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Compiled Mandrake Racical Class Tree (OCYOA 2)

Aug 9th, 2020
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  1. 5.x Mandragora Races
  2. 5.x.1 Mandrake
  3.  
  4. Lore:
  5. Born from the spilled essence of dead men, mandrakes are plants with a vaguely humanoid shape. They have two stumpy arms, and two to four stumpy legs. Their eyes and mouth appear to be mere holes in their body, although this does not lessen their ability to give painful bites. Poisonous, deceitful, stealthy and fast, they could easily be likened to plant versions of imps. A mandrakes most potent and infamous ability, however, is their legendary shriek. Mandrakes drink blood, vastly preferring the taste of humanoids.
  6. In Yggdrasil, the mandrake life was one of short-lived ups and long-winding downs. They have what could be strongly argued to be the strongest AOE disable amongst all basic classes, which can only be fully resisted by using correct countermeasures – and even then, those countermeasures are not guaranteed to work against a fully levelled mandrake. However, the ability also has a long cooldown, which leaves the mandragora quite vulnerable; without their signature shriek, the mandrake is forced to work with less reliable disabling abilities like confusion, sleep and suggestion. Even when said disables land, mandrakes are still in the dubious position of being what is ostensibly a melee fighter that cannot wear armour or wield heavy weapons, making any plans of engaging enemy martials dicey at best.
  7. Mandrakes also have the unfortunate luck to drop valuable alchemical reagents on death, making them a prime target for PKers. For this reason, most mandrake players learn to keep their shriek in reserve, saving it to combine with their movement and stealth abilities when they need to escape a dangerous situation, and only using it offensively to secure a guaranteed kill. Perhaps the best PVP strategy, though, was teaming up with other plant players for protection. In particular, a team of mandrakes are a dangerous composition, as they can afford to use some shrieks offensively- possibly chaining them to great effect- while still having a spare shriek in case the group needs to escape a losing fight.
  8. Mandrakes are native to the New World, too. They appear following the lonely deaths of men in the wilderness, or more rarely manifesting en masse in plague proportions after a messy brush war between nations. There they are greatly feared, as their shrieks are capable of massacring unprepared humanoids instantaneously and with little warning. Considered vile pests, most nations make considerable efforts to exterminate them, with sizeable bounties on bodies, in addition to the worth of their components. However, their deadly shrieks make them unappealing targets for monster hunters, and their small size and penchant for stealth and misdirection allow them to relatively easily shelter in the great forests… or stealthily infiltrate farmers’ crop fields in search of human prey.
  9.  
  10. Stat Modifiers: [Pending]
  11. Languages: Common, Sylvan
  12. Hit Points: 16 per level
  13. Skill Points: 2 per level
  14. Skill Proficiency: Stealth
  15. Martial Level: 1
  16. Magic Level: 0
  17.  
  18. Level Ability
  19. 1 Plant Traits, Poison, Bite, Small, Shriek
  20. 2 Stealth Increase
  21. 3 Mandragora Mind Manipulation
  22. 4 Blood Drinker
  23. 5 Shriek II
  24. 6 Forest Born
  25. 7 Root Slam
  26. 8 Just a Weed?
  27. 9 Sustained by Blood
  28. 10 Shriek III
  29. 11 Mandrake’s Masquerade
  30. 12 Root Body
  31. 13 Fast Movement
  32. 14 Galgenmanlein Lights
  33. 15 Man Killing Shriek
  34.  
  35. Plant Traits: As plant creatures, Mandrakes possess the following:
  36. • Photosynthesis: Plant creatures do not need to eat, instead only needing to root down into fertile soil for 6 hours / week; the plant creature is immobile when so rooted. Plant creatures do no rest as other creatures do, instead treating any time spent in sunlight not doing strenuous activity as rest.
  37. • Low Light Vision
  38. • Sleep Resistance IV
  39. • Poison Resistance II
  40. • Acid Resistance II
  41. • Mental resistance II
  42. • Light Resistance I
  43. • Fire Weakness II
  44. • Dark Weakness I
  45.  
  46. Poison: Mandrakes can afflict targets within melee with Confuse as an at-will standard attack. The confusion lasts for 1 minute. This is a mind affecting, poison effect.
  47. Bite: Mandrakes possess a natural weapon.
  48. Small: Mandrakes are smaller than other creatures, about half as tall as the average human (or about as small as a halfling).
  49. Shriek [Su, Sonic]: Deal [high] sonic damage to non-plants within 30ft of the Mandrake, with a chance to stun all those affected for 5 seconds. Even targets that do resist are stunned for 1 second, and receive half damage. Is usable 1/day. Shriek cannot be used while under a Silence effect, and any within the area of a Silence effect are completely unaffected by the Shriek.
  50.  
  51. Stealth Increase: Gain a +15 bonus to stealth and a +15 bonus to disguise; both of these bonuses increase to +30 at Mandrake level 17.
  52.  
  53. Mandragora Mind Manipulation [SLA]: The Mandrake can use [Daze Humanoid] and [Sleep] 3/day. At Mandrake level 15, they can also use [Suggestion] 3/day.
  54.  
  55. Fast Movement: the Mandrake gains [Increase Land Speed I].
  56.  
