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The Many are antlike humanoids, divided into several castes and subcastes. They are all part of a massive hivemind (generated and maintained by the Lux-caste). Most do not have any sense of self and are entirely dependent upon the hivemind for survival. ===The Mil=== http://www.wizards.com/dnd/images/xph_gallery/80489.jpg {| class="toccolours" style="float:right; margin: 0 0 1em 1em; font-size: 75%; width: 35em;" |- | http://img.photobucket.com/albums/v216/FaxCelestis/footprint.jpg || This article has [http://www.giantitp.com/forums/showthread.php?t=71974 a related thread] on the [http://giantitp.com/forums/ Giant in the Playground forums] that may contain more up-to-date information than what is provided here. |}The Mil are part of the leader-caste of the Many. They are short, not standing more than about four and a half feet tall at most. Their eyes glow red, blue or green depending on subcaste (Fire Caste, Ice Caste, or Earth Caste, respectively). They are highly intelligent and are psionically capable, though they are an integral part to the hivemind. They have tough chitinous exoskeletons, and some are capable of great feats of strength. They are aware of a sense of self, but are still dependent on and part of the hivemind. ====Mil Player Characters==== *Strength -2, Wisdom +2 *'''Small:''' As Small creatures, Mil-caste gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters. *'''Monstrous Humanoid:''' As monstrous humanoids, Mil are immune to spells and effects that specifically target humanoids. *'''Racial Hit Dice:''' Mil-caste start with one monstrous humanoid racial hit die, essentially making them first-level characters. This grants them 1d8 HP, +1 BAB, +0 Fortitude, +2 Reflex, +2 Will, and skill points equal to (2+Int)x4. Their racial class skills are Autohypnosis, Climb, Craft, Listen, Ride, Spot, and Survival. *'''Speed:''' Mil-caste base land speed is 20 feet. *'''Compound Eyes:''' Mil-caste have compound eyes, which give an Mil a +2 racial bonus on Spot checks. In addition, these compound eyes grant a Mil darkvision out to 60'. *'''Hive Mind:''' All Mil within 30' of another Mil, Dant, or Dach are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. *'''Scent:''' All Mil-caste have the Scent ability. *'''Subcaste:''' Mil are divided into three subcastes: Fire, Ice, and Earth. Each caste has a separate set of benefits as listed below. :*'''Fire Caste:''' ::*'''Psi-Like Abilities:''' ''synesthete'' - 1/day ::*'''Chitin:''' Fire-caste have chitinous exoskeletons that are resistant to heat. They receive a +1 bonus to natural armor class and have resistance to fire 5. ::*'''Naturally Psionic:''' Fire-caste are naturally psionic and receive two bonus power points. :*'''Ice Caste:''' ::*'''Natural Inclination:''' Unlike most psions, Ice-caste handle the power of the mind with intuition. An Ice-caste may use their Wisdom score as their primary manifesting statistic for any manifesting class that uses Charisma as their primary manifesting statistic. ::*'''Chitin:''' Ice-caste have chitinous exoskeletons that are resistant to cold. They receive a +1 bonus to natural armor class and have resistance to cold 5. ::*'''Naturally Psionic:''' Ice-caste are naturally psionic and receive two bonus power points. :*'''Earth Caste:''' ::*'''Powerful Build:''' The physical stature of Earth-caste lets them function in many ways as if they were one size category larger. ::Whenever an Earth-caste is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Earth-caste is treated as one size larger if doing so is advantageous to him. ::An Earth-caste is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. An Earth-caste can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. ::*'''Chitin:''' Earth-caste have tough, chitinous exoskeletons. They receive a +2 bonus to natural armor class. ::*'''Naturally Psionic:''' Earth-caste are less naturally inclined towards psionics than their Ice-caste and Fire-caste brethren, and only receive one bonus power point. *'''Automatic languages:''' Common *'''Bonus Languages:''' Ignan (for Fire caste), Aquan (for Ice caste), or Terran (for Earth caste) *'''Favored Class:''' [[Hunter]] (for Fire caste), Psion (for Ice caste), or Psychic Warrior (for Earth caste) ===The Dant=== http://www.wizards.com/dnd/images/ff_gallery/50111.jpg {| class="toccolours" style="float:right; margin: 0 0 1em 1em; font-size: 75%; width: 35em;" |- | http://img.photobucket.com/albums/v216/FaxCelestis/footprint.jpg || This article has [http://www.giantitp.com/forums/showthread.php?t=72092 a related thread] on the [http://giantitp.com/forums/ Giant in the Playground forums] that may contain more up-to-date information than what is provided here. |}The Dant are part of the leader-caste of the Many. They are larger than the Mil and are less psionically capable. Despite this, they are still formidable opponents, partially due to their extra set of arms and their wings. Like the Mil, the Dant are divided into three subcastes: Sky, Storm, and Star. Their eyes glow different colors depending on subcaste: yellow