QuackParker
2014-02-23, 01:33 AM
I spent some time adapting the flumph aberration monster into a playable race. Let me know what you think.
Flumph Player Race
http://i.imgur.com/f1lgBJd.jpg?2
Flumphs are not natives of this plane, but rather come from an exotic corner of the multiverse closely related to dreams. Flumphs have a difficult time relating to humanoid races due to their bizarre appearance, but are generally good natured and helpful to others. Their history is mired in mystery and suffering on their homeworld and they only recently arrived in our plane. As newcomers, they aim to please whenever possible or else keep out of sight in hostile settlements.
Physical Description: This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.
Society: Flumphs lived under oppression on their previous plane, but often tend toward democratic societies when they have the opportunity to live autonomously of other rulers. More often than not, however, flumphs keep low profiles as productive citizens under whatever government they live under. Flumphs rarely engage in humanoid religious systems, but often adhere to the local laws and faith traditions of the societies to which they belong in order to remain welcome. Flumphs prefer to settle near water sources where their larvae can swim and develop.
Relations: Flumphs were the enemies of the Akata on their home plane, but hold little animosity toward the races of our own. Alas, flumphs are often viewed with suspicion and fear by those unfamiliar with them.
Male Names: Flurrrbyl, Fluttie, Flemphit, Flistle, Florgrnthal, Flanders, Flumphrey
Female Names: Florbetty, Flenessa, Flunetta, Flumphissa, Flannie, Flella
Flumph Racial Traits
+4 Dexterity, +2 Wisdom, -2 Charisma, -4 Strength: Flumphs are dexterous, wise, but not exceedingly personable. Their appearance is frightening to some.
Small: Flumphs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and a +4 size bonus on Stealth checks.
Very Slow Land Speed: Flumphs have a base speed of 5ft
Flight: Flumphs can fly 20ft at perfect maneuverability. Flumphs can hover and therefore have no need to land under normal circumstances.
Darkvision: Flumphs have darkvision up to 60ft.
Easily Recognized: Flumphs have an extremely unique appearance and receive a -8 to disguise checks to appear as another race.
Unusual Body Shape: Flumphs possess a rather unique body structure and thus have a difficulty wearing normal humanoid clothes and armor. A flumph can only wear armor or clothing suited for its special needs. Such attire may be purchased or refitted at 1.5 times the base item cost.
Flumph Stinger (Ex): Flumphs possess harmful spikes on their underbelly. These spikes function as a stinger which deals 1d4 piercing damage as a natural attack.
Tentacle Balance: Flumphs can use their extra tentacles to help balance themselves and are granted a +4 racial bonus to their CMD.
Nimble Attacks: Flumphs gain Weapon Finesse as a bonus feat.
Keen Senses: Flumphs receive a +2 racial bonus on Perception skill checks.
Acidic Oozing(Ex): 3 / per day, as a standard action a flumph can secrete an acidic ooze onto a single melee weapon or single projectile adjacent to or held by the flumph. This ooze coating deals an additional 1d4 points of acid damage. This acid effect remains on the melee weapon or projectile until it successfully hits its target. The flumph may apply acid to multiple weapons, but the effect does not stack with its own acidic effects.
Languages: Flumphs begin play speaking Common, Flumph, and Aklo. Flumphs with high Intelligence scores can choose from any other language.
Alternate Flumph Racial Traits
Wise Diplomat: This Flumph possesses insight into the art of woo. He uses his Wisdom modifier instead of his Charisma when calculating Diplomacy, Bluff, and Intimidate checks. This trait replaces Tentacle Balance.
Stench Spray (Ex): 1 / per day, as a standard action a flumph can spray a chemical stench from the pores on its body in a 20 ft line. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 + ½ character level + flumph's Con mod Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack. If the target is hit, it must make a DC 10 + ½ character level Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range). This ability replaces Acidic Oozing.
Silent Flumph: Some flumphs hover extra silently and thus gain an additional +2 racial bonus on stealth checks. This ability replaces Keen Senses.
