Blog Archive

Friday, 27 February 2015

Lizardith (Lizard Man PC)

One of the racial monsters I have long used is the Lizard Man. Just love these as the alternative main racial class in direct opposition to humans, not as a foe but someone able to compete with them. The way I've always pictured it: Elves are our higher level cousins, Dwarves are the lower level ones, but neither are really at the par as humans and their complexities. The Lizardith are our true competition. Civilization as broad and a culture as varied, they are just a threat on the high and low scale, wielding magic or in waves of numbers. When players see them their adventuring teams in dungeons, they can be a threat or potential ally. (And I have role played a hissing Lizardith scenario trying to communicate with players so many different times.)


Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.

Physical Description: Semi-aquatic reptilians weighing between 200 – 250 pounds with a 3-4 foot long non-prehensile tail. As they age, many seasoned warriors often sharpen their bodies, so that almost every body part becomes a weapon (claws, teeth & tail.) Most are covered by mottled light green scales, with dark patches of yellow, red or brown depending upon their tribe and homeland.

Relations: Lizardith are reclusive, simply because they have fought for so long and hard, they do not trust anyone fully, even their own people. Instead, a lizardith will judge the individual carefully before making a conclusion, and this is only about the individual, never their race. The individual human, elf or dwarf may earn their living in a lizardith community, just as easily, they may be killed for crimes against the lizardith people.

Alignment: As a race, they generally tend towards neutrality. But individuals may by as holy as saints or as evil as scoundrels.

Lands: Their original swamp cities are in tropical lands far south of the Phastian desert but they have expanded to everywhere including vast territories in the under-earth, caverns beneath the frozen domain.

Religion: While many are strongly druidic there is a small but fervent number of clerics in larger communities gathered around obelisks. Most druids worship Zeyla, the Egg-Mother while clerics worship idealistic gods similar to human faiths.

Language: They speak lizardith which mirrors Dragon linguistically. Individuals often learn dwarf, tenderfoot, callanna, faerie and yuan-ti. Some who travel in the frozen north, may speak a local human tongue but it is a minority.

Adventurers: Many differing lizardith heed the call for adventure. Some seek fame, wealth or power, while others live to serve their deity.

Racial Traits
+2 attack bonus if fighting 50% submerged vs land-based creatures
+3 attack bonus if fighting 100% submerged vs land-based creatures
Hold breath 10 X Constitution
+2 skill bonus to Balance, Perception & Swim

Level Adjustment: +0

Preferred Classes: Any

Lizard Men (Lizardith)
NG humanoid 
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE
AC 13, touch 8, flat-footed 13 (+4 armor, –1 Dex, +0 natural
hp 5 (1d8+1)
Fort +2, Ref +1, Will +0

OFFENSE
Speed 30 ft. (Swim 40 ft.)
Melee greatclub +1 (1d8)
Ranged javelin +1 (1d8)

STATISTICS
Str 11, Dex 12, Con 11, Int 9, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats: Toughness
Skills Climb +7, Perception +5
Languages Lizardith

Standard Lizardith Tribal Advancement
2 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
3 HD Increased Natural Weapon Damage (1d6 Claws); +1 in Natural AC
4 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
5 HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC
6 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
7 HD +1 in Natural AC; Gain Bite Attack (d4 / 19+)
8 HD +7 in skills; Gain Greater Feat
9 HD +2 to any attribute; +1 in Natural AC
10 HD +7 in skills; Increase Natural weapon Threat Range (17-20), Gain Greater Feat
11 HD Increased Natural Weapon Damage (1d10 Claws / 1d6 Bite); +1 in Natural AC
12 HD +5 to any attribute scores (no more than +2 to any individual) +3 in Natural AC; Gain Greater Feat, +7 in skills

+1 HD Add as per character classes

Lizardith can gain standard class levels at any point but if they do they are then unable to advance in their Racial Lizardith abilities. Many tribes will have individuals of both racial and class levels. This may

Base Skills: Acrobatics, Balance, Climb, Diplomacy, Handle Animal, Jump, Knowledge (geography, history, local, tribe), Perception, Stealth, Survival, Swim

Typical Lesser Feats: Power Attack, Multiattack, Natural Armor (+2), Tail Attack, Improved Initiative, Camouflage (+5 hide bonus in one environment), Improved Climb (+6), Increase Swimming Speed

Advanced Feats (Higher than 8 HD) Improved Camouflage (+10 hide bonus in one environment), Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt, Breathe Underwater, Swing Tail, Advanced Swimming Speed

Breathe Underwater: A Lizardith grows gills and can breathe underwater

Tail Attack: Gain an attack at the same range as their primary claw attack. Can be used in any round during their primary attack focus if an enemy is immediately behind them. Does the same damage as their bite. They are unable to score critical attacks with a tail attack.

