (this cannot reduce their Dex bonus to AC below -1). This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Leeching Licid (host)
You are able to inject an enzyme into your host that harms it while healing you.
Prerequisites: Licid
Benefit: As a standard action you may inject an enzyme into your host that causes them harm while healing you. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed the host takes 1 damage per 4 HD you have (minimum 1). This counts as acid damage, but ignores up to 5 points of acid resistance. If damage is dealt you heal 1 hp per 6 HD you have (minimum 1).
Special: If done consecutive turns, the host does not receive a new save each turn.
Stinging Licid (host)
You may inject an irritant into your host upsetting their concentration.
Prerequisites: Licid
Benefit: As a standard action you may inject an irritant into your host that causes them harm and upsets their concentration. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed the host takes 1 damage per 3 HD you have (minimum 1). Damage resistance may not reduce this damage below 1. In addition, the host gains a pentalty to concentration checks equal to half your HD and must make a concentration check to avoid spells or activities that require concentration being disrupted. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Situational:
Calming Licid (host)
You can inject a relaxant into your host.
Prerequisites: Licid
Benefit: As a standard action you may inject a relaxant into your host. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. This relaxant causes a bonus to concentration checks for the host equal to 4 + 1/4 your HD rounded down, but a also causes a penalty to reflex saves equal to 1 + 1/6 you HD rounded down (minimum 1). This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Dominating Licid (host)
You are able to dictate your host's actions.
Prerequisites: Licid
Benefit: You gain the ability to inject a substance into your host letting you control their next action. This ability may be used as a move action or a standard action. If used as a move action, you can control the host's next move action, if used as a standard action you can control their next standard action. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, you have full control over the host's next action of the appropriate type. However, while you control the host, you use your own skill ranks and modifiers, but use their Str, Dex, and Con modifiers for skills. You also only can use spell-like and supernatural abilities if they are granted to the creature by their race. They are treated as not having any activated abilities or proficiancies granted by classes or feats they have taken. Instead they have your abilities and proficiancies. You may not cast spells using a host.
Special: You only gain control of their next action of the correct type. If they have multiple actions of that type, you only gain control of the first one. The host gains a fortitude save every time you attempt to use this ability.
Enraging Licid (host)
You can inject a steroid into your host enhancing their strength, but causing them to become enraged.
Prerequisites: Licid
Benefit: As a standard action you may inject a steroid that causes your host to go into a rage. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, the host goes into a rage (as the barbarian class ability PHB p.25). However, they must make a Willsave (DC 15 + your HD), to avoid attacking the nearest creature other than you. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Tempting Licid (host)
You may inject a pheromone into your host that causes others to be tempted by them.
Prerequisites: Licid
Benefit: As a standard action you may inject a pheromone into your host that causes others to be tempted by them. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. When you use this ability, you may choose to cause anger or desire. If anger is chosen, all creatures within 10 feet + 5 feet per 5 HD you have of the host to make a Willsave (DC 15 + your HD) or attempt to attack them. Allies of the creature gain a + 5 bonus to the Willsave. Creatures that are under the control of the host (such as summons or dominated creatures), gain a +15 bonus. Mindless creatures under the control of the host are immune. If you choose desire, your host gains a bonus to all charisma based skills equal to 1 + half your HD. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn, unless you change from desire to anger or the reverse.
Host Augmenting Licid Feats:
Multiple Injections
You may inject multiple things into your host at once.
Prerequisites: Licid, at least 2 host feats.
Benefit: You may use an additional host feat during your standard action each turn. You may not use the same one more than once.
Special: You may take this feat multiple times. The effects stack.
Up The Dosage
You increase the amount of substance injected when using your host feats.
Prerequisites: Licid, at least 1 host feat.
Benefit: The DCs of Fortitude saves to resist host feats are increased by 2.
Overdose
You may inject multiple things into your host at once.
Prerequisites: Licid, Up the Dosage, Selected Host Feat.
Benefit: When you take this, select a host feat you have taken. The DC of Fortitude save to resist that host feat's ability is increased by 5.