Flumph Items
Flumph Reach Knife: Crafted for their personal use in the farthest reaches of the multiverse, flumphs have developed a highly adaptable weapon. The Flumph Reach Knife can be altered by a flumph as a standard action into either a dagger or longspear suited for its size. On their homeworld, such an item would cost no more than a normal longspear. On other planes, however, such a weapon has a base cost of 300 GP.
Flumph Racial Feats
Flumph Quickened Flight:
Prerequisites: Flumph, Flight, Dex 14
Benefit: A flumph’s flight speed increases to 30 ft with perfect maneuverability.
Flumph Swift Flight:
Prerequisites: Flumph, Flight, Flumph Quickened Flight, Dex 23
Benefit: A flumph’s fly speed increases to 40 ft with perfect maneuverability.
Flumph Acid Attack:
Prerequisites: Flumph, Flumph Stinger, Acidic Oozing, base attack + 4
Benefit: A flumph’s natural attacks deal an extra d4 acid damage.
Flumph Tentacle Attack
Prerequisites: Flumph
Benefit: The flumph gains use of one extra natural tentacle attack. This attack deals 1D4 damage.
Special: You can gain this feat up to three times. If this feat allows you to qualify for Multiattack or Improved Natural Attack, you may take these feats.
Note: Weapon Finesse applies to natural attacks.
Flumph Tentacle Tangle
What a flumph lacks for in size, it makes up for in tentacles.
Prerequisites: Flumph, Flumph Tentacle Attack
Benefit: The flumph gains the use of its tentacles to assist in grapples against an opponent. The flumph receives a +2 bonus to CMB during grapple checks for each time it has taken Flumph Tentacle Attack.
Flumph Grab
Prerequisites: Flumph Tentacle Attack (2x +), Flumph Tentacle Tangle
Benefits: You gain the use of the Flumph Grab monster ability:
Flumph Grab (Ex) If a flumph with this special attack hits with its tentacle attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. A flumph with this ability may do so against a creature of medium size or smaller. The flumph has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the flumph also has the constrict special attack.
Flumph Advanced Eldritch Ability:
Prerequisites: Flumph Tentacle Attack (2x +), Flumph Tentacle Tangle, Flumph Grab
Benefits: You gain use of one of the following modified monster abilities:
Constrict (Ex) A flumph with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage dealt is equal to the flumph’s natural attack damage, usually 1D4.
Rend (Ex) If it hits with two or more tentacle attacks in 1 round, a flumph with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The additional damage is equal to the damage caused by one of the attacks plus 1-1/2 the flumph's Strength bonus.
Strangle (Ex) An opponent grappled by the flumph cannot speak or cast spells with verbal components.
Special: This feat may be taken more than once, in which case it grants a different ability. If applicable, these abilities may work together in concert, such as constrict (ex) and strangle (ex)
Flumph Agile Tentacles:
Prerequisites: Flumph Tentacle Attack (2x +), Flumph Tentacle Tangle, Flumph Grab
Benefits: The flumph’s natural attacks act as though they have the Agile weapon enchantment.
Flumph Tentacle Master:
Prerequisites: Flumph Tentacle Attack (3x), Flumph Tentacle Tangle, Flumph Grab, Flumph Advanced Eldritch Ability, Flumph Agile Tentacles
Benefits: The flumph gains use of a fourth tentacle as a natural attack and all of their tentacle attacks are treated as being one size category larger for calculating damage dice. The tentacle attack thus then deals 1D6 instead of 1D4. This feat also grants the flumph an additional +2 to grapple checks. Note: If you already have Improved Natural Attack, calculate the damage dice as an additional size category higher, most likely 1d8.
Flumph Favored Class Bonuses
Alchemist: + 1/5 to acid based extracts, 1 level lower than maximum extract level.
Cleric:Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
Rogue: + ¼ bonus to stealth and ¼ bonus to feints.
Sorcerer: Add +1/2 to the sorcerer's caster level when determining the range of any spells with the acid descriptor.
Wizard: Add one spell from the wizard spell list to wizard's spellbook. The spell must be at or below the highest level he can cast and be of the conjuration (calling) subschool or have the acid descriptor.
