Heroic Heart
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A forum created for Dungeons and Dragons Roleplayers to gather and play games via forum.
 
HomePortalLatest imagesSearchRegisterLog in
Search
 
 

Display results as :
 
Rechercher Advanced Search
Log in
Username:
Password:
Log in automatically: 
:: I forgot my password
Latest topics
» Live or dead?
Fey Accruer Icon_minitimeFri Oct 30, 2009 5:46 am by Indan

» Posting Activity
Fey Accruer Icon_minitimeSun Oct 18, 2009 3:22 pm by Lurue

» Mugwrath Lineshreader
Fey Accruer Icon_minitimeThu Oct 15, 2009 6:43 pm by Snap and Crack

» Lurue Vlariphel
Fey Accruer Icon_minitimeThu Oct 15, 2009 6:20 pm by Lurue

» Fey Accruer
Fey Accruer Icon_minitimeThu Oct 15, 2009 5:56 pm by Lurue

» Standard 3.5 Template
Fey Accruer Icon_minitimeSun Sep 06, 2009 10:02 am by Indan

» How Best To Use The Site
Fey Accruer Icon_minitimeSat Sep 05, 2009 4:26 pm by Indan

» Main Rules
Fey Accruer Icon_minitimeSat Sep 05, 2009 4:10 pm by Indan

Forum

 

 Fey Accruer

Go down 
AuthorMessage
Lurue

Lurue


Posts : 14
Join date : 2009-10-12
Age : 30
Location : At the land of magic and donuts

Character sheet
Class and Level: Fey Accruer, 4
Hit Points:
Fey Accruer Left_bar_bleue16/16Fey Accruer Empty_bar_bleue  (16/16)
Experience Points:
Fey Accruer Left_bar_bleue6000/10000Fey Accruer Empty_bar_bleue  (6000/10000)

Fey Accruer Empty
PostSubject: Fey Accruer   Fey Accruer Icon_minitimeThu Oct 15, 2009 5:56 pm

Fey Accruer Race Monster Class
Type: Magical Beast
Subtype: Aquatic
ECL: 20

Description:

Fey Accruers are a special breed of Toads/Frogs (Bred from Both) that are the result of a Evil, yet powerful Wizard tampering with Nature and it's cycle of life. It originally started with just a dozen Fey Accruer being born, but soon they began to slowly multiply, although they are quite few in number,and even with the fact of them being exceptionally rare, they still pose a threat to the society of Fey and other magical beings. Fey usually had little difficulty fending off toads and other animals searching for prey, but with the introduction of the new species, a highly intelligent predator, basically built to destroy Fey kind they had problems, soon entire forests began to lose their Fey population with only the introduction of a few of these creatures. the creatures themselves did not multiply all too quickly, but it was the skills of even an individual that allowed them ease to decimate populations. They may not seem all too powerful, but Fey Accruer's are dangerous foes, being master spell casters, that are not only intelligent, but magically adept as well.

Fey Accruers like normal toads start out as tadpoles, after they hatch of course. A Fey Accruer is capable of reproduction as a Hermaphrodite having both reproductive organs, it is capable of mating with other Fey Accruer's. In one time a Fey Accruer lays about 100 eggs, the time it takes for a Fey Accruer's eggs to hatch is well over a year. Survival isn't a issue for the eggs though even with a year till hatching as their parent keeps the eggs safe within it's mouth. Often only one parent takes care of the children. The Fey Accruer parent actually keeps the eggs in a small pouch within the mouth which bloats and is visible externally as a glowing sack. This pouch is also used for their mating calls when not filled with eggs. The eggs glow with magical energy and if sold are worth about 500 Gold a piece. Once the Eggs hatch, they stay within their mother's pouch, sadly enough though the tadpoles begin devouring each other for magical energy, at the end only one actual tadpole ends up surviving being one reason as to why the Fey Accruers numbers do not rise so effectively. The reason for this behavior is that the tadpoles require great amounts of magical energy to reach sustainability for it's early years, the mother would be incapable of finding enough food to feed all of them, so thus they perform this cannibalistic behavior, this behavior vanishes after birth though. A Fey Accruer prior to cannibalizing it's siblings looks like a normal tadpole in every way except that it has a glowing orb in front of it's head much like that of an angler fish.