Special: You may take this feat multiple times. The effects do not stack. Each time you take the feat select a different Host feat.
Bound by Metal
Your metalic carapace helps to hold equipment.
Prerequisites: Licid, Transmogrifying Licid.
Benefit: If wearing armor armor, the AC bonus granted by the armor is increased by 1. In addition, you gain a +5 bonus to checks made to avoid being disarmed. You also gain a +1 bonus to attacks.
In addition, if you use your Transmogrifying Licid ability, your host gains a bonus to checks made to avoid being disarmed equal to twice the attack bonus they gain. If they are wearing metal armor they also gain a bonus to AC equal to 1 + 1/10 your HD (rounded down).
Special: A fighter may take this as a bonus feat.
Living Metal
Your metallic carapace manages to merge with equipped gear enhancing it.
Prerequisites: Licid, Transmogrifying Licid, Bound by Metal.
Benefit: Equipped armor has its AC increased by 1. In addition, the max Dex bonus of equipped armor is increased by 2. You also gain a +2 bonus to attacks. Equipped weapons gain +1 to damage.
In addition, if you use your Transmogrifying Licid ability, your host's armor has it's max Dex bonus increased by 1 per 10 HD you have (minimum 1). If they are using melee weapons, their damage is increased by half the amount their unarmed attack is increased by.
Special: A fighter may take this as a bonus feat.
Licid Weapons
Licids have very few weapons that they are able to use on their own. However they have developed a few.
Licid Spike
Light Martial Weapon
1 damage.
Piercing
Description: A licid spike is a small hollowed spike designed to fit over the end of one of a licid's feelers or tails. It can only be used by licids, and as a result of this is rather uncommon. It also requires fairly delicate craftsmanship. Due to this they tend to be more costly than one would expect.
Price: 1 gold
Crafting: Requires 2 copper pieces worth of iron, or an equivalent amount of another metal. DC 35. Small creatures gain a +5 bonus on checks. Tiny creatures gain a +15 bonus on checks. Large creatures gain a -10 penalty on checks.
Licid Blade
Light Martial Weapon
1 damage.
Slashing
Description: A licid blade is a small hollowed blade designed to fit over the end of one of a licid's feelers or tails. It can only be used by licids, and as a result of this is rather uncommon. It also requires fairly delicate craftsmanship. Due to this they tend to be more costly than one would expect.
Price: 1 gold
Crafting: Requires 2 copper pieces worth of iron, or an equivalent amount of another metal. DC 35. Small creatures gain a +5 bonus on checks. Tiny creatures gain a +15 bonus on checks. Large creatures gain a -10 penalty on checks.
Licid Barbs
Light Martial Weapon
special.
Piercing and Slashing
Description: A licid barbs are not normal weapons. Rather they are barbs designed to go onto the ends of a licid's legs. As such they are always sold in sets of 6 (one for each leg). When a full set is equipped, a licid deals an extra 1 damage when latching onto a creature. In addition it gains a +10 bonus to grapple checks while latched onto the creature. If pulled off, the damage dealt to the creature is doubled. In addition, if the licid gets of on its own, the creature is dealt 1 damage (this may be prevented by the Anesthetic feat but only if done during the licid's own turn as a move action). Due to their small size and delicate nature, they tend to be rare and expensive. Only licids can use them.
Price: 10 gold for 6
Crafting: Requires 3 copper pieces worth of iron, or an equivalent amount of another metal. DC 45. Small creatures gain a +5 bonus on checks. Tiny creatures gain a +15 bonus on checks. Large creatures gain a -10 penalty on checks. This is only for a single barb.
This is mostly finnished and awaiting feedback.