Flumph Player Race
http://i.imgur.com/f1lgBJd.jpg?2
Flumphs are not natives of this plane, but rather come from an exotic corner of the multiverse closely related to dreams. Flumphs have a difficult time relating to humanoid races due to their bizarre appearance, but are generally good natured and helpful to others. Their history is mired in mystery and suffering on their homeworld and they only recently arrived in our plane. As newcomers, they aim to please whenever possible or else keep out of sight in hostile settlements.
Physical Description: This pale, jellyfish-like creature floats gently in the air, two long eyestalks extending from either side of its puckered mouth.
Society: Flumphs lived under oppression on their previous plane, but often tend toward democratic societies when they have the opportunity to live autonomously of other rulers. More often than not, however, flumphs keep low profiles as productive citizens under whatever government they live under. Flumphs rarely engage in humanoid religious systems, but often adhere to the local laws and faith traditions of the societies to which they belong in order to remain welcome. Flumphs prefer to settle near water sources where their larvae can swim and develop.
Relations: Flumphs were the enemies of the Akata on their home plane, but hold little animosity toward the races of our own. Alas, flumphs are often viewed with suspicion and fear by those unfamiliar with them.
Male Names: Flurrrbyl, Fluttie, Flemphit, Flistle, Florgrnthal, Flanders, Flumphrey
Female Names: Florbetty, Flenessa, Flunetta, Flumphissa, Flannie, Flella
Flumph Racial Traits
+4 Dexterity, +2 Wisdom, -2 Charisma, -4 Strength: Flumphs are dexterous, wise, but not exceedingly personable. Their appearance is frightening to some.
Small: Flumphs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and a +4 size bonus on Stealth checks.
Very Slow Land Speed: Flumphs have a base speed of 5ft
Flight: Flumphs can fly 20ft at perfect maneuverability. Flumphs can hover and therefore have no need to land under normal circumstances.
Darkvision: Flumphs have darkvision up to 60ft.
Easily Recognized: Flumphs have an extremely unique appearance and receive a -8 to disguise checks to appear as another race.
Unusual Body Shape: Flumphs possess a rather unique body structure and thus have a difficulty wearing normal humanoid clothes and armor. A flumph can only wear armor or clothing suited for its special needs. Such attire may be purchased or refitted at 1.5 times the base item cost.
Flumph Stinger (Ex): Flumphs possess harmful spikes on their underbelly. These spikes function as a stinger which deals 1d4 piercing damage as a natural attack.
Tentacle Balance: Flumphs can use their extra tentacles to help balance themselves and are granted a +4 racial bonus to their CMD.
Nimble Attacks: Flumphs gain Weapon Finesse as a bonus feat.
Keen Senses: Flumphs receive a +2 racial bonus on Perception skill checks.
Acidic Oozing(Ex): 3 / per day, as a standard action a flumph can secrete an acidic ooze onto a single melee weapon or single projectile adjacent to or held by the flumph. This ooze coating deals an additional 1d4 points of acid damage. This acid effect remains on the melee weapon or projectile until it successfully hits its target. The flumph may apply acid to multiple weapons, but the effect does not stack with its own acidic effects.
Languages: Flumphs begin play speaking Common, Flumph, and Aklo. Flumphs with high Intelligence scores can choose from any other language.
Alternate Flumph Racial Traits
Wise Diplomat: This Flumph possesses insight into the art of woo. He uses his Wisdom modifier instead of his Charisma when calculating Diplomacy, Bluff, and Intimidate checks. This trait replaces Tentacle Balance.
Stench Spray (Ex): 1 / per day, as a standard action a flumph can spray a chemical stench from the pores on its body in a 20 ft line. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 + ½ character level + flumph's Con mod Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack. If the target is hit, it must make a DC 10 + ½ character level Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range). This ability replaces Acidic Oozing.
Silent Flumph: Some flumphs hover extra silently and thus gain an additional +2 racial bonus on stealth checks. This ability replaces Keen Senses.