Tail Swing: If they have have Tail Attack, they can choose this as an advance feat. They attack every creature behind them, they cannot omit anyone, if they swing their tail they potentially attack everything. They roll one attack roll at a -2 penalty.

Increase Speed: Add +10 to their swim speed
Advanced Speed: Add another +10 to their swim speed

Camouflage is an auto-defense that happens when a Lizardith is in a natural environment, as their skin blends in if they are moving at less then half their maximum speed.


Friday, 20 February 2015

Lego d20

This is something I consider weirdly functional as it`s ideas that I have been playing with in one form or another for a long time. Again, these don`t perfectly fit into any world almost by design, as they are alien but it`s fun and weird which are combinations that I can`t resist.

Lego d20 *

Lego entities are not a natural part of a fantasy ecosystem, they are most often brought to worlds as slaves or they come as refugees. They exist as a living block, some with sentience, others inert. Both are still considered fully Lego.

As far as experts can determine, Lego are alive and come from an existence that is distinct from our own. They can be found in virtually any dungeon environment, living their lives separate
from most other creatures, as they have a long history of outsiders taking advantage of them. There are some individuals, usually small sized humanoids like Halflings or Dwarves who have gained the Lego communities trust. Individual Lego will adventure, to learn about their neighbours and find ways to stop evil creatures from taking advantage of their kin.

For the most part, their society matches the non-Lego one, needing to eat, sleep, compete and co-operate. Since they are all Lego, they also have a bond with each other which helps define their existence, as they can uniquely feel and be bonded with everyone in their community. They are almost always aligned to the Neutral Good Alignment. Individuals who do not believe in the shared community are isolationists and are usually Neutral Evil, who seek power for themselves.

Lego generally do not believe in gods, or, for the most part they do not believe they are governed by gods. They respect other creatures beliefs and can co-operate with anyone that they share a connection with. Their clerics adhere to the One Brick, though they do not elaborate what this means with others.

Lastly, Lego strongly follow a shared network of ideas and actions. Outsiders can become a part of a community, as long as they are willing to share ideas, wealth and a commitment to the Lego-kin.
Strangely, it is their own people who have literally grown to a new size (at 7 HD) that seem to have outgrown their connection. These outsiders are needed as stalwart defenders yet do not fit, torn by their responsibility to their kin and their personal desires for wealth or other drivers.

Lego                              CR 1
NG                                Humanoid (Mountains & Desert)
Init +2;                         Senses darkvision 30 ft.

DEFENSE

AC 12, touch 10, flat-footed 10
hp 4 (1d8-2)
Fort +0, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee: Bow +3 (1d6+3)

STATISTICS

Str 7 Dex 15 Con 8 Int 8 Wis 8 Cha 10
Base Atk +0; CMB +-3; CMD 12
Feats Skill Power Attack, Improved Unarmed Strike (Combat)
Minor Skills: Acrobatics, Disable Device, Knowledge (Nature, Engineering, Local), Perception, Use                    Magic Device +2
Major Skills:Climb & Stealth +5
Typical Feat Choices: Agile Maneuvers, Alertness, Endurance, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point-Blank Shot, Weapon Finesse
Languages: Lego-kin and pick one of Elven, Dwarven or Common

FEATURES:

1 HD: No Part Alone, Bricks, Lego energy, Small Size, Vulnerable to Force
2 HD: Assemble 1, Absorb,Locked Lego, Gain +2 attribute points
3 HD: Disassemble, Lesser Bond
4 HD: Part of the Whole, Gain +2 attribute points  
5 HD: Regular Bond
6 HD: Assemble 2, Gain +2 attribute points
7 HD: Full Absorb, Grow to Medium Size (Gain +2 in Strength and Constitution)
8 HD  Assemble 3
9 HD  Wholy Linked, Strong Bond, Gain +5 attribute points (no more than 2 in any specific ability score)

+1 HD Gain level in character class (Bard, Cleric, Monk, Psion, Ranger, Rogue & Fighter are preferred classes)

Lego-kin do not need to advance up this listed level chart. They can gain non-Lego levels at any time, however, if they ever gain non-Lego HD they are unable to further advance in their natural Lego
class levels again.