Owrtho
Among the creatures populating the world, many are able to function on their own. Some however require other creatures. Licids are of the latter group. A licid has the ability to use other creatures as hosts, and in doing so can grant them aid or hindrance. Whether they act in their hosts best interests is their own choice however.
http://i167.photobucket.com/albums/u152/Owrtho/Licid/CalmingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/ConvulsingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/CorruptingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/GlidingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/TemptingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/DominatingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/EnragingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/LeechingLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/NurturingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/QuickeningLicid.jpg
http://i167.photobucket.com/albums/u152/Owrtho/Licid/StingingLicid.jpghttp://i167.photobucket.com/albums/u152/Owrtho/Licid/TransmogrifyingLicid.jpg
Physical Description: While licids vary greatly in appearance, they do all have some features in common. They are all tiny, have a pair of feelers, have six legs, and at least one tail. They can however be many colours, have long or short legs, have two tails (short or long), and be armored or soft to name a few of their various features.
Personality: Licids can have almost any kind of personality, though they have a tendency to think of other creatures as tools to be used.
Relations: The relations of licids to other races depends largely on the individuals past encounters with them. Those that have fought them often see them as a blight that must be wiped out, while those that have been aided by them frequently see them as valuable allies. Those with no experience often see them as monsters or vermin due to their appearance.
Alignment: Licids favor no particular alignment.
Religion: While licids don't have a religion of their own, they have been known to adopt the religions of other races. They have also been known to get other races to form cults worshiping them, though rarely do the members realize what it is they are worshiping.
Abilities and racial features:
-4 Str, +4 Dex, -2 Con, +2 Wis. Due to their small size, licids tend to be rather weak. They are however quite fast. They also tend to be fairly intuitive.
Tiny Quadruped. As a tiny creature, a licid gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but it uses smaller weapons than humans. They do not recieve a penalty to grapple however. Due to its tiny size and many limbs, a licid has three quarters the carrying limits of a Medium character. A licid's long feelers grant it a reach of 5 feet instead of the usual 0 feet for tiny creatures.
Aberration: Licids are aberrations.
A licid's base land speed is 30ft, climb speed 15ft.
Light Form: Due to their small and fragile bodies the result of the rolls to determine hp are reduced by 1 (this cannot reduce the roll to less than 1 and is applied before Con mod). However, any fall a licid takes acts as if it were 20 feet shorter than it was for calculating damage.
Licids gain a +8 bonus to climb checks due to their climb speed. They also gain a +8 racial bonus to jump checks and a +4 racial bonus to Tumble checks. A licid uses their Dex modifier instead of their strength modifier when making a jump check.
Body Crawler: Due to their small form, many legs, and ability to climb, a licid gains a +4 racial bonus to grapple checks. They also gain Improved Grapple as a bonus feat. However, their small size renders them unable to actually hold opponents. Upon a successful grapple check, the licid instead becomes able to move freely upon the opponents body. In addition, if a creature would gain a size bonus to grapple check against a licid, it instead gains a penalty of that amount. A creature may make a grapple check to pull a licid off. It is otherwise not hindered by a licid being on it (may change depending on licids actions). While on a creature, a licid ignores the creature's Dex bonus to AC. Against creatures the same size or smaller, a licid grapples normally.
Stow Away: If a licid makes a grapple check on a creature atleast 3 sizes larger that is not aware of it, it may choose to make a hide check opposed to their spot check. If it succeeds, the creature does not notice the licid and it is able to hide on their body as long as it does not move somewhere they can see. Any time the licid moves, the creature gets another check to notice it.
No Hands: A licid lacks hands. As such it is unable to use normal weapons. It can however use licid weapons (see below). These all count as martial weapons for licids and cannot be used by other races. It also has an odd body form for most creatures. As such it requires custom armor that costs triple what it would for humanoids of the same size. However, due to it's odd body form, armor made for a licid provides 1 less AC and has a Max Dex bonus 2 higher than an equivilant set for a humanoid would have. A licid also receives a +10% chance arcane spell failure to any spell with a somatic component. A licid's unarmed attack deals 1 damage.
Inhuman voice: Licids are unable to speak most languages (can only speak licid, Aquan, Auran, Ignan, and Terran), being only able to produce chittering noises. They are able to hear and understand just fine though (as well as read and write). A licid can communicate mentally with its host though. Due to this, a licid receives a +10% chance arcane spell failure to any spell with a verbal component.