Flumph Items
Flumph Reach Knife: Crafted for their personal use in the farthest reaches of the multiverse, flumphs have developed a highly adaptable weapon. The Flumph Reach Knife can be altered by a flumph as a standard action into either a dagger or longspear suited for its size. On their homeworld, such an item would cost no more than a normal longspear. On other planes, however, such a weapon has a base cost of 300 GP.
Flumph Racial Feats
Flumph Quickened Flight:
Prerequisites: Flumph, Flight, Dex 14
Benefit: A flumph’s flight speed increases to 30 ft with perfect maneuverability.
Flumph Swift Flight:
Prerequisites: Flumph, Flight, Flumph Quickened Flight, Dex 23
Benefit: A flumph’s fly speed increases to 40 ft with perfect maneuverability.
Flumph Acid Attack:
Prerequisites: Flumph, Flumph Stinger, Acidic Oozing, base attack + 4
Benefit: A flumph’s natural attacks deal an extra d4 acid damage.
Flumph Tentacle Attack
Prerequisites: Flumph
Benefit: The flumph gains use of one extra natural tentacle attack. This attack deals 1D4 damage.
Special: You can gain this feat up to three times. If this feat allows you to qualify for Multiattack or Improved Natural Attack, you may take these feats.
Note: Weapon Finesse applies to natural attacks.
Flumph Tentacle Tangle
What a flumph lacks for in size, it makes up for in tentacles.
Prerequisites: Flumph, Flumph Tentacle Attack
Benefit: The flumph gains the use of its tentacles to assist in grapples against an opponent. The flumph receives a +2 bonus to CMB during grapple checks for each time it has taken Flumph Tentacle Attack.
Flumph Grab
Prerequisites: Flumph Tentacle Attack (2x +), Flumph Tentacle Tangle
Benefits: You gain the use of the Flumph Grab monster ability:
Flumph Grab (Ex) If a flumph with this special attack hits with its tentacle attack it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. A flumph with this ability may do so against a creature of medium size or smaller. The flumph has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the flumph also has the constrict special attack.
Flumph Advanced Eldritch Ability:
Prerequisites: Flumph Tentacle Attack (2x +), Flumph Tentacle Tangle, Flumph Grab
Benefits: You gain use of one of the following modified monster abilities:
Constrict (Ex) A flumph with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage dealt is equal to the flumph’s natural attack damage, usually 1D4.
Rend (Ex) If it hits with two or more tentacle attacks in 1 round, a flumph with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The additional damage is equal to the damage caused by one of the attacks plus 1-1/2 the flumph's Strength bonus.
Strangle (Ex) An opponent grappled by the flumph cannot speak or cast spells with verbal components.
Special: This feat may be taken more than once, in which case it grants a different ability. If applicable, these abilities may work together in concert, such as constrict (ex) and strangle (ex)
Flumph Agile Tentacles:
Prerequisites: Flumph Tentacle Attack (2x +), Flumph Tentacle Tangle, Flumph Grab
Benefits: The flumph’s natural attacks act as though they have the Agile weapon enchantment.
Flumph Tentacle Master:
Prerequisites: Flumph Tentacle Attack (3x), Flumph Tentacle Tangle, Flumph Grab, Flumph Advanced Eldritch Ability, Flumph Agile Tentacles
Benefits: The flumph gains use of a fourth tentacle as a natural attack and all of their tentacle attacks are treated as being one size category larger for calculating damage dice. The tentacle attack thus then deals 1D6 instead of 1D4. This feat also grants the flumph an additional +2 to grapple checks. Note: If you already have Improved Natural Attack, calculate the damage dice as an additional size category higher, most likely 1d8.
Flumph Favored Class Bonuses
Alchemist: + 1/5 to acid based extracts, 1 level lower than maximum extract level.
Cleric:Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
Rogue: + ¼ bonus to stealth and ¼ bonus to feints.
Sorcerer: Add +1/2 to the sorcerer's caster level when determining the range of any spells with the acid descriptor.
Wizard: Add one spell from the wizard spell list to wizard's spellbook. The spell must be at or below the highest level he can cast and be of the conjuration (calling) subschool or have the acid descriptor.