Post by gatalis on May 30, 2012 16:54:13 GMT -5
The following two races are application races and require an application to play. This is the Entry for 5/30.
I'll state now that the Xill (requested) template listed in the book is for a level 5/6 character, and as such I have tweaked it to reflect a level 1 to the best of my abilities. (such as the removal of +7 to base AC)
Source: Monster Manual V. 3.5 Core Rulebook III
((I've tried to use my standard template by filling in the blanks where possible.))
Malevolent in the extreme, Xills are known for brutality and totalitarianism. They combine a healthy dose of evil with a keen love of cruelty.
Personality:
Some Xills are barbaric and fierce; others are more civilized creatures who rely on brutal order. In all cases though, a Xill is likely to show many of the negative traits within the world such as greed, egotism, brutality, etc.
Physical Description:
Xills are quasi-reptillian creatures possessing four arms, bright red scales, and dark penetrating eyes. A Xill typically stands 4 to 5 feet tall and weighs around 100 pounds.
Alignment:
As stated in the books, on top of them being an infernal creature, ALL Xills must start out lawful evil, there is no exception. (They may over time become chaotic in nature, but they are almost garunteed to stay evil.)
Xill Lands:
Xill live and function best within the Ethereal Plane, but travel between the Ethereal and Material Planes. Barbaric Xills tend to live within groups while more civilized Xills likely live within compounds consisting of themselves and their bretheren or with other lawfully evil aligned creatures. (whom they would likely be subservient to.) Xill when they travel are likely to be in the presence of a Xill Cleric.
Languages:
Xills only know Infernal, but have the potential to learn other languages as others would. ((Due to this a Xill would need a minimum intelligence of 12 to speak in common))
Adventurers:
Due to their nature, there would likely be few Xill adventurers as most Xills prefer to remain in their organizations/civilizations.
Xill Racial Traits
Xill Clerics:
A Xill Cleric can only take the following domains (potentially effecting the choice in deity): Evil, Law, Strength, and Travel
Xill Special Attacks:
Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Source: Monster Manual III V. 3.0
Folklore says that places where Silvanus touched the ground in Toril are especially fertile and blessed. A place where Silvanus tarried for a time contains more of his magic, exhibiting large trees and hardy plants. The legends say that a child conceived or born in such a locale might gain the forest father's blessing and be as one with nature, a woodling.
Woodling creatures have bonded with nature; to a large extent, they have become plant creatures. These creatures have an unusual mind-set, much like that of a treant. They are one with nature and at peace with it and themselves.
Race:
A woodling can be any race that can survive in sunlight, but are most commonly either creatures, humans, or elves. Woodlings are fertile like their normal race counterparts, but their children are normal. ((Though I'd suspect that if two woodlings got together at the same place that one of said woodlings were conceived, there'd be a high chance of the child also being a woodling.))
Personality:
While Woodlings typically act like those of their race, they almost always hold some reverence for nature, and are calmer, or more collected than their peers. Woodlings typically become Rangers or Druids, but have the potential to become just about any class.
Physical Description:
Woodlings appear to have the same form as their normal counterparts, but their skin and hair are bark/leaves. Any wings the creature may have are leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with the seasons. Woodlings are light green in early spring, darkening during the summer, have yellow/orange/red leaves like a deciduous tree in autum, and a dry brown look in winter.
Alignment:
Woodlings can be any alignment, but most typically have neutral tendencies.
Woodling Civilizations:
Woodlings rarely if ever actually live in communities with each other. A woodling can be found in any dwelling where their base race is found. A woodling prefers to be somewhere where the sun is out and about. Due to their nature, woodlings are most commonly found in Druidic communities, forest communities, or villages near forests.
Languages:
Woodlings speak whatever language their race would normally speak.
Adventurers
Woodlings aren't privvy to adventuring as they'd normally prefer to stay within/near the surroundings they are familiar with. That being said, woodling adventurers are not unheard of.
Spell-Like abilities
A woodling with a wisdom score of 8 or higher gains the following spells at the following levels/HDs:
Woodling Racial Traits
I'll state now that the Xill (requested) template listed in the book is for a level 5/6 character, and as such I have tweaked it to reflect a level 1 to the best of my abilities. (such as the removal of +7 to base AC)
Source: Monster Manual V. 3.5 Core Rulebook III
Xills




((I've tried to use my standard template by filling in the blanks where possible.))
Malevolent in the extreme, Xills are known for brutality and totalitarianism. They combine a healthy dose of evil with a keen love of cruelty.
Personality:
Some Xills are barbaric and fierce; others are more civilized creatures who rely on brutal order. In all cases though, a Xill is likely to show many of the negative traits within the world such as greed, egotism, brutality, etc.