Latch On: As a standard action, a licid may latch onto a creature it is currently crawling on. When it does so it stabs its legs into the creature causes 2 damage, and makes the creature the licid's host. The host may make a fortitude save to resist this (DC 25 + licid's HD). While on a host, the licid and host together gain a +10 to disguise checks to hide the licid (requires both to cooperate). A licid also gains an 80% chance that any attack aimed at it will hit the host, and the host gains a 20% chance that any attack aimed at it will hit the licid. If the host of a licid would dies while the licid is attached, the licid takes half the amount of damage left over (rounded down), and passes out in shock for 1d2 rounds per each round it was attached to the host (maximum of 24 hours). A licid may only use abilities granted by host feats (see below) while latched onto a creature. A licid may detach itself from a host at any time as an immediate action.
A grapple check made to pull a licid off when it is latched on grants the licid a +15 bonus. If succesful the licid is pulled free and stunned for 1 round, however the host takes 1d4 damage.
Parasitic Feeding: A licid cannot eat like normal creatures. Instead a licid must feed off of a host. A licid must eat at least once a day. When a licid feeds, the host may make a Fortitude save (DC 20 + 1/2 the licids HD) to prevent it. If the licid succeeds, the host takes 1 Con damage. it takes half an hour for a licid to feed. The Con damage is applied at the end of feeding. This ignores immunity to ability damage, but heals automatically after 8 hours rest. A licid cannot feed from the same creature more than once a day.
A licid gains one bonus Licid feat at first level (see below).
Automatic Languages: Common and Licid.
Bonus Languages: Any
Favored Class: Any
Licid Feats
Licid's have a special kind of feat called a host feat. All host feats grant an ability usable when the licid is latched onto a host. These abilities all involve injecting some kind of chemical into the host. As such the host may add half their resistance to poisons and diseases (if any). If the host has immunity to poisons and diseases, they gain a +20 bonus to the fortitude check. All of the abilities are extraordinary, however, they are augmented by magic. As such in an anti-magic zone the DC of the fortitude check is reduced by 5. In addition Undead, Constructs (not counting those made constructs by the Transmogrifying Licid ability), and Elementals are immune while in anti-magic zones.
In addition, upon gaining 2, 5, 9, 14, 20, 27, 35, 44, 54, 65, and 77 licid feats, a licid gains a bonus licid feat.
Normal Licid Feats:
Anesthetic
You are able to produce an anesthetic when you latch onto a host.
Prerequisites: Wis 14, Licid
Benefit: You may choose not to deal damage when you latch onto a host.
Prehensile Tail
Your tail becomes thin and able to manipulate things as well as your feelers.
Prerequisites: Dex 18, Licid
Benefit: You may use your tail as well as your feelers to manipulate items or use weapons. Your tail has a reach of 5 feet.
Special: You are able to use 3 weapons. This makes you eligible for the Multiweapon Fighting feat. Fighters may take this as a bonus feat.
Long Tail
Your tail becomes longer than normal.
Prerequisites: Prehensile Tail, Licid
Benefit: Your tail becomes longer. It now has a reach of 10 feet.
Special: Fighters may take this as a bonus feat.
Twin Tails
You have a second tail.
Prerequisites: Licid
Benefit: You gain a second tail identical to the first.
Special: Because your tails are identical, any feats modifying your tails apply to both of them. Fighters may take this as a bonus feat.
Long Legged
You have long legs making you better at jumping.
Prerequisites: Dex 14, Licid
Benefit: Your legs are now longer. Your base land speed increases by 5 feet, and you may always choose to take a 10 on jump checks. You also no longer take a penalty to jump checks for having a speed of less than 30 or for not having a running start.
Special: Fighters may take this as a bonus feat.
Jumper
You are skilled at leaping at other creatures.
