GammaAge/_notes/Creeper.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from vine-like plants are known as creepers. Creepers are the fastest moving of all of the greenfolk. Agile & proficient climbers, a creeper's living areas usually has a vertical orientation.
Creeper Ability Adjustments: +2 DEX, +2 CON
Special Abilities:
- Medium: As Medium creatures, creepers have no special bonuses or penalties due to their size.
- Creeper base land speed is 30 feet.
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a 2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
- Grappler: Due to their wiry, vermicular nature, Creepers recieve Improved Grapple as a bonus feat.
- Natural Climber: Creepers receive a +10 bonus to their Climb skill.
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a 2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by 1 for every two character levels (for example, a 2nd-level mutant suffers a 3 to her save against mutation).