Physical Description:
Xills are quasi-reptillian creatures possessing four arms, bright red scales, and dark penetrating eyes. A Xill typically stands 4 to 5 feet tall and weighs around 100 pounds.
Alignment:
As stated in the books, on top of them being an infernal creature, ALL Xills must start out lawful evil, there is no exception. (They may over time become chaotic in nature, but they are almost garunteed to stay evil.)
Xill Lands:
Xill live and function best within the Ethereal Plane, but travel between the Ethereal and Material Planes. Barbaric Xills tend to live within groups while more civilized Xills likely live within compounds consisting of themselves and their bretheren or with other lawfully evil aligned creatures. (whom they would likely be subservient to.) Xill when they travel are likely to be in the presence of a Xill Cleric.
Languages:
Xills only know Infernal, but have the potential to learn other languages as others would. ((Due to this a Xill would need a minimum intelligence of 12 to speak in common))
Adventurers:
Due to their nature, there would likely be few Xill adventurers as most Xills prefer to remain in their organizations/civilizations.
Xill Racial Traits
- Darkvision up to 60 Feet
- Natural Spell Resistance 21 ((might need to be lowered))
- Multiattack (A Xill can use its two sets of arms in different manuevers) ((Mostly in RP fights to grab someone while attacking them at the same time and such))
- Multiweapon Fighting ((Dual weapon fighting?))
- Planewalk: A Xill can leave the Ethereal Plane as a Move Action, but it takes 2 rounds to return to the Ethereal plane. During this time they are immobile, and gain 20% concealment for the first round, and 50% concealment for the second. ((Due to Siranda's nature of preventing interdimensional travel, this may be null))
- Level Adjustment: +4
Xill Clerics:
A Xill Cleric can only take the following domains (potentially effecting the choice in deity): Evil, Law, Strength, and Travel
Xill Special Attacks:
Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Source: Monster Manual III V. 3.0
Woodlings




Folklore says that places where Silvanus touched the ground in Toril are especially fertile and blessed. A place where Silvanus tarried for a time contains more of his magic, exhibiting large trees and hardy plants. The legends say that a child conceived or born in such a locale might gain the forest father's blessing and be as one with nature, a woodling.
Woodling creatures have bonded with nature; to a large extent, they have become plant creatures. These creatures have an unusual mind-set, much like that of a treant. They are one with nature and at peace with it and themselves.
Race:
A woodling can be any race that can survive in sunlight, but are most commonly either creatures, humans, or elves. Woodlings are fertile like their normal race counterparts, but their children are normal. ((Though I'd suspect that if two woodlings got together at the same place that one of said woodlings were conceived, there'd be a high chance of the child also being a woodling.))
Personality:
While Woodlings typically act like those of their race, they almost always hold some reverence for nature, and are calmer, or more collected than their peers. Woodlings typically become Rangers or Druids, but have the potential to become just about any class.
Physical Description:
Woodlings appear to have the same form as their normal counterparts, but their skin and hair are bark/leaves. Any wings the creature may have are leaflike or frondlike, and every part of the creature has a distinctly plantlike look that changes with the seasons. Woodlings are light green in early spring, darkening during the summer, have yellow/orange/red leaves like a deciduous tree in autum, and a dry brown look in winter.
Alignment:
Woodlings can be any alignment, but most typically have neutral tendencies.
Woodling Civilizations:
Woodlings rarely if ever actually live in communities with each other. A woodling can be found in any dwelling where their base race is found. A woodling prefers to be somewhere where the sun is out and about. Due to their nature, woodlings are most commonly found in Druidic communities, forest communities, or villages near forests.
Languages:
Woodlings speak whatever language their race would normally speak.
Adventurers
Woodlings aren't privvy to adventuring as they'd normally prefer to stay within/near the surroundings they are familiar with. That being said, woodling adventurers are not unheard of.
Spell-Like abilities
A woodling with a wisdom score of 8 or higher gains the following spells at the following levels/HDs:
- 1: Entangle 1/day
- 3: Summon nature's ally II 1/day
- 6: Speak with plants 3x/day
- 8: Summon Nature's Ally IV 1/day
- 11: Command Plants 1/day
- 13: Summon Nature's Ally VI 1/day
- 16: Animate Plants 1/day
- 19: Summon Nature's Ally VIII 1/day
- 21: Control Plants 1/day and Summon Nature's Ally IX 1/day
Woodling Racial Traits
- Damage Reduction 5/slashing
- Low-Light Vision
- Plant Traits (Immunity to Poison, Magical Sleep, Paralysis, Polymorph, Stunning, Mind-Effecting, and Critical Hits)
- +4 to Hide/MS in above ground natural environments
- Vulnerability to Fire (takes 50% extra damage vs. fire whether a saving throw is allowed or not and whether the save is passed or not.)
- Level Adjustment +3