Twixiesparkle
2014-01-10, 04:21 PM
ok so this is my first ever homebrew and I'm a long time lurker, first time poster
The title says it all, the virus race from prototype, I've tried to make it so that there is as few LA's as possible
so without further adieu here it is
-4d10 racial hit dice
-Full Base Attack Bonus
-Poor will, good reflex and good fortitude save progression
- -2 charisma +2 con
-Base land speed 50"
-Polymorph at will
-can only polymorph into creatures you have absorbed
-Absorption
-Things you can absorb with a move action:
-Unaware creatures (so long as they are 2 or more hit dice below you)
-Helpless enemies
-an enemy that had just died within reach
-Things that take a full round action to absorb
-Creatures that have died more than one round ago
-Absorbing enemies heals you XDY where X is half their hit dice and Y is their most common hit dice
-Absorption absorbs one key ability of a creature and all the memories
-Requires a full round action to switch between abilities
-Damage multipliers
-x3 damage from alchemical silver
-X2 damage from cold iron
-x2 damage from fire
-Healing spells hurt the character
-Can not heal naturally from alchemical silver or cold iron damage, only absorption will heal it
-Modified Spider climb at will
-can use the run action on walls but can not walk on ceilings
-if killed, loose a 2 levels and find a new host body with none of your previous absorbed abilities 1d20 days later
and that's all I have at the moment, any suggestions or criticism would be appreciated
The title says it all, the virus race from prototype, I've tried to make it so that there is as few LA's as possible
so without further adieu here it is
-4d10 racial hit dice
-Full Base Attack Bonus
-Poor will, good reflex and good fortitude save progression
- -2 charisma +2 con
-Base land speed 50"
-Polymorph at will
-can only polymorph into creatures you have absorbed
-Absorption
-Things you can absorb with a move action:
-Unaware creatures (so long as they are 2 or more hit dice below you)
-Helpless enemies
-an enemy that had just died within reach
-Things that take a full round action to absorb
-Creatures that have died more than one round ago
-Absorbing enemies heals you XDY where X is half their hit dice and Y is their most common hit dice
-Absorption absorbs one key ability of a creature and all the memories
-Requires a full round action to switch between abilities
-Damage multipliers
-x3 damage from alchemical silver
-X2 damage from cold iron
-x2 damage from fire
-Healing spells hurt the character
-Can not heal naturally from alchemical silver or cold iron damage, only absorption will heal it
-Modified Spider climb at will
-can use the run action on walls but can not walk on ceilings
-if killed, loose a 2 levels and find a new host body with none of your previous absorbed abilities 1d20 days later
and that's all I have at the moment, any suggestions or criticism would be appreciated