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Lestroisrois
2011-12-01, 08:55 PM
This is a restart of an older thread. To see the older thread, click here (http://www.giantitp.com/forums/showthread.php?t=110315&highlight=Elfen+Lied).

This thread is to create race, feats, a paragon class, racial substitution levels, etc. for this race. Help would most certainly be appreciated. I take no credit as the original creator. I am just expanding upon what is already there. Thanks to locksmyth for the original version.

Here's my version based off of the older version.
http://godofotakus.no.comunidades.net/1807061234/103_lucy_53759_1440x900theanimegallery.com.jpg
Kaede, a Diclonii

Diclonii are very similar to humans, yet possess psychokinetic abilities far beyond. They are both physically and physiologically different to humans in only a small number of ways. Most notably from a physical stance they have ‘cat-ear’ horns that protrude from their skulls. Their brains contains a significantly larger pineal gland, this provides several benefits, they can detect other Diclonius over short distances and have several invisible appendages, called vectors. These arms are telekinetic in nature; they can be made partly of whole physical at will and are otherwise always invisible.

DICLONIUS RACIAL TRAITS:
+2 Constitution, +2 Intelligence, -2 Wisdom
Medium: As Medium creatures, Diclonius have no special bonuses or penalties due to their size.
Base land speed is 30 feet.
Weapon Proficiency: Diclonii are proficient with any one martial or exotic weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Vectors(Su). (see description below)
Psychic Connection(Su): A Diclonius can detect the presence of all other Diclonii within 60ft as a swift action. They can also check the attitude the other Diclonius/Diclonii has towards them as part of the same action with a DC 18 Perception/Sense Motive check.
Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).

Vectors(Su): A Diclonius has a number of telekinetic arms called Vectors. This ability is constantly active and can not only manipulate objects but also use magic items like wands, staffs, rods, and some wondrous items (like a bag of tricks). Vectors cannot activate items that must be worn to utilize an effect (such as a helm of brilliance). A Diclonii's vectors have an effective Strength score equal to the Diclonii's character level or the Diclonii's actual Strength score, which ever is higher (The same goes for the vectors' Dexterity score). Vectors can be used to perform any attack or defensive action for which a regular hand can be used. Much like a monk’s unarmed attack, vectors are treated both as manufactured weapons and natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. Vectors can reach up to 5ft away, and otherwise deal unarmed damage. A Diclonius starts off with two vectors at first level (the only way to get more is through feats, etc.).
Like a Soulknife's Mind Blade, vectors are made of psychic energy distilled from the Diclonii's own mind. They are unaffected by magic or psionic effects such as dispelling. Even in places where psionic effects do not normally function (such as within a null psionics field), a diclonius can attempt to sustain her vectors by making a DC 20 Will save. On a successful save, the diclonius' may use her vectors for a number of rounds equal to her character level before needing to check again. On an unsuccessful attempt, the vectors vanish. As a move action on her turn, the Diclonius can attempt a new Will save to rematerialize her vectors while still within the psionics negating effect. Vectors are incorporeal and can extend through solid objects but not through force effects. Vectors are not ethereal and do not have a miss chance when striking a physical object. Vectors are invisible and undetectable by any ordinary means. However, opponents are never denied their dex bonus to AC unless they would ordinary be denied that bonus. Vectors can be seen by those under the effect of see invisibility or a similar effect.
Any vector not currently used in combat provide a +1 deflection bonus to AC. If a diclonius has more than two idle or defensive vectors, she can replace her dexterity bonus to AC with her intelligence bonus in addition to the above AC bonus.

Bonus Feat: Improved Unarmed Strike
Level Adjustment: +2

Feats:
Extra Vectors[Racial]
The power of your mind increases the number of vectors you possess
Prerequisites: Vectors ability, Int 15, 3rd level
Benefit: You gain 2 additional vectors.
Special: You can gain this feat multiple times. Each time you take it after the first, your total additional vectors increases to equal the number of times you've taken this feat times 2(in other words, if Ramoura, a 3rd level Diclonius Rogue with an Int score of 17, were to take this feat 2 times, she would have 2 feats x2 vectors, or 4 vectors.).

