What would it entail? A skill, the race itself, what could be done with the skill, and maybe a Pres Class. If I were more 3e proficient (not I didn't claim ranks) I do it but I don't feel my skill's up to it yet.
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Vhane |
What I'd kill for |
Lead | |
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A good write up on Xixchil... I realy miss those fellows.
What would it entail? A skill, the race itself, what could be done with the skill, and maybe a Pres Class. If I were more 3e proficient (not I didn't claim ranks) I do it but I don't feel my skill's up to it yet. |
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TriaDaoloth |
Re: What I'd kill for | ||
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Good show!
At least one more person miss the terribly ignored bugs. Ah, the days of wreaking havoc with the personalized poisons, the glaive-guisarme-par bone blades and armour that was grown into my carapace. Those were the days, my friend. Those were the days. I think I saw a write-up on a site somewhere. I believe it was Beyond the Moons (xixchil), but I'm not sure it quite does the race justice. In fact, I'm rather sure I think it doesn't. I may even have to get myself to do it. I'd include the link if the code was behaving proper. |
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Xorial |
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Xixchilconversion by Static (based on the Xixchil from Monstrous Compendium: Spelljammer Appendix II [MC9])
This six-limbed insectiod has a body structure similar to that of a praying mantis. Xixchil are five foot tall bipeds with four arms. One set is a pair of hook-like blades, the other is a set of smaller, delicate blades for detail work. They have no hand-like manipulators. Their exoskeleton is often upgraded through surgical modification, and may contain gems and precious metals. Their overriding philosophy of "survival of the fittest" leads xixchil to improve themselves through these modifications. Xixchil speak Common and their own language. CombatXixchil attack with their primary forelimbs or with any weapons they may have attached in their place. (These weapons are identical in function to those listed in the Player's Handbook, but cannot be disarmed.) Xixchil also often harden their exoskeletons with precious metals and gems, giving them a higher natural armor bonus. This natural armor bonus can go as high as +9. (See Xixchil Body Manipulation for more information on these modifications.) Poison (Ex): A xixchil's basic poison is meant to incapacitate its opponent. Injury, Fortitude DC 11, initial damage 1d4 Dex and no secondary effects. The save DC is Constitution-based. Xixchil can produce a person-specific poison and deliver it with their bite. To tailor the poison, a xixchil must first succeed with a bite attack. On the following round, the DC to resist the poison by the individual it was tailored for goes up by 4 (to DC 15). Injury, Fortitude DC 15, initial and secondary damage 1d4 Con. The save DC is Constitution-based. Xixchil can also use this ability to produce a tailored anesthetic. A xixchil can produce three plus their Con bonus doses of either tailored poison or anesthetic per day. Skills: * Xixchil treat Heal as a class skill regardless of their class. Xixchil as CharactersMost xixchil with class levels are rogues or wizards. Xixchil characters possess the following racial traits.
The xixchil warrior presented here had the following ability scores before racial adjustment: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. In the SpheresXixchil are body modification specialists, and are renowned for their surgical ability. Space hands also seek them out for intricate tattoos they create. |
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Xorial |
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Xixchil Body Manipulation
by Static and Shane "Alzrius" O'Connor document last updated on the 21st of June, 2004 Introduction Xixchil with the Body Manipulation feat can create and apply body modifications to those willing to pay the price. (Xixchil body modifications function similar to grafts found in Appendix 2: Grafts and Symbionts of the Fiend Folio.) Body modifications are not magic items, but in game terms they function very much like magic items. They do not radiate magic, they don't count against a creature's limit for magic items worn, and they are nearly impossible to salvage as treasure. Body modifications do, however, count against the treasure value of the creature with the modification, which means that creatures with body modifications are still appropriate challenges for their normal Challenge Rating, but have reduced treasure. Drawbacks of Body Modifications Xixchil are notorious for favoring function over appearance. As such, when characters with xixchil body modifications interact with normal, unmodified NPCs, a -3 circumstance penalty is applied on all Charisma-based checks (Diplomacy, Bluff, and so on). This penalty increases by 1 for each body modification beyond the first. Body Manipulation Feat Body Manipulation [Item Creation] You can apply certain physical enhancements to other living creatures or to yourself. Prerequisite: Xixchil, Heal 5 ranks. Benefit: You can create and apply body modifications to other living creatures or to yourself. Creating and applying a body modification takes one day for each 1,000 gp in its price. To create a body modification, you must use up raw materials costing half of its price, and the body modification's recipient must spend 1/25 of the body modification's price in XP. Body Modifications The recipient gains the Body Modification (modification type) (Ex) special quality-for example, Body Modification (darkvision) (Ex)-with one of the following characteristics. Multiple modifications can be made to the same character, each with its own cost and operation time. Body Armor: By hardening and thickening the skin, the character gets a natural armor bonus to his AC of +1 to +5. Characters with hardened exoskeletons to begin with show little difference after this procedure. Soft-skinned individuals gradually develop a thick, rhino-like hide. None; CL 5th; Body Manipulation, barkskin, xixchil's caster level must be at least three times the body armor's bonus; Price 3,200 gp (+1), 12,800 gp (+2), 28,800 gp (+3), 51,200 gp (+4), or 80,000 gp (+5). Darkvision: By modifying a character's eyes, xixchil can grant them 60 foot darkvision, or extend that ability by 60 feet if it already exists. None; CL 3rd; Body Manipulation, darkvision; Price 19,200 gp. Enhanced Constitution: By strengthening the bones and inner organs, the character gets a +2 inherent bonus to Constitution. Characters with enhanced Constitution have large torsos. None; CL 8th; Body Manipulation, bear's endurance; Price 8,000 gp. Enhanced Dexterity: By upgrading the nervous system and joints, the character gets a +2 inherent bonus to Dexterity. Characters with enhanced Dexterity have large, counterbalanced joints. None; CL 8th; Body Manipulation, cat's grace; Price 8,000 gp. Enhanced Strength: By enlarging the muscles, the character gets a +2 inherent bonus to Strength. Characters with enhanced Strength have large, lumpy muscles. None; CL 8th; Body Manipulation, bull's strength; Price 8,000 gp. Weapon Limb: An extra limb is grown-usually under one of the character's arms-to house a weapon. It's not a functional hand, but rather a mobile stump grafted to a weapon head. Any weapon can be attached, becoming a natural weapon for the character. The character needs to take this attached weapon as an Exotic Weapon Proficiency or suffer a -4 penalty to attacks. The character cannot make more attacks per round than he could otherwise. If the DM allows, the character can exchange his Two-Weapon Fighting feat for a Multiweapon Fighting feat from the Monster Manual. None; CL 10th; Body Manipulation, animate objects; Price 40,000 gp. Wings: This lengthy process grows a pair of feathered wings from the character's body. These wings have a span of 12 feet, and empower the character to fly with a speed of 50 feet (average maneuverability). The wings are big and bulky, and prevent the character from fitting into tight quarters. None; CL 9th; Body Manipulation, fly; Price 64,000 gp. |
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