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From:     Static <eshum@????????.org>
Date:     Mon, 5 Apr 2004 00:14:16 -0500
Subject:  Re: Xixchil (Tada!)
Howdy,

        Here's Xixchil Body Manipulation, along with the revised Xixchil.
(All ahead of schedule, might I add. :) )  This is just a copy of the
stuff that's nicely formatted on BtM (www.spelljammer.org).  Comments
welcome.

-Static

Xixchil
Xixchil, 1st-Level Warrior
Medium Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-
footed 14
Base Attack/Grapple: +1 / +2
Attack: Forelimb blade +2 melee (1d6+1), or attached weapon
+2 melee (by weapon+1), or bite +2 melee (1d4+1 plus
poison)
Full Attack: 2 forelimb blades +2 melee (1d6+1), or
attached weapons +2 melee (by weapon+1), or bite +2 melee
(1d4+1 plus poison)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 4
Skills: Heal +3*, Spot +1
Feats: Dodge
Environment: Any
Organization: Solitary or surgery (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +2

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.

Combat
Xixchil 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 Characters
Most xixchil with class levels are rogues or wizards.
Xixchil characters possess the following racial traits.
*       +2 Dexterity, +2 Constitution, -4 Charisma.
*       Medium size.
*       A xixchil's base land speed is 30 feet.
*       Darkvision out to 60 ft.
*       Racial Skills: Xixchil receive Heal as a class skill
regardless of their class.
*       +4 natural armor.
*       Natural Weapons: 2 forelimb blades (1d6).
*       Special Attacks (see above): Poison.
*       Automatic Languages: Common, Xixchil. Bonus Languages:
Dwarven, Elven, Giant, Goblin, Orc.
*       Favored Class: Rogue.
*       Level adjustment +2.
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 Spheres
Xixchil are body modification specialists, and are renowned
for their surgical ability. Space hands also seek them out
for intricate tattoos they create.


Xixchil Body Manipulation

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 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 Modifications
The recipient gains the Body Modification (modification
type) (Ex) special quality with one of the following
characteristics.e.g. Body Modification (darkvision) (Ex).
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 4,000 gp (+1), 16,000 gp (+2), 36,000 (+3), 64,000 gp
(+4), or 100,000 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 24,000
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
10,000 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 10,000
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
10,000 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
50,000 gp.
Wings: This lengthy process grow a pair of 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 80,000 gp.

New 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.


--
"It eats you, starting with your bottom."


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