  57. Shriek II [Su, Sonic]: Shriek now also has a chance to disorient targets, inflicting Slow on victims for 1 minute. Those that successfully resist are instead only afflicted for 10 seconds. Additionally, the sonic damage of Shriek is increased, the radius become 40ft, and the Mandrake may now shriek once every 12 hours.
  58.  
  59. Root Slam: The Mandrakes roots are now hard enough to be used as bludgeoning weapons. These are natural weapons. In addition to their damage, they can also inflict the Mandrake’s poison at the same time.
  60.  
  61. Forest Born [Su, SLA]: Mandrakes possess a natural ease when it comes to moving through natural terrain. You are not slowed by foliage, can cast [Camouflage] at will, and are constantly under the effects of [Pass without Trace] when in a Forest, Field or Swamp.
  62.  
  63. Just a Weed?: Gain a burrow speed equal to half the Mandrake’s land speed, and can burrow through soil and soft surfaces like sand. Additionally, Mandragora’s can peak out of the ground just enough that to see their surroundings. While motionless and peeking out of the ground in a plant filled biome, the mandrake gains a bonus to stealth, although this stealth bonus is negated against any enemies with Knowledge (Nature) ranks equal to the mandrake’s levels. Mandrakes are vulnerable to grapples while peeking, and can be pulled out of the ground; however, this allows the mandrake an opportunity to shriek as a reaction. If an enemy so pulls a mandrake out of the ground, or does not detect a peeking that subsequently shriek as it emerges from the ground, then for the purposes of resisting the shriek they are afflicted as if they were under the effects of Physical Resistance Down I. At Mandrake level 18, they can instead burrow at their full land speed.
  64.  
  65. Blood Drinker: The Mandrake can now attach to the enemy after a successful bite attack; unless the Mandrake releases its grip, it can only be removed from its victim with a successful grapple check or by being killed. While attached, the Mandrake siphons the enemies blood, dealing 1 Con damage every 4 seconds.
  66.  
  67. Shriek III [Su, Sonic]: Shriek now also causes deafness in afflicted targets for 10 hours on a failed resist, or for 1 hour on a successful resist. Additionally, the Sonic damage of Shriek is increased, the radius is now 50ft, and the Mandrake may now shriek once every 8 hours.
  68.  
  69. Mandrake’s Masquerade [SLA]: Gain the ability to [Detect Thoughts] at will, and [Alter Self] 3/day. Mandrakes may assume a single, specific humanoid form of small or medium size when using Alter Self in addition to the usual options; this form cannot be [easily?] changed. At Mandrake level 26, they may use persistent [alter self].
  70.  
  71. Root Body: The mandrake, while not possessing armour, has a tough fleshy body more durable than most creatures. It gains +30 hit points. This increases by a further +30 hit points at Mandrake level 27.
  72.  
  73. Sustained by Blood: For every point of Con drained with Blood Drain, the Mandrake recovers 5 hit points, up to their maximum amount.
  74.  
  75. Galenmannlein Lights [SLA]: Gain the ability to use [Dancing Lights] and [Flare] at will, and may [Glitterdust] 3/day.
  76.  
  77. Man Killing Shriek [Su, Sonic]: Once every 48 hours, a mandrake can concentrate to unleash a truly deadly shriek, that can shatter bone as easily as eardrums. A Man Killing Shriek has double the radius, inflicts double the damage, and afflicts victims with statuses of twice the duration of Shriek III. Additionally, the shriek has a chance to dispel any silence effects within its radius, potentially affecting victims within. However, the Man Killing Shriek is an immense strain on its user. While it is on cooldown, the mandrake is afflicted with the Mute effect (which cannot be removed until the end of the 48 hour period). Man Killing Shriek may not be used while Shriek is on cooldown and vice versa.
  78.  
  79. 5.x Mandrake Races
  80. 5.x.2.1 Alruna
  81.  
  82. Lore:
  83.  
  84. Compared to the Mandrakes they evolve form, Alrunas are considerably taller at 5ft and much lankier. Although their main body otherwise looks much the same, they have a startling difference in their ‘hair’; a mass of long, prehensile vines that are several times longer than the creature they are attached to. At rest, the vines obscure the Alruna head to toe, and trail across the ground for several feet. The Alruna has perfect control of these vines, and can use them as hands, weapons and armour, all simultaneously. Like Mandrakes, they are hemovores that prefer the taste of men above all others. Their habits combined with appearance earns them their common name: ‘Blood Bush’ (or occasionally ‘Unga Bunga Bush’, by some player bases in Ygg).
  85. They still possess the shriek and poison of their previous Mandrake evolution, but unlike their smaller relatives they now have the physical clout to take full advantage any openings left by their other abilities. Alrunas possess high attack speed, long reach and strong grapples thanks to their long tentacles. They also possess a number of magical abilities, which they employ to locate, weaken and trap the humanoids they hunt for food.
  86. Whereas Mandrakes had to be picky about the fights they chose to take even against opponents their own level, Alrunas need not be as discerning as they can stand toe to toe against most combatants with their vines- and the ones they can’t, they need simply weaken with their other abilities first. Of course, with Yggdrasil being as hostile an environment as it was, Alruna players could not afford to become completely complacent, but those mandrake players who managed to make it to Alruna never failed to be relieved by the comparative simplicity of the Alruna.
