Madara
2013-07-19, 04:34 PM
Twilight Princess
Twilit Parasite
{table=head]Level|BAB|Fort|Ref|Will|Special |
Damage Reduction
1st|+0|+2|+0|+0|Natural Armor, Plant Body|
2/Slashing
2nd|+1|+3|+0|+0|Acid Spittle|
2/Slashing
3rd|+2|+3|+1|+1|Rooting|
4/Slashing
4th|+3|+4|+1|+1|Buds|
4/Slashing
5th|+3|+4|+1|+1|Infect Plants|
5/Slashing
[/table]
Alignment: Any Nongood
Hit Die: 1d6
Class Skills:
Climb (Str), Concentration (Con), Profession (Wis), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2 + Int modifier
Damage Reduction(Ex):At first level, and every level thereafter, the Twilit Parasite's skin becomes rougher like bark and tough like vines. The exact amount of damage reduction the Twilit Parasite has is indicated by the table above.
Plant Body(Ex): The Twilit Parasite gains the strength and weaknesses of a supernatural plant. The Twilit Parasite gains Immunity to poison, sleep effects, paralysis, polymorph, and stunning. In addition, it gains a +2 bonus on saves against Mind-Affecting Abilities.
Acid Spittle(Su): As a standard action, a Twilit Parasite can make a ranged touch attack against a single opponent within 40ft. If they hit, the target takes 2d4+Con points of Acid damage.
Rooting(Ex): While mobility may be one of the most important abilities for adventurers, the Twilit Parasite can root itself in the ground as a move action, as long as it is in contact with dirt or sand. If its in contact with stone, it can make a strength check(DC 18) to root itself. A rooted Twilit Parasite can make root attacks(1 root/ level, 1d6 damage, x2 crit) against any creature touching the ground within 40ft. of the Twilit Parasite. If the Twilit Parasite moves, it is no longer rooted. A Twilit Parasite can deliver touch attacks with their roots.
Buds(Su): Once per day, as a full round action, a Twilit Parasite can make a Concentration check(DC 24) to spawn 1d4+1 Assassin Vines (http://www.d20srd.org/srd/monsters/assassinVine.htm) for 3+Con rounds. These Assassin Vines only have 2 HD and 15 hp each. In addition, they attack with an attack bonus equal to 2+ the Class level of the Twilit Parasite. Assassin Vines summoned in this manner cannot use their Entangle ability.
Infect Plants(Su): A Twilit Parasite can make a touch attack against any plant or Creature with the plant type. The creature must succeed at a Will Save (DC 15+Con) or become infected. Con/ day, a Twilit Parasite can occupy an infected plant in the same manner as a caster of the Meld into Stone spell can occupy stone. However, the Twilit Parasite can occupy plants of up to two size categories smaller than them. A Twilit Parasite can occupy this space for up to 5 minutes at a time.
Twilit Igniter
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Fiery Aura
2nd|+2|+3|+0|+0|Smoke Screen
3rd|+3|+3|+1|+1|Magma Skin
4th|+4|+4|+1|+1|Fiery Chains
5th|+5|+4|+1|+1|Size Bonus
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at Each Level: 2 + Int modifier
Twilit Aquatic
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Amphibious
2nd|+2|+3|+3|+0|Water Sphere
3rd|+3|+3|+3|+1|Electric Tentacles
4th|+4|+4|+4|+1|Beast Consumption
5th|+5|+4|+4|+1|Ocean Arena
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at Each Level: 2 + Int modifier
Amphibious(Ex): A first level Twilit Aquatic gains the Aquatic Subtype and the Amphibious special quality. If the Twilit Aquatic did not already have a swim speed, they gain a swim speed equal to their base land speed+10 ft. The Aquatic Subtype allows them to breath underwater normally, and the Amphibious special quality allows them to breath air and survive on land without penalty.
Water Sphere(Su): The Twilit Aquatic gains the ability to generate a field of water-like effects 2+Dex times/day. As a standard action, the Twilit Aquatic can generate this field in a 15ft. radius centered on them for 1d4+2 rounds. All creatures in the area must make swim checks(DC= 10+Dex) in order to move. In addition, all non-natural attacks take a -2 penalty to hit. If the Twilit Aquatic moves, the area is centered on their new location
All creatures within this area do have the option to use their swim speed, if they have one. If they do use their swim speed, they are not subject to a swim check in order to move. At fourth level, the radius of this effect can be increased up to 15ft. totaling a 30ft. radius.
