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  1. - Top - End - #1
    Troll in the Playground
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    Default [Creature/Race] One word: Vomit

    I made this race ages ago for an Alternity campaign. Now, with my recent development of a new campaign setting, I have converted and updated the race. Inspired by the racial feats in the Complete Psionic, I've crafted a number of them for this race. I hope someone gets something out of all the work I put into this... ;)

    The Lexalm

    The lexalm are an oddity; a bizarre race of sentient fungi with potent psychokinetic powers. Most other races find them at least a little disturbing, especially given many culture’s tendency to associate fungus with death and disease. However, composed of millions of tiny, interconnected spores, the lexalm are community-minded and often try to forge alliances and friendships where they can.
    They are not fools, however, and are well aware of the way they are seen by other races. If an attempt at establishing common ground fails or turns violent, the lexalm are certainly capable of defending themselves. Although somewhat limited physically, a lexalm has extraordinary psionic potential and, in a pinch, can spray an opponent with potent mix digestive enzymes.
    Personality: Lexalm are thinkers and planners, typically strong believers in eventuality. But they also enjoy (and thrive) in situations where two or more creatures of different races cooperate. Because of the persecution they often face, lexalm typically spend a fair amount of time studying other creatures before making contact.
    Physical Description: They look like large balls of mold about 1-1/2 feet in diameter and weighing about four pounds. Their outer membrane is somewhat porous and pebbled in appearance. Coloration ranges from brown, green, yellow, blue, light orange, and so on; similar to normal fungi. Outwardly, there is little that distinguishes one lexalm from another, as their outer membrane is somewhat featureless.
    Lexalm bodies are in essence a sphere of muscle, nerves, and digestive tract. In order to achieve locomotion, lexalm continually contract and relax areas of muscle, which causes them to roll around on the ground like a ball. A lexalm’s outer membrane is coated with a sticky, somewhat sap-like, secretion that is used to slow and stop. However, they realize that rolling about in the dirt is unsavory to other races and the lexalm have developed enough latent psychokinetic power to achieve flight so they usually move about in this manner.
    Though the lexalm lack eyes and ears, they have evolved special light and motion sensors and an advanced sense of smell that gives them the ability to detect creatures and objects in their environment. A lexalm’s outer membrane is somewhat sensitive to vibrations and serves as the creature’s ears.
    A lexalm has from three to five openings – their “mouths” – scattered somewhat erratically on their exterior. Lexalm can suck air into these openings and release it in a surprisingly controlled fashion to speak virtually any language that they learn. These openings connect with several interconnected stomach-like digestive chambers. When threatened, a lexalm can spray a stream of their powerful digestive juices at an offending target. Although this may be considered somewhat disgusting by other races, it is nevertheless effective. This tactic is usually a last-ditch effort, however, for lexalm only produce enough digestive juices on a daily basis to afford one such acidic spray per day. A lexalm’s digestive lining is thick and coated in a protective mucous, but a lexalm’s exterior is not: lexalm are just as vulnerable to their digestive acid as other creatures.
    Lexalm are sexless. However, each lexalm is also a composite creature, the result of contributions by several older lexalm. Once per year, lexalm “come into bloom,” producing hundreds of tiny spores on their outer membrane. Lexalm frequently gather together in a designated area and uses their telekinetic ability to preen, groom, and pluck the spores off of one another. The spores are then gathered together, sprinkled with a nutritious, partially digested, compound of digestive juices and fish entrails, and allowed to cross-pollinate and germinate. As they grow, the spores entwine together and form into composite spheres. Each sphere develops a hive-mind, of sorts, and eventually matures into an adult lexalm. Because there is no effective way to know which offspring is whose, and each immature lexalm is the result of spores from many adults, young are raised collectively by the community.
    Relations: Lexalm are thinkers and planners, but also enjoy (and thrive) in situations where two or more races cooperate. Typically, lexalm are more likely to find acceptance among “exotic” races such as dromites.
    Alignment: Given their community-based mindset, lexalm have a strong tendency towards law and good, but individuals can be of any alignment.
    Lexalm Lands: Although they have no official lands, lexalm are at home in any warm, damp area; especially such areas with humid caves and crevasses. Although not aquatic, lexalm are fond of water and prefer to make their homes near streams, lakes, and rivers. The original progenitor fungi of the lexalm race were pre-sentient molds that survived by eating small fish and other aquatic creatures. The piscivores would sense the presence of an appropriately sized creature, lash out at it telekinetically, and then use telekinesis to hoist the stunned or dying creature over to be devoured. Perhaps fish really is brain food! In any case, most lexalm find fish to be one of their favorite foods and set up communities where such cuisine can be found. Because of their minimal dietary requirements, lexalm are unlikely to over-fish or depopulate an area.
    Religion: Lexalm are not particularly religious, especially when humanoid deities are concerned. Occasionally, lexalm will make small prayers or offerings – usually to sea, water, or other aquatic deities – but these are really nothing more than gestures designed to wish good luck on a hunt for fish or other small game.
    Language: Lexalm speak their own tongue and often learn whatever other languages they can that seem like they could be useful. Because of its prevalence, several lexalm learned the Common tongue generations ago and universally teach it to their young.
    Names: Lexalm prefer names with a hissing, whistling, popping, or “whoosing” sound. Otherwise, they tend to differentiate each other by occupation or contribution to the community.
    Sample Names: Heesile the Guard, Fhizzp the Carp-Catcher, Foop the Telepath.
    Adventures: Leaving the community for an extended period of time is considered a somewhat strange thing to do by most lexalm. Still, they greatly appreciate members who seek to forge good relations and alliances with members of other races and realize that these sorts of connections will never be established if no one ever left the cave.
    However, lexalm in a community are like the individual spores that make up each distinct lexalm – part of a collective group but still, technically, a separate organism. Sometimes odd fancies or curiosities strike individual lexalms, who then leave the community to learn what they can about whatever mystery has them baffled. A good number of these become adventurers, following their instinctive drive to contribute to a group, yet remaining autonomous.

