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Author: Eiji-kun (talk)
Date Created: 4-21-24
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Raggaman

Sentient clothing awakened by mysterious means, these constructs can be worn as companions in battle. Believed to be associated with the monster known as a "raggamoffyn", these entities are composed of only one article of clothing, typically intact, and with strange intellect behind their presence. They are capable of animation enough to even subtly alter their composition and appearance to make the suggestion of facial features when possible.

Personality

Raggamen are subtle creatures, which recognize most would assume them to be some manner of magic item (or less charitably, some kind of mimic). They tend to keep themselves concealed from the wider world until they can be sure it is safe before attempting diplomatic approaches or fleeing the scene. Of course, some take advantage of their subtle natures to become expert thieves. Like people, they too can become attached to wealth and especially clothing of all sorts, and they are able to manipulate this clothing to add to their mass and give them a more humanoid appearance.

Physical Description

A raggaman is a single article of clothing such as a shirt, hat, pants, or mask which is awakened to animation and flight. This article of clothing is capable of minor transmutation to perform expression, grab small objects (or unwilling would-be wearers), and other minor effects. Raggamen do not breathe, sleep, or eat, but they seem to be attracted to and calmed in the presence of enhanced items, especially magical items. Given that the similar "raggamoffyn" consumes magic items for reproduction purposes, one would assume the same applies for the raggaman. However no one, not even raggamen, know how they multiply. They seem to be a persistent freak accident formed from long-lived magic items in uncertain circumstances. One day they simply find themselves animate, and slowly gaining a personality as if waking from a long dream.

Relations

Raggamen are not common enough to form any kind of society. Rather, they seem to have come with basic social knowledge and mores akin to the areas of their origin. This had lead some to speculate they are somehow reborn spirits inhabiting objects, though no form of necromancy is known to cause this.

Alignment

Raggamen can be of any alignment.

Lands

Raggamen can appear anywhere magic items can be, and often spawn from dungeons filled with former adventurers and their loot.

Religion

Raggamen have no consistent religion.

Language

Raggamen speak Common and one random other language of their choice.

Names

Raggamen have no names for themselves. Always given names by others, they choose whatever seems to stick. And for many, those names tend to be subtle puns on the nature of their clothing.

Racial Traits

  • -2 Constitution, +2 Intelligence or +2 Wisdom or +2 Charisma: Raggamen are made of fabrics that are generally not as durable as a full body of meat and bone. However they are born with smart and cunning minds to make up for their lack of physicality.
  • Construct (Living Construct): Raggamen are constructs, and though clearly lacking in biology they yet possess durability and a magical constitution. 
  • Small: As a Small creature, a raggaman gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Raggaman base land speed is 15 feet. Fly 30 ft (poor) 
  • Antimagic Vulnerability: When entering an area of antimagic, the raggaman is automatically sickened (bypassing immunities). If subject to or in the area effect of a successful dispel, they are also sickened for 1 minute. For the purposes of dispelling, the article of clothing they represent has a caster level equal to your character level. 
  • Article of Clothing: A raggaman is an article of clothing and is associated with at least one body slot, such as a hat taking up a head slot. They are capable of enhancing themselves as a magic item of the type, and are considered to have the appropriate craft feat to enhance themselves specifically. While they lack true bodies, they can "wear" other items which telekinetically hover by them in roughly the correct positions for a humanoid. The body slot of their article of clothing is considered to always be taken up by themselves and cannot be removed. In addition, another creature can wear the raggaman and both the raggaman and its host benefit from any enhancements placed on the raggaman themselves. If a raggaman wearing other articles of clothing is worn, the host may choose which items they keep and wear and which fall to the floor harmlessly. 
  • Hover (Ex): Raggaman have the hover ability (perfect) equal to their fly speed. While inelegant fliers, they have no difficulty simply hovering. 
  • Immunities (Ex): Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. 
  • Living Construct Traits: A raggaman cannot heal lethal damage naturally. Unlike other constructs, a raggaman is not immune to mind-affecting spells and abilities. Unlike other constructs, raggaman are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. As living constructs, raggamen can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a raggaman can be healed by a cure light wounds spell or a repair light damage spell, for example, and a raggaman is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a raggaman. A raggaman responds slightly differently from other living creatures when reduced to 0 hit points. A raggaman with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than —10, a raggaman is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert raggaman does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. As a living construct, a raggaman can be raised or resurrected. A raggaman does not need to eat, sleep, or breathe, and because they lack mouths or stomachs they do not benefit from consumables or effects like heroes' feast
  • Moderate Fortification (Ex): When a critical hit or sneak attack is scored on a raggaman, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. 
  • Sleight Build and Light Build (Ex): You are treated as one size category smaller than you actually are whenever being smaller would provide a bonus. However they are treated a size smaller for the purposes of being forcefully moved (such as by bull rush or for wind effects) even when not beneficial, due to being unusually light weight. 
  • Telekinetic Grip (Su): Raggamen can hold and wield objects as if they had two hands, but do so poorly. They take a -4 penalty on any disarm checks, and their ability to hold items they are not "wearing" is suppressed in an antimagic field.
  • Automatic Languages: Common and Any One Other (except secret languages)
  • Bonus Languages: Any (except secret languages)
  • Favored Class: Wizard, Cleric, Sorcerer
  • Level Adjustment: +0
  • Effective Character Level: 1

Vital Statistics

Table: Raggaman Random Starting Ages
Adulthood Simple Moderate Complex
0 years +1 +1d2 +1d3
Table: Raggaman Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
N/A years N/A years N/A years +N/A 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: Raggaman Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male N/A +N/A N/A lb. × (N/A) lb.
Female N/A +N/A N/A lb. × (N/A) lb.



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Eiji-kun's Homebrew (5613 Articles)
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Facts about "Raggaman (3.5e Race)"
AuthorEiji-kun +
Effective Character Level1 +
Favored ClassWizard +, Cleric + and Sorcerer +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability Adjustments-2 Constitution + and +2 Intelligence or +2 Wisdom or +2 Charisma +
RatingUnrated +
SizeSmall +
SubtypeLiving Construct +
SummarySentient clothing awakened by mysterious means, these constructs can be worn as companions in battle. +
TitleRaggaman +
TypeConstruct +