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Monster ENCyclopedia: Flumph
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<blockquote data-quote="Coronoides" data-source="post: 7682096" data-attributes="member: 6801453"><p><strong>Flumph PC race in 5e</strong></p><p>This text contains enough of my race design article to use flumphs as PCs.</p><p>Small Tool Use 4 Abberation. Speech 2. Languages: understands Common and Undercommon but cannot speak.</p><p>Str +0 (3-14), Dex +1 (3-20), Con +0 (3-20), Int +1 (3-20), Wis +1 (3-20), Cha+0 (3-20) (P 6)</p><p><strong>Traits: </strong>Proficiencies: Arcana and History. Vulnerable to psychic damage. Telepathy at first level, at 3rd level this is replaced by Advanced Telepathy. Prone deficiency. Tendrils as an unarmed attack, DC=8+Proficiency bonus+Con modifier. Note that PC flumph are not automatically proficient in this Natural Weapon. At 7th level the PC Flumph gains the Stench Spray trait, DC=8+Proficiency bonus+Con modifier. Telepathic Shroud.</p><p><strong>Notes:</strong> The Monster Manual firmly casts flumphs as allies of the PCs It is easy to justify adding one as PC in a typicla D&D setting. The flumph would also suit a science-fantasy or sword-and-planet genre setting. </p><p><strong>Tool use and Speech: </strong>Outside of melee Non-humans can be very different to humanity and we don’t want to write a library of special case rules to cover marine creatures on land, Awakened animals trying to pick pockets, etc. Nor do we want to start trying to price all the disadvantages faced by those with no hands, unusual needs, who are mute, or have odd body shapes, as traits without evidence from canon rules to guide us. We need a separate alternative system. Fortunately, we are given two general tools for players who play within the limitations of a role: Disadvantage, and Inspiration. </p><p>• Use Disadvantage when the race can do something but with difficulty.</p><p>• When a race can’t do something say ‘no’ but if this prevents the character from taking an action critical to survival or achieving important goals award Inspiration. Inspiration is explained as the character trying harder to prove themselves useful. </p><p>The Inspiration awards are important. Awarding Inspiration when the handicap becomes critical compensates the player in proportion to how often the handicap is actually detrimental during play. This rule is essentially a modified version of the optional rule to treat lingering injuries as flaws (DMG273).</p><p><strong>Speech 2: I</strong>f your natural form can’t speak humanoid languages then for spells with verbal components assume you are able to translate the arcane formulas into noises you can make. If shape-changed into a form that cannot make your natural range of sounds you cannot cast spells with verbal components until the effect ends, even if your temporary form can speak humanoid languages.</p><p><strong>Tool Use 4:</strong> Able to ‘pinch’ using something like fingers but still not as good as human hands. Able to wield Simple Bludgeoning weapons such as clubs and maces (PHB49). Can use a shield. Cannot apply the bonus for Dexterity to thrown or missile weapons except objects dropped from above. Can perform fine manipulation such as writing and manipulating lock picks. Able to disarm traps, pick pockets, and open doorknobs. Can don and remove armour unaided. Spell casting unaffected.</p></blockquote><p></p>
[QUOTE="Coronoides, post: 7682096, member: 6801453"] [B]Flumph PC race in 5e[/B] This text contains enough of my race design article to use flumphs as PCs. Small Tool Use 4 Abberation. Speech 2. Languages: understands Common and Undercommon but cannot speak. Str +0 (3-14), Dex +1 (3-20), Con +0 (3-20), Int +1 (3-20), Wis +1 (3-20), Cha+0 (3-20) (P 6) [B]Traits: [/B]Proficiencies: Arcana and History. Vulnerable to psychic damage. Telepathy at first level, at 3rd level this is replaced by Advanced Telepathy. Prone deficiency. Tendrils as an unarmed attack, DC=8+Proficiency bonus+Con modifier. Note that PC flumph are not automatically proficient in this Natural Weapon. At 7th level the PC Flumph gains the Stench Spray trait, DC=8+Proficiency bonus+Con modifier. Telepathic Shroud. [B]Notes:[/B] The Monster Manual firmly casts flumphs as allies of the PCs It is easy to justify adding one as PC in a typicla D&D setting. The flumph would also suit a science-fantasy or sword-and-planet genre setting. [B]Tool use and Speech: [/B]Outside of melee Non-humans can be very different to humanity and we don’t want to write a library of special case rules to cover marine creatures on land, Awakened animals trying to pick pockets, etc. Nor do we want to start trying to price all the disadvantages faced by those with no hands, unusual needs, who are mute, or have odd body shapes, as traits without evidence from canon rules to guide us. We need a separate alternative system. Fortunately, we are given two general tools for players who play within the limitations of a role: Disadvantage, and Inspiration. • Use Disadvantage when the race can do something but with difficulty. • When a race can’t do something say ‘no’ but if this prevents the character from taking an action critical to survival or achieving important goals award Inspiration. Inspiration is explained as the character trying harder to prove themselves useful. The Inspiration awards are important. Awarding Inspiration when the handicap becomes critical compensates the player in proportion to how often the handicap is actually detrimental during play. This rule is essentially a modified version of the optional rule to treat lingering injuries as flaws (DMG273). [B]Speech 2: I[/B]f your natural form can’t speak humanoid languages then for spells with verbal components assume you are able to translate the arcane formulas into noises you can make. If shape-changed into a form that cannot make your natural range of sounds you cannot cast spells with verbal components until the effect ends, even if your temporary form can speak humanoid languages. [B]Tool Use 4:[/B] Able to ‘pinch’ using something like fingers but still not as good as human hands. Able to wield Simple Bludgeoning weapons such as clubs and maces (PHB49). Can use a shield. Cannot apply the bonus for Dexterity to thrown or missile weapons except objects dropped from above. Can perform fine manipulation such as writing and manipulating lock picks. Able to disarm traps, pick pockets, and open doorknobs. Can don and remove armour unaided. Spell casting unaffected. [/QUOTE]
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