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Month Index: August, 2007


From:     Matt Hoffman <manta928@?????.com>
Date:     Sun, 5 Aug 2007 07:02:35 -0700
Subject:  Re: Behind the Dark Fist - Thasians
I dunno if I am going to bother with a long intro essay on these  
guys. They really don't interest me at all, even though they are one  
of the few Vodoni conquered races that are not pacifistic. I will say  
that I did make a number of "nerfs" to the Thasians -- who are  
described in UTDF as Shambling Mounds with less HD. I made the  
Thasians smaller, do half as much damage with their unarmed attacks,  
and tinkered with some of their natural defenses. I was conflicted  
about whether or not I should have Thasians take damage from  
Lightning, in addition to being hasted by it. Because otherwise you'd  
have Thasian witch doctors casting Lightning on themselves or their  
allies willy-nilly and that would be a little annoying/unfair. And as  
for the hasting effect itself? Well, it's better than having a  
Thasian gain levels every time it gets struck by lightning. An  
alternate configuration might be to allow a Thasian to absorb  
lightning damage as healing -- that strikes me right now as a far  
more logical evolution from the given property of Shambling Mounds.

Anyway, here's a lump of rotten plants that can go on adventures.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The Thasians - These plant-based humanoids have struggled constantly  
against the Vodoni ever since they arrived in the sphere. In fact, of  
the Twelve Conquered Spheres, Thasiaspace is the one that Vulkaran  
had the weakest hold on, since he was never able to maintain a Vodoni  
presence on the surface of Thasia itself. The only reason any  
Thasians at all have joined the Neo-Imperialist movement is at the  
urging of the Kra'aken, the only non-Thasian race that are considered  
friends on this world.
The Thasians are actually an evolved race of Shambling Mounds,  
possessed of human levels of intelligence and a tool- (and weapon)  
using society. The Thasians possess natural abilities similar to the  
Shambling Mound: the Shambler's suffocation attack is replaced by a  
bearhug (which deals 2d4 damage per round squeezed), and their  
natural attack damage with their viny, thorny limbs is 1d8 (since  
they are smaller than the Shambling Mound, being 3'-6' tall). Like  
Shamblers, Thasians are stealthy in the dense jungle environments of  
their homeworld, imposing a -3 penalty to enemy surprise rolls. Their  
thick, leafy bodies take half damage from blunt or piercing weapons,  
but they suffer +1 damage/die from slashing weapons (a weakness that  
somewhere crept into the Thasian genome). Thasians are also damaged  
by fire, unlike Shamblers, but still save for half or no damage from  
cold. Thasians do not grow in size or hit dice when struck by  
lightning, though they do enjoy a temporary haste effect (for one  
round per die of damage). Thasians are also immune to decapitation/ 
limb severing, since a new appendage can regrow in one round.  
Finally, Thasians are able to regenerate when resting in damp  
foliage, recovering 3 hit points/round in this fashion.
Thasians take a +2 bonus to Constitution, a -1 to Wisdom and a -3 to  
Charisma. Thasians may advance to up to 11th level as Fighters,  
Rangers or Shamans, Witch Doctors or Druids. They can multi-class as  
Fighter-Shamans or Fighter-Witch Doctors. 


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Month Index: August, 2007

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