Temple Termagant
Posts: 6
Joined: Monday, 19th October 2015, 06:36
Race: Golem, song of fire and ice
Innate Abilities, Weirdness & Mutations:
- Your size is large.
Slow 2: You cover ground very slowly.
Stone skin: Provide AC+4 at start, with an additional +1 AC every 4rd level.. Vulnerability to Shatter and LRD.
No-living resistances: rPois+++, rRot, rN+, rTorm, Unbreathing.
At XL14 they gain:
Crystal Form (Cost MP 5, Hunger, Exhaustion):
Pros
UC+6+(Strength/3)
A AC and GDR bonus
+2 strength
rF++ and rC++
Crystal Bolt: launches an unusually reflectable bolt of fire or cold damage(50% chance of each). (Cost Pain)
Cons
Bolts of electricity multizap in you, hitting you twice.
The base cost of all actions is increased by 50%
-2 dexterity
Aptitudes:
- Code:
Fighting: 2, Short Blades: -2, Long Blades: -2, Axes: -2, Maces & Flails: 0, Polearms: -1, Staves: -1, Slings: -3, Bows: -3, Crossbows: -3, Throwing: 0, Armour: N/A, Dodging: -5, Stealth: -5, Shields: 0, Unarmed Combat: 0, Spellcasting: 0, Conjurations: 1, Hexes: 0, Charms: 0, Summonings: -2, Necromancy: -3, Translocations: -3, Transmutations: +1, Fire Magic: 3, Ice Magic: 3, Air Magic: -2, Earth Magic: +1, Poison Magic: 0, Invocations: -1, Evocations: -1, HP: 2, MP: 0, Exp: -1
Stats
- Strength: 13 / Intelligence: 10 / Dexterity: 4
Gain +1 to strength or intelligence every 4th level.
Gain +6 magic resistance per level.
Special start notes:
- Helmets are replaced with hats.
Any Armour skill is replaced by Dodging.
Golem hunters are given a choice of large rocks instead of javelins.
Preferred Backgrounds: Fighter, Monk, Transmuter, Wizard, Conjurer, Fire Elementalist, Ice Elementalist.