  87. Alruna exist in the New World, too. There, they are greatly feared by the mortal races of the world. They are a comparative rarity, though, as great effort is invariably brought to bear in exterminating them whenever they emerge form their forests, and their greater size and lower fecundity makes them more susceptible to local extinction than Mandrakes. The most successful Alruna lair in Mandrake groves, where they can protect each other from monster hunters.
  88.  
  89. Requirements: 10 Levels in Mandragora and at least 30 total levels.
  90.  
  91. Stat Modifiers: [Pending]
  92. Languages: Common, Sylvan
  93. Hit Points: 18 per level
  94. Skill Points: 2 per level
  95. Skill Proficiency: Stealth
  96. Martial Level: 1
  97. Magic Level: 0
  98.  
  99. Level Ability
  100. 1 Alruna Traits, Vine Whips, Vine Armour
  101. 2 Mind Control Shrub
  102. 3 Thorns
  103. 4 Grasping Vines
  104. 5 Bleeding
  105. 6 Forest Stalker
  106. 7 Foliar Feeding
  107. 8 Active Vine Defence
  108. 9 Extrasensory Manhunting
  109. 10 Fast Healing
  110.  
  111. Alruna Traits: Alrunas possess the following:
  112. • Medium Sized: Unlike Mandrakes, Alruna are medium sized creatures.
  113.  
  114. Vine Whips: These are natural weapons possessed by Alruna. They deal damage equivalent to that of a morningstar, and additionally have 10 ft Reach. When wielding Vine Whips, Alruna have Increase Physical Attack Speed I; they may strike with additional vines to increase this bonus to Increase Attack Speed II at the cost of suffering Decrease Physical Attack Accuracy II when doing so, similar to multi-weapon wielding. At level 10, this penalty becomes Decrease Physical Accuracy I, and at level 15, the bonus increases to Increase Physical Attack Speed II (or III while suffering an accuracy penalty).
  115. Alruna can manipulate their vines more dextrously than a human can a thumb or arm, allowing them to interact with objects from a distance. An Alruna effectively has 4 vine ‘arms’ in addition to their two normal arms- this increases to 6 vine arms at Alruna level 10, and 8 at level 15. They can even wield and attack with manufactured weapons using their tendrils if they have any other classes that grant them weapon proficiency, although doing so does not increase that damage or attack speed of any weapons wielded this way (but it can increase their range).
  116. An Alruna has many vines, and any destroyed vines regrow within 24 hours.
  117.  
  118. Vine Armour: This is natural armour, equivalent to a [light chain]. This instead becomes equivalent to Medium Armour [chainmail] at Alruna level 10.
  119.  
  120. Mind Control Shrub: Charm Monster [3/day], Hold Monster [2/day] and Mind Fog [1/day]. The Alruna can [Charm Monster] and additional time per day every 5 Alruna levels.
  121.  
  122. Grasping Vines: The Alruna gains Improved Grapple II, increasing to III at Alruna level 14. Additionally, the Alruna gains a Climb Speed equal to their land speed.
  123.  
  124. Thorns [Ex]: The Alruna can now extend their thorns at will, and may do so indefinitely. This increases their vine whip damage by 20%. Additionally, 20% of melee damage dealt to an Alruna is reflected to the attacker.
  125. At Alruna level 15, the damage increase and damage reflection become 40% instead.
  126.  
  127. Forest Stalker [SLA]: The Alruna may cast [Forest Fold] 3/day, [Plant Growth] 3/day, and [Wall of Thorns] 1/day. At Alruna level 16, they may maintain [Forest Fold] at will and may maintain it as as a constant effect as long as they are within 10ft of a woodland, and may use [Wall of Thorns] 3/day.
  128.  
  129. Bleeding: 50% of damage dealt by Vine Whips and Thorns is now dealt again over over the course of thirty seconds, inflicted in 5 sec intervals.
  130.  
  131. Foliar Feeding: The Alruna now regains health, drinking the blood of their victims through their vines. When dealing damage with their Vine Whips or Thorns, they regain 20% of the damage dealt as HP. Additionally, when grappling a target, the Alruna also regains HP equal to 100% of all bleed damage suffered. At level Alruna level 17, the health regained is 30% of vine whip or thorns damage instead.
  132.  
  133. Active Vine Defence: The Alruna now gains defensive bonuses as though wielding a heavy shield, and grant the Alruna Increased Parry Chance I. They are not otherwise encumbered. At level 18, this becomes Increased Parry Chance II instead.
  134.  
  135. Extrasensory Manhunting [SLAs]: [Speak with Plants] 3/day, [Locate Creature] 3/day and [Commune with Nature] 1/day. At level 19, the Alruna gains can Speak with Plants at will, and can [Commune with Nature] 3/day.
  136.  
  137. Fast Healing: The Alruna gains fast healing, regaining .9 HP per second, even during combat. At Alruna level 20, they regain 1.4 HP per second instead.
  138.  
  139. 5.x Mandrake Races
  140. 5.x.2.2 Todesrebe
  141.  
