Lo, I have had another request.
HALF-LOBSTERMAN The Lobsterman army noticed at some point that it had no means of being great at stealth, despite it being taught in their military academies. So a scientist pureed some Human and Lobsterman DNA in a blender, and created the Half-Lobsterman. They have their limits. An enchanted seal written on paper and affixed to them is all that keeps them from going berserk and murdering everything in sight. They have powerful claws, but no manual dexterity. In short, they're used as stealthy sacrifice troops.
Class Skills The Half-Lobsterman's class skills (and the key ability for each skill) are Climb (Str), Hide (Dex), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4 + int
Hit Dice: d10
[b] BAB Fort Ref Will Abilities[/b]
1. +1 +2 +0 +0 Half-Lobsterman Body, Swim, Amphibious, Warm Water Critter, Seal Talisman, Unsealed Rage 1/Day, +1 Str, +1 Con
2. +2 +3 +0 +0 Enhanced Claws, +1 Dex, +1 Con
3. +3 +3 +1 +1 +1 Str, +1 Dex, Regeneration 1
4. +4 +4 +1 +1 Unsealed Rage 2/day, +1 Str, +1 Con
5. +5 +4 +1 +1 Enhanced Claws, +1 Dex, +1 Con
6. +6 +5 +2 +2 +1 Str, +1 Dex, Regeneration 2
7. +7 +5 +2 +2 +1 Str, +1 Con, Enhanced Defenses
8. +8 +6 +2 +2 Enhanced Claws, Unsealed Rage 3/day, +1 Dex, +1 Con
Weapon Proficiencies: A Half-Lobsterman gains no weapon or armor proficiencies.
Half-Lobsterman Body: The Hal-Lobsterman loses all other racial traits and bonuses and gains Monstrous Humanoid traits (Basically darkvision 60 feet). It is a medium sized Monstrous Humanoid with a base speed of 30 feet. It has two natural claw attacks dealing 1d8+str mod damage each, and it takes no penalty for attacking with both claws in a full attack. It takes a -4 Penalty to either Intelligence or Charisma, and a -2 Penalty to the other one.
It's claws are not capable of fine manipulation, and cannot wield weapons.
It also gains a natural armor bonus equal to 1+con modifier.
Swim: The Half-Lobsterman has a Swim Speed equal to it's Land speed and can always Take 10 on a Swim Check
Amphibious (Ex): The Half-Lobsterman can breath underwater indefinitely, and does not need to make constitution checks to avoid drowning. It takes no penalty for fighting underwater.
Warm Water Critter (Ex): Half-Lobstermen take +1 point of damage per die against cold attacks. for example an attack doing 2d4 normally, would do 2d4+2.
Seal Talisman: The paper seal attached to the Half-Lobsterman's head. Removing it is a Move Action, and if done by anyone but the Half-Lobsterman it requires a DC 20 Strength Check. While worn, it suppresses the Half-Lobsterman's Rage, and provides Energy Resistance 5 (Electricity) and a +1 Circumstance Bonus to Willpower Saves against Mind-Affecting Effects.
Unsealed Rage (Ex): IF the Half-Lobsterman's Seal is removed, it goes berserk and flails about in a blind, feeding frenzy. The Frenzy lasts a number of rounds equal to (3 plus the Half-Lobsterman's Con modifier), though the Half-Lobsterman can make a DC 20 Willpower Save once per round as a Free Action to end the rage early. For the duration of the Rage it has an increase of +6 to it's Strength score, one extra attack per round at it's highest BAB, and a -4 Penalty to AC. While raging, a Half-Lobsterman cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Intimidate), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat it has except Combat Expertise, item creation feats, and metamagic feats. The Half-Lobsterman must also continuously attack any creatures it hears or sees when raging, and will attack allies if it runs out of enemies. Once the rage ends, it is Fatigued for the rest of the encounter (or Exhausted if it were already fatigued). It can Rage 1/day at 1st Level, 2/day at 4th Level, and 3/day at 8th Level. Willfully entering a Rage if the seal has already been removed can be done any time as a Free Action, and is automatic if the Half-Lobsterman takes damage from any source.
Enhanced Claws (Ex): At 2nd Level your Claw damage increases to 2d6, and you do x3 damage on a critical. At 5th Level your claws do 3d6 damage, and threaten a critical hit on a 19-20. At 8th Level your claws do 4d6 damage, and threaten a critical on an 18-20.
Regeneration (Ex): This is identical to the ability listed in the Monster Manual. The Half-Lobsterman cannot regenerate Acid or Cold damage.
Enhanced Defenses (Ex): At 7th Level you gain one of the following: Energy Resistance 10 (your choice of Electricity, Fire or Sonic) or DR 10/Piercing.