Author Topic: Race Additions  (Read 5712 times)

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Race Additions
« on: November 06, 2011, 09:36:19 PM »
Have you ever wanted to play a Race (or monster as a race) but skipped it because it has no luv (i.e. Racial Feats, Substitution Levels, equipment, spells, etc, all the nifty crap the more popular races have)?  Then this thread is for you.  This will be for making Racial stuff for all the races that don't get all that bling.


PrC's

Feats

« Last Edit: November 11, 2011, 03:02:22 AM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: MMII Redux
« Reply #1 on: November 06, 2011, 10:45:52 PM »
RACE/MONSTER FEATS


Handicapable
You have received specialized training to abet your races natural disabilities, and allow you to pursue a career normally difficult for your kind.
 Prerequisites: Must be taken at Level 1, must belong to a race with Racial Penalties in at least one stat.
 Benefits:  If you have a Core Class whose Class Abilities (spellcasting for example) key off a particular stat, you may instead choose a different stat of the same type (mental or physical) for them to key off of.  For example if you play an Orc with penalties to Charisma, your spellcasting may use your Int or Wis Modifier instead.  You may not change this stat once it is decided.


Polarized Vision
You have no problem with daylight.
 Prerequisites: Must belong to a Race with Light Sensitivity, must be taken at 1st Level
 Benefits: You no longer have Light Sensitivity.


Primal Caster
Sure you aren't a great talker, but stupid people do most of the jabbering.
Prerequisites: Must cast Invocations or spells, spell save DC must be Charisma based, must be taken at 1st level
Benefits: The Save DC's of your spells or Invocations are based on Wisdom instead.


Racial Prodigy
You are exceptional for a member of your species.
 Prerequisites: Must be taken at Level 1, must belong to a race with Racial Bonuses in one or more Ability Scores, or a Bonus of +4 or more in one Ability Score
 Benefits: Choose 1 Ability Score you have a Racial Bonus in.  That Bonus is increased by 2 (i.e. if you had a +2, you now have +4).


Racial Scion
You are exceptional for a member of your species.
 Prerequisites: Must be taken at Level 1, must belong to a race with Racial Bonuses to a Skill Check or Saving Throw.
 Benefits: Choose 1 Skill or Saving Throw you have a Racial Bonus in, and that Bonus increases by +4 (if a skill) or +2 (if a Save). 


Feat
Description
 Prerequisites:
 Benefits:


Feat
Description
 Prerequisites:
 Benefits:


Feat
Description
 Prerequisites:
 Benefits:


Feat
Description
 Prerequisites:
 Benefits:


Feat
Description
 Prerequisites:
 Benefits:


Feat
Description
 Prerequisites:
 Benefits:

« Last Edit: March 30, 2017, 08:08:14 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #2 on: November 20, 2011, 04:39:54 AM »
AQUATIC RACE/MONSTER FEATS


Amphibious Casting
You can cast spells with verbal components or use Bardic Music above water despite not being able to breathe air.
 Prerequisites: The Aquatic Subtype, the ability to cast Spells, Utterances, or any other SPell-Like or Supernatural Ability with a verbal component.
 Benefits: Pretty much what the description says.  Races with the Aquatic Subtype that aren't also Amphibious require this Feat to cast in the air.


AQUATIC CLASS ABILITY SUBSTITUTION LEVELS
These racial substitution levels may be taken by races with only a swim move or the Aquatic Subtype.

All Casters
Spellcasting and Feats: Spells with Verbal components may be used normally underwater, but not in the air above it unless the race has the Amphibious quality or the Amphibious Casting Feat. The same goes for the Truenamers abilities.  Aquatic Spellbooks, Ofudas or Prayerbooks are waterproof materials, or in some form such as scrimshaw carving.  Likewise Aquatic Casters with the Scribe Scroll Feat produce scrimshaw carvings.  The Brew Potion Feat provides edibles instead of liquids.


Barbarian
Fast Movement: Fast Movement increases your Swim Speed instead of your Land Speed if you have no Land Speed.  If you have both you choose which movement rate gains the Bonus.
 

Bard
Bardic Music:  Bardic Music may be used normally underwater, but not in the air above it unless the race has the Amphibious quality or the Amphibious Casting Feat.  Obviously most instruments don't work underwater, so Singing will be the most popular Perform Skill in all likelihood.
 

Druid
Woodland Stride: Instead of Woodland Stride you gain Seafloor Stride.  It works the same, but you may now move through corals, seaweed and anemones instead (basically aquatic forms of Difficult Terrain).  If you are Amphibious you can choose either Woodland or Seafloor Stride).

