Plush Sapiens


  • Living Construct Subtype (Ex): Plush sapiens are constructs with the living construct subtype, and assume all the traits that warforged do (ECS 23).
  • -4 Strength, +2 Dexterity: Plush sapiens are nimble, but rather weak.
  • Tiny: As a Tiny creature, a plush sapien gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but he uses smaller weapons than small creatures use, and his lifting and carrying limits are one-half of those of a Medium character.
  • Plush sapien base land speed is 15 feet.
  • Damage reduction 5/slashing or piercing.
  • +2 racial bonus on Escape Artist and Move Silently checks.
  • Vulnerability to Fire (Ex): Plush sapiens take half again as much (+50%) damage as normal from fire spells and effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Fluffy (Ex): Plush sapiens are well insulated against massive blunt trauma. Weapon damage remains unaffected, but bludgeoning damage that affects all or most of its entire body (such as constriction and falling damage) is halved and rounded down.
  • Light Fortification (Ex): When a critical hit or sneak attack is scored on a plush sapien, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
  • Climate Tolerant (Ex): Plush sapiens suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a plush sapien had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes.
  • Automatic Language: Common. Bonus Languages: Any (except secret languages, such as druidic).
  • Favored Class: Rogue or Sorcerer. A multiclass plush sapien’s rogue or sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.
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Tiny Creatures with Reach Weapons (link)
As noted earlier, using a reach weapon doubles your natural reach. If your natural reach is 0, your reach is still 0 when you wield a reach weapon. As a variant, allow Tiny creatures a reach of 5 feet when they use reach weapons.

Custom Errata
Eberron Campaign Setting, page 23
Warforged gain the following gain the following special quality:
"Climate Tolerant (Ex): Warforged suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a warforged had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes."

Miscellaneous Ideas

Repair Living Construct: A character with ranks in certain Craft skills can attempt to repair a living construct that has taken damage. A check (DC 15) requires 8 hours and restores a number of hit points equal to the living construct's Hit Dice. A character can take 10 on this check but can’t take 20. Each time the Craft DC of this task is voluntarily increased by 15, the time required to complete it is reduced by half.
Other constructs can’t be repaired in this way (but a character with the Craft Construct feat can repair such a construct, as described on page 303 of the Monster Manual).
Applicable Craft skills needed to repair a plush sapien include leatherworking, tailoring and textiles. A living construct with an applicable Craft skill can repair itself.

Pelt Body [Racial]
Prerequisites: 1st level only, Plush Sapien.
Benefit: Your body covered in a treated pelt that provides a +1 armor bonus and eliminates your vulnerability to fire. This material is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This material occupies the same space on your body as a suit of armor or a robe, and thus you cannot wear armor or magic robes with this feat. However, you can be enchanted just as armor can be, and must be present for the entire time it takes to enchant you. Your pelt body incurs an arcane spell failure chance of 5%, similar to the penalty for wearing armor. Abilities that apply to light armor, apply to your pelt body as well.

Dragonskin Body [Racial]
Prerequisites: 1st level only, Plush Sapien.
Benefit: Your body covered in treated dragonskin that provides a +3 armor bonus, eliminates your vulnerability to fire, and grants you resistance 5 to one energy type (acid, cold, electricity or fire), that corresponds to an immunity possessed by dragon harvested. This material is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This material occupies the same space on your body as a suit of armor or a robe, and thus you cannot wear armor or magic robes with this feat. However, you can be enchanted just as armor can be, and must be present for the entire time it takes to enchant you. Your dragonskin body incurs a +8 maximum Dexterity bonus to AC, a -1 armor check penalty, and an arcane spell failure chance of 10%, similar to the penalties for wearing light armor. Abilities that apply to light armor, apply to your dragonskin body as well.

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