starburns
2014-05-16, 02:24 PM
As a DM, me and my players were having lunch together one day and joking around about the game. I started joking around about if there was some sort of hydra hybrid that could regrow lost arms and legs like a hydra regrows head. My players stopped dead in their tracks and started begging me to build such a race, and offered to sacrifice their current characters to Vecna to learn the secrets of the Half Hydra.
So I built one.
I don't know how or why a Half Hydra comes into being, probably some Tainted Scholar with a hydra fetish, but I'll write the fluff for it later.
I followed the LA adjustment estimation guidelines from savage species and am torn between whether it constitutes an LA +3 or +4 race.
Also any suggestions to make it better/more interesting or suggestions for fluff are appreciated.
Half Hydra characters possess the following racial traits.
Str +4 Dex +2 Con +8 Int -4 Cha -2.
Humanoid.
Medium size.
A Half Hydras base land speed is 30 feet and swim speed is 20 feet.
Darkvision out to 60 feet.
Lowlight Vision.
Natural Bite attack: 1d8 plus Str.
+4 Natural Armor.
+2 on Listen and Spot Checks.
+8 on Swim Checks.
Scent: A Half Hydra has the scent ability.
Combat Reflexes as a bonus feat.
Hydra regeneration: A half-hydra enter a state of regeneration that grants fast healing equal to her constitution modifier (Min 1) and lasts for as many rounds as her constitution score. During this state, any severed limbs are grown back in 1d4+1 rounds. Legs are merely grown back. Two fully functioning arms are grown back in the place of a lost one. A half-Hydra may never have more than twice the number of original arms (4). Heads and other vital organs are not grown back, but can be and are reattached 1 round after putting the head back on the stump. The body is alive and fully functioning as long as the Hydra Regeneration lasts. A half Hydra can enter Hydra Regeneration as a free action, or as an immediate action if a head or vital is severed. Hydra Regeneration can be used a number of times per day equal to the Half-hydras constitution modifier.
Extra Arms: A half hydra (through use of Hydra Regeneration and loss of limb) can grow extra arms. These arms function in all respects as a typical arm and can be used to wield light or 1 handed weapons, assist in wielding 2 handed weapons, assist in the use of projectile weapons, or manipulate any mundane or magical item that a regular arm can. They do not, however, grant extra magic item spaces; for example, a half hydra with 4 arms can still only benefit from the use of two rings. Any arms in excess of the normal amount (2) whither away and fall off 4 hours after growth.
Automatic Languages: Common. Bonus Languages: Sylvan, Aquan.
Favored Class: Barbarian.
So I built one.
I don't know how or why a Half Hydra comes into being, probably some Tainted Scholar with a hydra fetish, but I'll write the fluff for it later.
I followed the LA adjustment estimation guidelines from savage species and am torn between whether it constitutes an LA +3 or +4 race.
Also any suggestions to make it better/more interesting or suggestions for fluff are appreciated.
Half Hydra characters possess the following racial traits.
Str +4 Dex +2 Con +8 Int -4 Cha -2.
Humanoid.
Medium size.
A Half Hydras base land speed is 30 feet and swim speed is 20 feet.
Darkvision out to 60 feet.
Lowlight Vision.
Natural Bite attack: 1d8 plus Str.
+4 Natural Armor.
+2 on Listen and Spot Checks.
+8 on Swim Checks.
Scent: A Half Hydra has the scent ability.
Combat Reflexes as a bonus feat.
Hydra regeneration: A half-hydra enter a state of regeneration that grants fast healing equal to her constitution modifier (Min 1) and lasts for as many rounds as her constitution score. During this state, any severed limbs are grown back in 1d4+1 rounds. Legs are merely grown back. Two fully functioning arms are grown back in the place of a lost one. A half-Hydra may never have more than twice the number of original arms (4). Heads and other vital organs are not grown back, but can be and are reattached 1 round after putting the head back on the stump. The body is alive and fully functioning as long as the Hydra Regeneration lasts. A half Hydra can enter Hydra Regeneration as a free action, or as an immediate action if a head or vital is severed. Hydra Regeneration can be used a number of times per day equal to the Half-hydras constitution modifier.
Extra Arms: A half hydra (through use of Hydra Regeneration and loss of limb) can grow extra arms. These arms function in all respects as a typical arm and can be used to wield light or 1 handed weapons, assist in wielding 2 handed weapons, assist in the use of projectile weapons, or manipulate any mundane or magical item that a regular arm can. They do not, however, grant extra magic item spaces; for example, a half hydra with 4 arms can still only benefit from the use of two rings. Any arms in excess of the normal amount (2) whither away and fall off 4 hours after growth.
Automatic Languages: Common. Bonus Languages: Sylvan, Aquan.
Favored Class: Barbarian.