After eating all of it's siblings a Fey Accruer will climb out of the mother's pouch and out of it's mouth to go live a semi-solitary life as it's mother will leave it to fend for itself for the most part. Although to this point the Fey Accruer would seem to be a primitive race, it is infact not. The Fey Accruer's abandon their young for the purpose of preparing them for the future, so that they will have self-sustainability rather than needing to be cared for by another being. As for the cannibalistic behavior at birth, this is due to the tadpoles intelligence not being fully developed at this point thus having a animal-like level of intelligence, after devouring it's siblings though it gains a consciousness and sense of intelligence although not after all the siblings are gone, so they end up not remembering that they had done so. The eating of it's siblings gives the Fey Accruer a sort of rapid maturation, not a fully matured Accruer, but a partial one, enough of one to allow leg growth and the ability to breathe through lungs.

Once outside the mother will abandon the offspring sort of, but in truth will be keeping close watch over it's offspring, but attempting it's best not to interfere with it's growth and development, but it will intervene in times of immediate peril for the young Accruer. The Fey Accruer at this point looks like a miniature version of it's mother. The Fey Accruer will go out in search of food eating insects, small mammals, reptiles, birds and other amphibians, it's most preferred prey though are Fey such as pixies, grigs, etc. The Accruer will grow at a fast pace, growing in size as time passes, once the Accruer is old enough and big enough (Small Size) it's mother will stop overseeing it's offspring, and leave to continue it's own life. The Offspring will then at around this time gain human-like intelligence and from that point on it will branch out to different professions, deeds, alignments, give birth to it's own children, and basically do what any normal intelligent species would do. Each Fey Accruer from this point on has it's own goals, morals, religion and such. Fey Accruer's are immortal in the sense that they don't age as a normal being from the material plane would, that is if they continue to eat magical items and species to fuel their immortality and power.

The Fey Accruer at maturity has the appearance of a large frog that is vaguely humanoid that is about 2 feet tall long and 1-1/2 foot tall, weighing about 60 lbs. The Fey Accruer's although in shape are basically like a frog/toad they have more elongated bodies (the width being around 75% of the length), they are actually capable of standing on their hind legs if needed, although they feel naturally quicker on all four. They retain their tail from birth as a tadpole for their entire life, it grows as they grow. They have webbed hands and feet, their front legs interestingly enough are capable of holding weapons as a normal humanoid creature would be able to granting them the ability to hold weapons and such. Although beyond being able to stand on hind legs and hold weapons, they are in no way humanoid. A Fey Accruer's body is like that of a plump frog or toad, they have a huge girth that drags across the ground as they move and when standing on their hind legs their bulging belly swells out quite visibly. They have powerful, long back legs, when they stand in bipedal stances they don't extend their back legs all the way, crouching as they stand. Their front legs aren't as muscular, but are still useful for holding things, activating traps and such.

The Fey Accruer's external appearance reminds one of a mushroom somewhat. The reason may be that the Fey Accruer actually has mushrooms growing on it's back. These Mushrooms are in no way normal and are actually a side-effect of devouring so many intelligent or non-intelligent magical creatures, the excess magical energy not used by the Fey Accruer actually ends up causing these Fungi to grow upon it's back in a symbiotic relationship. The mushrooms can cause magical effects to happen to the Accruer itself by sending their magical power into the Accruer, or by affect other creatures around it by throwing out spores which can be damaging or helpful. The Fey Accruer also has a long red tongue which it uses to grab it's prey. It has a dark orange eye color normally, they have eye's that are adept at seeing in low-light as well as for spotting Fey in their natural habitats. They have a dark brick red skin tone for the most part, it differ from Fey Accruer to Fey Accruer, some being more brown than others, others being more red than others.

Beyond the fungi growing on the Accruer it still retains some features from infancy such as the tail, whiskers, fins, although they have all but lost their gills at this point, merely having powerful lungs instead and breathing through their skin, they still retain the extra skin frills from the gills, although the gill slits are gone. Their belly radiates with heat allowing them to maintain temperatures like a warm blooded creature, although the heat radiated isn't actually their own natural body heat, the creature itself is actually cold blooded, but the magical energy stored in their radiating abdomen allows them to keep constant temperatures. The Accruer's belly glows a variety of colors ranging from basically all colors of the spectrum. The last feature distinguishing a Accruer is it's natural lantern which hangs upon it's head, this lantern is used to actually lure Fey and other magical creatures with a sort of hypnotic effect, it is actually lit by magical energy which causes magical creatures to react accordingly.