Extended Reach[Monstrous]
Your flexible body allows you to reach farther than normal.
Prerequisite: Small or larger size, nonrigid body or a nonrigid attack form such as a tentacle, feeler, or pseudopod [Diclonius also require 5th(if Pathfinder) or 6th(if 3.5) level & must have an Int score of >20].
Benefit: Your body or a part of your body with which you can deliver a melee attack is boneless and flexible, allowing you to threaten a larger than normal area with melee attacks. Add +5 feet to your normal reach.
(No, I didn't make this feat; it's in Savage Species on page 34. I'm reposting it here because I think it should also be able to apply to vectors. In the case of extending vectors, you may take this feat multiple times. Its effect stacks.)

Racial Substitution/Class Levels:
Diclonius Rogue*
The diclonius rogue learns to use the traits of its race in secret, so as to avoid the cruel treatment that comes with its abilities. Many Diclonii begin their careers as rogues in order to benefit from the class’s wide range of skills. Though she gives up some of his adventure-oriented talents, the diclonius rogue gains new abilities that aid her in more civilized settings. Focusing on social deception and blending with the crowd, she uses her racial abilities in conjunction with the rogue's skills to strong advantage.
Hit Die: d6.
Requirements
To take a diclonius rogue substitution level, a character must be a diclonius about to take her 1st, (level suggestions needed) level of rogue.
Class Skills
Diclnoius rogue substitution levels have the class skills of the standard rogue class, plus Survival.
Skill Points at Each Level: 10 + Int modifier (or four times this number as a beginning character).
Class Features
All the following are features of the changeling rogue’s racial substitution levels.
Social Intuition (Ex): A diclonius rogue has an uncanny awareness of the tone of any social situation in which he finds himself. This grants benefits to a number of his skill checks (see Chapter 4 of the Player’s Handbook for skill descriptions).
• Making a Gather Information check to gain knowledge takes a diclonius rogue only 1d4+1×10 minutes, instead of the normal 1d4+1 hours.
• A gut assessment of a social situation with a Sense Motive check can be made as a full-round action instead of taking a full minute.
• A diclonius rogue can take 10 on Bluff, Diplomacy, Gather Information, Hide, Move Silently, and Sense Motive checks, even if stress or distraction would normally prevent him from doing so.
This substitution feature replaces the standard rogue’s trapfinding ability. A diclonius rogue without trapfinding can still use the Search skill to find a trap whose DC is 20 or lower, and can still disarm mundane (but not magic) traps with Disable Device, just as any other character without trapfinding.

Diclonius Erudite
Mind of Manifested Magic (Ex): The Diclonius's mind is more highly developed than that of an average human. As such, they benefit most from the Erudite, a Psion who's developed past the normal limitations of powers known. Unlike a typical Erudite, however, a Diclonius Erudite also recognizes the power of both Arcane and Divine magic, and has improved upon an ability possessed by some Erudites called Spell-to-Power Conversion.
You add Spellcraft to your class skill list, which allows you to attempt to convert an arcane or divine spell into a power you can add to your repertoire. You treat the spell as a discipline power for the basis of learning it, and you must first succeed on a Spellcraft check (DC 15 + the spell's level) and then a Psicraft check as per the normal rules of learning a discipline power (see page 154 of Complete Psionic).
Each spell costs a certain number of power points to manifest. The higher the level of the spell, the more power points it costs. The table below describes each spell's cost.
{table]Spell Level|Power Point Cost
0|0*
1|1
2|3
3|5
4|7
5|9
6|11
7|13
8|15
9|17[/table]
* 0-level spells cost no power points to manifest. Instead you may manifest a number of different 0-level spells each day equal to three + the number of power points gained by that class at 1st level.
The erudite uses her manifester level for determining the effects of the spell being manifested. Spells based on caster level use the erudite's manifester level to determine damage and all other effects, including range and duration.
Spells that allow a character to recall or recast a spell cannot be learned.
Because the spells are now effectively psionic powers, they are no longer affected by metamagic feats. However, metapsionic feats can affect them as they would a psionic power.
As with casting a spell, manifesting a spell may require certain components (see page 174 of the Player's Handbook). Some of the components remain unchanged, such as verbal, somatic, and XP cost. Spells with expensive material components (non-negligible) require you to spend an additional 2 power points when manifesting the spell in lieu of the material components. If you happen to have the material components, no additional power point cost is assessed. Spells with a focus are treated the same as those with a material component. If the spell has an expensive material component and a focus, the additional power point cost would be 4.

