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Altrunchen
2016-06-16, 01:21 PM
Introduction:
I'm not entirely sure how or why I came up with this race. It sort of fell into my head to be honest. Suffice it to say I think it will be fun to introduce into a campaign.


http://i.imgur.com/YcJGhJU.jpg

Cerebrin

+4 Strength, +2 Constitution, +6 Dexterity, +8 Intelligence, +8 Wisdom, +8 Charisma
Aberration (Aquatic)
Large: 1 penalty to Armor Class, 1 penalty on attack rolls, 4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
Territe base swim speed is 60 feet. Base land speed is 10 feet.
Darkvision (Ex): Cerebrins can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and cerebrins can function just fine with no light at all.
Improved Grab (Ex): To use this ability, a cerebrin must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. A cerebrin can also use its improved grab ability on a tentacle attack. If it wins the grapple check, it establishes a hold, picks up the opponent, automatically dealing crushing damage.
Adhesive Slime (Ex): A cerebrin's body is coated with a viscous slime that can be thinned at will by the cerebrin itself. Breaking free of the slime's adhesion requires a DC 16 strength check.
Waterbreathing (Ex): Being an aquatic race, cerebrins breathe normally within both salt and fresh water. They can store water in their lungs and travel onto land for a period no longer than 6 hours at a time before they start to dry out and suffocate.
Poison Resistance (Ex): A cerebrin recieves a +4 to all saves against poison.
Psychic/Psionic Resistance (Ex): A cerebrin mind is so accustomed to psychic and/or psionic power that they have developed a strong resistance to it. All psychic and psionic damage dealt to them is halved. And they recieve a +8 to all saves against mind-affecting spells and spell like effects.
Immunity to Cold (Ex): Cerebrins live deep in the ocean and as such have developed an immunity to cold temperatures.
Vulnerability to Fire (Ex): A cerebrin is weak against fire attacks and receives 50% extra damage when exposed to it.
Vulnerability to Electricity (Ex): A cerebrin is weak against electrical attacks and receives 50% extra damage when exposed to it.
Vulnerability to Acid (Ex): A cerebrin is weak against acid attacks and receives 50% extra damage when exposed to it.
Vulnerability to Sonic (Ex): A cerebrin is weak against sonic attacks and receives 50% extra damage when exposed to it.
Sense Thoughts (Su): A cerebrin can detect the presence of thoughts, the content of thoughts, and the location of thoughts within a 120 foot radius of their current position.
Sense Magic (Su): A cerebrin can detect the presence of magic, the school of magic, and the location of magic within a 120 foot radius of their current position.
Greater Invisibility (Sp): Once a day as a free action a cerebrin can activate this ability. The effects are the same as the eponymous spell. DC is charisma based.
Telepathy (Sp): At will as a free action a cerebrin can activate this ability. The effects are the same as the eponymous spell. DC is charisma based.
Telekinesis (Sp): At will as a free action a cerebrin can activate this ability. The effects are the same as the eponymous spell. DC is charisma based.
Dominate (Sp): Once a day as a standard action a cerebrin can activate this ability. The effects are the same as the eponymous spell. DC is charisma based.
Racial Feats: Cerebrins recieve the Iron Will, Lightning Reflexes, Combat Reflexes, Alertness, and Multiattack feats as racial bonuses,
Natural Weapons: Tentacle Slam (1d8), 16 Tentacles (1d8)
Natural Armor: +4 to armor bonus for AC.
Automatic Languages: Common, Aquatic, Cerebrin. Bonus Languages: Any non-secret.
Alignment: Usually Lawful Neutral.
Level Adjustment: TBD


Table: Cerebrin Random Starting Ages


Adulthood:
Simple:
Moderate:
Complex:


100 years
+2d4
+4d4
+6d4



Table: Cerebrin Aging Effects


Middle Age:
Old:

Venerable:
Maximum Age:


200 years
400 years
600 years
+4d100 years



At middle age, −1 to Str (http://www.dandwiki.com/wiki/SRD:Strength), Dex (http://www.dandwiki.com/wiki/SRD:Dexterity), and Con (http://www.dandwiki.com/wiki/SRD:Constitution); +1 to Int (http://www.dandwiki.com/wiki/SRD:Intelligence), Wis (http://www.dandwiki.com/wiki/SRD:Wisdom), and Cha (http://www.dandwiki.com/wiki/SRD:Charisma).
At old age, −2 to Str (http://www.dandwiki.com/wiki/SRD:Strength), Dex (http://www.dandwiki.com/wiki/SRD:Dexterity), and Con (http://www.dandwiki.com/wiki/SRD:Constitution); +1 to Int (http://www.dandwiki.com/wiki/SRD:Intelligence), Wis (http://www.dandwiki.com/wiki/SRD:Wisdom), and Cha (http://www.dandwiki.com/wiki/SRD:Charisma).
At venerable age, −3 to Str (http://www.dandwiki.com/wiki/SRD:Strength), Dex (http://www.dandwiki.com/wiki/SRD:Dexterity), and Con (http://www.dandwiki.com/wiki/SRD:Constitution); +1 to Int (http://www.dandwiki.com/wiki/SRD:Intelligence), Wis (http://www.dandwiki.com/wiki/SRD:Wisdom), and Cha (http://www.dandwiki.com/wiki/SRD:Charisma).

Table: Random Territe Height and Weight


Gender:
Base Height:
Height Modifier:
Base Weight:
Weight Modifier:


Male
12'
+4d12 inches
1000 lbs.
*5d10 lbs.


Female
10'
+4d12 inches
1500 lbs.
*6d10 lbs.




Mortal Enemies: Cerebrins are mortal enemies of both Illithids and Aboleths and they actively hunt them. If they themselves cannot reach said creatures that they have located, they will provide incentives to adventurers, bounty hunters, or mercenaries to assist them.

Harmonious Culture: Cerebrins do not view themselves as superior to other creatures and usually try to live in harmony with their environment and with their neighbors. That being said, they do see the other races of the world as young and temperamental. The common philosophy is that it is the duty of cerebrins to guide, advise, and mentor the younger races to the best of their ability. But they try to avoid war at all costs unless it is against a group that is clearly out to destroy or dominate the younger, more fragile, races. In the cases of Aboleths and Illithids, however, they combat them at every turn. That being said, they are generally extremely cautious of the world above, calculating how they intend to contact other species and being methodical in their procedures.

Affinity for Magic: Cerebrins adore magic and love discovering new facts about it. They form academies and schools in the hopes of educating their young and/or other species. But alas, most other species either do not have the aptitude to be accepted or, more commonly, don't even know that they exist. This is because they tend to make tresspassers or undesireables forget their existence and remove them from their territories. But on occasion they will reach out to the more talented, and congenial, individuals to be accepted to their institutions. Arranging for safe passage and livelihood underwater for them.

Environment: Cerebrins live deep within the ocean and usually make their structures out of coral, rock, or occasionally plants. This location makes it so that their society is rather isolated from the world above which they see as both an obstacle and as an advantage. They are not above making adventurers or trespassers forget their existence or location to preserve their own security. But they are careful in practice, endeavoring to do no harm to friendly yet accidental trespassers.