Wormling

**Wormling (-24 RP)**

This unfortunate race is tiny and unassuming and have issues with communication, resulting in not even being recognized as a sentient species until one was able to communicate telepathically with another race and the world at large learned of their sapience. They greatly resemble abnormally large earthworms

\*Note: DMs of Wormling players should consider allowing their players to start at a higher level than the rest of the party or grant them Templates to compensate for the many weaknesses (~ +1 level or a +1 CR template per 10 RP difference from the party average)

**Type (0 RP):** Magical Beast

**Ability scores (-3 RP):** +2 Wis, -2 Int, -4 Cha

**Size (4 RP):** Tiny, and suffer a -2 penalty to CMB and CMD, but gain a +2 bonus to AC and attack, and a +8 bonus to stealth. have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

**Speed (1 RP):** 10 ft base speed (see legless below), Burrow speed 20 ft.

**Languages (-3 RP):** Wormlings begin play understanding Worm. The race cannot communicate verbally or cast spells with a verbal component. The race can still understand languages normally and can communicate in other ways, such as writing, sign language, or a code of grunts and clicks. For wormlings, this is a mix of different wiggles. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas. Wormlings with high Int may choose Common, Sylvan, Terran,

**Tremorsense (2 RP):** Wormlings can automatically pinpoint the location of creatures touching the ground within 30 ft, as blind sense.

**Regeneration (5 RP):** Wormlings have Regen 1 overcome by Cold

**Weak (-2 RP)** Wormlings add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

**No hands (-4 RP)** Wormlings have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills. Finally, they cannot equip hand slot magic items (but may still equip slightly modified rings).

**Frightful (-1 RP)** Wormlings take a -2 penalty on saves against fear effects.

**Naturally blind (-2 RP)** Wormlings takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. They are, however, immune to gaze attacks, visual effects, and abilities that rely on sight.

**Legless (-4 RP)** Wormlings cannot wear foot or leg slot magic items, and can only move 5 ft per round as a full round action if not utilizing their burrow speed.

**Delicious (-1 RP)** Wormlings take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.

**Slippery (2 RP):** Wormlings are naturally slippery, and have a +4 bonus to CMD against grapple checks.

**Sensitive Breath (-2 RP)** Members of this race take a –2 penalty on saving throws against disease and inhaled poisons, as they breathe through their skin. They can also hold their breath for half the normal time.

**Severe Elemental Weakness (-16 RP)** Wormlings take 100% more (double) damage from acid, fire, cold, and electric damage.

### Half-Breed Rules:

Wormling half-breeds are incredibly difficult to find, as large earthworms that are mostly incapable of communication aren't the ideal mate. Due to their nature of being incredibly weak, Dominant wormlings are nearly impossible to find, and non-dominant wormlings reduce the RP of the half-breed further rather than adding to its RP.

D: lose Slippery and Tremorsense (-4 RP)

N: gain elemental vulnerabilities to cold and fire, regeneration, sensitive breath and either legless or no hands (-9 RP)