Trackless Step: You gain Scentless instead, and may not be Tracked by Scent.  If Amphibious you may choose one of these two abilities.

Animal Companion: Druids and Rangers can choose from the list on page 50 of Stormwrack.


Monk
Slow Fall: Amphibious Monks gain the Water Step ability listed on page 50 of Stormwrack.  Aquatic Monks gain Pressure Resistance (Ex): Normally you don't take any pressure damage at 500 feet or above, and must Save or take 1d6 damage for every 200 feet below that.  You add your Slow Fall distance to how far you can go.  For example a 5th Level Monk has to save against pressure damage every 229 feet below 500 feet.

Fast Movement: The Fast Movement bonus goes to your Swim speed.  If you're Amphibious you can choose either land or swim speed.

Flurry of Blows: Aquatic Monks get Cavitation instead of Flurry (Amphibious Monks can choose). Cavitation (Ex): When making a melee charge attack while swimming, you do not take attack or damage penalties for being underwater.   You also do +1 damage for every 10 feet you travel.

2nd Level Bonus Feat: Aquatic Monks can choose between Swim-By Attack or Toothed Blow.

6th Level Bonus Feat: Aquatic Monks can choose between Curling Wave Strike or Sahuagin Flip.


Paladin
Special Mount: Instead of a Special Mount the Paladin gains a Special Companion.  Choose an Animal from the following list: Large Shark, Medium Crab (Stormwrack).  Amhibious Paladins still get a mount (Hippocampus if Medium, Porpoise if Small).


Ranger
Track:  Aquatic Rangers get Aquatic Tracking instead (Amphibious Rangers can choose between the two).

Woodland Stride: Instead of Woodland Stride you gain Seafloor Stride.  It works the same, but you may now move through corals, seaweed and anemones instead (basically aquatic forms of Difficult Terrain).  If you are Amphibious you can choose either Woodland or Seafloor Stride).

Combat Style: Aquatic Rangers can choose from Submariner or Predator.  Submariner gets Swim-By Attack at 2nd Level, Sahuagin Flip at 6th Level, and Aquatic Shot at 11th Level (see Stormwrack for Feats). Predator gets Underwater Combat at 2nd Level, Improved Underwater Combat at 6th Level, and Greater Underwater Combat at 11th Level.

Animal Companion: Druids and Rangers can choose from the list on page 50 of Stormwrack.


Rogue
Trap Sense: For Aquatic Rogues, the Bonus they gain from Trap Sense goes to Initiative Checks instead.


Sorcerer
Familiar: Instead of the usual Familiar you may choose from the list below.


Wizard
Familiar: Instead of the usual Familiar you may choose from the list below.


Healer
Unicorn Companion: Instead of a Unicorn the Healer gets a Celestial Dire Eel.  At 12th level or higher the Healer can have a Celestial Baleen Whale, Celestial Sea Tiger, or Water Naga.  At 16th level or higher it may have a Celestial Archelon or Celestial Cachalot Whale.


Dragon Shaman
Draconic Adaptation: If you're Draconic Adaptation gives you Water Breathing you gain the ability to breath and cast spells in air instead.


Knight
Mounted Combat: If a class gives you Mounted Combat as a Bonus Feat you instead get Underwater Combat as a Bonus Feat.

Bonus Feats: You lose access to the following as Bonus Feats: Ride-By Attack, Spirited Charge, Trample.  You gain access to these as Bonus Feats instead: Improved Underwater Combat, Sahuagin Flip Swim-By Attack. 


Ninja
Great Leap: Regardless of whether or not the aquatic creature has legs it may use this ability to leap from the water.

Acrobatics: If the aquatic creature gains a Bonus to Escape Artist, Swim and Tumble Checks instead of the usual Skill Bonuses.

Speed Climb: If the aquatic creature has no legs (and therefore no use for Climb skills) it gains a Bonus Feat it qualifies for instead of this ability.


Scout
Flawless Stride: Aquatic creatures can use this ability to move through terrain that requires a swim check.

Fast Movement: Fast Movement increases your Swim Speed instead of your Land Speed if you have no Land Speed.  If you have both you choose which movement rate gains the Bonus.

Trackless Step: You gain Scentless instead, and may not be Tracked by Scent.  If Amphibious you may choose one of these two abilities.

Bonus Feats: You lose access to the following as Bonus Feats: Agile, Athletic, Brachiation.  Replace them with the following Feats: Aquatic Shot, Sahuagin Flip, Underwater Combat.


