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Dawn Plushie (3.5e Race)

93 bytes added, 02:41, 2 October 2012
Racial Traits
* Plushie [[base land speed]] is 20 feet.
* {{Anchor|[[SRD:Fortification|Light Fortification]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): Lacking actual organs is a boon. A plushie has a 25% chance to negate a critical hit.
* Bouncy ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A plushie takes half damage from falls.* {{Anchor|Magical Lifeforce}}: ''[[SRD:Dispel Magic|Dispel magic]]'' and ''[[SRD:Antimagic Field|antimagic fields]]'' have a negative effect on plushies. When hit with any ''[[SRD:Dispel Magic|dispel magic]]'', make a [[SRD:Will|Will]] saving throw vs being knocked [[SRD:Stunned|stunned]] for 1d4 rounds. An ''[[SRD:Antimagic Field|antimagic field]]'' incurs a save vs [[SRD:Unconscious|unconsciousness]] every round until they leave the area, and [[SRD:Mage's Disjunction|mage's disjunction]] becomes a save vs death. Plushies know the power magic cancellation has on them and fear it.\
* Geolocation {{Ex}}: Dawn plushies are never lost, they always know where they are in relation to any landmark or place they have been before.
* Implausible Science {{Ex}}: Dawn plushies lack the explosive abilities of their Eijilundian kin, replacing it instead with an amazing knack with making science out of the most implausible things. Dawn plushies can substitute any item for items of equal or greater value and somehow turn them into the items they need. This allows them to, for example, take 375g worth of coconuts, chewing gum, and bacon and make the needed craft check to turn it into a masterwork longbow. This also applies to spell components, spell focii, and holy symbols.
* Living Construct Traits ([[Ex]]): Unlike other constructs, plushies have a [[constitution]] score. As a living construct it does not gain bonus hit points by size, but rather through [[constitution]] as other living creatures. They do not have low-light vision, and are not immune to mind-influencing effects. They have an immunity to poison, sleep effects, paralysis, disease, sickening, nausea, fatigue, exhaustion, and energy drain. They cannot heal damage naturally, and take half benefit from positive energy cure spells. However they take full benefit from the repair series of spells. They are subject to critical hits, effects requiring a [[Fort]] save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death and necromancy effects. When reduced to 0 hit points, a living construct is disabled, just like a living creature, and when its hit points is less than 0 and greater than -10 it is inert. It is unconcious and helpless, but stable. They may be raised and ressurrected as normal, and have no need to eat, sleep, or breathe, though they may benefit from consumables. Though they do not need to sleep, they must still rest for 8 hours before preparing spells, as normal.
* {{Anchor|Magical Lifeforce}}: ''[[SRD:Dispel Magic|Dispel magic]]'' and ''[[SRD:Antimagic Field|antimagic fields]]'' have a negative effect on plushies. When hit with any ''[[SRD:Dispel Magic|dispel magic]]'', make a [[SRD:Will|Will]] saving throw vs becoming [[SRD:Fatigued|fatigued]] (or [[SRD:Exhausted|exhausted]] if they were already fatigued). An ''[[SRD:Antimagic Field|antimagic field]]'' incurs a save vs exhaustion every round until they leave the area, and [[SRD:Mage's Disjunction|mage's disjunction]] becomes a save vs [[SRD:Sleep|sleep]]. These effects bypass their usual immunities due to race. Plushies know the power magic cancellation has on them and fear it.
* {{Anchor|Soggy When Wet}}: Whenever a plushie is immersed in water or otherwise soaked through, their speed is cut in half as long as they are in that environment and 1d4 hours afterward as they dry off. If there is some effect which dries them faster they may reduce this time.
* Dawn Plushies gain a +2 bonus on Craft checks.