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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