
Darkrose50 |
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Well my group is playing in a Rod of Seven Parts game heavily influenced by Diskworld. My fighter reached 7th level, and I had a spare feat, so I wanted something "fun." I asked if I could take Leadership, and have a mimic bard as a follower (Aberration 4, Bard 1). The GM agreed. It was introduced as a Pearwood Chest, that could not mimic, but had a bag of holding effect in stay. A few games later the GM thinks it may need its own race created.
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Here is the original character (without a level of bard, on my to-do-list, as we just leveled)
Carey [Abomination CR 4; Bard 1] [21,000 / 35,000]
CG Medium Aberration (shapechanger)
Init +0; Senses darkvision 60 ft.; Perception +10
–Defense–
AC: 15, touch: 10, flat-footed: 15 (+5 natural)
HP: 72
Fortitude: +6, Reflexes: +4, Will: +7
Immune: acid
–Offense–
Speed: 20 feet
Melee slam: +9 (1d8 + 6 plus adhesive)
Special Attacks: constrict
–Statistics–
STR 18, DEX 10, CON 18, INT 14, WIS 15, CHA 16
BAB +5; CMB +9; CMD 19 (can't be tripped)
Feats: Toughness, Skill Focus (Perform), Lightning Reflexes, Improved Lightning Reflexes
Skills:
Acrobatics +5 | 1 DEX | 1 Rank | 3 Class |
Climb +8 | 4 STR | 1 Rank | 3 Class |
Escape Artist +4 | 0 DEX | 1 Rank | 3 Class |
Disguise +10 | 3 CHA | 4 Ranks | 3 Class |
Fly +4 | 0 DEX | 1 Rank | 3 Class |
Intimidate +7 | 3 CHA | 1 Rank | 3 Class |
Knowledge (Dungeoneering) +10 | 2 INT | 5 Rank | 3 Class |
Perception +10 | 2 WIS | 5 Ranks | 3 Class |
Perform +13 | 3 CHA | 7 Rank | 0 Class | 3 Feat
Spellcraft +6 | 2 INT | 1 Rank | 3 Class |
Stealth +10 | 0 DEX | 7 Ranks | 3 Class |
Survival +10 | 2 WIS | 5 Ranks | 3 Class |
Swim +8 | 4 STR | 1 Rank | 3 Class |
Racial Modifiers: +20 Disguise when mimicking objects
Languages: Aboleth, Common, and Orc
SQ: Mimic object
-Notes-
Can not speak
Sentient
Pearwood chest
Chest only
Functions as a bag of holding
–Special Abilities–
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature's entry and is typically equal to the amount of damage caused by the creature's melee attack.
Mimic Object (Ex): A mimic can assume the general shape of any Medium object, such as a massive chest, a stout bed, or a door. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. A mimic gains a +20 racial bonus on Disguise checks when imitating an object in this manner. Disguise is always a class skill for a mimic.
–Equipment [8,400 GP]–
Boots of Striding and Springing (+10 Movement, +5 Jump) [5,500 GP]
Potion Lab and Ingredients [400 GP]
+1 Trident [2,000+ GP]
500 GP
–Notes–
Hit Points: 12 first hit die + 10 per hit die * 6 additional hit die
Skills: 6 * 7 = 42
Base Mimic: STR 19, DEX 12, CON 17, INT 10, WIS 13, CHA 10
Mimic Racial Modifiers: STR +8, DEX +2, CON +6, INT +0, WIS +2, CHA +0
Heroic NPC array: 15, 14, 13, 12, 10, 8
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So here is my go. Please submit what versions you would use.
Note: The miniature used is a Reaper Miniatures: Mocking Beast. It has a big slobbery tongue, and lots of teeth.
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Pearwood Chest (30 RP)
"Half suitcase, half homicidal maniac (Sourcery 22)."
Racial Qualities (12 RP)
----------Type: Plant (10 RP)----------
This type encompasses humanoid-shaped vegetable creatures. Note that regular plants, such as those found in ordinary gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. A plant race has the following features.
•Plants have the low-light vision racial trait.
•Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
•Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
•Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
----------Size: Small (0 RP)----------
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
----------Base Speed Racial Quality (0RP)----------
Normal Speed (0 RP): The race has a base speed of 30 feet.
----------Ability Score Modifier (4 RP)----------
Flexible (2 RP): Strength +2, Dexterity +0, Constitution +2, Intelligence +0, Wisdom +0, Charisma +0
----------Language (0 RP)----------
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Racial Traits (18 RP)
----------Ability Score (8 RP)----------
Strength +2 (4 RP), Dexterity +0, Constitution +2 (4 RP), Intelligence +0, Wisdom +0, Charisma +0
----------Defense (0 RP)----------
----------Feats and Skills (0 RP)----------
----------Magic (0 RP)----------
----------Movement (0 RP)----------
----------Offense (0 RP)----------
----------Senses (0 RP)----------
----------Weakness (0 RP)----------
----------Other (0 RP)----------