2 construct companion construct companion
2 construct companion construct companion
2 construct companion construct companion
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attacks), and wings (for aerial movement, initially at<br />
half land base movement rate). Wings may be made of<br />
stretched skin, replace or incorporate arms (with the<br />
hand in the middle) or be an extra pair of limbs.<br />
Manipulator Alteration: Fingers (and thumbs) will improve<br />
manual dexterity (and encourage tool use),<br />
webbing between digits will assist swimming, and<br />
claws add a natural weapon. Retractable claws won’t<br />
impair manual dexterity (if any).<br />
Mouth Alteration: Changes to the mouth could provide a<br />
Bite, Tusk or Stinger attack.<br />
Sensory Alteration: Possibilities include nightvision, lowlight<br />
vision and infravision, ultrasonic and infrasound<br />
hearing, improved smell and taste, echolocation, magnetic<br />
and electrical senses. Sensitivity to colors, eye<br />
placement (depth perception versus 360 degree vision),<br />
and single versus compound eyes (greater resolution<br />
versus faster update) are all vision-specific modifications.<br />
(See Mentalism Companion for an in-depth<br />
treatment of animal senses.)<br />
Skin Changes: These may assist in camouflaging the<br />
beneficiary in specific environments or provide greater<br />
sensitivity to or greater protection from sunlight.<br />
8.3.5 SAMPLE CHANGELINGS AND<br />
ABOMINATIONS<br />
Aquatic Orcs<br />
Level: 4 Size: M MS/AQ: MD/MD<br />
Base Move: 60 Max Pace: FSpt MM Bonus: +10<br />
Hits: 60 Crits: - AT(DB): 1(40s)<br />
Attacks: 70Melee / 45Missile<br />
Aquatic Orcs have the grotesque faces, brutish features,<br />
and muscular bodies of their Orcish heritage.<br />
From the waist downward, a fish-like scaly tail has replaced<br />
their legs. Their hide and scales are colored for the<br />
gloom of deep waters. They are equally able to breathe air<br />
and water, having both gills and lungs.<br />
Aquatic Orcs can be created as Changelings by adding<br />
gills, replacing legs with a single tail, altering eyesight for<br />
better underwater vision, and changing skin color. Alternatively<br />
they may be Abominations formed of the union<br />
of Orcs and Mermen.<br />
Demonic Scorpinaur<br />
Level: 4 Size: M MS/AQ: MD/FA<br />
Base Move: 60 Max Pace: FSpt MM Bonus: +20<br />
Hits: 70 Crits: I AT(DB): 12(30)<br />
Attacks: 60Weapon / 60 LSt / 40LPi / Spells<br />
The Demonic Scorpinaur is an Abomination created<br />
through the union of a Culraug Elf-Demon and a Scorpion<br />
Centaur. From the waist up, they have golden-red<br />
slim bodies with elven features. Below the waist, they<br />
have the body of a fiery red scorpion, complete with<br />
stinger (which delivers a level 6C respiratory poison).<br />
This creature is immune to flames and has access to the<br />
Fire Law spell list (up to 5th level) with 4PPs per level.<br />
Winged (Horse) Centaurs<br />
Level: 3 Size: M MS/AQ: FA/MD<br />
Base Move: 100 Max Pace: Dash MM Bonus: +20<br />
Hits: 45 Crits: - AT(DB): 1(30s)<br />
Attacks: 35Melee/55Missile/Spells<br />
Winged Centaurs stand 6' tall (from hoof to head)<br />
with a pair of great wings (12' wingspan) growing out of<br />
their human backs. Slimmer than their flightless brethren,<br />
the winged centaurs also have a lighter bone structure,<br />
making them less resilient to injury. If forced to<br />
fight, they will always seek to use missile weaponry and<br />
gain an altitude advantage over their foes.<br />
Winged Centaurs can be created as Changelings by<br />
adding a pair of wings, giving them transparent nictitating<br />
membranes to protect their eyes from dust in flight,<br />
reducing their bone density, and increasing their lung<br />
capacity for high altitudes. Alternatively Winged Centaurs<br />
can be the Abomination offspring of Horse Centaurs<br />
and Hira’razhir (avians).<br />
CONSTRUCT COMPANION<br />
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