  142. Lore:
  143. Another relative of the Mandrake, Todesrebes are in some ways the closest in physical appearance to them out of all the Mandrake family, with small sized plump bodies, small stumpy limbs, and basic facial features. However, this is completely unapparent to any looking upon them in person, as a Todesrebe’s tendricular vines are even more all-encompassing than the Alruna’s. The vines snake together to form limbs and legs as needed, and further. They even form new mouths, filled with fang-like thorns, on their vines. In effect, the vines are their body, while the small potato like plant creature is merely a controlling organ hidden from view. Todesrebe’s are more commonly known as ‘Death Vines’, a moniker coined for their powerful combat ability and insatiable appetite for slaughter.
  144. The Todesrebe takes the physical aspects of the Alruna and amplifies them. Obviously, it vines are thicker and more powerful, making it the physically strongest and toughest member of the Mandrake line. It possesses powerful regenerative abilities as well, and can perform some very crude shape shifting- not into other forms, mind, but just shape. Perhaps the most startling improvement, though, is that in its foliar feeding. Just as a flytrap secretes enzymes to digest insects, so too can a Doserebe melt down living prey for their nutrients.
  145. In Yggdrasil, Todesrebes fulfilled the role of frontline tanks, being able to both lock down foes and absorb enemy punishment. They could also function as a counter to physically focused opponents that tried to wall them, as they can grind down their attributes while restoring their own health, allowing them to decidedly win many endurance matches. Being so focused on grappling made them effective against enemy casters, too- if they could get within reach, that is. Coupled with the AOE disabling shrieks and mind control possessed by all Mandrake relatives, Todesrebe’s are well equipped to carry out their role. Occasionally, though, Todesrebe is selected to supplement a different role with its defensive abilities.
  146. Todesrebes are not known to exist in the New World, but legends do tell of ancient jungles from which no men return. Sometimes these legends make reference to creatures made out of vines, but other times they mention ‘tooth lined worms’ or ‘a million snakes with a million mouths’. These legends may refer to Todesrebes, but it is possible that they are too efficient in their role as predators for mankind to confirm.
  147.  
  148. Requirements: 10 Levels in Alruna and at least 50 total levels.
  149.  
  150. Stat Modifiers: [Pending]
  151. Languages: Common, Sylvan
  152. Hit Points: 20 per level
  153. Skill Points: 2 per level
  154. Skill Proficiency: Stealth
  155. Martial Level: 1
  156. Magic Level: 0
  157.  
  158. Level Ability
  159. 1 Todesrebe traits, Amorphous, Body of Vines
  160. 2 Stranglevine
  161. 3 Predaplant
  162. 4 Digestive Enzymes
  163. 5 Rapid Draining
  164. 6 Thorn Cacoon
  165. 7 Regeneration
  166. 8 Power Whips
  167. 9 Primeval Predator
  168. 10 Devour
  169.  
  170. Todesrebe Traits: Todesrebes possess the following traits:
  171. • Medium Sized: Although a Todesrebe is partially amorphous with a small sized ‘core’, they still count as medium creatures.
  172. • Acid Immunity
  173. • Fire Weakness III
  174.  
  175. Amorphous: a Todesrebe is partially able to change its size and shape by manipulating the vines that make up the bulk of its body. It can change its height to a minimum of 2ft and a maximum of 10ft, however its mass does not change and its width will change accordingly. The mass of vines conceal the core of the Mandrake, granting it Fortification I. This increases to Fortification II at Todesrebe level 5, Fortification III at Todesrebe level 15, and Fortification IV at Todesrebe level 25.
  176.  
  177. Body of Vines: a Todesrebe’s vines natural armour increases in power, and now protects them as well as magical plate mail. Additionally, Todesrebe’s gain Damage Reduction 10/Slashing. This increases to Damage Reduction 20/Slashing at Todesrebe level 10, and Damage Reduction 30/Slashing at Todesrebe level 20.
  178.  
  179. Stranglevine: While grappling, the Todesrebe now deals additional [number] damage per second through constriction. Any grappled enemies are considered to be suffocating, and cannot cast spells or use abilities that require verbal components. Additionally, the Todesrebe gains Improved Grappling III, which increases to Improved Grappling IV at Todesrebe level 11.
  180.  
  181. Predaplant [SLA]: The Todesrebe can cast [Wall of Thorns] at will, Transport via Plants 3/day, and Death by Thorns 1/day. At Todesrebe level 13, they can use [Quickened] [Wall of Thorns] 3/day, and can use [Death by Thorns] 3/day.
  182.  
  183. Digestive Enzymes: A Todesrebe’s natural weapons and thorns now deal additional [number] acid damage on each damage instance, and also inflict an acid DOT dealing [damage]/[interval] for [seconds].
  184.  
  185. Thirsting Creepers: The Todesrebe now passively inflict bite damage against any grappled opponents, in addition to any other damage (thorns etc), and also attaches and begins its Blood Drain against such targets. When using Drain Blood in this way, the Todesrebe can Blood Drain against multiple targets at once, and is not flat-footed when doing so [?is flat footed even still a thing here?].
  186. Additionally, the rate at which Blood Drain works is increased to [Number]. At level 15, this rate increases to [higher number].
  187.  
  188. Thorn Cacoon [SLA]: The Todesrebe can use [Rejuvenation Cacoon] 2/day/5 Todesrebe levels possessed. The Cacoon created from this SLA consists of the Todesrebe’s own vines, and thus possesses the Todesrebe’s Thorns, Protective Enzymes, Vine Armour, and Amorphous abilities, at the same level as the Todesrebe (This does not harm any creatures encased in the thorns).
