User:Aarnott/Lego Bin 9

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Base Abilities

  • -2 Constitution, +2 Intelligence, +2 Charisma.
  • Medium Construct (Living Construct, Extraplanar)
  • Telepathy (Su): You can communicate telepathically with any creature within 60ft of you that has a language.
  • Naturally Psionic (Ex): 1PP/HD
  • Crystalline Body (Ex): By paying the cost of any crystal armor, you can incorporate it into your swarm. It becomes your worn armor, providing its AC bonus, but does not count towards your carrying capacity. Since it is a real suit of armor, when in humanoid form, it is formed and can be removed, sold, and replaced if you wish.
  • Crystalline Weapons (Ex): By paying the cost of any crystal weapon, you can incorporate it into your swarm. It forms into the weapon shape when you assume humanoid form, with all of its relevant enchantments.
  • Assume Form (Ex): As a full-round action, you can switch between your swarm form and humanoid form.

Swarm Form

  • Becomes a diminutive-sized swarm, taking up a 10ft. square, with a 0ft. reach. Has the following traits (which may override the default swarm traits)
    • +4 size bonus to AC
    • Not subject to critical hits or flanking
    • Cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent
    • Takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells
    • Deals swarm damage based on HD (see Swarm_Subtype)
    • Takes half damage from slashing and piercing weapons
    • Not immune to single target spells and effects
    • No distraction ability
  • PR 10 + HD
  • Can only take a standard action each round.
  • Crystalline Shell (Ex): You can enclose up to your light load worth of equipment inside crystals that are part of your swarm. This equipment appears back in its normal position when you assume humanoid form

Humanoid Form

  • Two natural claw attacks (1d4)
  • Focused Attack (Ex): As a swift action, the Shardmind may spend 1 power point to make his claws function as Deep Crystal magical weapons for 5 rounds.
  • Deep Crystal Affinity (Ex): You can charge deep crystal further than normal. You can spend 1 PP to add an additional +1d6 damage when charging a deep crystal weapon. For every 3 HD you have you can spend an additional 1 PP to add +1d6 damage.