    Lexalm
    Small Plant (Psionic)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +1
    Speed: 10 ft., fly 30 ft. (perfect)
    Armor Class: 12, touch 12, flat-footed 11
    BAB/Grapple: +2/-5
    Attack: concussion blast (1d6 force)
    Space/Reach: 5 ft./0 ft.1
    Special Attacks: Psi-like abilities, vomit (3/day2, +4 ranged touch)
    Special Qualities: All-around vision, blind, low-light vision, scent
    Saves: Fort +4, Ref +2, Will +2
    Abilities: Str 4, Dex 13, Con 14, Int 13, Wis 12, Cha 7
    Skills: Concentration +10 (+14 to manifest defensively), Hide +9, Listen +3, Move Silently +3, Search +5, Spot +9
    Feats: Combat Manifestation, Lexalm Reflux2
    Environment: Any warm land or underground
    Organization: Solitary, cloud (2-6), or community (10-30)
    Challenge Rating: 2
    |Treasure: Standard
    Alignment: Usually lawful good
    Advancement: By character class
    Level Adjustment: +2

    What appears to be an oversized tan-green ball of mold floats gently through the air toward you.

    COMBAT
    Lexalm typically attempt to avoid combat and violence, seeking to parlay and share information with other creatures first. If a conversation can be stated, lexalm look for ways in which they and the other creature(s) can benefit each other. If attacked, they attempt to avoid melee combat and pummel opponents with their concussion blast psi-like ability, saving their vomit attack for use only if absolutely necessary.
    All-Around Vision (Ex): A lexalm has a 360-degree sphere of sight and cannot be flanked.
    Blind (Ex): Although lexalm can sense their environment in vision-like fashion, they do not possess traditional sight. Lexalms are immune to any effect or power that requires sight to function, such as gaze attacks.
    Psi-Like Abilities: At will – far hand; 3/day – concussion blast, deflection field3. Manifester level 1st. The save DCs are Charisma-based.
    Skills: Lexalm have a +4 racial bonus on Search and Spot checks and a +4 racial bonus on Survival checks to track by scent.
    Vomit (Ex): Once per day, a lexalm can spray an opponent with a stream of digestive juices. This is a ranged touch attack with a maximum range of 30 ft. (no range increment). If it hits, the target takes 3d6 points of acid damage and must make a Reflex saving throw (DC equal to 10 + 1/2 lexalm’s Hit Dice + lexalm’s Constitution modifier) or take 1d6 additional points of acid damage the following round.

