Proxy (3.5e Race)
Proxies[edit]
Proxies are superbeings created via highly advanced science to protect Earth from invasions. However, some of them went rogue and now terrorize Earth and humanity, while the rest of the Proxies attempt to stop them or live incognito by assuming human visage. Despite their origin as lab creations, Proxies are an independent race and can procreate with one another (although they seldom actually do so). Proxies created in the same lab generally consider each other siblings and take care of each other.
Personality[edit]
Good Proxies are happy to aid to anyone who needs help. Neutral Proxies normally only care about themselves and their own, however don't hurt others unless they have to. Evil Proxies are often malevolent tyrants who take whatever they want whenever they want. A proxy that remains lonely for too long, for whatever reason, can very easily develop some form of insanity or psychosis.
Physical Description[edit]
Proxies resemble humans in overall appearance. However, their skin is dark blue and their eyes are pure white, with no noticeable iris or pupil. Furthermore, Proxies possess the ability to assume the shape of other humanoid creatures, while leaving their abilities intact.
Relations[edit]
Good/neutral Proxies are friendly and social, but normally prefer to remain disguised as humanoids. Evil Proxies however are solitary (some are even Beholder-level xenophobic) and generally only hide their true identity when they think it will benefit them. Evil Proxies are usually malevolent tyrants who indisputably rule over some region and bully people into subjugation. Proxies of all alignments enjoy the company and association of other Proxies, particularly ones of similar alignments.
Alignment[edit]
Any. While evil Proxies are notably rare, Proxies are far from inherently good; a newborn or newly created Proxy can be nurtured into any alignment.
Lands[edit]
Any. However, most Proxies greatly prefer densely populated urban areas, where they can easily blend in (or, in the case of evil Proxies, reign over many subjects).
Religion[edit]
As products of advanced science, Proxies normally have little faith in higher powers. Some evil Proxies consider themselves godlike and demand worship from their subjects.
Language[edit]
Common, Proxy. Furthermore, Proxies can learn new languages extremely quickly. They can get the basics of a language merely after listening to the language being spoken for mere minutes, and can also get the basics of a language's writing system by browsing a book etc. written in it for several minutes. Thanks to this ability, Proxies can learn any language with very little effort and time.
Names[edit]
While in disguise, any. Their true names tend to be archaic and (relatively) simple, with no surnames, and Proxy functioning as a collective middle name (such as Kenix Proxy, Lune Proxy, Mare Proxy, Pearl Proxy, Will Proxy, Swan Proxy, etc.).
Racial Traits[edit]
- +30 Strength, +26 Dexterity, +30 Constitution, +8 Intelligence +12 Wisdom, +8 Charisma
- Medium Monstrous Humanoid (Proxy). All their HDs are d20s.
- Proxy base land speed is 240 feet. They also have swimming speed 240 feet per round and climbing speed 240 feet per round.
- Armor Class: The base creature's natural armor bonus improves by +10. Proxy flesh is abnormally durable, and cannot be easily damaged.
- Invulnerability: Proxies aren't actually harmed by most sustained damage. They can however be harmed by weapons enchanted via powerful magic, or ones specifically designed to harm proxies. They have damage reduction 30/epic (+6) or anti-proxy.
- Advanced Healing Factor: Proxies possess an extremely potent healing factor; they can quickly regenerate nearly all damage, even their head. However, weapons specifically designed to harm proxies do somewhat hamper their healing factor. They have regeneration 10/anti-proxy and fast healing 1, and restore 1 point of ability damage per round and 1 point of drained ability per minute.
- Heightened Senses: Proxies possess extraordinarily acute and precise senses, which provide them with an incredible awareness of their surroundings. Blindsight out to 120 feet, Blindsense out to 600 feet, Advanced Scent within 1200 feet and Perfect Darkvision.
- Natural Attacks: Proxies possess a primary slam attack that deals 1d8 hp damage, and two secondary claw attacks which deal 1d6 hp damage each. A Proxy's natural weapons (even ones derived from Disguise) are treated as epic (+6) weapons for the purpose of overcoming DR.
