Mythic Beast (3.5e Race)

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Author: Ganteka Future (talk)
Date Created: 8 February 2010
Status: Version 2.2
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Mythic Beast

The mythic beast is intended for use with the Mythic Beast Paragon (3.5e Racial Paragon Class).

The mythic beast isn't simply a single race. It's open-flavor, allowing DMs and players to create unique monsters and characters without having to worry about writing up new mechanics all the time and testing them out. A flying, horned, blue gorilla that belches ice breath is easily possible with the mythic beast race and mythic beast racial paragon class, all without even going into feats or templates. Below, you'll find the basic starting racial traits for a mythic beast.

Specific mythic beast flavor articles:

General Information

While the mythic beast race encourages creativity among DMs and players in character and NPC design, it has its limitations. You may be able to create what you want, but the character will make more sense when built within the reason of the mechanics presented below. Your character is treated the same stats-wise if you decide to make a "wolf" or a "centipede".

Mythic beasts typically have limbs (for features like claws), none of which have "hands" that can manipulate objects in combat. Though these limbs might be able to grab something like a potion out of a pouch and drink it. Mythic beasts are also non-humanoid in form but might have humanoid traits or behavior. Despite the mechanics using "quadrupedal" as a reference point, you are not limited to four limbs to balance on. You could be a stout biped (like a dwarf) or a wriggling ball of tentacles.

The general rule here is, your flavor doesn't grant you mechanical benefits.

Racial Traits

None

  • Magical Beast: Mythic beast is designed for the magical beast type. Being nonhumanoid, see Armor for Unusual Creatures for armor costs.
  • Medium: The stats presented here are for those of a medium size mythic beast. Consult SRD:Weapon Qualities for determining the damage his feral strikes deal when he alters size.
  • Mythic beast base land speed is 30 feet.
  • Carrying Capacity: Mythic beasts are tough and able to bear great burdens. Calculate their carrying capacity as though they were quadrupedal. See Carrying Capacity for details.
  • Darkvision (Ex) out to 60 feet. A mythic beast can see with no light source at all. Darkvision is black and white only (colors cannot be discerned).
  • Low-Light Vision (Ex): A mythic beast can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
  • Stability (Ex): A mythic beast is tough to knock down. Treated as though being quadrupedal, a mythic beast gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Feral Strike (Ex): A mythic beast doesn't have natural attacks nor can he wield manufactured weapons. However, he does have built-in weapons that he is proficient with (see below).
  • Natural Finesse (Ex): A mythic beast may replace his Strength modifier with his Dexterity modifier for calculating attack roll modifiers and damage roll modifiers when applicable. A mythic beast is capable of striking with brute force or inhuman grace.
  • Automatic Languages: Common.
  • Bonus Languages: Any (other than secret languages such as Druidic).
  • Favored Class: Any
  • Level Adjustment: +0
  • Effective Character Level: 1

Racial Variant Options

Here are a few options with tradeoffs to provide some additional flexibility:

Aquatic: Gain the Aquatic subtype. Gain the ability to breathe water but lose the ability to breathe air. Gain a swim speed of 30 feet (or 20 feet for small mythic beasts). Gain a +8 racial bonus to Swim skill checks. Reduce base land speed to 10 feet. Calculate carrying capacity as though bipedal instead of quadrupedal. Special: When taking the racial paragon's Amphibious Supplemental Trait, gain your base land speed back as appropriate for your size (unless you also have the Hovering variant option).

Hovering: Reduce base land speed to 10 feet. Gain a supernatural hover speed (perfect) equal to your previous land speed. Lose the Stability racial feature.

Small: Reduce size to Small. Small creatures gain a +1 size bonus to AC, a +4 size bonus on Hide skill checks and take a –4 size penalty to bull rush, grapple, overrun and trip special attacks. Reduce base land speed to 20 feet if higher.

Gore: Swap out the feral strike bite for a Gore instead. It may be designated as a "two-handed weapon" (with normal designation rules) with 1d10 damage (Medium). Change the damage type to "Piercing or Nonlethal". On a successful charge, a gore deals 1 additional damage per HD of the mythic beast.

Feral Strike Weapons

Feral Strike weapons function as masterwork weapons, even being able to be enchanted as melee weapons. Feral Strike weapons may not have the dancing, throwing or returning enchantments.

Any creature possessing a feral strike weapon is automatically proficient with it.

Lacking hands to grasp weapons in combat, a mythic beast typically uses his feral strike weapons. Each mythic beast is treated as having any two of either a claw, slap or talon as well as one bite. A mythic beast may designate any of his "one-handed" or "light" feral strike weapons as being in his "main hand" or "off-hand" as well as a category lighter (such as "one-handed" weapons functioning as "light" weapons). He may change these feral strike weapon designations once per round as a free action. A mythic beast with two of the same feral strike weapon has the option of making a single combined attack as though it were a two-handed weapon, adding 1 0.5 ½ times the creature's Strength modifier to damage.

The mythic beast cannot be disarmed of these weapons. These weapons can be sundered as normal, becoming unusable when reduced to 0 HP. He can regain use of his feral strike weapons in several ways:

  • Any healing that restores ability damage restores an equal number of HP to his feral strike weapons.
  • Any healing that he receives while at his maximum total of HP goes to his feral strike weapons. He may choose to divide the HP among his feral strike weapons to heal how he chooses.

Feral Strike Bite

Light Melee

Cost: — gp
Damage (Small): 1d6
Damage (Medium)1: 1d8
Critical: ×3
Weight2: — lbs
Type3: Slashing and Piercing and Bludgeoning or Nonlethal
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Feral Strike Claw

One-Handed Melee

Cost: — gp
Damage (Small): 1d8
Damage (Medium)1: 1d10
Critical: 19–20/×2
Weight2: — lbs
Type3: Slashing or Nonlethal
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Feral Strike Slam

One-Handed Melee

Cost: — gp
Damage (Small): 1d8
Damage (Medium)1: 1d10
Critical: 19–20/×2
Weight2: — lbs
Type3: Bludgeoning or Nonlethal
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.


Feral Strike Talon

One-Handed Melee

Cost: — gp
Damage (Small): 1d8
Damage (Medium)1: 1d10
Critical: 19–20/×2
Weight2: — lbs
Type3: Piercing or Nonlethal
HP4: 10
Hardness: 5

1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.



Back to Main Page3.5e HomebrewRaces

AuthorGanteka Future +
Damage TypeSlashing +, Piercing +, Bludgeoning + and Nonlethal +
Effective Character Level1 +
Favored ClassAny +
Identifier3.5e Race +
Level Adjustment0 +
Racial Ability AdjustmentsNone +
Range+
RatingUnrated +
SizeMedium +
SummaryMutable flavor and options to create a variety of non-humanoid mythic beasts as playable characters. +
TitleMythic Beast +
TypeMagical Beast +