Medium Outsider (native) 1st-level Warrior Hit Dice: 1d8+1 (5 hp) Initiative: +1 (Dex) Speed: 30 ft. (6 sq.) AC: 15 (+1 Dex, +3 studded leather, +1 buckler), touch 11, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Flail +2 melee (1d8+1) or light crossbow +2 ranged (1d8/19–20) Full Attack: Flail +2 melee (1d8+1) or light crossbow +2 ranged (1d8/19–20) Special Attacks: - Special Qualities: Darkvision 60 ft., malleable form, remorphing, reactive damage reduction, reactive energy resistance Space/Reach: 5 ft./ 5 ft. Saves: Fort +2, Ref +0, Will +0 Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 7, Cha 8 Skills: Escape Artist +5, Hide +4, Move Silently +4, Perform (dancing) +1, Tumble +7 Feats: Stealthy Environment: Temperate plains Organization: Solitary Challenge Rating: 1/2 Treasure: Standard Alignment: Usually chaotic (any) Advancement: By character class Level Adjustment: +1
This humanoid appears to be supple and jointed, if not downright rubber-like, resulting in a swinging elastic gait, almost dancing. The person’s skin seems to be covered with randomly shifting patches of all kinds of different colors, and has got an elongated head with an expressive deeply-lined face.
Fluctuals are planetouched infused by chaos, and thus are often classified as related to the chaonds. But while the chaonds display features of the slaadi, the fluctuals seem more touched by the chaos of Limbo directly. If some creatures are involved in the creation of fluctuals, some sages hypothetize, then it could be the chaos beasts. Fluctuals are of the same height and weight as humans. Fluctuals speak Common. CombatFluctuals have no general combat style, but many tend to joke and play around during combat. The more sensible ones use their natural adaptation to act in combat as it works best, depending on the situation. Malleable Form (Ex): A fluctual can twist his flesh, bones, and joints like rubber, granting him a +4 racial bonus on Escape Artist checks and on checks to escape a grapple. A fluctual can squeeze himself through narrow openings of at least 5 inches and can easily cower into spaces fit for a character of one size category smaller. Squeezing through openings to narrow for normal Medium characters is a full-round action. A fluctual cannot use this ability while carrying more than a light load, one or more two-handed weapons or any physical armor unless it possesses the slick, greater slick or wild enchantment. Remorphing (Ex): A fluctual affected by a polymorph effect can change back into his normal form at the beginning of his next round as a free action. Reactive Damage Reduction (Su): A fluctual hit by a weapon the first time a day gains damage reduction 5 against that weapons damage type (bludgeoning, piercing, or slashing). So, a fluctual hit by a light mace takes full normal damage and then gains damage reduction 5/piercing or slashing. This stays in effect for 1 hour. If a weapon or attack does multiple types of damage, the fluctual gains damage reduction against all damage types involved in the attack. So, a fluctual hit by a morningstar gains damage reduction 5/slashing, and one bitten by a dire wolf gains damage reduction 5/- (since bite attacks usually deal bludgeoning, piercing and slashing damage all in one). Reactive Energy Resistance (Su): A fluctual taking energy damage the first time a day gains resistance 10 against that energy type. So, a fluctual taking damage by a burning hands spell takes full normal damage and then gains resistance to fire 10. This stays in effect for 1 hour. If an attack does multiple types of energy damage, the fluctual gains resistance 10 against all energy types involved in the attack. Skills: A fluctual gains a +2 racial bonus on Perform (dancing) and Tumble checks.
The fluctual warrior presented here had the following ability scores before adding racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Fluctual as CharactersFluctual characters possess the following racial traits.
©
2009
Bruder Grimm
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