As they grow stronger, Fey Accruer's actually grow in size, eventually becoming huge individual's, starting from small beginnings, eventually turning into creatures of immense sizes. As they change size for medium they become about 7' 0" long and about 5' 5" high with a width of about 5' 10", and weigh about 450 lbs. At Large they become about 14' 0" long and about 12' 0" high with a width of about 13' 0", and weigh about 1600 lbs. At Huge they grow to about 30' 0" in length, 28' 0" in height and 32' 0" in width, and weigh about 13500 lbs. Eventually as they grow in size the length becomes less and less longer than the width turning them more spherical than oval-like in shape. For each time they change in size it is of course gradual, but effects only come in once they are of a certain size.

Information

Type: Magical Beast
Size: Small
Starting Racial Modifier: -2 Str, +2 Dex, -2 Con, +2 Int, +2 Wis, -2 Cha
Fey Accurer's aren't all to physically strong beside their hind legs, beside that though they are smart, and wise to make up for that. They are looked down upon by some due to their tenancy of eating other intelligent creatures. Although they have a slow appearance, they are actually quite quick.
Base Speed: 20 ft/60 ft (Swim)
Alignment: Any
Automatic Languages: Common, Sylvan
Fey Accruer's have innate knowledge at birth due to their magical nature thus they have all learned Common naturally and do not need to learn it. For Sylvan they have obviously studied and learned the ways of the Fey, thus also learning their prey's natural language, capable of using this knowledge to catch any directions or meeting locations Fey's may be saying, where the Accruer will feast.
Bonus Languages: Any
Fey Accruer's may learn any language, they are often seen in researching and learning other foreign languages, Fey Accruer's that travel enough and live in diverse cities/towns they live may end up learning several other languages, much as a human may.
Favored Class: Rogue
Although Fey Accruer's are naturally Adept at magic, they may want to train in things other than magic and increasing the spells they can cast. So they try to train their skills in the art of working with their high dexterity as they have by this time honed their skills with intelligence and magic. Sometimes though Fey Accruer's just go on to a prestige class as they already own powerful magical talent.

Fey Accruer Class:

Level Hit Die Base Attack Bonus Fortitude Reflex Will Skill Points Special
1 1d10 +0 +1 +1 +1 (2 + Int modifier x 4) Starting Abilities/stats
2 2d10 +1 +2 +1 +2 (2 + Int Modifier) Hypnotizing Lantern (Su), Favored Enemy Fey (Ex), +1 Dex
3 3d10 +2 +2 +2 +3 (2 + Int Modifier) Quadrupedal to Bipedal (Ex), Bonus Feat: Body Pouch, +1 Int
4 3d10 +3 +3 +2 +4 (2 + Int Modifier) Medium, Constrict (Ex), Bite 1d8, Tongue 1d4, Speed Increase (Ex), +1 Dex, +2 Int, -1 Cha
5 4d10 +3 +3 +3 +4 (2 + Int Modifier) +1 Wis, +1 Dex
6 5d10 +4 +3 +3 +5 (2 + Int Modifier) Bonus Feat: Puff Torso
7 6d10 +5 +4 +4 +5 (2 + Int Modifier) Magical Fungi (Sp),
8 7d10 +6/+1 +4 +5 +6 (2 + Int Modifier) Bonus Feat: Cast-Iron Stomach
9 7d10 +6/+2 +5 +5 +7 (2 + Int Modifier) Large, Bite 3d6, Tongue 2d6, Speed Increase (Ex), +1 Dex, +1 Con
10 8d10 +7/+3 +5 +6 +7 (2 + Int Modifier) Bonus Feat: Combat Insight
11 8d10 +8/+3 +6 +6 +8 (2 + Int Modifier)
12 9d10 +9/+4 +6 +7 +8 (2 + Int Modifier)
13 9d10 +9/+5 +7 +7 +9 (2 + Int Modifier) Bonus Feat: Extended Reach
14 10d10 +9/+6 +7 +8 +10 (2 + Int Modifier)
15 10d10 +10/+6 +7 +8 +10 (2 + Int Modifier) Huge, Bonus Feat: Crush, Bite 3d6, Tongue 1d8, Speed Increase (Ex), +1 Str, +1 Int
16 11d10 +11/+7/+1 +8 +9 +11 (2 + Int Modifier)
17 11d10 +12/+8/+2 +8 +9 +11 (2 + Int Modifier)
18 12d10 +12/+9/+3 +9 +10 +12 (2 + Int Modifier)
19 12d10 +13/+9/+3 +9 +10 +12 (2 + Int Modifier)
20 12d10 +13/+9/+4 +9 +10 +12 (2 + Int Modifier)


