PREHENSILE TENDRILS | Ex | PLANT

Gene Pool -4 | Disguise DC Modifier +5

These plant and mutant growths are capable of movement and a rudimentary sense of touch. Prehensile tendrils come in two forms, Simple and Constrictive. Select one type of tendril when you select this mutation.

  • Simple tendrils: These tendrils are capable of wielding weapons, but are not strong enough to do damage on their own. Your tendrils are highly dexterous and give you a +2 Dexterity bonus to activities performed by them.   Aspects of the tendrils that make it more dexterous are sticky fibers and clingy cilia.
  • Constrictive Tendrils: These tendrils can do 2d6 damage through constriction and are capable of rapid movement. A successful attack roll against an opponent’s KAC achieves constriction, and the victim will suffer damage on each consecutive round.  Treat constriction like a grapple that can be maintained with a swift action and does automatic damage each round.  Hands are not required to maintain this grapple.

Your prehensile tendrils have a 10-ft. reach.  This mutation gives you a number of tendrils equal to your key ability modifier. 

Your tendrils can be attacked they have a 12 EAC and 15 KAC.  Each tendril has 15 Hit Points and damage taken directly to the tendrils doesn’t count against your actual Stamina or Hit Points.  When a tendril is destroyed, you can’t use it again until you’ve rested for 10 minutes to regain Stamina Points.  Resting restores any tendrils which were destroyed.  You can spend 1 Resolve Point at any time to regrow 1d4 tendrils immediately.  You cannot regrow more tendrils than your key ability modifier allows.

Evolution I:  The reach of your tendrils increases to 15-ft. and their Hit Points are increased to 20.

Evolution II:  The reach of your tendrils increases to 20-ft. and their Hit Points are increased to 30.


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