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Medinal (Medusa-kin)
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<blockquote data-quote="Devon" data-source="post: 1040211" data-attributes="member: 1446"><p>Thank you, Krishnath.</p><p></p><p>I am thinking of changing the name to "medunal".</p><p></p><p>I also came up with a tauric version of this race (the pack lizard from FR has quite a few hit dice!):</p><p></p><p>Medulinar</p><p>Tauric Medunal/ Pack Lizard</p><p>Medium-Size Monstrous Humanoid</p><p>Hit Dice: 10d8 + 50 (95 hp)</p><p>Initiative: +5 (+1 Dex, +4 Improved Initiative)</p><p>Speed: 30 ft., climb 30 ft. </p><p>AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15</p><p>BAB/Grapple: +10/+17</p><p>Standard Attack: shortsword +17 melee</p><p>Full-round Attack: shortsword +17/+12 melee (1d6+10); or shortbow +11 ranged (1d6)</p><p>Face/Reach: 10 ft./ 5 ft.</p><p>Special Attacks: Paralyzing gaze</p><p>Special Qualities: Medusa blood, darkvision 60 ft.</p><p>Saves: Fort +7, Ref +6, Will +3</p><p>Abilities: Str 25, Dex 13, Con 21, Int 10, Wis 10, Cha 12</p><p>Skills (26): Bluff +5, Climb+11, Disguise +4, Hide +6, Jump +10, Listen +5, Move Silently +4, Spot +5</p><p>Feats: Alertness, plus 3 others (commonly Improved Initiative, Power Attack, Cleave)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary, pair, gang (3-5), or tribe (61+).</p><p>Challenge Rating: 4 (7)</p><p>Treasure: standard</p><p>Alignment: usually neutral evil</p><p>Advancement: By character class</p><p></p><p>Medulinars are tauric medunal lizards, distantly related to medusas and half-medusas, capable of paralyzing with a look. All medulinars are female.</p><p></p><p>A medulinar’s upper body is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). Its lower body is that of a great lizard, with sticky pads on its feet allowing it to climb along walls and ceilings.</p><p></p><p>Medulinars have dark scaly skin, the color of greenish-black sand. Instead of biting snakes for hair, they have a growth of scaly tails more reminiscent of dreadlocks. These dreads, which range from 1 to 4 feet long, usually lay dormant, although they tend to twitch when the medulinar is excited. They get longer and lighter in color as the medulinar gets older. </p><p></p><p>Although incapable of petrifying, a medulinar's gaze can convey an instinctive, penetrating fear in other creatures, rendering them immobile for a time. Medulinar's are less skittish than their medunal cousins, and are more likely to wade into melee combat.</p><p></p><p>A typical medulinar is 5 to 6 feet tall, and just as long, not counting their tails, weighing close to 400 pounds. They speak Common.</p><p></p><p>Combat</p><p>Medulinars usually engage the front-line fighters, as they are usually inexperienced enough to fear that they're fighting some sort of medusa -- motivated to avoid meeting the medulinar's gaze, these opponents make themselves less effective in melee combat.</p><p></p><p>Paralyzing Gaze (Su): The medulinar's visage is less potent than its medusa cousins; creatures are not turned to stone simply by looking at it. However, it can focus its power upon a single creature within 30 feet just like a medusa actively using its gaze as an attack action. The targeted creature can avoid the gaze as normal (see page 77 in the Dungeon Master’s Guide) but if she fails, she must succeed at a Fortitude save (DC 16) or be paralyzed for a number of rounds equal to 2d4 + 1. The creature can use this ability 4 times per day.</p><p></p><p>Medusa Blood (Ex): For all special abilities and effects, a medulinar is considered a medusa. Medulinars are immune to the gaze attacks of medusas, and vice versa.</p><p></p><p>MEDULINAR CHARACTERS</p><p>The favored class of a medulinars is Fighter.</p></blockquote><p></p>
[QUOTE="Devon, post: 1040211, member: 1446"] Thank you, Krishnath. I am thinking of changing the name to "medunal". I also came up with a tauric version of this race (the pack lizard from FR has quite a few hit dice!): Medulinar Tauric Medunal/ Pack Lizard Medium-Size Monstrous Humanoid Hit Dice: 10d8 + 50 (95 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 30 ft., climb 30 ft. AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 BAB/Grapple: +10/+17 Standard Attack: shortsword +17 melee Full-round Attack: shortsword +17/+12 melee (1d6+10); or shortbow +11 ranged (1d6) Face/Reach: 10 ft./ 5 ft. Special Attacks: Paralyzing gaze Special Qualities: Medusa blood, darkvision 60 ft. Saves: Fort +7, Ref +6, Will +3 Abilities: Str 25, Dex 13, Con 21, Int 10, Wis 10, Cha 12 Skills (26): Bluff +5, Climb+11, Disguise +4, Hide +6, Jump +10, Listen +5, Move Silently +4, Spot +5 Feats: Alertness, plus 3 others (commonly Improved Initiative, Power Attack, Cleave) Climate/Terrain: Any land and underground Organization: Solitary, pair, gang (3-5), or tribe (61+). Challenge Rating: 4 (7) Treasure: standard Alignment: usually neutral evil Advancement: By character class Medulinars are tauric medunal lizards, distantly related to medusas and half-medusas, capable of paralyzing with a look. All medulinars are female. A medulinar’s upper body is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). Its lower body is that of a great lizard, with sticky pads on its feet allowing it to climb along walls and ceilings. Medulinars have dark scaly skin, the color of greenish-black sand. Instead of biting snakes for hair, they have a growth of scaly tails more reminiscent of dreadlocks. These dreads, which range from 1 to 4 feet long, usually lay dormant, although they tend to twitch when the medulinar is excited. They get longer and lighter in color as the medulinar gets older. Although incapable of petrifying, a medulinar's gaze can convey an instinctive, penetrating fear in other creatures, rendering them immobile for a time. Medulinar's are less skittish than their medunal cousins, and are more likely to wade into melee combat. A typical medulinar is 5 to 6 feet tall, and just as long, not counting their tails, weighing close to 400 pounds. They speak Common. Combat Medulinars usually engage the front-line fighters, as they are usually inexperienced enough to fear that they're fighting some sort of medusa -- motivated to avoid meeting the medulinar's gaze, these opponents make themselves less effective in melee combat. Paralyzing Gaze (Su): The medulinar's visage is less potent than its medusa cousins; creatures are not turned to stone simply by looking at it. However, it can focus its power upon a single creature within 30 feet just like a medusa actively using its gaze as an attack action. The targeted creature can avoid the gaze as normal (see page 77 in the Dungeon Master’s Guide) but if she fails, she must succeed at a Fortitude save (DC 16) or be paralyzed for a number of rounds equal to 2d4 + 1. The creature can use this ability 4 times per day. Medusa Blood (Ex): For all special abilities and effects, a medulinar is considered a medusa. Medulinars are immune to the gaze attacks of medusas, and vice versa. MEDULINAR CHARACTERS The favored class of a medulinars is Fighter. [/QUOTE]
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