Prerequisites: Long Legged, Dex 16, Licid
Benefit: As a move action you are able to make a lunge at a creature larger than you. When doing so make a jump check. The creature is granted a Reflex save (DC your jump check). If the creature succeeds, they may choose to dodge, or attempt an attack of opportunity (if they have one). If they fail the reflex save of miss on the attack of opportunity you hit them and initiate a grapple. If they had attempted an attack of opportunity you automatically succeed on the grapple.
In addition, when you stop latching onto a host, you may choose to immediately make a jump check.
Special: Fighters may take this as a bonus feat.
Mystic Motions
You become skilled at using your feelers to cast spells with somatic components.
Prerequisites: Able to cast arcane spells, Dex 14, Int 16, Licid
Benefit: The chance of arcane spell failure to spells with somatic components caused by being a licid is removed.
Special: The results stack. Wizards and sorcerers may take this as a bonus feat.
Mystic Noises
You become skilled at using your to casingt spells with vocal components despite your inability to speak.
Prerequisites: Able to cast arcane spells, Int 18, Licid
Benefit: The chance of arcane spell failure to spells with vocal components caused by being a licid is removed.
Special: The results stack. Wizards and sorcerers may take this as a bonus feat.
Host Licid Feats:
Buffs:
Corrupting Licid (host)
You can inject a pheromone into your host that causes your host to generate an aura of fear.
Prerequisites: Licid
Benefit: As a standard action you may inject a pheromone that causes your host to give of an aura of fear. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. This aura has a radius of 5 feet per 4 of your HD minimum 5 feet). The fear has a will save of (DC 10 + 1/2 your HD + your Con modifier). This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Gliding Licid (host)
You cause your host to temporarily grow wings.
Prerequisites: Licid
Benefit: As a standard action you may cause your host to grow wings. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. These wings grant the host a 10 foot fly speed and have clumsy maneuverability. The maneuverability increases a degree for every 5 HD you have. The fly speed increases by 5 feet for every 5 HD you have. These wings may only be used to fly with a light load. These wings last until your next turn unless you renew them.
Special: If done consecutive turns, the host does not receive a new save each turn.
Nurturing Licid (host)
You can inject a substance into your host that enhances their ability to recover.
Prerequisites: Licid
Benefit: As a standard action you may inject a substance into your host that causes them heal more quickly. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed the host gains fast healing 1. This increases by 1 per 4 HD you have. Unlike normal fast healing, the host is able to reattach severed limbs and body parts. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Quickening Licid (host)
You may inject a stimulant into your host increasing their speed.
Prerequisites: Licid
Benefit: As a standard action you may inject a stimulant into your host that causes them to move more quickly. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, the host gains an additional standard action on their next turn. You may also choose you use this as a move action. If you do so, the host gains an additional move action on their next turn and gains a +4 bonus to initiative in the next round.
Special: If done consecutive turns, the host does not receive a new save each turn.
Transmogrifying Licid (host)
You are able to inject a substance into your host causing them become metallic.
Prerequisites: Licid
Benefit: As a standard action you may inject a substance into your host that them to become metallic. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, your host gains a bonus to attack equal to 1 + 1 per 4 HD you have, and a bonus to natural armor equal to 2 + 1 per 5 HD you have. Any natural attacks they have as well as unarmed attacks also gain a damage bonus equal to the attack bonus. In addition they become a Construct and gain the augmented subtype (all their type also becomes a subtype for the duration of this ability). Unlike most constructs, they do not gain immunity to critical hits and sneak attacks. This lasts until your next turn unless renewed that turn.
In addition, upon taking this feat you grow a metallic carapace. This grants you +2 natural armor as well as a +1 to attack and a +1 to unarmed damage. You are also able to he healed by the repair skill as well as the heal skill.
Special: If done consecutive turns, the host does not receive a new save each turn. A fighter may take this as a bonus feat.
Debuffs:
Convulsing Licid (host)
You can inject a stimulant into your host that causes muscle convulsions.