for Air, electric blue for Storm, and white for Star. The Star caste is the only caste of the Many whose members have genders, and they are tasked with forming new colonies. ====Dant Player Characters==== *+2 Dexterity, -2 Charisma *'''Medium :''' Dant of all castes are Medium-sized. *'''Monstrous Humanoid:''' As monstrous humanoids, Dant are immune to spells and effects that specifically target humanoids. *'''Racial Hit Dice:''' Dant-caste start with one Monstrous Humanoid racial hit die, essentially making them first-level characters. This grants them 2d8 HP, +2 BAB, +0 Fortitude, +3 Reflex, +3 Will, and skill points equal to (2+Int)x5. Their racial class skills are Autohypnosis, Craft, Gather Information, Listen, Spot, and Survival. *'''Speed:''' Dant-caste base land speed is 20 feet. *'''Compound Eyes:''' Dant-caste have compound eyes, which give a Dant a +2 racial bonus on Spot checks. In addition, these compound eyes grant a Dant darkvision out to 60'. *'''Hive Mind:''' All Dant within 30' of another Mil, Dant, or Dach are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. *'''Limited Flight:''' A Dant can use its wings to glide, negating all damage from a fall from any height and allowing for 20' of forward travel for each 5' of descent. Dant glide at a speed of 40' (average maneuverability). A Dant cannot hover while gliding. :When a Dant reaches 5 hit dice, it becomes capable of flight at a speed of 40' (average maneuverability). A Dant cannot fly while under a medium or heavier load or while exhausted. A Dant can safely fly in this fashion for a number of rounds equal to their Constitution modifier (minimum 1). They can exert themselves to fly up to twice as long, but are fatigued at the end of the flight. Dant are similarly fatigued if they spend more than 5 minutes per HD per day flying. :When a Dant reaches 10 hit dice, it becomes more adept at controlling itself while in flight. Dant with 10 hit dice can fly using this ability for any amount of time without becoming fatigued. :A Dant with 5 or more hit dice can make a dive attack while flying. A dive attack works like a charge, but the Dant must move at least 30' and descend at least 10'. Such a dive attack is only effective while the Dant is wielding a piercing weapon; if the attack hits, it deals double damage. A Dant with 5 or more hit dice can also use the run action while flying, provided it flies in a straight line. *'''Four Arms:''' Dant have four arms, and thus can take the Multiweapons Fighting feat instead of the Two-Weapon Fighting feat. Dant do not qualify for the Multiattack feat without natural attacks. *'''Subcaste:''' Dant are divided into three subcastes: Sky, Storm, and Star. Each caste has a separate set of benefits as listed below. :*'''Sky Caste:''' ::*'''Chitin:''' Sky-caste have chitinous exoskeletons. They receive a +1 bonus to natural armor class. ::*'''Sharp Eyes:''' Sky-caste have sharp vision and are better able to locate targets from afar. They receive a +1 bonus to attack rolls with ranged weapons. ::*'''Plunging Shot:''' Sky-caste who use ranged weapons from more than 20' above their intended target deal an additional 1d6 points of damage on a successful hit. :*'''Storm Caste:''' ::*+2 Strength, -2 Intelligence. These are in addition to the stat adjustments provided above. ::*'''Chitin:''' Storm-caste have chitinous exoskeletons that are resistant to electricity. They receive a +1 bonus to natural armor class and have resistance to electricity 5. ::*'''Natural Weapons:''' Storm-caste have four claw attacks that deal 1d4 damage each, as well as a bite attack that deals 1d6 damage. :*'''Star Caste:''' ::*-2 Strength, +2 Wisdom. These are in addition to the stat adjustments provided above. ::*'''Chitin:''' Star-caste have chitinous exoskeletons. They receive a +1 bonus to natural armor class. ::*'''Networked Manifesting:''' A Star-caste who manifests a touch-range power or casts a touch-range spell with the harmless descriptor can target any creature currently within 30' and part of its hivemind (see the hivemind ability above). *'''Automatic languages:''' Common, Auran *'''Bonus Languages:''' Aquan (for Sky and Storm castes), Celestial (for Star caste), Infernal (for Star caste), Abyssal (for Star caste) *'''Favored Class:''' Ranger (for Sky caste), Barbarian (for Storm caste), Cleric (for Star caste) ===The Dach=== http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG108.jpg The Dach are part of the warrior-caste of the Many. They are larger than the Mil and Dant, but are not as intelligent and are not divided into subcastes like the Mil and Dant are. They are almost totally dependent on the hivemind, though they are capable of making tactical and combat decisions on their own. They are supernaturally quick, are preternaturally tough, and are often used as scout mounts by the Mil and Dant. They have no concept of 'self'. ===The Caud=== http://vnmedia.ign.com/nwvault.ign.com/NWN2/creatures/MM35_PG248b.jpg The Caud are part of the worker-caste of the Many. They stand nearly ten feet tall and have gigantic claws used mainly for digging. In times of warfare, Caud