  189. At level 16, the Todesrebe may [Extend] metamagic this SLA any time they cast it.
  190.  
  191. Regeneration: The Todesrebe gains Regeneration [number]/[time]. This doubles at Todesrebe level 17. Fire and Dark damage suppresses this regeneration effect for one minute. Each of the Todesrebe’s vines is capable of completely regenerating in under a minute.
  192.  
  193. Power Whips: The Vine Whips of the Todesrebe now have a reach of 20ft. Standard attacks made by the Todesrebe now, dealing 50% of the original damage + Thorns + Digestive Enzymes to other targets within 5ft of the main target; the Todesrebe may toggle cleave on or off as a free action, and cannot damage itself with its cleave, and while cleaving, the Todeserebe has a 50% chance of ignoring any on contact effect of struck victims. At Todesrebe level 18, reach increases to 30ft, and the cleave radius increases to 10ft.
  194.  
  195. Primeval Predator [SLA]: The Todesrebe can now cast [Cause Fear] at will, [Slime Wave] 3/day, and [Return to Nature] 3/day. At Todesrebe level 19, it casts [Widen] [Slime Wave] instead.
  196.  
  197. Devour: Instead of using Blood Drain, the Todesrebe may now choose to Devour instead. Devour drains Strength, Constitution and Dexterity simultaneously; the Todesrebe regains health from the drained attributes as it would just blood drain (effectively tripling the amount of HP per second regained). A creature reduced to 0 Physical Attributes this way is gone without trace; this prevents some resurrection effects.
  198. Additionally, the Todesrebe may devour the corpses of slain enemies as well. This restores the Todesrebe’s HP based on the attributes possessed by the corpse at the time it died. Such corpses are devoured without trace, as above.
  199.  
  200. 5.x Mandrake Races
  201. 5.x.2.3 Alraune
  202.  
  203. Lore: Alraunes are large plant creatures, possessing a main root body with between 4-8 legs, atop which sits a shrub like mass of vines. On top of the vines is a great rose flower, and within that flower sits what appears to be a beautiful humanoid. Alraunes are physically the largest of the Mandrake family, and can stand up to 10 feet tall when stretching to their full height. They often appear much smaller, though, as they often bury their root bodies or crouch when they wish to interact with others while appearing more humanoid. Their inhumanity and size is disconcertingly apparent, though, any time they adopt a running stance to gallop on their roots like some kind of horse-spider.
  204. The humanoid figure is in fact a lure, adapted to set prey at ease. Like all mandrakes, Alraunes hunt humanoids and drink their blood. However, their hunting strategy is different, instead preferring to set their prey at ease, such that they may approach in plain sight. Their supernaturally beautiful lures assist in this, convincing enemies to lower their mental defences. Alraunes possess or the mental compulsion of their previous relatives and more, including an ability to emit a billowing pollen cloud that intoxicates those who breathe it in.
  205. Alraunes were somewhat infamous in Yggdrasil. Their bevy of ‘save or sucks’ could make them frustrating to play against, but by the same token an enemy that took mental status immunity could circumvent many of an Alraune’s abilities. This made them exceptionally deadly against mid-level or inexperienced players, while making them considerably less effective against high level, inexperienced enemies. For this reason, they were often considered something of a troll class in PvP that specialised in bullying noobs.
  206. In the New World however, the virtual non-existence of high-level creatures makes Alraune’s an unmitigated terror for the world’s human inhabitants, and they are considered by many to be the deadliest of plant monsters. Many areas consider the most terrifying of plant monsters. While the highest level adventurers would sometimes party up to hunt Alraune’s down, this was always incredibly risky- at worst, the Alraune could gain those same high level adventurers as mind controlled slaves. Some historical accounts speak of especially bold Alraunes that move into human settlements to rule them semi-openly, using mind control and extortion to raise tributes of blood from inhabitants and to throw off investigating adventurers. No Alraunes are known to be active at present… but that might be because they are operating too subtly for any to notice.
  207.  
  208.  
  209. Requirements: 5 Levels in Alruna and at least 50 total levels.
  210.  
  211. Stat Modifiers: [Pending]
  212. Languages: Common, Sylvan
  213. Hit Points: 18 per level
  214. Skill Points: 2 per level
  215. Skill Proficiency: Stealth
  216. Martial Level: 1
  217. Magic Level: 0
  218.  
  219. Level Ability
  220. 1 Alraune Traits, Lure, Intoxicating Fragrance
  221. 2 Petal Witch
  222. 3 Enchanting Aromatics
  223. 4 Hidden Thorns
  224. 5 Blood Drain
  225. 6 Monstrous Rose
  226. 7 Anthroflora
  227. 8 Untouchable
  228. 9 Seed of Deception
  229. 10 Devour Mind
  230.  
  231. Alraune Traits: Alraunes possess:
  232. • Large size (increasing form Medium)
  233. • Alraunes have an additional 5ft of reach
  234. • Gain Mental Status Resistance III
  235. • Have Mental Status Immunity IV (immune to mental status from spells tier 4 or lower and effect level 40 or lower)
  236.  
