Living Weapon (3.5e Race)

From D&D Wiki
Jump to navigation Jump to search


Living Weapons[edit]

Personality[edit]

Disconnected from common society, the Living Weapons generally tend to be impersonal with humanoids regardless of races, gender, age or charisma. The majority of the race tends to feel "used" by most of their interactions with other living beings.

Physical Description[edit]

The Living Weapons, usually stay in the form of an inanimate weapon or tool of their choosing. However, they have also been sighted taking humanoid form, when the situation warrants it.

Alignment[edit]

Generally, True Neutral

Lands[edit]

Urban cities and towns are common places they can be found. However, ruins and ancient temples are where they generally originate.

Religion[edit]

Legends. While the Living Weapons don't commonly worship any specific God or Goddess, they do have faith brought from Myths, Legends and Folklore. They drive their daily lives and aspirations to have stories told of themselves.

Language[edit]

Common, Any Ancient language

Names[edit]

At the Living Weapons creation, they are presented a name for themselves by the being whom forged them. Often times, a Living Weapons ascends to sentience from the calamity of a great battle, it is also common for a weapon to be given a name at this time.

Racial Traits[edit]

  • +2 Strength, +2 Dexterity, -2 Wisdom and have no Constitution score
  • Mimic, Weapon
  • A Living Weapon gains the hardness of the material that comprises the weapon its mimicking. (See Table: Substance Hardness and Hit Points [1])
  • Living Weapons base land speed is 30 feet, while in humanoid form. Otherwise, it has no land speed.
  • Mimic Shape (Ex): A Living Weapon can assume the general shape of any Humanoid, excluding Huge sized creatures and larger. This change is majorly for cosmetic purposes. A Living Weapon’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the humanoid Living Weapon can detect the ruse with a successful perception check opposed by the Living Weapon’s Disguise check.
  • Passable Humanoid (Ex): The Living Weapon receives a +4 to Disguise checks to appear lifelike.
  • Artificial Body (Su): Mimics are not subject to negative or positive energy. Thus cannot be healed or damages by it. However, their material nature allows them to heal naturally at a alarming rate. They have fast healing equal to 2 pts a round.
  • Construct Body (Su): Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. A mimic does not need to eat, drink, sleep or breath.
  • Eternal Youth (Su): Mimics do not age physically, however their mental abilities still improve. They do not die of old age.
  • Arguable Control (Ex): The Living Weapon is capable of imposing simple commands to its wielder. If the wielder has a Wisdom score of 13 or lower, the Living Weapon may make a Diplomacy Vs. Will save check, to impose a simple command to the wielder that they must follow. Exceptions to this would be life endangering commands or simply impossible actions. IE, ordering someone to kill themselves or attempt to fly.
  • I "AM" A WEAPON: Along with the physical characteristics of the type of weapon the Living Weapon is mimicking, it also gives its wielder bonuses to damage and other conditions. The damage bonus a Living Weapon provides, is equal to its BAB + Its applicable ability modifier. Additionally, if the character is a spell caster, all spells cast can no longer target anything but the next touch. When casting any spell that doesn't target self, it is cast on the next successful strike from the weapon. Alternatively, all self targeting spells are cast at touch range on the wielder.

Vital Statistics[edit]

The humanoid build of the Living Weapon, is determined on a situation bases as determined by the player.



Back to Main Page3.5e HomebrewRaces