- Disguise: Proxies can assume at will the shape of any Humanoid or Monstrous Humanoid. Proxies can use this ability to assume the shape of an individual, so long as they have seen them once before, and can also replicate an individual's clothes and even accessories while assuming their shape, albeit they are unable to replicate any other possession except clothes/accessories.
- Advanced Immortality: Proxies do not age beyond their physical prime and have unlimited lifespan. Proxies require no sleep, and an extreme physical effort is required in order to tire them. They require no oxygen or nutrition, but can breathe normally and consume and completely digesting nearly any organic substance as well as some non-organic substances.
- Resistances: Proxies gain an additional +6 bonus on Fortitude saves against magical poisons. Proxies also have Spell Resistance equal to 20 + their HD.
- Immunities: Proxies are immune to all elements, diseases and nonmagical poisons.
- Adhesion: Proxies can adhere to surfaces, which enables them to climb on any surface, even vertically and upside down, without needing to make a Climb check. In addition, they are able to negate any fall simply by clinging to a surface; doing so isn’t considered an action.
- Disastrous Charge: When a Proxy uses the Charge action, they can choose to make a disastrous charge; a highly destructive attack that produces a destructive shockwave, which deals 6d6 hp damage to anything in the charge's direct path (or half as much, if they succeed on a Reflex save at DC 12 + the Proxy's Dexterity modifier); affected creatures that fail on the Reflex save are also stunned for 1d4 rounds. However, Proxies are always treated as though they have succeeded on the Reflex save.
- Siege Creature: Proxies deal double damage to objects and structures, and gain an additional +4 bonus on attacks rolls against constructs and undead.
- Enhanced Brain Capability: Proxies possess enhanced cognitive ability. Thereby, they can learn far quicker than ordinary humans. They gain 12 additional skill points and an additional feat per level. Additionally, they possess perfect photographic memory.
- Special Talents: Each Proxy has at least one special talent beside their core traits. Technically, this special talent can be anything. The older a Proxy is, the more special talents they have.
- Extra Improvements: As first generation Proxies are, actually, lab creations, they can technically be created with improved core traits (increased strength/speed, enhanced natural armor, extra resistances/immunities, improved Disguise or Transference ability, etc.).
- Advanced Linguist: Proxies are naturally extremely gifted linguists; they can learn new languages with very little effort and time. They don't need to spend skill points to learn new languages; instead, they can get the basics of a language merely by spending a few minutes listening to someone speaking this language. They can get the basics of a language's writing system by spending a few minutes browsing a book (or any other similarly rich document) written in this language. Usually, Proxies don't need to invest more than an hour to master a language; if this language is similar to another they already know, it will take them even less. This ability enables Proxies to use the Decipher Script skill untrained.
- Proxies automatically gain the following feats even if they don't meet their prerequisites: Alertness, Combat Reflexes, Deflect Arrows, Deft Hands, Diehard, Distant Shot, Dodge, Endurance, Far Shot, Great Fortitude, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Supreme Strength, and Two-Weapon Fighting.
- Proxies receive a +20 racial bonus on Acrobatics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks, and a +8 bonus on Knowledge checks.
- Automatic Languages: Common, Proxy. Bonus Languages: All, including secret languages such as Druidic (see Advanced Linguist).
- Level Adjustment: +20
Vital Statistics[edit]
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
15 | +2d% | +3d% | +4d% |
Proxies Lore[edit]
Characters with ranks in Knowledge (arcana) can research Proxies to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Proxies are superbeings created by advanced science. This is almost impossible for lower creatures to kill or even really harm Proxies, as they possess an extremely potent regenerative ability, and can only be killed by other Proxies or rare, specialized weapons. |
10 | The original Proxies were created to protect Earth from invasions. However, eventually, some of them were corrupted and went rogue, although most of them still serve their original purpose. There are also some that choose to pretend to be mortals in order to be left alone. |
15 | Evil Proxies are usually malevolent tyrants and have subjects ruled by fear. Proxies of all alignment normally keep a close connection with other Proxies who were created in the same lab they were, since they consider them their siblings. |
20 | Proxies can assume the shape other humanoid species; they can replicate one's appearance and even their clothes. Each Proxy also possesses some other special abilities in addition to their core traits. They can also learn new languages extremely quickly and are inherently adept combatants. |
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