Class Skills: Concentration (Con), Decipher Script (Int), Escape Artist (Dex), Hide (Dex), Jump (Dex*), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), Swim (Dex*).
(* = Check Racial Skills)
Hit Dice: d10
Weapon and Armor Proficiency: At 1st Level the Character receives one of the three for a weapon proficiency: Simple, Martial, or Exotic, The character also receives one of the following armor types: Light, Medium, or Heavy. The character gets no shield proficiencies.

Natural Weapons

Bite: 1d6

The damage for this Natural Weapon rises to 1d8 at 4th Level, to 2d6 at 9th Level, and to 3d6 at 15th Level, respectively with size. Improved Natural weapon will raise the damage according to the level and the damage it would naturally do. Natural Reach is counted as tall, despite the Fey Accruer being longer than tall, it is still tall enough to qualify for the size height wise. Thus being 5 ft for small and medium, 10 ft for large, and 15 ft for huge.

Tongue: 1d3

The damage for this Natural Weapon rises to 1d4 at 4th Level, to 1d6 at 9th Level, and to 1d8 at 15th Level, respectively with size. Improved Natural weapon will raise the damage according to the level and the damage it would naturally do. The Tongue counts as a ranged attack with no required ammunition, and has a range of 10 ft at small, 10 ft at medium, 20 ft at large, 30 at Huge.

Special Abilities:

Low-light Vision (Ex): Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Amphibious (Ex): Although Fey Accruer's are aquatic, they can survive indefinitely on land.

Radiating Belly (Ex): Fey Accruer's have glowing abdomens that radiate heat, and emit various colors of light, not exactly creating a bright blinding light, but one that goes a bit beyond the range of the gut itself. The heat that is radiated counts as wearing winter clothing in Cold Weather situations. It reduces cold damage by 2 whenever the Fey Accruer is hit by cold damage from either spells, weather, etc. As for in Hot conditions it causes a -4 penalty on saves as if wearing heavy armor (This effect stacks). Fey Accruer's also take an additional 1 damage from heat or fire based attacks. This only applys if the Fey Accruer has at least 1 Spell Point stored, it's effects stay the same regardless if there is more than 1.

Beyond the heat, the glow of the belly creates it so in the case of darkness (Both Magical and Non-magical) instead of it being counted as dark the lighting is actually at low-light. The bio-luminescence also causes a -1 though on hide checks at all times due to the light giving away it's location. Unless hiding in or behind something that prevents light from passing through, such as hiding in very murky water, or in mud, etc this -1 will apply to all hide checks. If the character is at 2nd it will cause a -2 on Hide Checks, at 3rd Level -3, At 4th Level -4, At 5th Level -5, At 6th Level -6, At 7th Level -7, and continuing to rise at a factor of -1 on Hide Checks per every level. -10 is the lowest the Hide penalty can go.

Magical Enzymes (Ex):The reason for the glowing lights and heat radiation is due to the fact that the Fey Accruer's have food to magical energy converting enzymes which in fact glow and cause these effects. These enzymes are capable of turning food into usable points for spells, the Fey Accruer instead of needing rest and preparation to regain spells for the day/prepare spells, the character must consume large quantities of food/other creatures (This does not affect needs for water/nor does water give any additional spells). An Accruer's first meal is for sustenance, to give it the daily meal it requires to survive, then it needs to eat additional meals and food to gain Spell points, which can be placed in any spell slot area for the proper cost of the spell, if a spell point isn't used, it is not stored for future uses, it is merely turned into body fat which is not usable for spells (1 Unused Spell Point is equivalent to gaining 10 pounds of excess body fat). (0 level = 1, 1st level = 1, 2nd level = 2, 3rd level = 3, 4th level = 4, 5th level = 5, 6th level = 6, 7th level = 7, 8th level = 8, 9th level = 9)