    1 Lexalm do not possess limbs or natural attacks other than their psi-like abilities and their vomit ability; as such they threaten no squares and have a 0-foot reach.
    2 The featured lexalm has taken the racial feat, Lexalm Reflux, to increase his number of uses of his vomit ability by two. See below for the full feat description.
    3 Power found in the Complete Psionic. If you are not using that supplement, use the following description instead: As a swift action, the lexalm creates a field of force around itself, providing a +4 deflection bonus to Armor Class. This lasts for as long as the lexalm concentrates on the effect (maximum one round), plus one round.

    LEXALM AS CHARACTERS
    * +2 Dex, +4 Con, +2 Int, +2 Wis, -6 Str, -4 Charisma. Lexalm are swift, hardy, astute, and have good instincts, but are physically weak and often have difficulty developing their own individuality.
    * Plant: Lexalms are plants with the psionic subtype. They are not subject to spells or effects that target humanoids only, such as charm person or enlarge person. As plants, lexalm are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, polymorph, and stunning and they are not subject to critical hits. A lexalm must breathe and eat, but does not sleep.
    * Small: As a Small creature, a lexalm gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
    * Lexalm base land speed is 10 ft.
    * All-Around Vision (Ex): A lexalm has a 360-degree sphere of sight and cannot be flanked.
    * Blind (Ex): Although lexalm can sense their environment in vision-like fashion, they do not possess traditional sight. Lexalms are immune to any effect or power that requires sight to function, such as gaze attacks.
    * Low-Light Vision (Ex): When in starlight, moonlight, torchlight, and similar conditions of poor illumination, a lexalm’s combination of motion and light sensors and scent are sensitive enough that it can detect creatures and objects at twice the range that a human can see.
    * Naturally Psionic: Lexalm are naturally psionic and gain 3 bonus power points. A lexalm can take psionic feats, metapsionic feats, and psionic item creation feats and can obtain a psionic focus. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    * Psi-Like Abilities (Ps): At will – far hand; 3/day – concussion blast, deflection field.
    * Racial Hit Dice: A lexalm begins with three levels of plant, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, Will +1.
    * Racial Skills: A lexalm’s plant levels give it skill points equal to 6 x (2 + Int modifier). Its racial skills are Concentration, Hide, Listen, Move Silently, Search, and Spot. A lexalm receives a +4 racial bonus on Search and Spot checks, thanks to its all-around vision quality.
    * Racial Feats: A lexalm’s plant levels give it two feats.
    * Scent (Ex): A lexalm can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 ft.; if the opponent is downwind, it drops to 15 ft. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
    When a lexalm detects a scent, the exact location of the source is not revealed – only its presence somewhere in within range. The lexalm can take a move action to note the direction of the scent. Whenever the lexalm comes within 5 feet of the source, the lexalm pinpoints the source’s location.
    * Telekinetic Flight (Su): Lexalm can fly telekinetically at a speed of 30 ft. (perfect maneuverability). This is their primary means of locomotion.
    * Vomit (Ex): Once per day, a lexalm can spray an opponent with a stream of digestive juices. This is a ranged touch attack with a maximum range of 30 ft. (no range increment). If it hits, the target takes 3d6 points of acid damage and must make a Reflex saving throw (DC equal to 10 + 1/2 lexalm’s Hit Dice + lexalm’s Constitution modifier) or take 1d6 additional points of acid damage the following round.
    * Automatic Languages: Common and Lexalm. Bonus Languages: Any, but often Aquan, Sylvan, and the languages of any humanoids in the area.
    * Favored Class: Kineticist (psion).
    * Level Adjustment: +2.

    Racial Feats
    House Rules: Because lexalm have limited natural attacks, have no natural reach, and cannot adequately wield weapons, in my campaigns I am allowing lexalm fighters to take several of the following feats when selecting their fighter bonus feats.

    LEXALM DEFENDER [FIGHTER, PSIONIC, RACIAL]
    You can use your deflection field psi-like ability more often.
    Prerequisite: Lexalm.
    Benefit: You can use the deflection field psi-like ability granted by your lexalm heritage five times per day.
    Normal: A lexalm’s deflection field can be used three times per day.
    Special: You can gain this feat multiple times. Each time you take the feat, you gain two additional daily uses of your deflection field psi-like ability. A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM DISGORGE [FIGHTER, RACIAL]
    You can affect multiple opponents with your vomit ability.
    Prerequisites: Lexalm, 6 Hit Dice.
    Benefit: When using your vomit racial ability, you can shape the area of effect so that it is a 15-ft. line rather than a ranged touch attack. Creatures caught in the area are allowed a Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier) to take half damage. Whether or not they succeed on this save, they do not risk taking further damage from the effect next round. A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM KNOCK [PSIONIC, RACIAL]
    You can leverage your concussion blast psi-like ability to gain such fine control over manipulating force that you can open locks or sealed doors.
    Prerequisite: Lexalm.
    Benefit: You can expend one or more of your daily uses of the concussion blast psi-like ability granted by your lexalm heritage to instead gain use of psionic knock as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st).

