Proxy (3.5e Race)

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This content deviates from 3.5e standards; Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 3.5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This race isn't intended to be played by player characters in a regular game. See User:Maiovez for more details.


The Proxies are superbeings created by highly advanced science in order to protect earth from invasions, but some of them went rogue and now they are terrorizing earth. The others are trying either to stop them, or to live their life and to avoid being discovered. Despite being originally lab creations, they are an actual race and can reproduce with each other, although they rarely do so. Proxies that were created in the same lab often consider themselves as siblings, and take care of each other.


Good ones are happy to help to everyone needed help. Neutral ones usually care only about themselves and their friends, however won't hurt others unless it is necessary. Evil ones, however, are malevolent tyrants that take whatever they want whenever they want. Their basic personality traits are very human-like. If they remain lonely for too long, for whatever reason, they can easily develop some form of insanity.

Physical Description[edit]

Proxies look like humans, except their skin is dark blue and their eyes are pure white. Anyway, they can disguise themselves as other beings (see Disguise).


Good and neutral ones are getting along with any non-evil being, usually while in Disguise, while evil ones rarely hide their true identity and rule over some region as virtually indisputable tyrants, and tend to enslave weaker beings. Regardless to their alignment, proxies sometimes associate with other proxies from similar alignments.


Any, however there are more good and neutral ones than evil ones. Originally, they all were good, so even the most evil proxy still have some good in it. However, they are far from being innately good; newborn or newly created proxy can be nurtured to any alignment.


Any, however they prefer inhabited areas, especially big cities where they can blend in more easily.


Most of them, especially evil ones, don't worship deities at all, however ones who do aren't inconceivable. The exact deity/deities depend on their alignment.


Proxies are proficient in all languages thanks to their innate Omnilingualism ability. Anyway, they typically begin conversations with Common, as an attempt to blend in, coexist and pose as mortals. Evil proxies may choose to speak in ancient languages in an attempt to emphasize their significance or to elevate themselves above their subordinates and other creatures they find inferior.


While in disguise, any. Their true names tend to be archaic and (respectively) simple, without surnames, while "proxy" functions as their collective middle name (such as Kenix Proxy, Lune Proxy, Mare Proxy, Pearl Proxy, Will Proxy, Swan Proxy and etc.).

Racial Traits[edit]

  • Abilities: +30 Strength, +30 Dexterity, +30 Constitution, +18 Intelligence, +18 Wisdom, +16 Charisma
  • Medium Monstrous Humanoid
  • Proxy base land speed is 6000 feet. It also has swimming speed 6000 feet per round and climbing speed with non-magical version of spider climb (can't climb on smooth surfaces) 6000 feet per round.
  • Damage Reduction: 60/edmiryl and magic, epic, anti-proxy
  • Regeneration: 30/edmiryl and magic, epic, anti-proxy
  • Armor Class: The base creature's natural armor bonus improves by +20
  • Enhanced Senses: Blindsight 120 feet, Blindsense 600 feet, Advanced Scent (Like Enhanced Scent, but within 1200 feet), Perfect Status Vision, micro vision and telescopic vision up to distance of 2 miles.
  • Natural Attacks: Proxy has a secondary slam attack that deals 4d6 damage and overcomes any DR.
  • Disguise: Proxy can assume at will the form of any kind of humanoid or monstrous humanoid. It can't use this ability to look like already existing person.
  • Advanced Immortality: Proxy doesn’t age beyond maturity and can't die from old age. All its injuries, unless causes by something that overcomes its DR, are immediately heal. It doesn’t need to eat, sleep or breathe, although it can if it wants to.
  • Advanced Immunity: Proxy has complete immunity to all diseases, energy/ability drain/damage, mental effects, transmutation, all elements, holy/unholy damage and spell immunity/epic.
  • Transference: Proxy can use dimension door at will.
  • Omnilingualism Ability: Always active and can't be disable.
  • Disastrous Charge: When proxy charges, it creates a destructive shockwave that hits everything in and around the charge's path, dealing them 6d6 hit points damage and stuns them for one round. Proxies are resilient to the shockwave effect, aren't getting stunned and gain only 2d6 hit points damage.
  • Crusher: Thanks to its superlative strength, proxy deals double damage when it attacks object, structure or construct, and succeed automatically and deals quadruple damage when it trying to break items.
  • Enhanced Brain Activity: Proxy possesses an enhanced brain activity, which allows it to act and process information much faster than humanly possible. It gains bonus +20 to Initiative and 20 times skill points per level than it should by its class, and can act twice per round. It also has perfect photographic memory.
  • Special Talents: Each proxy has at least one special talent beside the usual ones. It can be anything, from telepathy to shapeshifting to flight (through wings). The older the proxy the more special talents it have.
  • Unusual Improvements: Since proxies are, in fact, lab creations, some of them were created with improved basic traits, like unusual strength (even for proxies), improved transference ability and etc.
  • +20 racial bonus on Athletics, Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks and a +10 racial bonus on Knowledge (Arcana), Knowledge (Nature), and Knowledge (Religion) checks.
  • Gain the feats: Alertness, Combat Reflexes, Deflect Arrows, Distant Shot, Dodge, Exceptional Deflection, Far Shot, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Toughness, Improved Two-Weapon Fighting, Improved Unarmed Strike, Iron Will, Legendary Wrestler, Lightning Reflexes, Point Blank Shot, Precise Shot, Psychic Ability, Reflect Arrows, Snatch Arrows, Superior Initiative, Supreme Strength, and Two-Weapon Fighting, even if the base creature isn't meets the prerequisites.
  • Native Language: Common. Bonus Languages: Any
  • Level Adjustment: +20

New Ability: Regeneration[edit]

This regeneration ability is different than its SRD version. It's based of the PFSRD version of regeneration, which isn't documented in the wikia.

It's very hard to kill creatures who have this ability. Creatures with this ability constantly heal, like the ability fast healing, except they can't die as long as their regeneration ability is active (although they still pass out if they goes below 0 hit points). Damage that cause by some means, usually by fire, acid or some kind of material, cause the creature's regeneration to stop working for the round after the attack. In this round, the creature doesn't heal damage and can die as usual. The creature data describes the means that cause his regeneration to stop working.

Regeneration can't heal attacks that don’t deal hit point damage. Regeneration also doesn't restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts that are not reattached wither and die normally. Creature must have constitution score to have regeneration ability.

Vital Statistics[edit]

Table: Proxy Random Starting Ages
Adulthood Simple Moderate Complex
15 +2d% +3d% +4d%

Proxies Lore[edit]

Characters with ranks in Knowledge (arcana) can research the proxies to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (arcana)
DC Result
5 The proxies are superbeings created by advanced science. This is almost impossible for weaker beings to kill them, because they can heal instantly from basically any harm, and can only be killed by other proxies (and, obviously, by equal or higher being) or by special powerful weapons.
10 The proxies were originally created for the purpose of protecting earth from invasions. Over time, some of them were corrupted and went rogue, while some still serve their original purpose of protecting others. There are also some that choose to play mortals in intend to live their life in peace.
15 Evil proxies are usually the malevolent tyrant type, and tend to enslave weaker beings, which they see as inferior. Regardless of their alignment, proxies tend to keep a close connection with other proxies that were created in the same lab they were created in, as they consider them as their siblings.
20 Proxies are able to assume the form of any kind of humanoids or monstrous humanoids, however are unable to mimic other's appearance. Each of them also possesses some other, unique abilities other than the basic ones. They are also inherently proficient in all languages and in various combat styles.

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