Compound Psicrystal (Ex): Like the Diclonius race itself, the psicrystal of a Diclonius Erudite manifests a hybrid nature. A 3rd-level Diclonius Erudite can choose two different personalities for her psicrystal, and gains the benefits of both personalities simultaneously. A Diclonius Erudite can even choose Sage as both personalities, but must select different Knowledge skills for each.

Mantled Mind (Ex): At 5th, 10th, 15th, and 20th level, you may sacrifice your bonus feat to gain a psionic mantle. You gain the granted ability of the mantle, and the powers of that mantle are considered general psion/wilder powers for the purpose of learning.

Diclonius Wizard*
(Only decided on 1st and 5th level abilities)
Dual Specialization (Ex): At 1st level, a diclonius wizard can choose to pursue a dual specialization in illusion and divination. To do so, he must give up three other schools of magic.
A diclonius wizard can prepare one additional spell per spell level each day, chosen from either of his specialty schools. For instance, he might choose to prepare ghost sound (illusion) as his additional 0- level spell and true strike (divination) as his additional 1st-level spell.
In addition, he gains a +2 bonus on Spellcraft checks to learn spells from either of these schools.
This substitution feature replaces the standard wizard’s specialization option.

Focused Specialist (Ex): At 5th level, a diclonius wizard gains Spell Focus in both illusion and divination as bonus feats.
This substitution feature replaces the standard wizard's bonus feat at 5th level.

Diclonii Paragon:*

*(Need Help with the other Class abilities)
Any other help would be appreciated.
Changelog:10-11-2012: Finally finished Psion RSL; Changed Vectors to Supernatural ability.
5-14-12: Edited Psion RSL; Added Paragon Class
5-13-12: Edited Extended Vectors, Extra Vectors, Vectors, Racial Traits(Attributes)
12-4-11: Removed Power Resistance, Favored Class restrictions; Edited Range of Psychic Connection, Number of Vectors; added "Feats" Section, Racial Substitution Levels section;

Lert, A.
2011-12-02, 05:50 AM
Let's have a look see. Keep in mind that PF has more powerful classes but does not like to use LA.

+2 Constitution, +2 Intelligence, -2 Strength
Medium: As Medium creatures, Diclonius have no special bonuses or penalties due to their size.
Base land speed is 30 feet.
All fine.

Power resistance 10 + hit die
Something not used with any PF races as far as I know (3rd party included). Psionics so far uses Spell Resistance to aid with transparency. Powerful but not broken.

Weapon Proficiency: Diclonii are proficient with any one martial or exotic weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.
Generally considered a powerful option to just pick whatever you like. Might want to use the current PF system and just make all weapons that have Diclonius in the name martial instead of exotic or actually choose a weapon.

Vectors(Ex). (see description below)
Get to that in a bit.

Psyonic Connection(Su): A Diclonius can detect the presence of all other Diclonii within 120ft. They also know the attitude the other Diclonius/Diclonii has towards them.
So I checked it out on the Wiki and it says:"Diclonii have the ability to detect one another, such as when Kurama released Nana from the offshore laboratory to search for and retrieve Lucy. Even this ability has limits, as she could not sense her target when she was in her childlike Nyu persona, nor could she sense the Mariko clones when they were under the control restraints set up by Nousou and the agent riding herd on them during their assault on Maple House."

Your version seems a lot more powerful. Maybe have it be an automatic free action Perception check when in range, even if the other Diclonius has cover or concealment.

Automatic Languages: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Fine.

Favored Classes: Any 1 Psionic base class. This choice must be made at 1st level and cannot be changed.
Also powerful. Keep in mind that psionic PF races gain a bonus when taking a level in their favored class of either +1 hp, +1 skill point, or +1 power point. Combined with other features would make this a bit too much. Better to just pick one.


Vectors(Ex): -snip-
Should be able to work with this.

Bonus Feat: Improved Unarmed Strike
PF psionic races generally get Wild Talent as a bonus feat (upgrades to Psionic Talent if they take levels in a psionic class). I believe that adding another feat on top of everything else this race has is just too much.

Still need help deciding how many they have a first.
Probably two. If you invest yourself into defense you can get the Int to AC bonus but not attack. Add a racial feat to gain more.