    LEXALM POTENCY [FIGHTER, RACIAL]
    Your digestive juices are particularly caustic.
    Prerequisites: Lexalm, 6 HD.
    Benefit: Your vomit ability deals an additional 3d6 damage, for a total of 6d6. This does not affect the damage a creature failing its Reflex save against the touch attack takes on the second round, nor does it affect the damage you take if you have the Lexalm Ulcer feat.
    Special: A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM PUMMELER [FIGHTER, PSIONIC, RACIAL]
    You can use your concussion blast psi-like ability more often.
    Prerequisite: Lexalm.
    Benefit: You can use the concussion blast psi-like ability granted by your lexalm heritage five times per day.
    Normal: A lexalm’s concussion blast can be used three times per day.
    Special: You can gain this feat multiple times. Each time you take the feat, you gain two additional daily uses of your concussion blast psi-like ability. A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM REFLUX [FIGHTER, PSIONIC, RACIAL]
    You can use your vomit racial trait more often.
    Prerequisite: Lexalm.
    Benefit: You can use the vomit ability granted by your lexalm heritage three times per day.
    Normal: A lexalm’s vomit can be used once per day.
    Special: You can gain this feat multiple times. Each time you take the feat, you gain two additional daily uses of your vomit ability. A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM SCREEN [FIGHTER, PSIONIC, RACIAL]
    You can leverage condense your deflection field psi-like ability to gain a longer-lasting, but less protective, barrier.
    Prerequisite: Lexalm.
    Benefit: You can expend one or more of your daily uses of the deflection field psi-like ability granted by your lexalm heritage to instead gain use of force screen as a psi-like ability. Your manifester level for this effect is equal to 1/2 your Hit Dice (minimum 1st).
    Special: A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM SPRAY [FIGHTER, RACIAL]
    You can affect multiple opponents with your vomit ability.
    Prerequisites: Lexalm, Lexalm Disgorge, 6 Hit Dice.
    Benefit: When using your vomit racial ability, you can shape the area of effect so that it is a 15-ft. cone rather than a ranged touch attack. Creatures caught in the area are allowed a Reflex save (DC 10 + 1/2 your Hit Dice + your Con modifier) to take half damage. Whether or not they succeed on this save, they do not risk taking further damage from the effect next round.
    Special: A lexalm fighter can choose this feat as one of its fighter bonus feats.

    LEXALM ULCER [FIGHTER, RACIAL]
    You are saturated with your digestive juices.
    Prerequisites: Lexalm, Lexalm Reflux.
    Benefit: As long as you have one or more remaining daily uses of your vomit ability, a creature striking you in melee automatically takes damage as if it had been hit with your vomit touch attack. It must make a Reflex save to avoid taking damage from the acid the following round as well. However, the spray of acid resulting from this automatically deals 1d6 points of acid damage to you as well. Each time this feat comes into play, it uses one of your daily uses of your vomit ability. Creatures striking you with reach weapons are not subject to this damage but do not use one of your vomit daily uses or damage you with your own acid.
    Special: A lexalm fighter can choose this feat as one of its fighter bonus feats.

  2. - Top - End - #2
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    Lord Iames Osari's Avatar

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    Default Re: [Creature/Race] One word: Vomit

    Umm... did you mean for them to have a +4 Cha, or was that a typo?

  3. - Top - End - #3
    Troll in the Playground
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    Default Re: [Creature/Race] One word: Vomit

    Quote Originally Posted by Lord Iames, the CoP
    Umm... did you mean for them to have a +4 Cha, or was that a typo?
    Typo. All fixed! :D

  4. - Top - End - #4
    Dwarf in the Playground
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    Default Re: [Creature/Race] One word: Vomit

    Looks good.

    And Juicy.
    &&&&Turroline Buckshot avatars by idksocrates!

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