  237. Lure: Enemies who can see an Alraune’s lure suffer Mental Resistance Down I. This increases to Mental Resistance Down II at Alraune level 15. Additionally, enemies that do not see through an Alraune’s disguise suffer the effects of Physical Resistance Down I for the purposes of resisting the Alraune’s Shriek (This stacks fully with Just a Weed?’s resistance lowering If the Alraune also successfully hides their main body beneath the ground).
  238.  
  239. Intoxicating Fragrance: The Alraune can emit a cloud of pollen as an action. This cloud lasts for a number of minutes equal to the Alraune level. Non-plants within the cloud must save against mental status upon contact with the cloud, and once for every 30 seconds they remain inside; those that fail are pleasantly intoxicated, and are afflicted with Charm if they fail their save. Although hostile actions by the Alraune against ant affected victim or their allies may break the charm as usual, the effect may be immediately reapplied if the subject is still within the Pollen’s radius, forcing another save. The Alraune may emit this pollen cloud 2/day/Alraune level, at will at Alraune level 5, and may constantly emit the cloud as a constant aura at Alraune level 20.
  240.  
  241. Petal Witch: the Alraune gains Magical Damage Resistance I and Divination Immunity II (effects level from sources 20 and below, spells tier 2 and below). This increases to Divination Immunity IV at Alraune level 12 (effects <= level 40, spells <= tier 4).
  242.  
  243. Enchanting Aromatics [SLA]: The Alraune can cast [Hold Monster] at will, [Geas] 3/day, and Mass Charm Monster 1/day. At Alraune level 13, they can cast [Quickened] [Hold Monster] 3/day, and [Mass Charm Monster] 3/day.
  244.  
  245. Hidden Thorns: The Alraune gains a +15 bonus to disguise, bluff and sense motive skills. These bonuses and immunities persist while in an alternate form. At Alraune level 14, these skill bonuses increase to +30.
  246.  
  247. Fatal Embrace: Targets that are being drained by the Alraune must now pass a will save. If they fail, they become stunned by the shocking pleasure. This stun lasts for 5 seconds, and will refresh at every drain interval if the target continues to fail their save. Additionally, Blood Drain may now be applied to any unaware or willing target, and no longer counts as an offensive action (and so will not break charm, wake sleeping opponents, etc).
  248.  
  249. Seed of Deception [SLA]: The Alraune can cast [Tree Stride] 3/day, [Hallucinatory Terrain] 3/day, and [Sympathy] 3/week. At Alraune level 19, they can maintain [Tree Stride] as a constant effect.
  250.  
  251. Anthroflora: The Alraune now has an alternate humanoid form, which they may toggle on and off at will. This follows the standard rules for alter form. The alternate human form has roughly the same features as the Alraune’s lure. If the Alraune also possesses [Alter Self] as a spell like ability, then the Alraune can change the apparent age and gender of both their alternate form and their lure at will as well.
  252.  
  253. Untouchable: When evading attacks and effects, The Alraune may add their Charisma to Agility, in addition to their Dexterity [… or as appropriate to however that particular calculation ends up calculated].
  254.  
  255. Monstrous Rose [SLA]: The Alraune can cast [Rain of Roses] 3/day and [Unearthly Beauty] 1/day. When an Alraune uses [Rain of Roses] as a SLA, they may choose to have it affect all non-plants, rather than all creatures of evil alignment. At level 19, the Alraune may additionally cast [Widened] [Rain of Roses] 1/day, and may cast [Unearthly Beauty] 3/day.
  256.  
  257. Devour Mind: When using blood drain, the Alraune may now alternatively drain all of a target’s mental stats instead of constitution. The Alraune gains HP per each of these mental stats drained. As the Alraune drains the target’s attributes, they also gain access to any info the target has (classes and items possessed, identity of master, etc), although this does not give the Alraune any additional XP, abilities or the like.
  258. At Alraune level 20, the rate of Blood Drain is increased to [X amount / Y time].
  259. 5.x Mandrake Races
  260. 5.x.2.3 Alraune
  261.  
  262. Lore: Alraunes are large plant creatures, possessing a main root body with between 4-8 legs, atop which sits a shrub like mass of vines. On top of the vines is a great rose flower, and within that flower sits what appears to be a beautiful humanoid. Alraunes are physically the largest of the Mandrake family, and can stand up to 10 feet tall when stretching to their full height. They often appear much smaller, though, as they often bury their root bodies or crouch when they wish to interact with others while appearing more humanoid. Their inhumanity and size is disconcertingly apparent, though, any time they adopt a running stance to gallop on their roots like some kind of horse-spider.
  263. The humanoid figure is in fact a lure, adapted to set prey at ease. Like all mandrakes, Alraunes hunt humanoids and drink their blood. However, their hunting strategy is different, instead preferring to set their prey at ease, such that they may approach in plain sight. Their supernaturally beautiful lures assist in this, convincing enemies to lower their mental defences. Alraunes possess or the mental compulsion of their previous relatives and more, including an ability to emit a billowing pollen cloud that intoxicates those who breathe it in.
  264. Alraunes were somewhat infamous in Yggdrasil. Their bevy of ‘save or sucks’ could make them frustrating to play against, but by the same token an enemy that took mental status immunity could circumvent many of an Alraune’s abilities. This made them exceptionally deadly against mid-level or inexperienced players, while making them considerably less effective against high level, inexperienced enemies. For this reason, they were often considered something of a troll class in PvP that specialised in bullying noobs.