Other feats might include an extended attack range, infection of males to spread the Diclonius virus, and maybe a high-frequency explosive attack (based off of listed Wiki abilities).

Overall the only problem I have is with the race having both PR and Vectors. If this were a PF class it would be too powerful (and again, LA is not used).

Since Vectors are more likely the main racial ability (to be honest I don't see what would mandate racial PR in the first place) I would say to keep that and give PR as a racial feat at the end of a chain. Requirements something like Psionic Body plus two other Psionic feat (have this and Extra Vectors counts as psionic feats for a few extra hp :smallwink:), maybe add character level 6th just so the race doesn't become the "must have" race.

Lestroisrois
2011-12-04, 11:36 AM
Made some edits based on Lert's suggestions.

Lert, A.
2011-12-04, 11:42 AM
Should be balanced as a PF race now (i.e. you can lose the LA now).

Lestroisrois
2011-12-04, 12:34 PM
Should be balanced as a PF race now (i.e. you can lose the LA now).

The reason I've left the LA is because the items presented here are meant to be usable in both Pathfinder RPG and D&D 3.5. The only reason it's still there is that...or are you saying it's balanced enough that it doesn't need LA?

Also, now posting the first (hopefully, of many) Diclonius Racial Feats.

Lestroisrois
2011-12-04, 05:33 PM
Added Racial Substitution section. NEED HELP BAD!!!!!

Lert, A.
2011-12-04, 10:18 PM
The reason I've left the LA is because the items presented here are meant to be usable in both Pathfinder RPG and D&D 3.5. The only reason it's still there is that...or are you saying it's balanced enough that it doesn't need LA?
OK. Keep it for 3.5. As it is the race is good but almost bumping against a LA in PF and a +2 for 3.5 seems accurate.

[QUOTE=Lestroisrois;12309660]Extra Vectors
Extended Reach
OK. These would make the race too strong. It would not take much for a player to pick up Extra Vectors at 1st level and while Monk is not the greatest class out there this feat would put the Diclonius ahead without going into their class levels (+2 attacks with no penalty and Int to AC, +3 attacks and +1 to AC, or just +4 attacks). Extended Reach is more of the same.

If you want these feats then you should add more prerequisites so they cannot be taken at 1st level and require investment to get these abilities (at least one feat). Extra Vectors needing Iron Will would fit, Extra Reach should have something else so you can't just buy one feat and get unlimited access to the powerful feats.

Diclonius Rogue
The smaller HD is not so much a problem since the race has a Con bonus but those extra skill points seem to be just too good for a +Int race. Losing Trapfinding to gain all of those extra abilities is also too strong. The Sense Motive part is not too strong and could be added to one of the other two abilities but all three is too much.

Diclonius Wizard
Looks OK.

nyarlathotep
2011-12-05, 05:03 AM
You never explicitly mention how many vectors they have by base, are vectors indented to only be obtainable with the extra vectors feat. Additionally given its open ended nature the extra vectors feat itself could lead to problem much like font of inspiration but even worse. Specifically wielding a large number of throwing weapons or the like could lead to tragedy for balance. Extra arms are some of the most powerful things a race can be given in D&D and giving them out at the ratio of 6 or so per feat seems ridiculous.

I'd suggest either a hard cap per feat (like 3 at most) or put some limit on the number of times the feat can be taken by HitDie you have (i.e only once per 5). Or you could go the fount of inspiration route and have the first time you take the feat it only gives you one vector but the next time it goes up to 2 etc with the cap being your int mod.

Lestroisrois
2012-05-13, 01:31 PM
I can't believe it took me 5 months to come back and update this, but I did.

It might be helpful if, once the racial substitutions are a bit more complete, someone could playtest this.

vasharanpaladin
2012-05-13, 07:08 PM
Diclonii mature intellectually faster than they do emotionally. Further, Lucy never seemed to be any physically weaker than the human characters. I would thus think a penalty to Wis would be more appropriate than one to Str?

