Devon
First Post
What wharf would be complete without small, knobby, blood-sucking, star-shaped orange things selling dried fish rations and seashell necklaces? None, that's what. Now that need has been filled -- the Phytomari.
- Devon
Phytomari (Starfish Folk)
Tiny Monstrous Humanoid (Aquatic)
Hit Dice: 1/4d8 +1 (2 hp)
Initiative: +1 (Dex)
Speed: 20 ft., Sw 20 ft.
AC: 13 (+2 size, +1 Dex)
Attacks:
- grapple -9 melee
- 2 pinches +2 melee
- attach +2 melee touch
- by weapon -1 melee
Damage:
- pinch 1d2-2
- by weapon -2
Face/Reach: 2 1/2 ft./0 ft.
Special attacks: Attach, blood drain
Special Qualities: Regeneration 2, vulnerability
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 6, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Skills: Craft (any one) +3, Hide +8*, Intuit Direction +3, Listen +3, Move Silently +4, Spot +3
Feats: Multidexterity, Weapon finesse (pinch)
Climate/Terrain: Any beach or aquatic
Organization: cluster (3-6), group (7-14), or town (15-34)
Challenge Rating: 1
Treasure: standard
Alignment: Usually neutral
Advancement: by character class
Phytomaris are intelligent, ambulatory starfish that normally dwell in reefs and large tide pools. They can remain out of water for a time, but must return to water or risk drying out. Although they could survive easily in a lake or river system, they are almost exclusively found on the shores of the open ocean.
A phytomari has five "legs" which it can use independently to either walk or wield tools and weapons. Its mouth is located on what would be considered its underside, but it has an eyespot where each leg joins the main body. Phytomaris tend to be 1 foot or more across. Although they can change color to match their surroundings, a phytomari tends towards shades of orange, red, or beige coloration.
A Phytomari speaks Common and Aquan.
Combat:
Although phytomaris subsist on tidal mosses, sea-grass and other aquatic plants, their mouths are capable of draining blood and other vital fluids, an ability they usually reserve for self-defense.
Attach (Ex): A phytomari, having small suckers lining its ventral surface, can fasten itself to an opponent's body with a successful melee touch attack. An attached phytomari has an AC of 12.
Blood Drain (Ex): A phytomari that has attached itself to an opponent drains blood, dealing 1d2 points of temporary Constitution damage each round it remains attached.
Regeneration 2 (Ex): A phytomari takes normal damage from fire and acid.
Vulnerability: Phytomaris depend upon regular contact with water -- salt or fresh -- to survive. One can remain out of water for 1 hour, plus another hour for each point of Con bonus (minimum 1 hour). Should it exceed this time, it will begin to dry out, losing 1 point of Dexterity and Constitution every hour until fully submerged in water. The sun has a lot to do with this deterioration, so at night (or out of sight of ambient sunlight, like in a cave) it would only lose Dexterity and Constitution at the rate of 1 point every 2 hours. In particularly arid climates, it will lose Dexterity and Constitution at the rate of 1 point every 10 minutes.
Skills: A phytomari, being able to change its skin color, has a +4 racial bonus to Hide checks. * This bonus increases to +6 in aquatic environments.
Phytomari Characters
A phytomari's favored class is ranger. Phytomari clerics can choose from the Healing, Water and Weather domains. Most phytomari tend to be commoners or experts, however, plying their crafts at seaside and dockside markets, keeping buckets of water nearby in which to soak during the day.
A phytomari's stat mods are as follows: -4 Strength, +2 Dexterity, +2 Con. A phytomari's ECL is +0.
- Devon
Phytomari (Starfish Folk)
Tiny Monstrous Humanoid (Aquatic)
Hit Dice: 1/4d8 +1 (2 hp)
Initiative: +1 (Dex)
Speed: 20 ft., Sw 20 ft.
AC: 13 (+2 size, +1 Dex)
Attacks:
- grapple -9 melee
- 2 pinches +2 melee
- attach +2 melee touch
- by weapon -1 melee
Damage:
- pinch 1d2-2
- by weapon -2
Face/Reach: 2 1/2 ft./0 ft.
Special attacks: Attach, blood drain
Special Qualities: Regeneration 2, vulnerability
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 6, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Skills: Craft (any one) +3, Hide +8*, Intuit Direction +3, Listen +3, Move Silently +4, Spot +3
Feats: Multidexterity, Weapon finesse (pinch)
Climate/Terrain: Any beach or aquatic
Organization: cluster (3-6), group (7-14), or town (15-34)
Challenge Rating: 1
Treasure: standard
Alignment: Usually neutral
Advancement: by character class
Phytomaris are intelligent, ambulatory starfish that normally dwell in reefs and large tide pools. They can remain out of water for a time, but must return to water or risk drying out. Although they could survive easily in a lake or river system, they are almost exclusively found on the shores of the open ocean.
A phytomari has five "legs" which it can use independently to either walk or wield tools and weapons. Its mouth is located on what would be considered its underside, but it has an eyespot where each leg joins the main body. Phytomaris tend to be 1 foot or more across. Although they can change color to match their surroundings, a phytomari tends towards shades of orange, red, or beige coloration.
A Phytomari speaks Common and Aquan.
Combat:
Although phytomaris subsist on tidal mosses, sea-grass and other aquatic plants, their mouths are capable of draining blood and other vital fluids, an ability they usually reserve for self-defense.
Attach (Ex): A phytomari, having small suckers lining its ventral surface, can fasten itself to an opponent's body with a successful melee touch attack. An attached phytomari has an AC of 12.
Blood Drain (Ex): A phytomari that has attached itself to an opponent drains blood, dealing 1d2 points of temporary Constitution damage each round it remains attached.
Regeneration 2 (Ex): A phytomari takes normal damage from fire and acid.
Vulnerability: Phytomaris depend upon regular contact with water -- salt or fresh -- to survive. One can remain out of water for 1 hour, plus another hour for each point of Con bonus (minimum 1 hour). Should it exceed this time, it will begin to dry out, losing 1 point of Dexterity and Constitution every hour until fully submerged in water. The sun has a lot to do with this deterioration, so at night (or out of sight of ambient sunlight, like in a cave) it would only lose Dexterity and Constitution at the rate of 1 point every 2 hours. In particularly arid climates, it will lose Dexterity and Constitution at the rate of 1 point every 10 minutes.
Skills: A phytomari, being able to change its skin color, has a +4 racial bonus to Hide checks. * This bonus increases to +6 in aquatic environments.
Phytomari Characters
A phytomari's favored class is ranger. Phytomari clerics can choose from the Healing, Water and Weather domains. Most phytomari tend to be commoners or experts, however, plying their crafts at seaside and dockside markets, keeping buckets of water nearby in which to soak during the day.
A phytomari's stat mods are as follows: -4 Strength, +2 Dexterity, +2 Con. A phytomari's ECL is +0.