Difference between revisions of "Chimera (3.5e Bloodline)"

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'''{{Anchor|Magical Beast Affinity}}:''' You gain the indicated bonus on all [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]], [[SRD:Gather Information Skill|Gather Information]], [[SRD:Intimidate Skill|Intimidate]], and [[SRD:Perform Skill|Perform]] checks made to interact with magical beasts.
 
'''{{Anchor|Magical Beast Affinity}}:''' You gain the indicated bonus on all [[SRD:Bluff Skill|Bluff]], [[SRD:Diplomacy Skill|Diplomacy]], [[SRD:Gather Information Skill|Gather Information]], [[SRD:Intimidate Skill|Intimidate]], and [[SRD:Perform Skill|Perform]] checks made to interact with magical beasts.
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'''{{Anchor|Breath Weapon}}:''' Pick an elemental type; each head may deal 10d8 damage (of the elemental type), in a 30’ cone, once every 1d4 rounds. A successful [[SRD:Saving Throw|Reflex save]] halves the damage. The save [[SRD:DC|DC]] is 10 + 1/2 hydra’s original number of heads + hydra’s [[SRD:Constitution|Con]] modifier.
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If fire is the chosen elemental type, fire attacks will not prevent a stump from growing new heads, but 5 points of cold damage does.
  
 
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Revision as of 01:07, 5 November 2012

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Author: Franken Kesey (talk)
Date Created: 11/05/12
Status: Fin
Editing: Clarity edits only please
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Hydra Bloodline Traits
Character
Level
Trait Gained
Minor Intermediate Major
1st +2 on Spot Checks
2nd +2 on Spot Checks Hydra I
3rd Strength +1
4th +2 on Spot Checks Hydra I Fast Healing (Ex) 1
5th Magical Beast Affinity +2
6th Strength +1 Hydra II
7th +2 on Swim Checks
8th Hydra I Combat Reflexes Combat Reflexes
9th Constitution +1
10th Fast Healing (Ex) 1 Hydra III
11th Magical Beast Affinity +4
12th Strength +1 Hydra II Fast Healing (Ex) 10
13th +2 on Listen checks
14th +2 on Listen Checks Hydra IX
15th Strength +1
16th Fast Healing (Ex) 1 Combat Reflexes Fast Healing (Ex) 10
17th Magical Beast Affinity +6
18th Constitution +1 Hydra X
19th +2 on Search checks
20th Magical Beast Affinity +2 Hydra III Breath Weapon

Hydra Head: Your natural head becomes a Hydra Head, and you acquire one other head. Heads have a 1d8 bite attack. The necks are elongated, giving them a 5’ reach. At 12HD, all heads (including the natural) become akin to hydra heads, when severed a single new head will emerge from the stump of a removed head, 1d6+1 rounds later, unless burned. Unlike a normal hydra, only one head will sprout.

Hydra II gives another head, with one more each step after (for a total of six heads at Hydra X). (If your race naturally possesses more than one head, add five to the total.)

Magical Beast Affinity: You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with magical beasts.

Breath Weapon: Pick an elemental type; each head may deal 10d8 damage (of the elemental type), in a 30’ cone, once every 1d4 rounds. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + hydra’s Con modifier.

If fire is the chosen elemental type, fire attacks will not prevent a stump from growing new heads, but 5 points of cold damage does.


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Franken Kesey's Homebrew (123 Articles)
Franken Keseyv [Expand]
Article BalanceHigh +
AuthorFranken Kesey +
Identifier3.5e Bloodline +
Rated ByFluffykittens +, Foxwarrior + and Ghostwheel +
RatingRating Pending +
SummaryDie! +
TitleChimera +