An Accruer must eat it's meal slowly in order to get the nutrients needed for magical conversion thus taking about 30 minutes to eat a daily meal in the categories of Poor Meal, Common Meal, and Good Meal. For the sustenance daily meal the character can eat it in however way they desire not needing to take 30 minutes, the sustenance meal must be at least 10 Spell Points in worth to begin adding Spell points, it can be more, but additional Spell points from the sustenance meal do not add to Spell point count turning into excess body fat instead which is not usable. Eating at a hurried pace will remove the need to eat the food slowly, but will multiply the digestion process by x2

To gain the spell points though it takes a full 5 hours from when the food was devoured for it to digest and turn into magical energy for spells, thus if a creature was killed from swallow whole it will take 5 hours after it has died for it to fully digest and turn into spell points, thus the creature still takes up a spot within the Fey Accruer's stomach until those 5 hours are up, whether the creature be of metal, wood, skin, etc it doesn't affect the rate as it is a magical digestion process which merely converts matter into energy. Any creatures digested can only be resurrected by True Resurrection, Miracle, Wish (2x). While in the Digestion process the Fey Accruer must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If interrupted while digesting, 1 hour per interruption is added to the total amount of time needed to digest the food.

Swallowed creatures that die within the Accruer depending on their size also give spell points, creatures that die outside of the Fey Accruer give only 1/4 the poor rate regardless of what they were, round down on fractions, (20 Spell Points = Same Size, 10 Spell Points = 1 Size Category Less, 10 Spell Points = 2 Size Categories Less, 2 Spell Points = 3 Categories less, 1 Spell Point = 4 Categories less). A poor meal, trail rations, creatures without special abilities/spells/etc will only give the normal rates as creature rates shown above, and a daily meal being 10 SP. For common meals, creatures with special abilities/spells/etc the character gets 1-1/2 times the rates shown above, creature ratings being 1-1/2 their normal spell point value (Round down) and a daily meal being 15 SP. For a good meal, and Fey the character gets 2 times the rates shown above for creatures and a daily meal being 20 SP. Meals only take up a slot for a creature 3 Size Categories less than you.

A mug of Ale takes 10 minutes to drink and gives 3 spell points, takes up no slots, a gallon of Ale takes 1-1/2 hours to drink and gives 25 spell points, takes up 1 slot for a creature 3 Size Categories less than you. Common wine gives 5 spell points and takes 15 minutes to drink, takes up no slots, while fine wine grants 15 spell points and takes 30 minutes to drink, takes up no slots. A hunk of cheese grants 1 Spell points and takes 5 minutes to eat, takes up no slots, A loaf of bread grants 4 spell points and takes 15 minutes to eat, takes up no slots. Chunks of meat give 5 spell points and take 25 minutes to eat, takes up no slots. A Banquet/Feast gives 100 Spell Points and takes 2 hours and 30 minutes to eat, takes up 1 slot for a creature 1 Size Category less than you.

Ingested poisons work the same as they normally would, except that they also grant negative spell points (Which are distributed to spell slots according to the characters choice) at the time of damage equal to the amount of damage dealt for normal damage, for ability damage it does 2 times the ability damage dealt for granted negative levels, for effects such as paralysis it causes 1d6 negative spell points for each round it is in effect. Negative Spell points can go below 0, if they do the character will feel effects of starvation/thirst and lose 1d6 (No Save) per hour and 1d6 (No Save) per day until brought up to a least 0 Spell Points, after paying off the negative points then can one begin with their sustenance meal and eventually add Spell Points again.

Fey Accruer's Spell-like Casting Ability (Sp): A Fey Accruer casts spells like a Bard or Sorcerer in terms of having spell slots which can be just used without needing to prepare the specific spell ahead of time. The spells are actually spell-like abilities that the creature is able to generate using the Spell points gathered from eating, and using spells equal to the respective slot that it fits in. The Accruer though unlike a Sorcerer is able to use spells like a Wizard in the way a Wizard chooses from a growing list available from a spellbook, except as it's a Spell-like ability rather an actual spell so a spell book, or components to use them are not required. All that is needed is merely the spell slots, which are placed as the character is eating (Similar to how a wizard prepares their spells, except this is for the slots only. The spells available to the Accruer to use with it's spell slots has to do with the characters memory as that is where the spells are stored, the Accruer has a natural spell memorization ability which kicks in after reading a spell from a Spellbook, Borrowed or not or from a scroll/etc. Although if the spell is above the characters Caster level it cannot be used till the character reaches that Caster level, but it can still be memorized for future uses. The Characters caster level is equal to the amount of Spell casting Class Levels the character has. The character is not allowed to choose domains, or specialize in a certain school. This character class is considered to be a Spellcasting class that requires preparation to cast.