Bricks: Unlike many other creatures, Lego have components that are both distinct and apart of the full entity. Anytime they are hit by a blunt force, they can take the damage to one part instead of their whole body, thus separating individual parts instead of taking damage to their HP. 20% of their total HP can be converted from direct damage into losing one of their appendages (their arms or legs). They can take up to 80% of their total HP as brick damage. Any extra damage is not lost, it must be taken to their HP total. It takes one minute per convertible HP to reassemble the piece.

For example: A lego creature with 20 HP, they could convert 4 hp damage to brick damage.  In this example, if they took 7 points of blunt force damage, they can convert 4 points to lose attachment to an arm, but the remainder of 3 points would be lost as HP damage. It would take four minutes to reabsorb a severed appendage.

No Part Alone: Lego-kin are individual entities free to chose and act, however they are bound mentally with others of their kind. Lego can communicate with all others of their kind, gaining base
empathy with any other lego they touch, including inert ones.  (1st)

Lego Energy: As beings from another world, Lego bring an energy not usually found in physical, mortal worlds, as such they are vulnerable, as many evil beings convert Lego to spell energy.  For every 1 HD of active Lego energy, spell casters can gain 1/2 spell level to a spell or enchantment. For every 10 HD of non-active Lego energy, evil spell casters can gain the same amount. Some higher level spell casters can likewise convert this Lego energy to temporarily boost their spells, but it is considered an evil action as the Lego will die  (1st)

Vulnerable to Force: Lego suffer a -2 saving throw penalty to avoid Force effects

Assemble: Lego-kin are part of the infinite Lego-ness, being one with the infinite brick enables them to manipulate Lego in a way that others can not fanthom.
They do not need to roll an intelligence check to build a greater unit.  (2nd)

Absorb: Lego entities are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d3 damage. They can do this to heal themselves or other Lego creatures as a standard action up to their Charisma Bonus each day. (2nd)

Lesser Bond: Lego can form strong attachment bonds with their kin. It is a type of magical glue that unites a Lego with others of its kin. It takes DC 12 + Strength Bonus + Lego HD to separate Lego from Lego  (3rd)

Disassemble: Most non-lego creatures that have interacted with Lego, know that Lego shapes can be  taken part through brute force. However, non lego-kin can make an intelligence check (DC 14 + base)  in order to take the pieces apart. Lego do not need to make this check, if they take time they can always disassemble a simple block. (3rd)

Part of the Whole: Lego-kin can communicate with other intelligent Lego through sight, sending messages to each other with subtle movements that no non-Lego can comprehend. treat as full
comprehension as long as the receiver can see some part of their Lego-Kin (4th)

Regular Bond: At this level, it takes DC 15 + Wis Bonus + Str Bonus  + HD to separate Lego from Lego  (5 HD)

Assemble 2: By touching Lego for one full round, they are able to unlock and free blocks from other Lego blocks. They do this in order to reassemble the block in a new formation or to travel past that point. Once they change the blocks arrangement, it is relocked (6 HD)

Full Absorb: They are able to absorb other Lego to heal themselves. They can convert 1 pound of loose Lego to heal 1d6 damage. They can do this to heal themselves or other creatures the same as a healing spell. They can do this once per their HD or level (7 HD)

Assemble 3: Lego-kin gain the ability to manipulate lego without touching it. As long as they are within twenty feet, they can manipulate blocks to lock or unblock by concentration alone. Anything that blocks or hinders Telepathy also blocks this capacity  (8 HD)

Wholly Linked: Lego-kin at this level have made a deep connection with any other lego, able to communicate from any distance with one lego-kin per HD or level. These must be individuals the lego-kin has met and formed an attachment to. Once an individual is named, they are never removed from the list, even if the person is dead or is on another plane. (9 HD)

Strong Bond: At this point, it takes DC 20 + Wis Bonus + Str Bonus + Int or Cha Bonus + HD to separate Lego from Lego (9 HD)

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Other Lego Rules

Lego Beasts: In places where Lego entities are found, Lego Template creatures should also be found. These are animal or monster types that have the same square-block look that Lego Figures are famous for.  Use the Brick rule from the above listing to enable Lego creatures to lose their arms or legs in the same manner.

Non-Lego characters can utilize a Knowledge (Engineering) for Lego Crafting Skills.

Lego Bricks are considered to have a Hardness 2 and Hit Points of  10/in. of thickness. Consider them to have a break DC of 30.  Lego don`t usually decompose, unless they are affected by the equivalent of disintegration, they just fall into smaller and smaller pieces.

* This is all for the fun of gaming and combining stuff I loved as a kid and still have a fondness for. This should in no way be considered an infringement of any rights the Lego Corp has.