Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Phytomari - starfish people
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Devon" data-source="post: 852044" data-attributes="member: 1446"><p>The revised Phytomari:</p><p></p><p>Phytomari (Starfish Folk)</p><p>Tiny Aberration (Aquatic)</p><p>Hit Dice: 1/4d8 +1 (2 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 20 ft., Sw 20 ft., Cl 5 ft.</p><p>AC: 15 (+2 size, +3 Dex)</p><p>Attacks: [BAB +2]</p><p>- grapple -10 melee</p><p>- 2 pinches +5 melee</p><p>- by weapon +1 melee</p><p>Damage: </p><p>- pinch 1d2-2</p><p>- by weapon -2</p><p>Face/Reach: 2 1/2 ft./0 ft.</p><p>Special attacks: Attach, blood drain</p><p>Special Qualities: Regeneration 2, vulnerability</p><p>Saves: Fort +1, Ref +3, Will +2</p><p>Abilities: Str 6 (-2), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0)</p><p>Skills: Craft (any one) +4, Hide +17*, Listen +4, Move Silently +5, Spot +4</p><p>Feats: <strong> Multidexterity, <strong> weapon finesse (pinch)</strong></strong></p><p><strong><strong>Climate/Terrain: Any beach or aquatic</strong></strong></p><p><strong><strong>Organization: cluster (3-6), group (7-14), or town (15-34)</strong></strong></p><p><strong><strong>Challenge Rating: 1</strong></strong></p><p><strong><strong>Treasure: standard</strong></strong></p><p><strong><strong>Alignment: Usually neutral</strong></strong></p><p><strong><strong>Advancement: by character class</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A Phytomari speaks Common and Aquan.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Combat:</strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Attach (Ex): A phytomari, having small suckers lining its ventral surface, can fasten itself to an opponent's body with a successful pinch attack. An attached phytomari has an AC of 12.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Regeneration 1 (Ex): A phytomari takes normal damage from fire and acid.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>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.</strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>Phytomari Characters</strong></strong></p><p><strong><strong>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. </strong></strong></p><p><strong><strong></strong></strong></p><p><strong><strong>A phytomari's stat mods are as follows: -4 Strength, +6 Dexterity, +2 Con. A phytomari's LA is +1.</strong></strong></p></blockquote><p></p>
[QUOTE="Devon, post: 852044, member: 1446"] The revised Phytomari: Phytomari (Starfish Folk) Tiny Aberration (Aquatic) Hit Dice: 1/4d8 +1 (2 hp) Initiative: +3 (Dex) Speed: 20 ft., Sw 20 ft., Cl 5 ft. AC: 15 (+2 size, +3 Dex) Attacks: [BAB +2] - grapple -10 melee - 2 pinches +5 melee - 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 (-2), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 10 (+0) Skills: Craft (any one) +4, Hide +17*, Listen +4, Move Silently +5, Spot +4 Feats: [b] Multidexterity, [b] 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 pinch 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 1 (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, +6 Dexterity, +2 Con. A phytomari's LA is +1.[/b][/b] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Phytomari - starfish people
Top