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(Created page with "{{author |author_name=brainduster |date_created=12 Nov 2013 |status=Probably useable. In testing. }} ==Alraune (Variant)== [[Summary::Slow-moving plant-people with creeper t...")
 
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|author_name=brainduster
 
|author_name=brainduster
 
|date_created=12 Nov 2013
 
|date_created=12 Nov 2013
|status=Probably useable. In testing.
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|status=Probably usable. In testing.
 
}}
 
}}
  
 
==Alraune (Variant)==
 
==Alraune (Variant)==
  
[[Summary::Slow-moving plant-people with creeper tendrils and a couple balance considerations.]] Like what's said on the Other Page, the Alraune is a plant. They’re sort of like Dryads: usually green (or sometimes blue, yellow, pink, red, purple... or whatever) in skin colour, they usually appear as pretty humanoid girls, though they're not above looking like somewhat feminine androgynous people.  
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[[Summary::Slow-moving plant-people with creeper tendrils and a couple balance considerations.]] Like what's said on the Other Page, the alraune is a plant. They’re sort of like Dryads: usually green (or sometimes blue, yellow, pink, red, purple... or whatever) in skin colour, they usually appear as pretty humanoid girls, though they're not above looking like somewhat feminine androgynous people.  
  
 
This is only from the waist up, though –  their bodies appear to be emerging from a giant flower, with long, winding vines beneath, trailing on the ground below and behind them, propelling them forward with a gait between slithering and shuffling.
 
This is only from the waist up, though –  their bodies appear to be emerging from a giant flower, with long, winding vines beneath, trailing on the ground below and behind them, propelling them forward with a gait between slithering and shuffling.
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Sleeping and rooted alraune tend to be curled up within some interior portion of the
  
 
{{3.5e Racial Traits
 
{{3.5e Racial Traits
 
|name=Alraune
 
|name=Alraune
 
|type='''[[Plant_(3.5e_Type)|Plant]]'''
 
|type='''[[Plant_(3.5e_Type)|Plant]]'''
|subtype='''Augmented [[Fey_(3.5e_Type)|Fey]]''' ''OR'' '''Augmented Humanoid'''
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|subtype='''Augmented [[Fey_(3.5e_Type)|Fey]]''' || '''Augmented Humanoid'''
|typefluff=Alraune are humanoid-shaped plants. Sure, some are shaped like cute girls in pretty flowers with hidden murdertendrils, but they are still pretty much fundamentally plants at the end of the day.
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|typefluff=Alraune are humanoid-shaped plants. Sure, some are shaped like cute girls in pretty flowers with hidden murdertendrils, but they are still pretty much fundamentally plants at the end of the day. The fey/humanoid selection depends on if they're their own separate species or some offshoot of garbled human(oid)s in your preferences. Fey retain iron/steel vulnerability and weapon finesse, humanoids can get hit with a steel sword and not instantly die.
  
 
|size=Medium
 
|size=Medium
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|vision=Low-light vision.
 
|vision=Low-light vision.
  
|specialtext1=Alraune are quite similar to but not quite like plants. They retain the Photosynthesis and Tap the Earth abilities, which is pretty sweet, but they also have specific fiddly bits and are subject to precision damage and critical hits. They have brains and personalities and generally require a good night's sleep. Due to their pseudohybrid nature, Alraune are also subject to normal diseases.
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|specialtext1=Alraune are quite similar to but not quite like plants. They retain the ''Photosynthesis'', ''Speak With Plants'', and ''Tap the Earth'' abilities, which is pretty sweet, but they also have specific fiddly bits, and are subject to precision damage and critical hits. They have brains and personalities and generally require a good night's sleep. Due to their pseudohybrid nature, Alraune are also subject to normal diseases.
 
|special1='''Modified Plant Traits'''
 
|special1='''Modified Plant Traits'''
  
<!--Additional special lines are available, from 2 through 16. Copy and paste the below section and update the numbers as needed to add additional special abilities to your race -->
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|specialtext2=Alraune have creeper tendrils which they can use like fleshy knife-whip natural weapons. All alraune have two of these; they deal 1d6 Bludgeoning/Slashing damage, can be used with a reach of up to 15', do not threaten any squares, can be used to do trip attacks, and provoke Attacks of Opportunity when used against adjacent opponents.
|specialtext2=Alraune have fleshy creeper tendrils which they can use like fleshy knife-whips against their enemies. All alraune have two of these; they deal 1d6 Bludgeoning/Slashing damage, can be used with a reach of up to 15', do not threaten any squares, can be used to do trip attacks, and provoke Attacks of Opportunity when used against adjacent opponents.
 