Lestroisrois
2012-05-13, 08:20 PM
While I do see your point, the main reason I chose a STR penalty was a couple reasons; to symbolize the brain/brawn that Diclonii seem to show, & the fact that Diclonii are very dependant upon their vectors. But I do see your point. If the playground thinks it should change, then it will, but probably not to WIS. Probably Charisma, maybe...

vasharanpaladin
2012-05-13, 10:31 PM
No, not to Charisma. Lucy and Mariko both have rather forceful personalities, and Nana, while not forceful, seems to be very good at Cha skills. What happens, see, is diclonii (or, more appropriately, silpelits, as Lucy's the only true-breeding diclonius) mature to the point where they realize what a craphole the world is (Int) before they can build the experience to deal with it (Wis).

And like as not, Lucy picked up and fired Bandou's assault rifle one-handed. Strength penalty, she does not have. :smallwink:

Lestroisrois
2012-05-13, 11:21 PM
No, not to Charisma. Lucy and Mariko both have rather forceful personalities, and Nana, while not forceful, seems to be very good at Cha skills. What happens, see, is diclonii (or, more appropriately, silpelits, as Lucy's the only true-breeding diclonius) mature to the point where they realize what a craphole the world is (Int) before they can build the experience to deal with it (Wis).

And like as not, Lucy picked up and fired Bandou's assault rifle one-handed. Strength penalty, she does not have. :smallwink:

You have made a very effective argument, my friend. Penalty to WIS, it now shall be.

As you seem very knowledgable about this topic, what suggestions do you have for the racial sub levels, as that is where help is truely needed most?

vasharanpaladin
2012-05-13, 11:29 PM
You have made a very effective argument, my friend. Penalty to WIS, it now shall be.

As you seem very knowledgable about this topic, what suggestions do you have for the racial sub levels, as that is where help is truely needed most?

Haven't looked at those just yet. I've always been more concerned with the race's mechanics first. :smalltongue:

Km0nk3y
2012-05-14, 09:28 AM
I feel as if any attempt to make a realistic Diclonius race would either be horribly overpowered, or not true to the show.

As a level 1 commoner, Lucy had the ability to effortlessly ruin dozens of people, and was even taking on police squads before her teens. The vectors clearly would be making touch attacks, and seem to have the equivalent force of a greatsword. As Lucy was "higher level" she had an almost infinite AC, could practically fly, and had not the slightest fear of an armored elite paramilitary squad single-handedly.

Balancing the race realistically to 3.5 would involve a Level adjustment of like +5 to +8. Having a balanced less powerful race with no LA or a smaller one would not be accurate to the show.

I almost feel like the best fix to this is to have any Diclonius take its own CLASS. Perhaps one with a bit of versatility in skills. It is very clear that Diclonius hit certain landmarks in their mental development, and gain abilities with level, and making a class would help significantly with the balancing issues while allowing the Diclonius player to maintain power levels with the other players. Further, you wouldn't have to worry about how powerful a Diclonius monk or rogue may be.

While I'm not going to put in the full effort of creating it, I would recommend features such as:

Vectors: Start with 2 at level 1, gain an additional vector every 6 levels thereafter (feats can increases this as well).

Diclonius sense: Diclonius are naturally sensitive to each other's presence. A Diclonius can make an at-will wisdom test as a free action to detect the presence of another Diclonius within 100 feet. On a successful check of DC 5 + target Diclonius HD, the detecting Diclonius knows the whereabouts of the targetted Diclonius. On a check of 10 + target Diclonius HD, they know the general attitudes of the target Diclonius as well.

Vector reach: 10 feet at level 1, increases by 5 feet every 4 levels thereafter.

Vector damage: Start with 2d4 at level 1, increases by d4 every 5 levels thereafter.

Vector shield: Starting at level 3, when a Diclonius uses all vectors defensively, she gains DR = to her number of vectors.

Diclonius aptitude: Starting at level 4, a Diclonius decides a preference of ability, and chooses one of the below options.

Arcane Aptitude: The diclonius gains the casting ability as if she were a wizard of 1/2 her diclonius level.

Psionic Aptitude: The diclonius gains the casting ability as if she were a psion of 1/2 her diclonius level.

Martial Aptitude: The diclonius gains a bonus fighter feat, and gains an additional bonus fighter feat every four levels thereafter.

Vector jump: Starting at level 5, a Diclonius can make a full-round action to jump with the additional force of her vectors per day, adding +5 for each jumping vector.

Piercing Vectors: At level 8, vectors are treated as the alignment of the Diclonius on both the moral and lawful scales for the purpose of overcoming damage resistance.

