Gish Makai
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Druyid
Medium-size Plant
HD: 3d8+12 (25 hp)
Initiative: +0
Speed: 30 ft
AC: 13 (+3 Natural Armor)
Attacks: 2 Slams +4 (melee)
Damage: Slams 1d6+2
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Augmented Spike, Improved Grab
Special Qualities: Plant, Low-light vision, Fire Vulnerability, Sustenance, Barkskin
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 14, Dex 11, Con 18, Int 12, Wis 15, Cha 12
Climate/Terrain: Temperate Land
Organization: Solitary or Group (2-6)
CR: 2
Treasure: None
Alignment: Neutral (Usually)
Advancement Range: By character class
Druyids are plant people. They resemble humanoids in every feature but what gives them away is their 'skin'. They have bark for skin. They range in colors from green to brown to most autum colors. This does not in any way give them any sort of chameleon power.
COMBAT
Druyids fight by slapping at their opponents with their fists.
Improved Grab (Ex): Druyids that hit with both slam attacks automatically hit with their augmented spikes.
Augmented Spikes (Ex): In the palm on each hand, the druyid has a four inch spike hidden within its flesh. This spike can be called forth at will but is usually used when the druyid can get ahold of its victim. The spikes deal an additional 1d6 damage.
Fire Vulnerability (Ex): Druyids are susceptible to fire. They suffer an additional point of damage for every HD dealt from a fire source (i.e. they suffer 4 extra points of damage from a 4 HD fire source).
Sustenance (Ex): If a druyid is in contact with the earth or any water, it can sustain its life indefinately. It takes what it needs from the soil and water to stay alive. If it cannot keep contact with the earth or water, the druyid 'starves' to death by losing 1 Constitution point per day until it can get contact again.
Barkskin (Ex): Druyids have a natural bark for skin and this gives them a +3 to natural AC. For every 3 HD/levels, druyids gain a +1 to AC due to their skin hardening over time.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Druyids as Player Characters
Druyids can be played as PCs and have an ECL of +2. They favor Druid as their class but can be anything if they choose. They prefer to use natural weapons, those made from wood or earth.
Druyids get -2 to Str and +2 to Wis.
Medium-size Plant
HD: 3d8+12 (25 hp)
Initiative: +0
Speed: 30 ft
AC: 13 (+3 Natural Armor)
Attacks: 2 Slams +4 (melee)
Damage: Slams 1d6+2
Face/Reach: 5 ft x 5 ft/5 ft
Special Attacks: Augmented Spike, Improved Grab
Special Qualities: Plant, Low-light vision, Fire Vulnerability, Sustenance, Barkskin
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 14, Dex 11, Con 18, Int 12, Wis 15, Cha 12
Climate/Terrain: Temperate Land
Organization: Solitary or Group (2-6)
CR: 2
Treasure: None
Alignment: Neutral (Usually)
Advancement Range: By character class
Druyids are plant people. They resemble humanoids in every feature but what gives them away is their 'skin'. They have bark for skin. They range in colors from green to brown to most autum colors. This does not in any way give them any sort of chameleon power.
COMBAT
Druyids fight by slapping at their opponents with their fists.
Improved Grab (Ex): Druyids that hit with both slam attacks automatically hit with their augmented spikes.
Augmented Spikes (Ex): In the palm on each hand, the druyid has a four inch spike hidden within its flesh. This spike can be called forth at will but is usually used when the druyid can get ahold of its victim. The spikes deal an additional 1d6 damage.
Fire Vulnerability (Ex): Druyids are susceptible to fire. They suffer an additional point of damage for every HD dealt from a fire source (i.e. they suffer 4 extra points of damage from a 4 HD fire source).
Sustenance (Ex): If a druyid is in contact with the earth or any water, it can sustain its life indefinately. It takes what it needs from the soil and water to stay alive. If it cannot keep contact with the earth or water, the druyid 'starves' to death by losing 1 Constitution point per day until it can get contact again.
Barkskin (Ex): Druyids have a natural bark for skin and this gives them a +3 to natural AC. For every 3 HD/levels, druyids gain a +1 to AC due to their skin hardening over time.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Druyids as Player Characters
Druyids can be played as PCs and have an ECL of +2. They favor Druid as their class but can be anything if they choose. They prefer to use natural weapons, those made from wood or earth.
Druyids get -2 to Str and +2 to Wis.