Prerequisites: Licid
Benefit: As a standard action you may inject a stimulant into your host. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. The convulsions from this cause the host to suffer a penalty to attacks equally to 2 + 1/2 your HD rounded up. It also reduces your host's Dex bonus to AC by 1 + 1/4 your HD rounded down (this cannot reduce their Dex bonus to AC below -1). This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Leeching Licid (host)
You are able to inject an enzyme into your host that harms it while healing you.
Prerequisites: Licid
Benefit: As a standard action you may inject an enzyme into your host that causes them harm while healing you. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed the host takes 1 damage per 4 HD you have (minimum 1). This counts as acid damage, but ignores up to 5 points of acid resistance. If damage is dealt you heal 1 hp per 6 HD you have (minimum 1).
Special: If done consecutive turns, the host does not receive a new save each turn.
Stinging Licid (host)
You may inject an irritant into your host upsetting their concentration.
Prerequisites: Licid
Benefit: As a standard action you may inject an irritant into your host that causes them harm and upsets their concentration. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed the host takes 1 damage per 3 HD you have (minimum 1). Damage resistance may not reduce this damage below 1. In addition, the host gains a pentalty to concentration checks equal to half your HD and must make a concentration check to avoid spells or activities that require concentration being disrupted. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Situational:
Calming Licid (host)
You can inject a relaxant into your host.
Prerequisites: Licid
Benefit: As a standard action you may inject a relaxant into your host. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. This relaxant causes a bonus to concentration checks for the host equal to 4 + 1/4 your HD rounded down, but a also causes a penalty to reflex saves equal to 1 + 1/6 you HD rounded down (minimum 1). This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Dominating Licid (host)
You are able to dictate your host's actions.
Prerequisites: Licid
Benefit: You gain the ability to inject a substance into your host letting you control their next action. This ability may be used as a move action or a standard action. If used as a move action, you can control the host's next move action, if used as a standard action you can control their next standard action. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, you have full control over the host's next action of the appropriate type. However, while you control the host, you use your own skill ranks and modifiers, but use their Str, Dex, and Con modifiers for skills. You also only can use spell-like and supernatural abilities if they are granted to the creature by their race. They are treated as not having any activated abilities or proficiancies granted by classes or feats they have taken. Instead they have your abilities and proficiancies. You may not cast spells using a host.
Special: You only gain control of their next action of the correct type. If they have multiple actions of that type, you only gain control of the first one. The host gains a fortitude save every time you attempt to use this ability.
Enraging Licid (host)
You can inject a steroid into your host enhancing their strength, but causing them to become enraged.
Prerequisites: Licid
Benefit: As a standard action you may inject a steroid that causes your host to go into a rage. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. If you succeed, the host goes into a rage (as the barbarian class ability PHB p.25). However, they must make a Willsave (DC 15 + your HD), to avoid attacking the nearest creature other than you. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn.
Tempting Licid (host)
You may inject a pheromone into your host that causes others to be tempted by them.
Prerequisites: Licid
Benefit: As a standard action you may inject a pheromone into your host that causes others to be tempted by them. The host may make a fortitude save (DC 25 + 1/5 HD) to resist. When you use this ability, you may choose to cause anger or desire. If anger is chosen, all creatures within 10 feet + 5 feet per 5 HD you have of the host to make a Willsave (DC 15 + your HD) or attempt to attack them. Allies of the creature gain a + 5 bonus to the Willsave. Creatures that are under the control of the host (such as summons or dominated creatures), gain a +15 bonus. Mindless creatures under the control of the host are immune. If you choose desire, your host gains a bonus to all charisma based skills equal to 1 + half your HD. This lasts until your next turn.
Special: If done consecutive turns, the host does not receive a new save each turn, unless you change from desire to anger or the reverse.
Host Augmenting Licid Feats:
Multiple Injections
You may inject multiple things into your host at once.
Prerequisites: Licid, at least 2 host feats.
Benefit: You may use an additional host feat during your standard action each turn. You may not use the same one more than once.
Special: You may take this feat multiple times. The effects stack.
Up The Dosage
You increase the amount of substance injected when using your host feats.