 
 
These tendrils have Improved Grab; if an alraune hits a single target with both tendrils in a turn, she can use Improved Grab against a creature of her size or smaller, rather than only smaller. Even though an alaraune has these two murder-tendrils, she still has arms and can wield things.
 
|special2='''Whiptendrils'''
 
  
|specialtext3=All alraune can chat up plants and use Diplomacy (or Affability) on them as if they were people. But they're not. They're plants. They usually have nothing interesting to say.
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These tendrils have Improved Grab; if an alraune hits a single target with both tendrils in a turn, she can use Improved Grab against a creature of her size or smaller, rather than only smaller. Even though an alraune has these two murder-tendrils, she still has arms and can wield things.
|special3='''Speak With Plants'''
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|special2='''Tendrils'''
|specialtype3=ex
 
  
|autolanguage=Common, I guess? Sylvan?
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|autolanguage=Common, I guess? Sylvan? Lorax?
 
|bonuslanguage=This is between you and the lord.
 
|bonuslanguage=This is between you and the lord.
 
|favoredclass=Druid, Totemist, Spirit Shaman, Elemental Weird, Alraune Paragon
 
|favoredclass=Druid, Totemist, Spirit Shaman, Elemental Weird, Alraune Paragon

Revision as of 20:03, 13 November 2013

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Author: brainduster (talk)
Date Created: 12 Nov 2013
Status: Probably usable. In testing.
Editing: Clarity edits only please
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Alraune (Variant)

Slow-moving plant-people with creeper tendrils and a couple balance considerations. Like what's said on the Other Page, the alraune is a plant. They’re sort of like Dryads: usually green (or sometimes blue, yellow, pink, red, purple... or whatever) in skin colour, they usually appear as pretty humanoid girls, though they're not above looking like somewhat feminine androgynous people.

This is only from the waist up, though – their bodies appear to be emerging from a giant flower, with long, winding vines beneath, trailing on the ground below and behind them, propelling them forward with a gait between slithering and shuffling.

Sleeping and rooted alraune tend to be curled up within some interior portion of the


  • Plant (Augmented Fey): Alraune are humanoid-shaped plants. Sure, some are shaped like cute girls in pretty flowers with hidden murdertendrils, but they are still pretty much fundamentally plants at the end of the day. The fey/humanoid selection depends on if they're their own separate species or some offshoot of garbled human(oid)s in your preferences. Fey retain iron/steel vulnerability and weapon finesse, humanoids can get hit with a steel sword and not instantly die. 
  • Medium: As a Medium creature, an alraune has no special bonuses or penalties due to its size.
  • Alraune base land speed is 15' feet.  
  • Modified Plant Traits: Alraune are quite similar to but not quite like plants. They retain the Photosynthesis, Speak With Plants, and Tap the Earth abilities, which is pretty sweet, but they also have specific fiddly bits, and are subject to precision damage and critical hits. They have brains and personalities and generally require a good night's sleep. Due to their pseudohybrid nature, Alraune are also subject to normal diseases. 
  • Tendrils: Alraune have creeper tendrils which they can use like fleshy knife-whip natural weapons. All alraune have two of these; they deal 1d6 Bludgeoning/Slashing damage, can be used with a reach of up to 15', do not threaten any squares, can be used to do trip attacks, and provoke Attacks of Opportunity when used against adjacent opponents.

These tendrils have Improved Grab; if an alraune hits a single target with both tendrils in a turn, she can use Improved Grab against a creature of her size or smaller, rather than only smaller. Even though an alraune has these two murder-tendrils, she still has arms and can wield things.


"Vital" Statistics

Table: Alraune Random Starting Ages
Adulthood Simple Moderate Complex
18 years +1d4 +2d4 +3d8
Table: Alraune Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 150 years 200 years +2d100% of current age years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Alraune Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 55" +2d8 140lb lb. × (2d3) lb.
Female 56" +2d10 150lb lb. × (2d4) lb.



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