The amount of spells a Accruer starts with at Level 1 are all 0-level wizard/sorcerer spells, plus two 1st-level spells of your choice from the wizard/sorcerer spells list. You can choose to have lower level spells instead of using the level given, you cannot however replace a lower level spell for a higher one. For each point of Intelligence bonus the Accruer has, their memory holds one additional 1st-level spell of your choice from the wizard/sorcerer spells list. At each additional class level from level 1, your character gains one new spells + 1 for each point of Intelligence bonus your character has, from the wizard/sorcerer spell list, spell level of your choice, it doesn't need to be a level that your character can cast, but they will need to wait for later levels to use it. Beyond the auto gained spells, your character can memorize spells that it finds along the course of your adventure, these can be of any class.

The Accruer is not limited in how many spells it can cast per day, nor how many spell points it can convert, but is limited by the hours of the day in which the character is to eat and digest. They are also limited in how many spell slots can be filled up at any given time with the characters current spell point reserve. The character is able to store as many Spell points in the given slots up to the amount shown below. Previously prepared spell slots are usable for later times if not used, but they still pertain to the Spell slots limit. Any extra Spell points not used for filling in slots become excess body fat. Slots can be filled up at any time. The limit is how much magical energy the Fey Accruer can hold within it's abdominal cavity. There is no way to increase your spell slot amount. The limit is to show how much energy the stomach can hold without bursting, the magical energy stored does not effect how much the stomach can hold in food/creatures.

Level 0 1 2 3 4 5 6 7 8 9
1 13 3 - - - - - - - -
2 14 4 - - - - - - - -
3 14 5 - - - - - - - -
4 14 6 3 - - - - - - -
5 14 7 4 - - - - - - -
6 14 8 5 3 - - - - - -
7 14 9 6 4 - - - - - -
8 14 10 7 5 3 - - - - -
9 14 11 8 6 4 - - - - -
10 14 12 9 7 5 3 - - - -
11 14 13 10 8 6 5 - - - -
12 14 14 11 9 7 7 3 - - -
13 14 14 12 10 8 8 6 - - -
14 14 14 13 11 9 9 9 3 - -
15 14 14 14 12 10 10 11 9 - -
16 14 14 14 13 11 11 13 11 3 -
17 14 14 14 14 14 14 14 13 9 -
18 14 14 14 14 14 14 14 14 11 3
19 14 14 14 14 14 14 14 14 13 11
20 14 14 14 14 14 14 14 14 14 14


Improved Grab (Ex): If the character uses a bite attack or tongue attack, this special attack can be used. It deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. It can be used on creatures of the same size of less. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a -20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. Each successful grapple check it makes during successive rounds automatically deals the bite damage when grappling with bite. When using tongue, it deals constriction damage as well as the tongue damage. When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

Swallow Whole (Ex): If a Fey Accruer begins its turn with an opponent held in its mouth or by it's tongue (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. With the Gape of the Serpent Feat the Fey Accruer can swallow creatures up to it's size and smaller. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. Once inside, the opponent takes 2d8+(1½ x Characters Strength modifier) points of bludgeoning damage per round and well as 2d8 points of acid damage per round from the characters digestive juices. A swallowed creature can try to cut its way free with any light slashing or piercing weapon equal to Class level + 2 x Constitution modifier, or it can just try to escape the grapple. The Armor Class of the interior of Fey Accruer is 10 + Constitution modifier + 1/2 Natural Armor Bonus. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. The Characters stomach has room for one creature that is in the same size category as the character, two creatures one size category smaller than him, four creatures that are two size categories smaller, eight creatures that are three size categories smaller, etc.

Favored Enemy -Fey- (Ex): At 2nd level, the Fey Accruer gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the characters bonus against Fey's increases by 2.