are sent into the front lines after being enraged as a type of berserker unit. They are capable of spitting an acidic substance which is usually used for mining purposes but serves well in a fight. They report to both the Dach and the Mil and Dant. They have no concept of 'self.' ===The Hest=== http://img.photobucket.com/albums/v216/FaxCelestis/WoodSpider_by_dark_stardragon.jpg {| class="toccolours" style="float:right; margin: 0 0 1em 1em; font-size: 75%; width: 35em;" |- | http://img.photobucket.com/albums/v216/FaxCelestis/footprint.jpg || This article has [http://www.giantitp.com/forums/showthread.php?t=72109 a related thread] on the [http://giantitp.com/forums/ Giant in the Playground forums] that may contain more up-to-date information than what is provided here. |}The Hest were not originally part of the Many: they are a convergent species, and have become part of the hivemind. While most of the Many are derived from antlike stock, the Hest are derived from arachnoid stock. Now, they are part of the worker-caste of the Many. They stand on four legs and have four arms and are capable of spinning great webs. While fully upright, they are nearly four feet tall. The Hest take care of the young of the Many. Unlike most of the lesser castes, the Hest have subcastes, denoted--as usual--by their eye color. Those of the Mind caste have yellow eyes, are psionically capable, and temper young to the hivemind. Those of the Spirit caste have green eyes, are capable of seeing into the spirit world, and train the young physically. Those of the Pride caste have black eyes and cull the weak and slow-to-develop from the young. ====Hest Player Characters==== *20' land speed, 20' Climb speed. Hest-caste also enjoy a +8 racial bonus to climb checks and do not lose their Dexterity bonus to armor class while climbing. They can also use the run action while climbing. *'''Medium:''' Hest are medium size. *'''Vermin:''' As vermin, Hest are immune to spells and effects that specifically target humanoids. *Darkvision to 60' *'''Natural Attack:''' Hest-caste have a bite attack that deals 1d6 damage. Upon a successful bite attack, a Hest-caste can inject a potent venom. This has a Fortitude save DC of 11 + Con mod, and has an initial and secondary damage of 1d3 Dexterity damage. This is usable three times per day. *'''Eight Eyes:''' Hest have eight eyes and enjoy a +4 bonus to Spot checks. *'''Four Arms:''' Hest have four arms, and thus can take the Multiweapons Fighting feat isntead of the Two-Weapon Fighting feat. Hest-caste do not qualify for the Multiattack feat without additional natural attacks. *'''Four Legs:''' Hest have four legs, and as such gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or climbing (but not when flying, riding, or otherwise not standing firmly on the ground or grasping a surface). As quadrupedal creatures, a Hest's weight limits are multiplied by 1.5. *'''Racial Hit Dice:''' Hest start with two vermin HD and are therefore considered 2nd level characters. This gives them 2d8 HP, base saves of Fort +3, Ref +0, Will +0, a base attack bonus of +1, and 5x(2+Int) skill points. Their class skills are Balance, Climb, Heal, Hide, Jump, Listen, Move Silently, and Spot. Unlike most vermin, Hest are not mindless *'''Hive Mind:''' All Hest within 30' of a Mil, Dant, or Hest are in constant telepathic communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. *'''Speak With Vermin:''' Hest are constantly able to communicate with vermin, as the ''speak with animals'' spell but for vermin-only. *'''Web:''' Hest can create an effect similar to a ''web'' spell once per day, though it is entirely nonmagical. Treat the Hest's caster level as 1/4 its HD (minimum 1) when determining its effects. *'''Subcaste:''' Hest are divided into three subcastes: Mind, Spirit, and Pride. Each caste has a separate set of benefits as listed below. :*'''Mind Caste:''' ::*+2 Intelligence, -2 Charisma ::*'''Naturally Psionic:''' Mind-caste are significantly naturally psionic and start with two bonus power points. ::*'''Improved Hivemind:''' Mind-caste improve the range of their Hive Mind ability to 60', and are capable of communicating with any creature of the Many that has the Hive Mind or Hive Mind Dependent abilities. :*'''Spirit Caste:''' ::*+2 Dexterity, -2 Wisdom, +2 Charisma ::*'''Naturally Psionic:''' Spirit-caste are naturally psionic and start with one bonus power point. ::*'''Psi-Like Ability:''' ''Astral caravan'' - 1/day :*'''Pride Caste:''' ::*+2 Strength, -2 Intelligence, +2 Wisdom ::*'''Psi-Like Abilities:''' ''Offensive prescience'', ''claws of the beast'' - 1/day *'''Automatic languages:''' Common, Terran *'''Bonus Languages:''' Auran, Aquan, Ignan *'''Favored Class:''' Telepath (Mind-caste), [[Medium]] (Spirit-caste), or Soulknife (Pride-caste) ===The Ral=== http://www.wizards.com/dnd/images/ff_gallery/50356.jpg Insufficient data. Worker-caste? Appear to be generally used as mounts and are not intelligent. ===The Lux=== http://www.wizards.com/dnd/images/ff_gallery/50355.jpg Insufficient data. Worker-caste?
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