Improved vector shield: At level 13, a Diclonius adds her wisdom modifier to the DR when shielding.


I could keep going, and I did not really bother balancing the class, but I feel as if a class/race combo is the only way you can really balance a Diclonius in a game with players playing other races and make it be fair or fun in the slightest.

vasharanpaladin
2012-05-14, 03:39 PM
[diclonius class]

Fair points, but that's what racial paragon classes are for, y'know? :smallbiggrin:

That being said, Lucy's clearly Special. She was never a "level 1 commoner," she clearly came into being as a paragon diclonius (and, again, remember she's the only diclonius). And, not only that, Kakuzawa called her the "Liebensborn," she's the MacGuffin for half the manga; clearly there's a race-specific PrC there somewhere, too.

As far as racial substitution levels, Mariko's clearly a kineticist variant, no two ways about it. Nana, too incompetent to operate a blanket, is just as clearly an NPC. But Lucy? Not a rogue; she doesn't display any skills beyond combat. Fighter is possible, especially if the sub levels grant more faculty with the vectors, but as warblade exists it'd be even better due to Lucy being a one-woman murder machine, which is more than the fighter can claim on a good day.

Finally, since Lucy's murderin' had a purpose, I'd suggest crusader as well; whatever alignment she is, it sure as hell ain't true neutral.

Lestroisrois
2012-05-14, 07:48 PM
Vasharan, you keep meantioning the fact that Kaede is the only true pure-blood Diclonius, and that all other "Diclonii" are instead siphelits. The reason that I haven't made a distinction is because I'm trying to stat out the race as if they all, like Kaede/Lucy/Nyu, were pure-blood Diclonii; this is the same reason that I haven't included the infection, also because it wouldn't directly affect gameplay other than reproduction, which isn't very important in most games.

Now allow me to explain the reasons behind the Racial Substitution Levels. The main reason for the Rogue sublevels is disguise/hiding. As clearly shown by Kaede and Nana, the fact you have horns is something you don't want just anyone to know. My inspiration for the first level sub was the Changeling sublevel of the same type, as they too need to hide their true forms from most as well. Still need ideas for the other sublevels for Rogue.

The reasons behind the Wizard sublevels are also similar to the Changeling Wizard sub, but a bit different. For a Changeling, shape-changing is a part of everyday life, and so are false appearances. That's why they get Double Schools for Transmutation and Illusion. In the case of (sane) Diclonii, they see how people react and hide themselves or their horns accordingly. That's why they get Double Schools for Divination and Illusion. In the case of their 5th level ability, their highly intellectual minds enable them to master their Double Schools faster as they progress, granting them Spell Focus in said schools.

And as for the Psion sub, I've decided to go with your suggestion and make it a Kineticist...[12 minutes later]...now I'm not so sure if it should be Kineticist or Shaper. Hm...

A Paragon class was always in the plan, I just forgot to put up its Title/Need Help in the class section...will do that now.

Thanks for all the help you guys.

vasharanpaladin
2012-05-14, 08:43 PM
...I feel the need to revise that statement. Lucy's the only diclonius we see do anything. Adam's a diclonius, but ultimately doesn't do anything but add to Lucy's kill count. :smallredface:

As for why I keep repeating it, I feel the need to have a disclaimer to hand as I more readily focus on what Lucy does for this stuff. Been trying to do the same thing in 4e for awhile, see. :smalltongue:

Lestroisrois
2012-05-14, 09:13 PM
...Ah, now I see. I'm doing the race in general and you're basing off/trying to make Kaede specific. Here's the flaw I see with that, however. If I were to stat out Kaede specifically, she'd be this:

CN or CE Paragon (as in the template) Diclonius PF Fighter 20 with all feats spent pretty much on extra vectors and multiattack/improved/etc. and almost all skill points spent on intimidate. Possibly also Monk 20 as well.

This reminds me, probably ought to make a Diclonius Golem too...

Lestroisrois
2012-10-12, 12:11 AM
Bring the thread back from the abyss of death...
[10 minutes later...]
...Raise Thread!!!

As the original founder of this thread, I now bring it back now that I've added to it. Long live the Thread Necromancer Prestige Class!!!

EDIT: Also, does anyone have a good, appropriate image of a Diclonius for the race post? The one I've been using keeps failing to load properly...