Wild:Custom/SequidSwarm: Difference between revisions
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>T3knomanser mNo edit summary |
>T3knomanser The basics are there, but I'm going to completely rewrite the abilities for clarity and sanity checking |
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| Speed:|| 15ft | | Speed:|| 15ft | ||
|- | |- | ||
| AC:|| +2 size | | AC:|| +2 size (+2 with a host) | ||
|- | |- | ||
| BAB/Grp:|| +1/- | | BAB/Grp:|| +1/- | ||
|- | |- | ||
| Attack:|| Swarm (1d6 plus possession), Slam (1d6) | | Attack:|| Swarm (1d6 plus possession), Slam (1d6) (reach 10ft.) | ||
|- | |- | ||
| Full Attack:|| Swarm (1d6 plus possession) and Slam ( | | Full Attack:|| Swarm (1d6 plus possession) and Slam (reach 10ft.) | ||
|- | |- | ||
| Space/Reach:|| 10/0 | | Space/Reach:|| 10/0 | ||
|- | |- | ||
| SA:|| * Posession | | SA:|| * Posession | ||
:: A sequid swarm is relatively | :: A sequid swarm is relatively weak without a mind-controlled host. Sequids may posses any living, intelligent creature that is not a shapeshifter. After successfully dealing damage with a swarm (must beat DR), the target is stunned for one round. On its next turn, the sequid swarm may choose to ''possess'' the target. | ||
::If the target fails a | ::If the target fails a DC16 (Wisdom based, +2 racial bonus)saving throw, it is possessed. While possessed, a creature loses any class abilities, but keeps any racial abilities. It is under the complete control of the swarm, and must remain in a square containing part of the swarm (the possessed creature takes no damage from the swarm). | ||
:: After possessing a host, a sequid swarm gains two HD (good BAB, | :: After possessing a host, a sequid swarm gains two HD (good BAB, poor reflex, good will, fort). A swarm that possesses a host may also reproduce. The swarm gains the intelligence and skills of its host. A swarm may possess any number of hosts, but only gains this benefit once. The "primary" host (for skills and intelligence) is always the host with the most HD. | ||
* Reproduce | * Reproduce | ||
:: A sequid swarm with a host may reproduce. Every minute, the space of the swarm increases by 5ft. and it gains 1HD (good BAB, | :: A sequid swarm with a host may reproduce. Every minute, the space of the swarm increases by 5ft. and it gains 1HD (good BAB, poor reflex, good will, fort). (Yes, this means a Sequid swarm could rapidly conquer any region). | ||
* Split | |||
:: A sequid swarm with multiple hosts may split, and become more than one distinct swarm. Any host and any 10ft by 10ft (4 squares) area of the swarm in contact with that host may break off from the main body and become a new swarm. They act and reproduce separately. This new swarm starts at 3HD, as if it were a base swarm with a host. | |||
|- | |||
* Distraction | * Distraction | ||
| SQ:|| half damage from slashing and piercing, low-light vision, swarm traits | | SQ:|| half damage from slashing and piercing, low-light vision, swarm traits |
Revision as of 19:41, 19 June 2010
Sequid Swarm
- Distraction
Size/Type: | Tiny Animal (Swarm) |
Hit Dice: | 1d8 |
Initiative: | +2 |
Speed: | 15ft |
AC: | +2 size (+2 with a host) |
BAB/Grp: | +1/- |
Attack: | Swarm (1d6 plus possession), Slam (1d6) (reach 10ft.) |
Full Attack: | Swarm (1d6 plus possession) and Slam (reach 10ft.) |
Space/Reach: | 10/0 |
SA: | * Posession
|
SQ: | half damage from slashing and piercing, low-light vision, swarm traits |
Saves: | f/r/w:+4/5/1 |
Abilities: | Str 2, Dex 13, Con 10, Int 1, Wis 14, Cha 1 |
Skills: | Hide +14, Move Silently +6, Listen +8, spot +9 |
Skill bonuses: | +4 hide and move silently |
Feats: | Alertness, Weapon Finesse |
LA: | - |
CR: | 4 |