  265. In the New World however, the virtual non-existence of high-level creatures makes Alraune’s an unmitigated terror for the world’s human inhabitants, and they are considered by many to be the deadliest of plant monsters. Many areas consider the most terrifying of plant monsters. While the highest level adventurers would sometimes party up to hunt Alraune’s down, this was always incredibly risky- at worst, the Alraune could gain those same high level adventurers as mind controlled slaves. Some historical accounts speak of especially bold Alraunes that move into human settlements to rule them semi-openly, using mind control and extortion to raise tributes of blood from inhabitants and to throw off investigating adventurers. No Alraunes are known to be active at present… but that might be because they are operating too subtly for any to notice.
  266.  
  267.  
  268. Requirements: 5 Levels in Alruna and at least 50 total levels.
  269.  
  270. Stat Modifiers: [Pending]
  271. Languages: Common, Sylvan
  272. Hit Points: 18 per level
  273. Skill Points: 2 per level
  274. Skill Proficiency: Stealth
  275. Martial Level: 1
  276. Magic Level: 0
  277.  
  278. Level Ability
  279. 1 Alraune Traits, Lure, Intoxicating Fragrance
  280. 2 Petal Witch
  281. 3 Enchanting Aromatics
  282. 4 Hidden Thorns
  283. 5 Blood Drain
  284. 6 Monstrous Rose
  285. 7 Anthroflora
  286. 8 Untouchable
  287. 9 Seed of Deception
  288. 10 Devour Mind
  289.  
  290. Alraune Traits: Alraunes possess:
  291. • Large size (increasing form Medium)
  292. • Alraunes have an additional 5ft of reach
  293. • Gain Mental Status Resistance III
  294. • Have Mental Status Immunity IV (immune to mental status from spells tier 4 or lower and effect level 40 or lower)
  295.  
  296. Lure: Enemies who can see an Alraune’s lure suffer Mental Resistance Down I. This increases to Mental Resistance Down II at Alraune level 15. Additionally, enemies that do not see through an Alraune’s disguise suffer the effects of Physical Resistance Down I for the purposes of resisting the Alraune’s Shriek (This stacks fully with Just a Weed?’s resistance lowering If the Alraune also successfully hides their main body beneath the ground).
  297.  
  298. Intoxicating Fragrance: The Alraune can emit a cloud of pollen as an action. This cloud lasts for a number of minutes equal to the Alraune level. Non-plants within the cloud must save against mental status upon contact with the cloud, and once for every 30 seconds they remain inside; those that fail are pleasantly intoxicated, and are afflicted with Charm if they fail their save. Although hostile actions by the Alraune against ant affected victim or their allies may break the charm as usual, the effect may be immediately reapplied if the subject is still within the Pollen’s radius, forcing another save. The Alraune may emit this pollen cloud 2/day/Alraune level, at will at Alraune level 5, and may constantly emit the cloud as a constant aura at Alraune level 20.
  299.  
  300. Petal Witch: the Alraune gains Magical Damage Resistance I and Divination Immunity II (effects level from sources 20 and below, spells tier 2 and below). This increases to Divination Immunity IV at Alraune level 12 (effects <= level 40, spells <= tier 4).
  301.  
  302. Enchanting Aromatics [SLA]: The Alraune can cast [Hold Monster] at will, [Geas] 3/day, and Mass Charm Monster 1/day. At Alraune level 13, they can cast [Quickened] [Hold Monster] 3/day, and [Mass Charm Monster] 3/day.
  303.  
  304. Hidden Thorns: The Alraune gains a +15 bonus to disguise, bluff and sense motive skills. These bonuses and immunities persist while in an alternate form. At Alraune level 14, these skill bonuses increase to +30.
  305.  
  306. Fatal Embrace: Targets that are being drained by the Alraune must now pass a will save. If they fail, they become stunned by the shocking pleasure. This stun lasts for 5 seconds, and will refresh at every drain interval if the target continues to fail their save. Additionally, Blood Drain may now be applied to any unaware or willing target, and no longer counts as an offensive action (and so will not break charm, wake sleeping opponents, etc).
  307.  
  308. Seed of Deception [SLA]: The Alraune can cast [Tree Stride] 3/day, [Hallucinatory Terrain] 3/day, and [Sympathy] 3/week. At Alraune level 19, they can maintain [Tree Stride] as a constant effect.
  309.  
  310. Anthroflora: The Alraune now has an alternate humanoid form, which they may toggle on and off at will. This follows the standard rules for alter form. The alternate human form has roughly the same features as the Alraune’s lure. If the Alraune also possesses [Alter Self] as a spell like ability, then the Alraune can change the apparent age and gender of both their alternate form and their lure at will as well.
  311.  
  312. Untouchable: When evading attacks and effects, The Alraune may add their Charisma to Agility, in addition to their Dexterity [… or as appropriate to however that particular calculation ends up calculated].
  313.  
  314. Monstrous Rose [SLA]: The Alraune can cast [Rain of Roses] 3/day and [Unearthly Beauty] 1/day. When an Alraune uses [Rain of Roses] as a SLA, they may choose to have it affect all non-plants, rather than all creatures of evil alignment. At level 19, the Alraune may additionally cast [Widened] [Rain of Roses] 1/day, and may cast [Unearthly Beauty] 3/day.
