Mythic Beast (3.5e Race)
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Mythic Beast
The mythic beast is intended for use with the Mythic Beast Paragon (3.5e Racial Paragon Class).
This race is an experiment in making "monsters" a playable option. It's open-flavor. A flying, horned, blue gorilla that belches ice breath is easily possible without even going into feats or templates. As such, the mechanics are posted here. If you want flavor, make a sub-page to this article and link it below.
General Information
The mythic beast is open to player creativity. You may be able to play what you want, but your character will make more sense when built within the reason of the mechanics presented below. You might be a "wolf" or a "centipede" but you are treated the same stats-wise. You typically have limbs (for your claws), none of which have "hands" that can manipulate objects in combat, though it might be able to grab something like a potion out of a pouch and drink it. The beast is non-humanoid in form but might have humanoid traits or behavior. Despite the mechanics saying "quadrupedal", you are not limited to four limbs to balance on. You could be a stout biped (like a dwarf) or a swarm of tentacles.
The general rule here is, your flavor doesn't grant you mechanics.
Racial Traits
- Magical Beast: Mythic beast is designed for the magical beast type. Being nonhumanoid, see Armor for Unusual Creatures for armor costs.
- Medium: While mythic beasts might come in other sizes, the stats presented here are for those of a medium size mythic beast.
- Mythic beast base land speed is 30 feet.
- Carrying Capacity: Mythic beasts 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): 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).
- Natural Born Weapons (Ex): A mythic beast doesn't have natural attacks. However, it does have built-in weapons that it is proficient with (see below). Natural born weapons function as masterwork weapons, even being able to be enchanted. Natural born weapons may not have the dancing, throwing or returning enchantments.
- Automatic Languages: Common.
- Bonus Languages: Any (other than secret languages such as Druidic).
- Favored Class: Any
- Level Adjustment: +0
- Effective Character Level: 1
Natural Born Weapons
Lacking hands to grasp weapons in combat, a mythic beast typically uses his natural born weapons. He is treated as having two "claws" and one "bite". 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 natural born weapons in several ways:
- Any healing that restores ability damage restores an equal number of HP to his natural born weapons.
- Any healing that he receives while at his maximum total of HP goes to his natural born weapons. He may choose to divide the HP among his natural born weapons to heal how he chooses.
Bite
Simple Light Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d4 |
Damage (Medium)1: | 1d6 |
Critical: | ×2 |
Weight2: | — lbs |
Type3: | Slashing and Piercing and Bludgeoning |
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.
Claw
Exotic One-Handed Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | ×2 |
Weight2: | — lbs |
Type3: | Slashing |
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 Page → 3.5e Homebrew → Races
Author | Ganteka Future + |
Class | Melee + |
Cost | — gp + |
Critical | ×2 + |
Damage | 1d6 + and 1d8 + |
Damage Type | Slashing +, Piercing + and Bludgeoning + |
Effective Character Level | 1 + |
Favored Class | Any + |
Hardness | 5 + |
Hit Points | 10 + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Proficiency | Simple + and Exotic + |
Racial Ability Adjustments | None + |
Range | — + |
Rating | Unrated + |
Size | Medium +, Light + and One-Handed + |
Summary | Mutable flavor and options to create a variety of quadrupedal mythic beasts as playable characters. + |
Title | Mythic Beast + |
Type | Magical Beast + |
Weight | — + |