Shades of Gray
2011-05-13, 10:45 AM
The following is an elven sub-race for my custom setting.
http://i202.photobucket.com/albums/aa279/oliver426/g6508.png
Sieni
- +2 Con, -2 Cha (replaces +2 Dex -2 Con of Elves)
- Immunity to Disease.
- No ability to Detect Secret Doors and no racial bonus on search checks
- Once per month they produce spores. The spores must be released into a living foe within one week of being produced, or the Sieni begins to experience withdrawal. They must take a fortitude save every day (DC 15+number of days since they produced the spores) or become fatigued. If they failed a second save they become exhausted. If they fail a third time then they are subjected to a dominate person spell, in which they are bidden to release their spores
{table=head]Name|Infection|DC|Incubation|Damage
Sieni Spores|Inhalation|10+1/2HD|12 hours|2d6 Con/day*[/table]
* When reduced to 0 hp, if the target is an elf, they become a Sieni. Their Constitution immediately is set to 4 (to compensate for the -2 con penalty becoming a +2 Con Bonus) and they recover 1 point of constitution every 12 hours. Ranger/Scout
In my setting, elves have the natural ability to lengthen the lifespan of trees and fungi by their mere presence. A vile fungus, known as the Sieni, infected a group of elves, growing on them. Usually it draws on the energy of the host, sucking out their life and leaving them a husk. But the natural ability of elves keeps them alive. They form a symbiotic relationship. The elves' body stops performing useless functions, such as developing skin pigment.
The elves' skin becomes pale and slightly gray. Their hair becomes lighter as well. Once you are infected you stop aging right before puberty (except for height.) The elves undergo accelerated aging, starting to age like a human. As they age the fungus gets more influence on them, their skin becomes more pale and gray, etc. In addition it begins to affect their mind. They eventually no longer see the fungus as an illness. Any attempt to remove the fungus, such as cutting off the fruiting body, will be useless. It will simply grow back in another place. A heal spell or remove disease spell during the process of becoming a sieni ends the process, but you cannot be healed of the disease after you are transforme except by wish or miracle.
New feat: Sieni Spawner
Prerequisites: Sieni
Benefit: You produce spores constantly. You still only have to release them once per month.
Normal: You may only produce spores once every month.
New Prestige Class: Feral Sieni
Some Sieni embrace their new forms, and seek to propagate their race. Oddly enough, most of these Sieni are those that have entered withdrawal due to refusal to release spores. Some speculate that they become feral as a result of their fungus' "reprogramming"
Requirements:
Race: Sieni
Feats: Sieni Spawner, Improved Grapple, Improved Trip
Skills: Survival 8 ranks.
Class Skills: The Feral Sieni's class skills (and the key attribute for each skill) are Climb (Str), Disguise (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis)
Skill Points Per Level: 2+Int Modifier
Hit Die: d8
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special
1|+0|+2|+0|+0|Fungal Physiology I, Expert Trip, Reserved
2|+1|+3|+0|+0|Fungal Physiology II
3|+2|+3|+1|+1|Fungal Physiology III, Extended Reach
4|+3|+4|+1|+1|Fungal Physiology IV, Fungal Body
5|+3|+4|+1|+1|Fungal Physiology V, Entangling Body[/table]
Class Features:
Weapon and Armor Proficiency: Feral Sieni gain proficiency with the Unarmed Strike and Any Natural Weapons they develop.
Fungal Physiology (Ex): At 1st level a Feral Sieni begins to develop unsightly fungal characteristics. They gain a +2 bonus to intimidate.
At 2nd level they gain immunity to extra damage from precision damage due to their warped physiology.
At 3rd level they gain immunity to critical hits as their body becomes a shell for the fungus.
At 4th level they gain immunity to all mind-effecting spells and abilities (except their base need to release spores, as described in the Sieni racial description) as they become more distant from their elven consciousness.
At 5th level they gain immunity to all poison, paralysis, polymorph, and stunning effects as they become more fungal.
Expert Trip (Ex): A Feral Sieni can add half of its class levels to any trip check it makes.
Reserved: Starting at 1st level, a Feral Sieni begins to distance itself from living creatures. Because of this change in its nature, a Feral Sieni takes a penalty equal to its Feral Sieni class level (–1 at 1st level, –2 at 2nd level, and so on) when using the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive.
Extended Reach: At 3rd level a Feral Sieni's arms become thin and long, giving it an additional 5-foot reach when attempting to grapple with a target. In addition, they count as one size larger for the purposes of grappling.
Fungal Body: At 4th level a Feral Sieni becomes immune to any ability that affects humanoids, but becomes susceptible to any ability that affects plants. If they are affected by the Plant Growth spell, they are affected as if Enlarge Person was cast upon them.