  315.  
  316. Devour Mind: When using blood drain, the Alraune may now alternatively drain all of a target’s mental stats instead of constitution. The Alraune gains HP per each of these mental stats drained. As the Alraune drains the target’s attributes, they also gain access to any info the target has (classes and items possessed, identity of master, etc), although this does not give the Alraune any additional XP, abilities or the like.
  317. At Alraune level 20, the rate of Blood Drain is increased to [X amount / Y time].
  318.  
  319. 5.x Mandrake Races
  320. 5.x.2.5 Galgenmannlein
  321.  
  322. Lore: Standing at the same height as a Mandrake, Galgenmannleins look much more humanoid… which isn’t saying much, but they have the bare minimum covered. While they have true and defined facial features, including a bulbous nose and large ears, their skin still retains the texture of plant roots, and while they no longer have long leafy hair in the shape of a carrot sprout, the hair they do have is still a dark shade of photosynthetic green. Some Galgenmannleins still possess more then the usual four limbs, but upon evolution the excess limbs become small and useless, while their prominent limbs become longer and lankier. A Galgenmannlein is just humanoid enough that they might be able to pass themselves off as an exceedingly ugly child.
  323. Galgenmannleins are more magically inclined than the rest of the Mandrakes, and possess full access to magic. At the same time, they also continue to develop their own suite of spell like abilities, so while they lack the raw spellcasting versatility of a dedicated magic user, they still have quite a bit of magical power all their own. Galgenmannleins are commonly thought of as the beginning of the more magical branch of the Mandrake family, and Yggdrasil players who wanted to lean into the janky nature of the Mandrake or maximise their signature scream would choose the Galgenmannlein path.
  324. In the New World, Galgenmannleins are known, but keep a more subtle presence. With their ability to be both invisible and silent, they are able to easily lair right beneath the noses of their human prey. Like all Mandrakes, Galgenmannleins drink blood, but the Galgenmannlein are significantly less predatory, since their small size means they need not drain enough blood to kill a human when feeding, and their ability to go unnoticed means that they likely have no witnesses to silence.
  325. Some Galgenmannleins have even been known to enter into mutually beneficial arrangement with humans, helping them in their endeavours in return for the opportunity to suckle blood, or for farm animals to feed upon. For human families on the edge of civilisation, the parasitism of a blood sucking potato fairy is a necessary trade for potential protection against far more malevolent monsters; particularly, their ability to silence and their immunity to sonic attacks makes them quite apt at fighting off lesser Mandrakes. The Galgenmannlein receives not only a stable food source but also potential harbor from monster hunters from such a deal, as frontiersman may value the presence of a ‘friendly’ Galgenmannlein enough that they do not turn their patron in.
  326.  
  327. Requirements: 10 Levels in Mandragora, at least 30 total levels, and no levels in Alruna
  328.  
  329. Stat Modifiers: [Pending]
  330. Languages: Common, Sylvan
  331. Hit Points: 12 per level
  332. Skill Points: 4 per level
  333. Skill Proficiency: Stealth
  334. Martial Level: 1/2
  335. Magic Level: 1
  336.  
  337. Level Ability
  338. 1 Galgenmannlein Traits, Spellcasting
  339. 2
  340. 3 Magical Mischief
  341. 4
  342. 5 Drown Out
  343. 6 Sonic SLAs
  344. 7
  345. 8 Sonic Empowerment
  346. 9 Magic Resonance
  347. 10 Shatterscream
  348.  
  349. Galgenmannlein Traits:
  350. Lose their weakness to Darkness, and are neutral to Darkness type damage.
  351. Have Sonic Immunity.
  352.  
  353. Spellcasting: Galgenmannleins are full spell casters. They are Divine spellcasters, and draw from the Nature Tradition spell list.
  354.  
  355. Magical Mischief [SLA]: The Galgenmannlein may cast [Invisibility] at will, [Amplify] at will, and [Silence] 3/day. At Galgenmannlein level 13, they may cast [Amplify] and [Silence] upon themselves at will.
  356.  
  357. Drown Out: The damage of shriek is increased again, and its radius increases by another 10ft. A Silence effect is created within a radius equal to half the total radius of the Shriek for 10 seconds as the Shriek continues to echo, drowning out all other sounds.
  358.  
  359. Sonic [SLA]: The Galgenmannlein may cast [Sculpt Sound] at will, [Sound Lance] 3/day, and [Shout] 1/day. At Galgenmannlein level 16, they may use [Sound Lance] at will, and [Shout] 3/day.
  360.  
  361. Surpassing Sounds: The Galgenmannlein are treated as a spell caster 10 levels higher when using any Sonic spells or SLA, up to their total character level. At Galgenmannlein level 18, they are treated as 20 levels higher instead.
  362.  
  363. Magic Resonance [SLA]: The Galgenmannlein may now use [Shatter] 3/day, [Dispel Magic] 3/day, and [Harmonic Void] 1/day. At Galgenmannlein level 19, they can maintain [Detect Magic] as a constant effect.
  364.  
  365. Shatterscream: All crystalline objects and all non-magical metallic objects within the radius are also subject to Shriek damage, with the sonic damage bypassing the object’s hardness. The Damage of Shriek is further increased, and the radius is increased by a further 10ft.
  366.  
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