Fax Celestis
2008-02-09, 04:17 PM
The Many are antlike humanoids, divided into several castes and subcastes. They are all part of a massive hivemind (generated and maintained by the Lux-caste). Most do not have any sense of self and are entirely dependent upon the hivemind for survival.
The Mil
http://www.wizards.com/dnd/images/xph_gallery/80489.jpg
The Mil are part of the leader-caste of the Many. They are short, not standing more than about four and a half feet tall at most. Their eyes glow red, blue or green depending on subcaste (Fire Caste, Ice Caste, or Earth Caste, respectively). They are highly intelligent and are psionically capable, though they are an integral part to the hivemind. They have tough chitinous exoskeletons, and some are capable of great feats of strength. They are aware of a sense of self, but are still dependent on and part of the hivemind.
Mil Player Characters
Strength -2, Wisdom +2
Small: As Small creatures, Mil-caste gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
Monstrous Humanoid: As monstrous humanoids, Mil are immune to spells and effects that specifically target humanoids.
Racial Hit Dice: Mil-caste start with one monstrous humanoid racial hit die, essentially making them first-level characters. This grants them 1d8 HP, +1 BAB, +0 Fortitude, +2 Reflex, +2 Will, and skill points equal to (2+Int)x4. Their racial class skills are Autohypnosis, Climb, Craft, Listen, Ride, Spot, and Survival. Unlike most creatures that start with one racial hit die, Mil-caste do not lose this racial hit die when taking class levels.
Speed: Mil-caste base land speed is 20 feet.
Compound Eyes: Mil-caste have compound eyes, which give an Mil a +2 racial bonus on Spot checks. In addition, these compound eyes grant a Mil darkvision out to 60'.
Hive Mind: All Mil within 30' of another Mil, Dant, or Dach are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are.
Scent: All Mil-caste have the Scent ability.
Subcaste: Mil are divided into three subcastes: Fire, Ice, and Earth. Each caste has a separate set of benefits as listed below.
Fire Caste:
Psi-Like Ability: synesthete - 1/day
Sharp Vision: Fire-caste have very sharp vision, and this manifests itself in a greater amount of accuracy with ranged weapons. Fire-caste receive a +1 racial bonus to attacks made with missile weapons.
Chitin: Fire-caste have chitinous exoskeletons that are resistant to heat. They receive a +1 bonus to natural armor class and have resistance to fire 5.
Naturally Psionic: Fire-caste are naturally psionic and receive two bonus power points.
Ice Caste:
Psi-Like Ability: mindlink - 1/day
Natural Inclination: Unlike most psions, Ice-caste handle the power of the mind with intuition. An Ice-caste may use their Wisdom score as their primary manifesting statistic if it would be advantageous to do so.
Chitin: Ice-caste have chitinous exoskeletons that are resistant to cold. They receive a +1 bonus to natural armor class and have resistance to cold 5.
Naturally Psionic: Ice-caste are naturally psionic and receive two bonus power points.
Earth Caste:
Powerful Build: The physical stature of Earth-caste lets them function in many ways as if they were one size category larger.
Whenever an Earth-caste is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Earth-caste is treated as one size larger if doing so is advantageous to him.
An Earth-caste is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An Earth-caste can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Strong Stature: An Earth-caste determines its carrying capacity as if it were one size larger than it actually is.
Chitin: Earth-caste have tough, chitinous exoskeletons. They receive a +2 bonus to natural armor class.
Naturally Psionic: Earth-caste are less naturally inclined towards psionics than their Ice-caste and Fire-caste brethren, and only receive one bonus power point.
Automatic languages: Common
Bonus Languages: Ignan (for Fire caste), Aquan (for Ice caste), or Terran (for Earth caste)
Favored Class: Hunter (for Fire caste), Psion (for Ice caste), or Psychic Warrior (for Earth caste)
The Mil
http://www.wizards.com/dnd/images/xph_gallery/80489.jpg
The Mil are part of the leader-caste of the Many. They are short, not standing more than about four and a half feet tall at most. Their eyes glow red, blue or green depending on subcaste (Fire Caste, Ice Caste, or Earth Caste, respectively). They are highly intelligent and are psionically capable, though they are an integral part to the hivemind. They have tough chitinous exoskeletons, and some are capable of great feats of strength. They are aware of a sense of self, but are still dependent on and part of the hivemind.
Mil Player Characters
Strength -2, Wisdom +2
Small: As Small creatures, Mil-caste gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
Monstrous Humanoid: As monstrous humanoids, Mil are immune to spells and effects that specifically target humanoids.
Racial Hit Dice: Mil-caste start with one monstrous humanoid racial hit die, essentially making them first-level characters. This grants them 1d8 HP, +1 BAB, +0 Fortitude, +2 Reflex, +2 Will, and skill points equal to (2+Int)x4. Their racial class skills are Autohypnosis, Climb, Craft, Listen, Ride, Spot, and Survival. Unlike most creatures that start with one racial hit die, Mil-caste do not lose this racial hit die when taking class levels.
Speed: Mil-caste base land speed is 20 feet.
Compound Eyes: Mil-caste have compound eyes, which give an Mil a +2 racial bonus on Spot checks. In addition, these compound eyes grant a Mil darkvision out to 60'.
Hive Mind: All Mil within 30' of another Mil, Dant, or Dach are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are.
Scent: All Mil-caste have the Scent ability.
Subcaste: Mil are divided into three subcastes: Fire, Ice, and Earth. Each caste has a separate set of benefits as listed below.
Fire Caste:
Psi-Like Ability: synesthete - 1/day
Sharp Vision: Fire-caste have very sharp vision, and this manifests itself in a greater amount of accuracy with ranged weapons. Fire-caste receive a +1 racial bonus to attacks made with missile weapons.
Chitin: Fire-caste have chitinous exoskeletons that are resistant to heat. They receive a +1 bonus to natural armor class and have resistance to fire 5.
Naturally Psionic: Fire-caste are naturally psionic and receive two bonus power points.
Ice Caste:
Psi-Like Ability: mindlink - 1/day
Natural Inclination: Unlike most psions, Ice-caste handle the power of the mind with intuition. An Ice-caste may use their Wisdom score as their primary manifesting statistic if it would be advantageous to do so.
Chitin: Ice-caste have chitinous exoskeletons that are resistant to cold. They receive a +1 bonus to natural armor class and have resistance to cold 5.
Naturally Psionic: Ice-caste are naturally psionic and receive two bonus power points.
Earth Caste:
Powerful Build: The physical stature of Earth-caste lets them function in many ways as if they were one size category larger.
Whenever an Earth-caste is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Earth-caste is treated as one size larger if doing so is advantageous to him.
An Earth-caste is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An Earth-caste can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Strong Stature: An Earth-caste determines its carrying capacity as if it were one size larger than it actually is.
Chitin: Earth-caste have tough, chitinous exoskeletons. They receive a +2 bonus to natural armor class.
Naturally Psionic: Earth-caste are less naturally inclined towards psionics than their Ice-caste and Fire-caste brethren, and only receive one bonus power point.
Automatic languages: Common
Bonus Languages: Ignan (for Fire caste), Aquan (for Ice caste), or Terran (for Earth caste)
Favored Class: Hunter (for Fire caste), Psion (for Ice caste), or Psychic Warrior (for Earth caste)