Entangling Body: At 5th level a Feral Sieni can extend its roots (For Biology Majors, Hyphae) outward, letting it cast entangle with a caster level equal to half of its HD once per encounter. In addition, they now count as two sizes larger for purposes of grapple checks.
http://i202.photobucket.com/albums/aa279/oliver426/g6508.png
Sieni
- +2 Con, -2 Cha (replaces +2 Dex -2 Con of Elves)
- Immunity to Disease.
- No ability to Detect Secret Doors and no racial bonus on search checks
- Once per month they produce spores. The spores must be released into a living foe within one week of being produced, or the Sieni begins to experience withdrawal. They must take a fortitude save every day (DC 15+number of days since they produced the spores) or become fatigued. If they failed a second save they become exhausted. If they fail a third time then they are subjected to a dominate person spell, in which they are bidden to release their spores
{table=head]Name|Infection|DC|Incubation|Damage
Sieni Spores|Inhalation|10+1/2HD|12 hours|2d6 Con/day*[/table]
* When reduced to 0 hp, if the target is an elf, they become a Sieni. Their Constitution immediately is set to 4 (to compensate for the -2 con penalty becoming a +2 Con Bonus) and they recover 1 point of constitution every 12 hours. Ranger/Scout
In my setting, elves have the natural ability to lengthen the lifespan of trees and fungi by their mere presence. A vile fungus, known as the Sieni, infected a group of elves, growing on them. Usually it draws on the energy of the host, sucking out their life and leaving them a husk. But the natural ability of elves keeps them alive. They form a symbiotic relationship. The elves' body stops performing useless functions, such as developing skin pigment.
The elves' skin becomes pale and slightly gray. Their hair becomes lighter as well. Once you are infected you stop aging right before puberty (except for height.) The elves undergo accelerated aging, starting to age like a human. As they age the fungus gets more influence on them, their skin becomes more pale and gray, etc. In addition it begins to affect their mind. They eventually no longer see the fungus as an illness. Any attempt to remove the fungus, such as cutting off the fruiting body, will be useless. It will simply grow back in another place. A heal spell or remove disease spell during the process of becoming a sieni ends the process, but you cannot be healed of the disease after you are transforme except by wish or miracle.
New feat: Sieni Spawner
Prerequisites: Sieni
Benefit: You produce spores constantly. You still only have to release them once per month.
Normal: You may only produce spores once every month.
New Prestige Class: Feral Sieni
Some Sieni embrace their new forms, and seek to propagate their race. Oddly enough, most of these Sieni are those that have entered withdrawal due to refusal to release spores. Some speculate that they become feral as a result of their fungus' "reprogramming"
Requirements:
Race: Sieni
Feats: Sieni Spawner, Improved Grapple, Improved Trip
Skills: Survival 8 ranks.
Class Skills: The Feral Sieni's class skills (and the key attribute for each skill) are Climb (Str), Disguise (Cha), Hide (Dex), Intimidate (Cha), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis)
Skill Points Per Level: 2+Int Modifier
Hit Die: d8
{table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Special
1|+0|+2|+0|+0|Fungal Physiology I, Expert Trip, Reserved
2|+1|+3|+0|+0|Fungal Physiology II
3|+2|+3|+1|+1|Fungal Physiology III, Extended Reach
4|+3|+4|+1|+1|Fungal Physiology IV, Fungal Body
5|+3|+4|+1|+1|Fungal Physiology V, Entangling Body[/table]
Class Features:
Weapon and Armor Proficiency: Feral Sieni gain proficiency with the Unarmed Strike and Any Natural Weapons they develop.
Fungal Physiology (Ex): At 1st level a Feral Sieni begins to develop unsightly fungal characteristics. They gain a +2 bonus to intimidate.
At 2nd level they gain immunity to extra damage from precision damage due to their warped physiology.
At 3rd level they gain immunity to critical hits as their body becomes a shell for the fungus.
At 4th level they gain immunity to all mind-effecting spells and abilities (except their base need to release spores, as described in the Sieni racial description) as they become more distant from their elven consciousness.
At 5th level they gain immunity to all poison, paralysis, polymorph, and stunning effects as they become more fungal.
Expert Trip (Ex): A Feral Sieni can add half of its class levels to any trip check it makes.
Reserved: Starting at 1st level, a Feral Sieni begins to distance itself from living creatures. Because of this change in its nature, a Feral Sieni takes a penalty equal to its Feral Sieni class level (–1 at 1st level, –2 at 2nd level, and so on) when using the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive.
Extended Reach: At 3rd level a Feral Sieni's arms become thin and long, giving it an additional 5-foot reach when attempting to grapple with a target. In addition, they count as one size larger for the purposes of grappling.
Fungal Body: At 4th level a Feral Sieni becomes immune to any ability that affects humanoids, but becomes susceptible to any ability that affects plants. If they are affected by the Plant Growth spell, they are affected as if Enlarge Person was cast upon them.
Entangling Body: At 5th level a Feral Sieni can extend its roots (For Biology Majors, Hyphae) outward, letting it cast entangle with a caster level equal to half of its HD once per encounter. In addition, they now count as two sizes larger for purposes of grapple checks.