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==Cervidal== [[File:Cervidal MC Planescape 2.jpg|150px|right]] The [[satyr]]-like cervidals are said to make up the bulk of the guardinal "armies", being the closest things they have to professional soldiers. Despite this, they didn't make it into 3rd edition until the Monster Manual 2. Manath, the Horned Duke, is the second Cervidal Patron to be named in Planescape lore thus far, having taken over from Lord Rhanok (who had the job in AD&D and his own card). The in-universe newest member of the team, he's only CR 20 and feels he has much to learn about his new role, though if he's intimidated at the prospect, he certainly doesn't act it. He's certainly nothing like his curmudgeonly predecessor, which his partners appreciate. ::Ability Score Minimum/Maximum: Strength 14/19, Dexterity 12/19, Constitution 6/18, Intelligence 5/17, Wisdom 6/18, Charisma 8/18 ::Ability Score Adjustments: +1 Strength, +1 Dexterity, -1 Intelligence ::Class & Level Limits: [[Fighter]] 9, [[Ranger]] 9, [[Mage]] 12, [[Cleric]] 12, [[Druid]] 12, [[Thief]] 9, [[Bard]] 12 :::Multiclass Options: Fighter/Mage, Fighter/Cleric, Fighter/Thief, Fighter/Bard, Ranger/Mage, Ranger/Thief, Ranger/Bard, Mage/Cleric, Mage/Druid, Mage/Thief, Cleric/Thief, Cleric/Bard, Druid/Bard ::Base Armor Class: 4 ::Favored Nonweapon Proficiencies: Agriculture, Armorer, Blacksmithing, Brewing, Cooking, Dancing, Fishing, Healing, herbalism, Jumping, Musical Instrument, Planar Sense, Religion, Spellcraft, Swiming, Tracking, and Weapon-smithing. ::Bonus Nonweapon Proficiencies: Planar Direction Sense, Planar Survival (Elysium) ::Special Benefits: :::Natural Weapons: Cervidals can make two unarmed strikes (a punch or kick that does 1d6 + Str bonus damage) and a head-butt (1d12+3 damage) in a round. :::A cervidal can charge a foe 60 feet away to make a powered up headbutt attack that does 2d12+3 damage if it hits. :::A cervidal's head-butt and charge attacks hit as a +3 weapon, due to their magical horns. ::: A cervidal's enchanted horns can instantly dispel illusions if touched to them, and likewise can grant another creature (not the cervidal they are attached to) a saving throw with a +6 bonus to fight off the ill effects of harmful substances such as poison, acid or disease. :::Any summoned, conjured or extraplanar creature wounded by a cervidal's horns must make a successful Save vs Spell or be banished back to their native plane. This does ''not'' work when fighting extraplanar creatures '''on''' their home plane. :::Cervidals gain a cumulative Magic Resistance 5% per level, to a maximum of MR 40%. ::Cervidals gain the following Spell-Like Abilities and other bonuses as they level up. Unless specified otherwise, each SLA can be used at-will, but only 1/round. * 2nd Level: Bless, Command, Detect Poison, and Light. Can also cast Magic Missile (1 miissile) 1/day. * 3rd Level: Can cast Hold Person (1 target) 1/day. Magic Missile SLA now generates 2 missiles. * 4th Level: Suggestion 1/day. * 5th Level: Magic Missile SLA now generates 3 missiles. Gains a bonus nonweapon proficiency. * 6th Level: Can cast Protection from Normal Missiles on themselves or a non-Evil creature 1/day. This can be done 2/day at 7th level, and 3/day at 8th level. * 9th Level: Can cast Haste or Slow on themselves or another creature 1/day. A Cervidal's Haste does not have the aging penalty. ::Special Hindrances: :::Cervidals are naturally pacifistic, so a cervidal PC who initiates combat with another creature or strikes the first blow gains no EXP for that encounter. :::Cervidals off of [[Elysium]] suffer a +2 reaction penalty when dealing with non-celestial races. :::Cervidals have no resistance to nonmagical weapons.
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