Gez
First Post
Maybe some people remember the computer game Shadowcaster, developped by Raven Software and published by Electronic Arts, way back in 1993.
The hero was a shapeshifter (something quite rare in computer games), and the shapes he got access to were rather interesting, and easy-to-plug in a D&D world.
So, I decided to convert them to D&D races (it's quicker than full-fledged stat-blocks for monsters, since I don't have to make the calculations for AC, init, skills, saves, etc.)
For those who don't know, basic infos on the races may be found here.
I'm not sure of the LAs, and hesitate on the types of the Maorin and Kahpa. Once they are fine-tuned with feedback, I'll try to make shapeshifter and shapestealer prestige classes.
Maorin Traits
Caun Traits
Opsis Traits
Kahpa Traits
Ssair Traits
Grost Traits
The hero was a shapeshifter (something quite rare in computer games), and the shapes he got access to were rather interesting, and easy-to-plug in a D&D world.
So, I decided to convert them to D&D races (it's quicker than full-fledged stat-blocks for monsters, since I don't have to make the calculations for AC, init, skills, saves, etc.)
For those who don't know, basic infos on the races may be found here.
I'm not sure of the LAs, and hesitate on the types of the Maorin and Kahpa. Once they are fine-tuned with feedback, I'll try to make shapeshifter and shapestealer prestige classes.
Maorin Traits
- Medium-Size: Maorins are medium sized, which confer them no special bonuses or penalties.
- Monstrous Humanoid: Maorins are Monstrous Humanoids.
- +4 Str, +2 Dex, +2 Con: Maorin are powerful, dexterous, and enduring.
- Fast: Maorin have a ground speed of 40 ft.
- Low-light vision: Maorins can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Trapfinding: Maorins may find traps with a DC higher than 20, regardless of their class.
- Four-Armed: Maorins have four arms. This allow them to wield one or two weapons as a Large character, or three or four weapons that may be used in one hand by a Medium character.
- Claws: Maorins have four clawed paws that can be used as natural weapons (base damage 1d6). They have a natural attack routine of 4 claws at their full BAB.
- Fur: Maorins have a +1 natural armor bonus to AC thank to their thick fur.
- Skills: Maorins have a +2 racial bonus to Jump check thanks to their powerful legs. However, they suffer from a -4 racial penalty to Swim checks, and a -2 racial penalty to Constitution check made to hold their breath: Their fur wets quickly and the increased weight of water hamper their movement, and their strong metabolism requires constant oxygenation.
- LA: +3

Caun Traits
- Small Size: Cauns are small, giving them a +1 size bonus to attack rolls and AC, and a +4 size bonus to Hide checks. They can carry 3/4 of what a medium-sized character with their Strength could carry. They must use smaller weapons than Medium-sized character.
- -4 Str, +2 Dex, +2 Con: Cauns are small and weak, but they are dexterous, and their resilience is legendary.
- Spell-like Abilities: 3/day -- blur, cure light wounds, light, mage armor, mage hand and summon swarm. They use their character level (LA included) as their caster level.
- Supernatural Healing (Su): Cauns automatically regenerates 1 hit points per HD and per hour. This can't heal hit points lost to thirst, starvation, or exhaustion.
- Skills: Cauns get a +2 bonus to Jump thanks to their little weight.
- LA: +2

Opsis Traits
- Small Size: Opsis are small, giving them a +1 size bonus to attack rolls and AC, and a +4 size bonus to Hide checks.
- Abberation: Opsis are Aberrations.
- -4 Str, -2 Dex, +2 Con: Opsis are weak and clumsy, but quite resilient.
- Flight: Opsis may crawl at 10 ft., but they are naturally buoyant and may fly at 20 ft. with perfect maneuverability.
- Spell-like Abilities: 3/day -- arcane eye, cone of cold, fear, haste, magic missile, phantasmal killer. Caster level is character level (LA included).
- Tentacles: Opsis have two tentacles that can be used as natural weapons (two tentacle slam, 1d4), but they have no hands. They can carry and wield items, but fine manipulations are impossible.
- LA: +4

Kahpa Traits
- Medium Size: Kahpas have no special bonuses or penalties.
- +4 Con: Kahpas are surprisingly resistant.
- Swim: Kahpa may swim at 40 ft. They are amphibious and may stay underwater or above water indifferently, for indefinite amount of time.
- Spell-like Abilities: 3/day -- shatter, shocking grasp, shout, sound burst. Caster level is character level (LA included).
- LA: +2

Ssair Traits
- Medium Size: Ssairs have no particuliar bonuses or penalties.
- Dragon: Ssairs are of the Dragon type.
- Flight: Ssairs have a fly speed of 40 ft. They are supernaturally buoyant, granting them a perfect maneuverability (in antimagic zones, this drop to average). They may also crawl at 30 ft.
- Str +2, Dex +2, Con +2: Ssairs are strong, stout, and agile.
- Natural Armor: Ssairs have a touch scaly hide that gives them a +2 natural armor bonus to AC.
- Natural Weapons: Ssairs may attack with their two claws and their tail as a natural attack. Claw damage is 1d6, tail damage is 2d6.
- Breath Weapon: Ssairs may breath a line of fire 60-foot long, 5-foot wide, 5-foot high, dealing 1d8 damage per 2 character levels (LA included), a number of time per day equal to 3+Con bonus.
- LA: +3

Grost Traits
- Large Size: Grosts are Large sized. They have a -1 size penalty to attack rolls and AC, and a -4 size penalty to Hide checks. They can use larger weapons than Medium-sized characters, and their carrying capacity is twice that of a Medium-sized character with the same Strength.
- Elemental: Grosts are Elementals with the Earth subtype.
- +12 Str, +4 Con: Grosts are enduring, and incredibly strong.
- Damage Reduction 5/--: Grosts are seemingly impervious to attacks.
- Fire Resistance 70: Grosts are nigh unscathed by lava baths.
- Spell-like Abilities: 3/day -- earthquake and flesh to stone. Earthquakes are always centered on them (but they aren't knocked prone or damaged by its effects), and likewise, they must use flesh to stone as a touch attack.
- Stone Fists: The two fists of a grost are considered natural weapons (base damage 1d8).
- LA: +6

Last edited: