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Thread: [3.5] Flowdancer (Model V)

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    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default [3.5] Flowdancer (Model V) - Character Options & Equipment

    6.X Character Options & Equipment

    6.1 Races

    Uncanny
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    • +2 Charisma +2 Constitution -2 Wisdom -2 Intelligence
    • Construct (Living Construct)
    • Medium
    • Uncanny base land speed is 30 feet.
    • Immunity to sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness and energy drain.
    • Does not need to sleep, eat, breathe or rest.
    • Healing effects only heal Uncanny for half their normal amount, repairing effects heal Uncanny normally.
    • Does not heal naturally.
    • Cannot wear armor.
    • Favored Class: Bard

    Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

    Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

    Heart of the City (Ex): You have a racial +2 to performance checks and can choose from the following traits:
    -Born of Movement: Gain DR2 vs bludgeoning damage and and treat falls as if they were 10 shorter.
    -Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
    -Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

    Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

    Uncanny are constructs designed to entertain the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.

    Monster Entry
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    This page is part of the Flowdancer Project


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    Uncanny

    <Medium> <Living Construct (Default: Aristocrat 1)>
    HD 1d8+1 (9)
    Initiative: +0
    Speed: 30 (6 squares)
    Armor Class: (10), touch 10, flat-footed 10
    Base Attack/Grapple: +0/+0
    Attack: +0
    Full Attack: +0
    Space/Reach: 5'
    Special Attacks: None
    Special Qualities: See Below
    Saves: Fort +1, Ref +0, Will +2
    Abilities: Str 10, Dex 10, Con 12, Int 8, Wis 8, Cha 12
    Skills: Perform (All) +5, Knowledge (Royalty) +3, Knowledge (Local) +3
    Feats: Versatile Performer
    Environment: Ruins, Urban
    Organization: Solitary
    Challenge Rating: 1/4
    Treasure: Random
    Alignment: Varies
    Advancement: None
    Level Adjustment: +0

    Combat
    Uncanny prefer to run than fight, but if forced to fight they use whatever skills they observed during their time performing.

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    Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

    Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

    Heart of the City (Ex): Uncanny have a racial +2 to performance checks and have one of the following traits:
    -Born of Movement: Gain DR2 vs bludgeoning damage and and treat falls as if they were 10 shorter.
    -Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
    -Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

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    Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

    Uncanny are constructs designed to perform for the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.


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    6.2 Feats

    6.3 Skilltricks

    6.4 Weapons

    6.5 Armor

    6.6 Goods and Services

    6.6.1 Clothing

    6.6.2 Traps

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    Combat Traps
    • Each combat trap covers a 5' square, this square activates the trap whether it's Static (Passive) or Trigger (One time activation).
    • Trigger traps have a proximity activation of 0'.
    • Setting a static trap requires 10 partial actions that may be taken at any time.
    • Setting a Trigger trap requires 2 full round actions and requires concentration. On completion this trap you may take a free 5' step out of the square. A failed concentration check triggers the traps effect with you in the square.
    • It takes a DC0 spot check to recognize these traps, but a user may use a single disguise check to change this spot DC so that it is equal to the disguise check result. Each +1 DC you raise it by takes an additional partial action.
    • Up to 4 creatures can contribute partial actions to creating a static trap or aid in concentration checks for a Trigger trap. Failed aids in concentration trigger the trap.



    Barbs - 2gp - Static
    Hammer 2-way sharp piton spikes into the ground creating permanent caltrops.
    Requires a hammer and a 1sp hammer sink.


    Dust - 20GP - Trigger
    Create a pressurized bladder of air and dust that pops open.
    Dust blinds creatures for 1d4 rounds (Fort DC 10+1/2 Ranks in craft + Int).


    Flame - 100gp - Trigger
    Create an alchemical fire trap dealing 1d6 fire damage (Reflex DC 10+1/2 Ranks in craft + Int). You may add +1d6 fire damage to this trap for each 100g you spend.


    Mine - 50gp + ? - Trigger
    Mines can be set with a single alchemical item that requires an attack roll to activate (eg. Tanglefoot Bag, Holy Water). Mines attack with the item at +0 and add your ranks in craft to their attack roll.


    Piercing - 5g - Static
    Fill an area with long hazardous spikes, that changes the area to have the following qualities:
    Moving through this area is extremely difficult, a creature may move half speed but if a creature is bullrushed, moves full speed or tumbles they are immediately attacked by the spikes for +0 (1d4 piercing), if a creature falls onto the spikes either by jumping, falling prone or off a ledge they are attacked by the spikes for +5 for each 10' fallen (maximum +10, minimum +0) (1d4 + 1 piercing damage for each 10' fallen). Ex. a creature falling 20' onto these spikes would be attacked for +10 1d4+2 piercing damage.


    Smoke - 50g - Trigger
    Creates a 5' cube of smoke, this smoke trails up to 20' away depending on wind. This smoke obscures vision and forces concentration checks within it's effected area of DC 10+1/2 Ranks in craft + Int). This smoke lasts a number of rounds equal to your ranks in craft.


    Snare - 25g - Trigger
    Attacks foe with a (+0 + ranks in craft) touch attack, if it hits the creature is entangled (DC15 strength check), the trap has 10 hit points and a hardness of 0. Until the foe is no longer entangled it cannot move out of the square.


    Spike - 75g - Trigger
    Spines explode out of the ground knocking foes down. These spikes attack with a +0 + your ranks in craft attack roll, if it hits it deals 1 piercing damage and they gain a caltrop wound and must make a (Fort DC 10+1/2 Ranks in craft + Int) or be knocked prone.


    Urchin - 80g - Trigger
    This trap explodes sending spines outwards, all creatures within a 15' spread must make a (Reflex DC 8+1/2 Ranks in craft + Int) or take 1d6 piercing damage.



    6.7 Special Materials
    Last edited by Hanuman; 2011-10-10 at 05:15 AM.