New Race for Labyrinth Lord AEC
Tesa
Requirements: CON 9
Ability Modifiers: -2 STR, +1 DEX, +2 CON, -2 INT, -4 CHR
Ability Min/Max: STR 3/12, DEX 7/19, CON 8/20, INT 3/16, WIS 3/18, CHR 3/8
Tesa are 12-15 foot long worms found high in the trees of tropical forests. They are not earthworms, but rather marine creatures that were modified to survive in the trees a long time ago. Each tes has three pairs of bulging eyes and a pair of gliding "wings". Even though tesa can glide, their prefered method of getting around is climbing. They have two different manipulators- mandibles that can be used to grasp tools and weapons and the end of their tail is split into three parts. The latter can do much finer actions than the former. All tesa are mute and communicate with movement or odors. Humans and demi-humans can learn a form of sign language that makes communication with tesa easy. There are several races of tesa, each with their own color scheme; which is mostly blacks, browns and greens; size and eye placement. All are predators that specialize in using traps over brute force but the kinds of traps prefered is racial. They have a small amount of slime on their skin that is a paralytic toxin. This slime is always used in the traps. Though tesa are carnivores, they eat much less than a human of equal mass. They are as active as a human, but their body simply requires less.
The strongest tesa always become assassins and the most intelligent become magic-users. Both are considered vital parts of their society. Assassins are not paid killers, but rather hunters that can bring down the most dangerous game. Magic-users specialize in spells relating to flight, the senses, plants, communication, a racial memory and traps. See below for some examples. Rangers are scouts that protect the tesa colonies from beyond their borders. Fighters are rare as few get into direct combat. Thieves make up the bulk of the population. Their trap making skill is equal to their find/remove trap skill.
Tesa use magic to shape plants in fantastic ways to make their homes. A sapling with branches larger than itself is a common sight in tesa territory but they can do much more than that. Any three dimentional design one can think of is possible for tesa architecture. Gravity is no obstacle because of the magic involved.
Racial Traits
Speed 90' (30')
Climb Speed 60' (30')
Glide Speed 150' (50')
Mute
Base Armor Class 7
Armor costs triple normal amount (if it can be found at all)
-2 to hit with weapons over 5 pounds
-4 to hit with weapons over 12 pounds
Can not use any tool or weapon requiring two hands
Toxic slime paralyzes for d4 rounds
Must drink five times that of a human of equal mass unless within a humid environment
Requires one tenth the amount of food of a human of equal mass
Salt water is toxic to tesa and will kill on a failed save versus poison
Tesa Races
Nereis are black with green spots along their dorsal surface. Their 5 eyes are clustered just above the mouth and are smaller than most tesa's. They use uncovered pit traps 5 to 10 feet deep with a few slime covered spikes. Their homes are usually found 10 to 30 feet above the ground, making them the lowest tree dwellers.
Vanadis are black with random brown spotting. Their 3 eyes are placed in a hemisphere shape across the top of the head. They are net specialists and use plant fibers that can hold up to 1 ton. Vanadis stay near their traps because of the short duration of their paralysis. An assassin or two are on hand to make the kill. They live just above the nereis at 40 to 50 feet above the ground.
Glycera are black with green bands. Their 4 eyes are set on the sides of their heads. They also use pits but prefer covers made from plant material covered in the slime. The pits are usually 10 to 25 feet deep. Their homes are 40 to 50 feet above the ground, though they live on different trees from the vanadis.
Sabella are green with black stripes. Their 5 eyes are set so that they can see 360 degrees, an important thing high in the canopy. Their traps are nets meant to capture small creatures- birds, large insects and such. They live the highest of all tesa, within 10 to 30 feet of the top branches.
Terebella have green backs and brown bellies. Their 3 eyes are set one in front and two to either side. Their traps are trip wires which cause the prey to fall onto hidden, slime covered spikes. Like the vanadis, terebella have assassins on hand to make a quick kill. They live in the canopy below the sabella.
Tesa Classes Available
Assassin 8
Fighter 6
Magic-User 6
Ranger 8
Thief 6
Tesa Thief Skill Adjustments
Pick Locks -20%
Find and Remove Traps +30%
Pick Pockets -10%
Move Silently +25%
Climb Walls N/A
Hide in Shadows +10%
Hear Noise +15%
Tesa magic can be learned by other races but the spell level should be increased by 2 to 4.
Analyse Plant
Level: 2
Duration: 1 round per level
Range: personal
The caster can study a new plant or a new cultivar resulting from a breeding project and determine if it has any value as a medicinal herb, toxin or other use.
Bone Breaker
Level: 3
Duration: 1 turn per level
Range: 60'
Bone breaker is a favored trap enhancing spell because it is harmless to the tesa and other races without skeletons. It triples the damage done by falls, spikes and other physical trauma. The victim can save versus spells for half total damage.
Enhance Slime
Level: 3
Duration: 5 rounds per level
Range: touch
A tes with enhanced slime increases the duration of the paralysis to d4 hours +1 per caster level.
Enhance Smell
Level: 1
Duration: 3 turns per level
Range: touch
A tes with an enhanced sense of smell is very difficult to suprise. Only a 1 on a d12 indicates surprise. It can also communicate with other tesa over a longer distance, up to 50' depending on wind conditions.
Noxious Cloud
Level: 2
Duration: 1 hour per level (until activated) or 1 round per level
Range: 100'
Another trap enhancing spell, Noxious Cloud is activated when something trips the trap. The cloud saps d4 points of strength from the target(s) per failed save versus poison. Those reduced to zero points are paralyzed for 3d6 turns. As the cloud is actually made of a non-magical irritant, magic resistance is useless.
Shape Plant
Level: 3
Duration: Permanent
Range: touch
This is the spell that allows the tesa to affect the growth of plants, causing wonderous shapes. It does not increase the growth rate of the plant, just the shape it will grow into.
Speedy Climb
Level: 1
Duration: 1 turn per level
Range: touch
A tes affected by this spell has its climb movement rate increased to 150' (50').
Speedy Glide
Level: 2
Duration: 1 turn per level
Range: touch
A tes affected by this spell has tis glide movement rate increased to 180' (60'). It can also climb in the air at a rate of 60' (20').
Sprout Herb
Level: 3
Duration: Permanent
Range: touch
The caster can make any non-magical herb sprout and grow within a matter of seconds. The spell does not require a spore or seed and the end result is a patch of the desired plants, enough for d4+1 doses or uses of an herb or 10 pounds in the case of non-medicinal plants.
Voice
Level: 1
Duration: 1 turn per level
Range: touch
Tesa can speak and understand the spoken word of the common tongue when affected by this spell. With time, an individual can learn additional languages.
Water Seal
Level: 1
Duration: 1 hour per level
Range: touch
This spell alters slime and reduces the water needs of a tes to that of a human. It also makes them immune to the toxic effects of salt water. Some tesa use it to make containers from their slime, treat the result as a large sack.
Wisdom of the Forerunners
Level: 3
Duration: 2 questions per level
Range: personal
With this spell, the tes magic-user can tap into a racial memory which lasts all the way back to the first modified worms. It is usually used for information on a location, race or monster, but any question may be asked. There is a 90% chance the answer will be accurate.