Hypnotizing Lantern (Su): At 2nd Level Character gains this ability A small light that hangs from the Fey Accruer's head shines a hypnotic light which fascinates nearby creatures, they themselves walk closer to the character until they are close enough for a attack of opportunity. They stop next to the character and they will stare blankly at the light ignoring your presence. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 1d10 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see the light are attracted to it and are fascinated. In combat, each target gains a +10 bonus on its saving throw each turn. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –10. While the subject is fascinated by this ability, it reacts as though it were three steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request. A creature that fails its saving throw does not remember that you enspelled it. No Spell Resistance, this is a will based save DC is equal to 11 + Spell Slot Level used + Caster Level. The light is on as long as the character has at least 1 Spell Point stored, but on normal conditions it has effects like that of a Continual flame spell, when a spell slot that is of at least level 1 is used though the Hypnotic effect takes place, it costs 1 additional spell slot for each additional round it is used. The Hypnotic effect and Continual Flame effect can both be covered up by covering the lantern completely.

Quadrupedal to Bipedal (Ex): At 3rd Level character gains this ability. As a standard action the character can switch from walking on all fours to standing on two, this provokes attacks of opportunity. The character is unable to use weapons other than natural weapons when in Quadrupedal form, but is capable of holding them without any difficulty or negative effects. Once Bipedal the character gains a -4 Penalty on attack bonus, including all attacks including natural ones, this stacks with the lack of weapon proficiency as well as other attack penalty causing effects. Damage stays the same. The character is treated as Flat Footed as long as they are in Bipedal stance. While in Bipedal form the character moves at 1/2 it's usual speed, rounded down if fractions occur. Bipedal stance gives a +4 to Intimidate skill checks. Returning to Quadrupedal stance is equivalent to a Free-action and does not provoke attacks of opportunities.

Constrict (Ex): At 4th level character gains this ability. The character with this special attack can crush an opponent, dealing 2d8 + (Str Modifier) bludgeoning damage, after making a successful grapple check. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.

Magical Fungi (Su): At 7th level character gains this ability. 2 days after this ability is gained the character will have a Fungus growing on their back, this fungus is light weight and causes no penalties for being there. From then on every additional 3 levels the character will have the capability of having another Fungus grow on them as they level up. These fungus are capable of producing spores that can have spell-like effects on others, they are also capable of giving nutrients to the character on which they are perked on giving various spell-like effects. The mushrooms survive by each taking 1 spell point a day from the characters reserves, if they don't receive that spell point they will wither and die in the time period of three days. To revive/call on a new Fungus the character must use up 10 Spell points, the first Fungus that is received at level 7 is given free of charge, but additional fungi require Spell Points. Each Mushroom is capable of casting any spell within the characters caster limit that is either Personal, Close, Medium, or Long in range and in area is either Burst, Emanation, Spread, Cone, Cylinder, or Sphere. The spell functions as if the caster himself were using it, using the Mushroom and it's spell is a free-action. It costs Spell points to use a spell, it takes up as many spell points as it would normally take if the caster were using it.

Increased Speed: At 4th Level base speed rises by 10, for both Land and Swim speed, At 9th Level base land speed rises by 10, At 15th Level base swim speed rises by 10.

Racial Feats:
At 1st Level gets additional feat Gape of the Serpent. At 3rd Level gets additional feat Body Pouch. At 6th Level gets additional feat Puff Torso. At 8th Level gets additional feat Cast-Iron Stomach. At 10th Level gets additional feat Combat Insight. At 13th Level gets additional feat Extended Reach At 15th Level gets additional feat Crush. Feats from the list are available even if the character does not qualify for the feats prerequisites.

Racial Skill Modifier:

+8 Jump Checks, and can always choose to take 10 on Jump checks, even if rushed or threatened. Fey Accruer use their Dexterity modifier instead of their Strength modifier for Jump checks. Fey Accruer's are natural hoppers, adept at jumping without much difficulty.

+8 Swim Checks, and can always choose to take 10 on Swim checks, even if rushed or threatened. Fey Accruer use their Dexterity modifier instead of their Strength modifier for Swim checks. Fey Accruer's are excellent swimmers with webbed feet, and being amphibious creatures.

-1 to -10 Hide, From Radiating Belly, read rule on increasing hide penalty. Due to having a paunch that glows in a rainbow of colors the Fey Accruer are skilled at hiding, but with a color changing abdomen it causes problems, unless hiding in or behind something that prevents light from passing through, such as hiding in very murky water, or in mud, etc.

Level Adjustment: +8
Back to top Go down
 
Fey Accruer
Back to top 
Page 1 of 1

Permissions in this forum:You cannot reply to topics in this forum
Heroic Heart :: Information Storage :: Hellish Sanctuary-
Jump to: