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Latticework Walker

Dec 24th, 2018
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  1. Latticework Walkers
  2. The curious fungal colony hivemind known as the atstreidi is conventionally accepted in scholarly circles to be a living armour, but on occasion it has been noted to spread to armours most unusual: Fursuits. This is awful for numerous reasons. Nobody disputes this. An eccentric lot, they're speculated to bond with the richest psychic imprint known to mortalkind: the fursona. The strength of this rich character might cause a reaction transcending the atstreidi's documented affinity for metal, the mold weaving its way into the fabric of the suit and reorienting itself accordingly, the internal view resembling thorn-rich vines.
  3. Blessed with good looks and character, a latticework walker often possesses any number of complex motivations or pressing drives. Often, though, they're driven to keep company with interesting people, as any fursuiter knows. Thus, latticework walkers are most often found in the company of bards and other adventurers, in all observed cases taking up talents centering around performance, panache, or else just being plainly obvious and eye-catching. The bright colour schemes common to furry characters are a big help in this regard.
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  5. Latticework Walker Racial Traits
  6. Latticework walkers function similarly to conventional atstreidi in regards to age, weigh half as much as the character for which the costume they inhabit was tailored (assuming the creature is a humanoid), bear a height four to six inches taller than the character for which the costume was tailored, and possess the following traits.
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  8. • +2 Dexterity, +2 Charisma, –2 Intelligence: Latticework walkers are psychologically tuned to perform by their very nature, and can manage deft feats of acrobatics in their assumed bodies than most humanoids would. They share their metallic brethren's shortcomings in careful reasoning and effective memory, however.
  9. • Size: Latticework walkers are most often Medium or Small creatures, gaining size modifiers appropriate to the costume to which they've bonded.
  10. • Aberration (psionic, slimeblood): Latticework walkers are aberrations with the psionic and slimeblood subtypes. They count as oozes as well as aberrations for the purpose of prerequisites and effects.
  11. • Normal Speed: Latticework walkers have a base speed of 30 feet.
  12. • Darkvision (Ex): Latticework walkers can see perfectly in the dark up to 60 feet.
  13. • Aberrant Physiology (Ex): Latticework walkers aren't the most protected of their kind, but share the physiological quirks of their heavier kin. A latticework walker is immune to disease and poison, and has a 25% chance to negate precision damage and the effects of called shots. Additionally, a latticework walker gains the benefits of 8 hours of rest in only 2 hours. A latticework walker can regain spell slots and power points and prepare new spells after only 2 hours of rest, but as usual, spells cast and power points spent in the 8 hours prior count against the latticework walker's daily limits.
  14. • Fuzzy Form (Ex): Most commonly, a latticework walker is considered to be wearing padded armor appropriate to its size. This provides it a +1 armor bonus to AC. Due to its integration into the fabric of its costume, however, a latticework walker doesn't suffer the arcane spell failure chance or the imposed maximum Dexterity bonus of padded armor. As with an atstreidi's armor shell, a latticework walker's costume can be enhanced with the Craft Magic Arms and Armor feat as if it were a real suit of masterwork padded armor, demanding the walker's presence for the creation period. The costume's magical enhancement and special abilities only apply while the latticework walker isn't wearing other armor, but the costume in itself doesn't prevent the walker from wearing armor. With effort, a latticework walker can don armour appropriate for a humanoid creature of its size category. See Table: Donning Armour.
  15. • Naturally Psionic: Latticework walkers gain Wild Talent as a bonus feat. If they gain levels in a psionic class, this feat is immediately exchanged for the Psionic Talent feat.
  16. • Psionic Aptitude: When a latticework walker takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.
  17. • Character Speech (Su): A latticework walker's speech can be heard by creatures that are susceptible to mind-affecting effects, even deaf creatures, but can only be heard by those creatures.
  18. • Talented Mime (Ex): Regardless of whether its speech can be heard, a latticework walker gains a +2 bonus on skill checks or ability checks that it makes to communicate with creatures that can see it, as its body language is preternaturally expressive. The latticework walker can use the Bluff skill to charade messages to any creature that can see it, regardless of whether they share a language. The check DC for this use of the Bluff skill is 10 for simple messages or 20 for complex messages, plus 2 per 10 feet of distance between the latticework walker and the recipient.
  19. • Claw (Ex): A latticework walker has a natural claw attack. This is a primary attack that deals 1d4 points of damage plus the latticework walker's Strength modifier. If the walker gains no other natural attacks, and only attacks with the claw, it adds 1—1/2 the walker's Strength modifier on the damage roll instead, as normal for natural attacks.
  20. • Languages: Latticework walkers begin play speaking Common. Walkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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  25. Table: Donning Armour
  26. Armor Type
  27. • Leather, hide, studded leather, or chain shirt / Don: 4 minutes (help cuts this in half) / Don Hastily: 1 minute / Doff: 1 minute (help half)
  28. • Breastplate, scale mail, chainmail, banded mail, or splint mail / Don: 4 minutes (only with help) / Don Hastily: 4 minutes (help half) / Doff: 1 minute (help half)
  29. • Half-plate or full plate / Don: 10 minutes (only with help) / Don Hastily: 10 minutes (help half) / Doff: 4d4+4 minutes (help half)
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  32. Alternate Racial Trait: Bulky Build (Ex): Some latticework walkers cut a broader profile than others, and are treated as wearing masterwork hide armor, granting them a +4 armor bonus to AC. Due to their bond with the costume, walkers of this sort have a +5 maximum Dexterity bonus, and suffer only a -2 armor check penalty. They still suffer a 20% spell failure chance when casting arcane spells with a somatic component, and move and act as if they were wearing medium armor. Bulky latticework walkers can wear armor with a greater bonus than their hide, but only armour designed for their unusual frames; as such, the price of armour for bulky latticework walkers is doubled, as if made for a non-humanoid creature. Additionally, donning this armour takes more time than for a non-latticework walker; see Table: Donning Armour. For determining each of the arcane spell failure chance, movement restrictions, armor check penalty, and maximum Dexterity bonus to AC that the latticework walker has while wearing such armour, use the worse of each between the costume and the armour worn.
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