Dwellvur: Difference between revisions

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(Created page with "''(DWEL-voor)'' The Dwellvur are one of the oldest known sentient lineages to develop naturally, their legendary explorers marching up from the deepest depths of the oceans. They are a lineage as diverse as the ocean biomes in which they live, and they have long since adapted to all but the most extreme ocean temperatures. Dwellvur utilize all resources at their disposal, leaving nothing to waste. They craft weapons, armor, and tools from the bones of creatures never be...")
 
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!Description
!Description
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|Antennae
|'''Antennae'''
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|Gain +2 to AWR checks.
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|'''Biologically Immortal'''
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|Your expected lifespan triples.
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|Biologically Immortal
|'''Crab Claw'''
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|Gain a special attack that costs 2 AP and deals 1d4 sharp [[damage]] on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
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|'''Crab Claw II'''
|Crab Claw
|Crab Claw
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|When you hit with your crab claw, you may spend 1 AP to automatically Grapple the creature as well.
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|Crab Claw II
|'''Carcinization'''
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|Level 29
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|You lose all of your previously selected post-Level-1 Dwellvur features and gain Crab Claw, Crab Claw II, Pincer, Hard Shell, Hard Shell II and Many Limbed II. You gain +5 ft of movement speed as long as you move in a straight line, if you move in any direction other than a straight line, you lose this movement speed until the start of your next turn.
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|Carcinization
|'''Deep-Dwelling'''
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|You ignore the negative effects of high pressure from deep water. You also have Darkvision 30ft while underwater.
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|Deep-Dwelling
|'''Hard Shell'''
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|Incompatible: Soft Shell
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|Gain +1 to your AR.
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|'''Hard Shell II'''
|Hard Shell
|Hard Shell
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|Gain an additional +2 AR.
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|Hard Shell II
|'''Many-Limbed II'''
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|Many-Limbed, Level 10
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|You can hold three hands’ worth of items at once.
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|Many-Limbed II
|'''Natural Camouflage'''
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|While underwater, Concealed, and not actively moving, you gain +3 on skill checks to remain hidden.
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|'''Natural Camouflage II'''
|Natural Camouflage
|Natural Camouflage
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|While underwater and not actively moving, you gain your Natural Camouflage bonus.
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|'''Natural Camouflage III'''
|Natural Camouflage II
|Natural Camouflage II
|While underwater, you gain your Natural Camouflage bonus.
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|'''Pincer'''
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|Grappled targets suffer a -4 penalty on their attempts to escape the grapple.
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|'''Reef Hunter'''
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|''Repeatable.'' Gain +6 Skill Points that you can spend on the following [[skills]]. You cannot put more than +4 points into a single skill using this feature.
* '''Observation:''' Intuiting, Perceiving
* '''Survival:''' Animal Handling, Nature, Foraging, Sneaking
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|Natural Camouflage III
|'''[[Regeneration]]'''
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|Any lost arm or leg regrows after 1d4 months.
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|'''Regeneration II'''
|Regeneration
|Any lost arm or leg regrows after 1 month.
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|'''Shell-Worker'''
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|''Repeatable.'' Gain +6 Skill Points that you can spend on the following skills. You cannot put more than +4 points into a single skill using this feature.


== '''Notes''' ==
* '''Crafting:''' Jeweling, Weaving, Masonry
{| class="wikitable"
* '''Knowledge:''' Biology, Geography, Vehicles [Water]
|+
* '''Observation:''' Intuiting, Perceiving
!Lineages
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|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] • [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|'''Slippery'''
|Soft Shell
|While underwater, creatures that make reactive attacks against you are Sickened when making such attacks.
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|'''Slippery II'''
|Slippery
|You can use your Slippery feature even when you are not underwater.
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|'''Soft Shell'''
|Incompatible: Hard Shell
|You gain +10 feet of swim speed.
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|'''Spiny Shell'''
|Hard Shell
|When a creature that is grappling you or grappled by you starts its turn, make an END attack vs its FORT. If you hit, it takes 2 (1d4) sharp damage.
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|'''Sure Footing'''
|Many-Limbed
|Dwellvur cannot lose footing or fall on any slopes or angles less than 45 degrees steep, and as long as a Dwellvur is within 5ft of a ledge or foothold, they cannot fall. This does not count as climb speed.
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|'''Withdraw'''
|Hard Shell
|You can spend 1 AP to withdraw into your shell, gaining DT 10 until you spend another AP to return. While withdrawn into your shell, you cannot take any other [[actions]].
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