Prerequisites: Licid, at least 1 host feat.
Benefit: The DCs of Fortitude saves to resist host feats are increased by 2.
Overdose
You may inject multiple things into your host at once.
Prerequisites: Licid, Up the Dosage, Selected Host Feat.
Benefit: When you take this, select a host feat you have taken. The DC of Fortitude save to resist that host feat's ability is increased by 5.
Special: You may take this feat multiple times. The effects do not stack. Each time you take the feat select a different Host feat.
Bound by Metal
Your metalic carapace helps to hold equipment.
Prerequisites: Licid, Transmogrifying Licid.
Benefit: If wearing armor armor, the AC bonus granted by the armor is increased by 1. In addition, you gain a +5 bonus to checks made to avoid being disarmed. You also gain a +1 bonus to attacks.
In addition, if you use your Transmogrifying Licid ability, your host gains a bonus to checks made to avoid being disarmed equal to twice the attack bonus they gain. If they are wearing metal armor they also gain a bonus to AC equal to 1 + 1/10 your HD (rounded down).
Special: A fighter may take this as a bonus feat.
Living Metal
Your metallic carapace manages to merge with equipped gear enhancing it.
Prerequisites: Licid, Transmogrifying Licid, Bound by Metal.
Benefit: Equipped armor has its AC increased by 1. In addition, the max Dex bonus of equipped armor is increased by 2. You also gain a +2 bonus to attacks. Equipped weapons gain +1 to damage.
In addition, if you use your Transmogrifying Licid ability, your host's armor has it's max Dex bonus increased by 1 per 10 HD you have (minimum 1). If they are using melee weapons, their damage is increased by half the amount their unarmed attack is increased by.
Special: A fighter may take this as a bonus feat.
Licid Weapons
Licids have very few weapons that they are able to use on their own. However they have developed a few.
Licid Spike
Light Martial Weapon
1 damage.
Piercing
Description: A licid spike is a small hollowed spike designed to fit over the end of one of a licid's feelers or tails. It can only be used by licids, and as a result of this is rather uncommon. It also requires fairly delicate craftsmanship. Due to this they tend to be more costly than one would expect.
Price: 1 gold
Crafting: Requires 2 copper pieces worth of iron, or an equivalent amount of another metal. DC 35. Small creatures gain a +5 bonus on checks. Tiny creatures gain a +15 bonus on checks. Large creatures gain a -10 penalty on checks.
Licid Blade
Light Martial Weapon
1 damage.
Slashing
Description: A licid blade is a small hollowed blade designed to fit over the end of one of a licid's feelers or tails. It can only be used by licids, and as a result of this is rather uncommon. It also requires fairly delicate craftsmanship. Due to this they tend to be more costly than one would expect.
Price: 1 gold
Crafting: Requires 2 copper pieces worth of iron, or an equivalent amount of another metal. DC 35. Small creatures gain a +5 bonus on checks. Tiny creatures gain a +15 bonus on checks. Large creatures gain a -10 penalty on checks.
Licid Barbs
Light Martial Weapon
special.
Piercing and Slashing
Description: A licid barbs are not normal weapons. Rather they are barbs designed to go onto the ends of a licid's legs. As such they are always sold in sets of 6 (one for each leg). When a full set is equipped, a licid deals an extra 1 damage when latching onto a creature. In addition it gains a +10 bonus to grapple checks while latched onto the creature. If pulled off, the damage dealt to the creature is doubled. In addition, if the licid gets of on its own, the creature is dealt 1 damage (this may be prevented by the Anesthetic feat but only if done during the licid's own turn as a move action). Due to their small size and delicate nature, they tend to be rare and expensive. Only licids can use them.
Price: 10 gold for 6
Crafting: Requires 3 copper pieces worth of iron, or an equivalent amount of another metal. DC 45. Small creatures gain a +5 bonus on checks. Tiny creatures gain a +15 bonus on checks. Large creatures gain a -10 penalty on checks. This is only for a single barb.
This is mostly finnished and awaiting feedback.
Owrtho