The material below except the term Euqsam is Open Game Content.
Euqsam is product identity of Primal Urge Games and is used here with permission.
|Euqsam, 1st-Level Warrior||Euqsam, 1st-Level Fighter|
|Type:||Medium Plant||Medium Plant|
|Hit Dice:||1d8+1 (5 hp)||1d10+1 (11)|
|Speed:||30 ft. (6 squares)||30 ft. (6 squares)|
|Armor Class:||15 (+1 natural, +3 studded leather, +1 light shield), touch 10, flat-footed 15||19 (+1 natural, +6 banded mail, +2 heavy shield), touch 10, flat-footed 19|
|Attack:||Longsword +3 melee (1d8 + 1/19-20) or light crossbow +1 ranged (1d8/19-20)||Longsword +3 melee (1d8 + 1/19-20) or light crossbow +1 ranged (1d8/19-20)|
|Full Attack:||Longsword +3 melee (1d8 + 1/19-20) or light crossbow +1 ranged (1d8/19-20)||Longsword +3 melee (1d8 + 1/19-20) or light crossbow +1 ranged (1d8/19-20)|
|Space/Reach:||5 ft./5 ft.||5 ft./5 ft.|
|Special Qualities:||Plant qualities, cerebral existence, dormancy, fire vulnerability, relentless drive, undead combat knowledge, undead vulnerabilities||Plant qualities, cerebral existence, dormancy, fire vulnerability, relentless drive, undead combat knowledge, undead vulnerabilities|
|Saves:||Fort +3, Ref +0, Will +0||Fort +0, Ref +0, Will +0|
|Abilities:||Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 6||Str 13, Dex 10, Con 12, Int 9, Wis 13, Cha 6|
|Skills:||Climb +4, Jump +4||Climb +2, Jump +2|
|Feats:||Weapon Focus (longsword)||Power Attack, Weapon Focus (longsword)|
|Organization:||Solitary, pair (2), squad (3-10), company (11-30), battalion (31-100)||Solitary, pair (2), squad (3-10), company (11-30), battalion (31-100)|
|Alignment:||Usually any lawful||Usually any lawful|
|Advancement:||By character class||By character class|
Euqsams speak Euqsam and Sylvan. Euqsams may also know Common and Druidic.
Euqsams encountered may be warriors; half of the information in the statistics block is for a warrior of 1st level.
Euqsam warriors tend to enter combat with great zeal. They are skilled at group combat tactics, working to isolate individual foes. Though not reckless, an euqsam combat unity fights with confidence, knowing that bodies can easily be replaced from among the corpses of slain foes.
Plant qualities (Ex): Euqsams are not subject to spells or effects that affect humanoids only. Euqsams are immune to poison, paralysis, poison, sleep effects, paralysis, polymorph and stunning. Euqsams must breathe and eat, but do not sleep. However, euqsams do not possess low-light vision, are not immune to mind-affecting effects, and are subject to critical hits.
Dormancy (Su): An euqsam enters a dormant state if her host body is destroyed. She remains in this state until she can root in a new host body. She can remain dormant for 1 year per character level. While dormant, an euqsam cannot take any mental or physical actions, and she is unaware of the world around her. She can be restored to consciousness in one of two ways.
1) If the dormant euqsam is placed over the face of a candidate body that has been slain or has had its mental ability scores reduced to zero in the previous day, she will take root. This process takes 1d20 hours to complete.
2) If a creature with a viable candidate body handles a dormant euqsam, she reflexively assaults the creature’s mind. Each round the creature must make a Will save with a DC 5 + euqsam character level + euqsam Wisdom modifier. On a failed save, the creature’s Intelligence, Wisdom, and Charisma are each reduced by 1. This save must be made each round the dormant euqsam is handled. This save must be rolled each round the creature is in physical contact with the dormant euqsam. If the save is failed, the creature remains in contact with the dormant euqsam on the following round. On a successful save, the creature releases the euqsam. If the creature manages to escape, ability scores return at a rate of 1 point per minute. When all three ability scores are reduced to zero, the euqsam takes root. This process takes 1d20 minutes to complete.
The host body must meet the following criteria:
|humanoid, monstrous humanoid, animal, or magical beast.|
|faunal in nature.|
|possess a skeletal structure.|
The fusion of the euqsam and the new body result in the following changes:
|Hit points and hit dice are determined from the euqsam, not the host body.|
|Natural armor class bonuses combine any bonuses of the new body and the bonus from the euqsam.|
|The euqsam gains all natural attacks of the host body, though the euqsam must possess appropriate feats to make multiple attacks.|
|The walking speed of the euqsam becomes the walking speed of the new body. If the body possessed another form of locomotion, such as flight, the euqsam gains this movement type. The euqsam’s speed in this alternate form of locomotion is 10 feet less than the base body. If the body was capable of flight, the euqsam’s maneuverability is 1 category lower than the original maneuverability.|
|The euqsam inherits the Strength, Constitution, and Dexterity scores of the new body.|
|The Intelligence, Wisdom, and Charisma come from the euqsam.|
|The euqsam does not gain any skills, feats, or special abilities from the new body.|
Fire Vulnerability (Ex): An euqsam suffers a –4 penalty on saves versus fire.
Cerebral Existence (Ex): Whenever an euqsam would be able to permanently increase an ability score, such as from level advancement, she may only increase one of the three mental ability scores (Intelligence, Wisdom, or Charisma).
Relentless Drive (Ex): An euqsam reduced to 0 or fewer hit points is not rendered unconscious. She can continue to function as long as her hit points remain above –10. While at 0 or fewer hit points, she can add her Wisdom modifier to a single physical attribute (Strength, Constitution, or Dexterity). Each round, she selects which physical attribute to modify. This effect lasts until she reaches –10 hit points, or her hit points become greater than 0.
Undead Combat Knowledge (Ex): An euqsam adds her Wisdom modifier to attack rolls versus undead.
Undead Vulnerabilities (Ex): Euqsams are susceptible to a range of spells and effects that target undead. Weapons that specifically target undead, such as undead bane weapons, effect euqsams as if they were undead. Spells that detect, ward against, hold, or control undead also effect euqsams as if they were undead.
Skills: Bluff and Disguise are always class skills for an euqsam.
The euqsam warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Many euqsams choose the path of the pure fighter. The depth of feats available to the fighter appeals to euqsams as they improve their host bodies. Half of the information in the statistics block is for a fighter of 1st level.
Euqsam fighters are more specialized than the average euqsam warrior. Each individual euqsam fighter focuses on a specific aspect of physicality and combat, focusing on honing new skills during battle. Euqsam fighters rely more on solitary tactics, showing great vanity in their martial prowess. As with normal euqsam warriors, euqsam fighters are fearless on the battlefield.
The euqsam fighter presented here had the following ability scores before racial adjustments: Str 13, Dex 10, Con 12, Int 9, Wis 11, Cha 8.
EUQSAMS AS CHARACTERS
Euqsam characters possess the following racial traits.
- +2 Wisdom, -2 Charisma.
- Medium size.
- Euqsam base land speed is 30 feet.
- Natural Armor: +1
- Special Qualities (see above): Plant qualities, cerebral existence, dormancy, fire vulnerability, relentless drive, undead combat knowledge, undead vulnerabilities
- Racial Skills: Bluff and Disguise are always class skills for an euqsam.
- Automatic Languages: Euqsam and Sylvan. Bonus Languages: Common and Druidic.
- Favored Class: Fighter
- Level Adjustment: +0