Dr.Orpheus
2014-05-27, 11:49 PM
A mulchkin is a very strange and rare form of Shambling Mound with a plant born condition like gangrene that causes the plant to decompose, but still live. These plants, somewhat rotted into a sludge are actually more hearty based on conserving their energy with slow moving, but follow a human-like physical and mental decline and become barely sentient rotting piles, but unlike gangrene these piles are not anywhere near the end of their life cycle and can regain some mental aptitude and grow into handicapped adventurers.
Mulchkin
+8 Strength, -8 Dexterity, +8 Constitution, -6 Intelligence, -8 Wisdom, -8 Charisma.
Medium size. No bonuses or penalties based on size.
Space/Reach: 10 feet (very short and wide)/10 feet (stretchy limbs).
A mulchkin can easily be walked on top of by a small or larger creature without making a climb check, but a mulchkin counts as difficult terrain and requires a reflex save vs. being engulfed or partly engulfed if the mulchkin chooses.
A mulchkin’s base land speed is 10 feet and also has a climb and swim speed of 10 feet.
A mulchkin is blind, but has blindsight out to 60 feet.
Racial Hit Dice: A mulchkin begins with two levels of ooze/plant (they count as both), which provide 2d10 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A mulchkin’s ooze/plant levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Move Silently, Disguise, and Survival.
A mulchkin gets a +8 bonus on disguise checks to appear as a pile of moss, leaves, or grass clipings and a +8 bonus on climb checks and swim checks, but gets a -4 to spot, listen, and search checks because it cannot see things in detail with blindsight.
Racial Feats: A mulchkin’s ooze/plant levels give it one feats.
+5 natural armor bonus.
A mulchkin has a slam attack With it's pseudopod dealing 1d8 damage plus str mod.
A mulchkin has improved grab and engulf. A mulchkin may partly engulf something of any size or engulf something of equal size where the partly engulfed is subjected to all the effects of being fully engulfed but they may escape with a grapple check they are entitled to make each round instead of being grappled until the engulfer dies. The reflex save DC is 10 + half of it's HD + str mod on a failed save the engulfed or partly engulfed target takes slam damage each round.
As an ooze/plant a mulchkin is immune to poison, sleep effects, paralysis, polymorph, stunning, mind-affecting effects is not subject to critical hits or flanking, and does not require sleep.
Take Root: A mulchkin can take root in a surface with a hardness less than it's HD which gives it a bonus vs. bulrush attempts (or any other means of physically moving them) equal to 2 + the grounds hardness.
Fast Healing: A Mulchkin heals 1 HP per day whether or not it is has less then -10 HP except when all parts of it are 10 feet apart or more when it is regenerating.
Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome, Halfling.
Favored Class: Barbarian.
Level adjustment +0.
Part of the reason I would like you to PEACH is to help me with the LA, I put down 0 because that is the most generous I could imagine a DM being. I could see a player using the penalties to ability scores to make those good abilities not seem as overpowered in comparison.
Mulchkin
+8 Strength, -8 Dexterity, +8 Constitution, -6 Intelligence, -8 Wisdom, -8 Charisma.
Medium size. No bonuses or penalties based on size.
Space/Reach: 10 feet (very short and wide)/10 feet (stretchy limbs).
A mulchkin can easily be walked on top of by a small or larger creature without making a climb check, but a mulchkin counts as difficult terrain and requires a reflex save vs. being engulfed or partly engulfed if the mulchkin chooses.
A mulchkin’s base land speed is 10 feet and also has a climb and swim speed of 10 feet.
A mulchkin is blind, but has blindsight out to 60 feet.
Racial Hit Dice: A mulchkin begins with two levels of ooze/plant (they count as both), which provide 2d10 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: A mulchkin’s ooze/plant levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Move Silently, Disguise, and Survival.
A mulchkin gets a +8 bonus on disguise checks to appear as a pile of moss, leaves, or grass clipings and a +8 bonus on climb checks and swim checks, but gets a -4 to spot, listen, and search checks because it cannot see things in detail with blindsight.
Racial Feats: A mulchkin’s ooze/plant levels give it one feats.
+5 natural armor bonus.
A mulchkin has a slam attack With it's pseudopod dealing 1d8 damage plus str mod.
A mulchkin has improved grab and engulf. A mulchkin may partly engulf something of any size or engulf something of equal size where the partly engulfed is subjected to all the effects of being fully engulfed but they may escape with a grapple check they are entitled to make each round instead of being grappled until the engulfer dies. The reflex save DC is 10 + half of it's HD + str mod on a failed save the engulfed or partly engulfed target takes slam damage each round.
As an ooze/plant a mulchkin is immune to poison, sleep effects, paralysis, polymorph, stunning, mind-affecting effects is not subject to critical hits or flanking, and does not require sleep.
Take Root: A mulchkin can take root in a surface with a hardness less than it's HD which gives it a bonus vs. bulrush attempts (or any other means of physically moving them) equal to 2 + the grounds hardness.
Fast Healing: A Mulchkin heals 1 HP per day whether or not it is has less then -10 HP except when all parts of it are 10 feet apart or more when it is regenerating.
Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome, Halfling.
Favored Class: Barbarian.
Level adjustment +0.
Part of the reason I would like you to PEACH is to help me with the LA, I put down 0 because that is the most generous I could imagine a DM being. I could see a player using the penalties to ability scores to make those good abilities not seem as overpowered in comparison.