Twilit Parasite
{table=head]Level|BAB|Fort|Ref|Will|Special |
Damage Reduction
1st|+0|+2|+0|+0|Natural Armor, Plant Body|
2/Slashing
2nd|+1|+3|+0|+0|Acid Spittle|
2/Slashing
3rd|+2|+3|+1|+1|Rooting|
4/Slashing
4th|+3|+4|+1|+1|Buds|
4/Slashing
5th|+3|+4|+1|+1|Infect Plants|
5/Slashing
[/table]
Alignment: Any Nongood
Hit Die: 1d6
Class Skills:
Climb (Str), Concentration (Con), Profession (Wis), Spot (Wis), Survival (Wis)
Skill Points at Each Level: 2 + Int modifier
Damage Reduction(Ex):At first level, and every level thereafter, the Twilit Parasite's skin becomes rougher like bark and tough like vines. The exact amount of damage reduction the Twilit Parasite has is indicated by the table above.
Plant Body(Ex): The Twilit Parasite gains the strength and weaknesses of a supernatural plant. The Twilit Parasite gains Immunity to poison, sleep effects, paralysis, polymorph, and stunning. In addition, it gains a +2 bonus on saves against Mind-Affecting Abilities.
Acid Spittle(Su): As a standard action, a Twilit Parasite can make a ranged touch attack against a single opponent within 40ft. If they hit, the target takes 2d4+Con points of Acid damage.
Rooting(Ex): While mobility may be one of the most important abilities for adventurers, the Twilit Parasite can root itself in the ground as a move action, as long as it is in contact with dirt or sand. If its in contact with stone, it can make a strength check(DC 18) to root itself. A rooted Twilit Parasite can make root attacks(1 root/ level, 1d6 damage, x2 crit) against any creature touching the ground within 40ft. of the Twilit Parasite. If the Twilit Parasite moves, it is no longer rooted. A Twilit Parasite can deliver touch attacks with their roots.
Buds(Su): Once per day, as a full round action, a Twilit Parasite can make a Concentration check(DC 24) to spawn 1d4+1 Assassin Vines (http://www.d20srd.org/srd/monsters/assassinVine.htm) for 3+Con rounds. These Assassin Vines only have 2 HD and 15 hp each. In addition, they attack with an attack bonus equal to 2+ the Class level of the Twilit Parasite. Assassin Vines summoned in this manner cannot use their Entangle ability.
Infect Plants(Su): A Twilit Parasite can make a touch attack against any plant or Creature with the plant type. The creature must succeed at a Will Save (DC 15+Con) or become infected. Con/ day, a Twilit Parasite can occupy an infected plant in the same manner as a caster of the Meld into Stone spell can occupy stone. However, the Twilit Parasite can occupy plants of up to two size categories smaller than them. A Twilit Parasite can occupy this space for up to 5 minutes at a time.
Twilit Igniter
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+0|+0|Fiery Aura
2nd|+2|+3|+0|+0|Smoke Screen
3rd|+3|+3|+1|+1|Magma Skin
4th|+4|+4|+1|+1|Fiery Chains
5th|+5|+4|+1|+1|Size Bonus
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at Each Level: 2 + Int modifier
Twilit Aquatic
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+0|Amphibious
2nd|+2|+3|+3|+0|Water Sphere
3rd|+3|+3|+3|+1|Electric Tentacles
4th|+4|+4|+4|+1|Beast Consumption
5th|+5|+4|+4|+1|Ocean Arena
[/table]
Alignment: Any
Hit Die: 1d10
Class Skills:
Class Skills
Skill Points at Each Level: 2 + Int modifier
Amphibious(Ex): A first level Twilit Aquatic gains the Aquatic Subtype and the Amphibious special quality. If the Twilit Aquatic did not already have a swim speed, they gain a swim speed equal to their base land speed+10 ft. The Aquatic Subtype allows them to breath underwater normally, and the Amphibious special quality allows them to breath air and survive on land without penalty.
Water Sphere(Su): The Twilit Aquatic gains the ability to generate a field of water-like effects 2+Dex times/day. As a standard action, the Twilit Aquatic can generate this field in a 15ft. radius centered on them for 1d4+2 rounds. All creatures in the area must make swim checks(DC= 10+Dex) in order to move. In addition, all non-natural attacks take a -2 penalty to hit. If the Twilit Aquatic moves, the area is centered on their new location
All creatures within this area do have the option to use their swim speed, if they have one. If they do use their swim speed, they are not subject to a swim check in order to move. At fourth level, the radius of this effect can be increased up to 15ft. totaling a 30ft. radius.