Hexblade
Familiar: Instead of the usual Familiar you may choose from the list below.


Swashbuckler
Acrobatic Charge: Aquatic creatures can use this ability to move through terrain that requires a swim check.

Acrobatic Skill Mastery: Aquatic Creatures get Escape Artist instead of Jump.


Sohei
Deflect Arrows: Aquatic Sohei gain the Underwater Combat Feat.


Dread Necromancer
Familiar: Instead of the usual Familiars, you may choose from the following: Kuo-Toa, Sahuagin, Anguilian or Terlen.


Jester
Jesters Performance:  Jesters Performance may be used normally underwater, but not in the air above it unless the race has the Amphibious quality or the Amphibious Casting Feat.


Marshal
Major Aura: Aquatic Marshals boost swim speed with the Motivate Urgency Aura.


Soulknife
Throw Mind Blade: Mind blades are considered normal ranged attacks instead of thrown.
« Last Edit: March 31, 2017, 07:15:00 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #3 on: November 20, 2011, 04:42:43 AM »
SMALLER RACE/MONSTER FEATS


Anklebiter
Despite your size you are well prepared to fight bigger foes.
 Prerequisites: Reach 0
 Benefits: Unlike normal Reach 0' creatures, you are considered to be Flanking if you are inside the same space as an opponent, and you do not provoke an Attack of Opportunity when entering his square.  You still do not receive Attacks of Opportunity for those moving past you as per normal.


Ankle Cutter
You're good at cutting the big personses.
 Prerequisites: Anklebiter, Hamstring
 Benefits: You may use the Hamstring Feat without foregoing the 2 dice of Sneak Attack damage.


Fury of the Small
Despite your size you are well prepared to fight bigger foes.
 Prerequisites: Anklebiter
 Benefits: You threaten adjacent squares despite your small size due to your incredible ferocity and maneuverability.
« Last Edit: March 30, 2017, 07:54:49 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #4 on: May 10, 2012, 06:21:15 PM »
Okay I've gone through the classes and have the variant abilities up for aquatic races.  Before I start filling them in is there anything anyone thinks I missed?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #5 on: October 07, 2012, 05:05:11 PM »
AQUATIC FAMILIARS

Beaver (see below): +3 Bonus to Craft Checks
Giant Leech (see Stormwrack for stats): +3 Bonus to Heal Checks
Giant Salamander (see below): +2 Bonus on Fortitude Checks
Monstrous Crab (Tiny, see below): +1 Natural Armor Class Bonus
Monstrous Diving Spider (Small, see Stormwrack for stats): +3 Bonus on Move Silently Checks
Otter (see Stormwrack for stats): +3 Bonus on Tumble Checks
Seal (see Stormwrack for stats): +3 Bonus on Sense Motive Checks
Sea Snake (Tiny, see Stormwrack for stats): +2 Bonus on Reflex Saves
Shark (Small, see below): +3 Bonus on Survival Checks
Stingray (see Stormwrack for stats): +3 Bonus on Hide Checks

Beaver
                      Small Animal
Hit Dice:             1d8+2 (6 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Swim 20 ft.
Armor Class:          14 (+1 Size, +2 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +0/-5
Attack:               Bite -1 melee (1d4-1)
Full Attack:          Bite -1 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Hold Breath, Scent
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 8, Dex 15, Con 14, Int 2, Wis 12, Cha 6
Skills:               Craft (Dam building) +4, Listen +3, Swim +7
Feats:                Skill Focus (Craft)
Environment:          Cold or Temperate Forest or Swamps
Organization:         Colony (4-8)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:         2 HD (Small)
Level Adjustment:     ---

You all pretty much know what Beavers are.

Hold Breath (Ex): A Beaver can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.

Skills: Beavers gain a +4 Racial Bonus to Craft (Dam Building) Checks, and a +8 Racial Bonus to Swim Checks.  They can always Take 10 on a Swim Check even if distracted or endangered, and mya use the Run action while Swimming in a straight line.

Combat: Beavers rarely initiate combat except in defense.


Giant Salamander
                      Small Animal (Aquatic)
Hit Dice:             1d8 (4 hp)
Initiative:           +1
Speed:                Swim 20 ft. (4 squares)
Armor Class:          13 (+1 Size, +1 Dex, +1 Natural), touch 12, flat-footed 12
Base Attack/Grapple:  +0/-4
Attack:               Bite +1 melee (1d4)
Full Attack:          Bite +1 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Low Light Vision
Saves:                Fort +2, Ref +3, Will +1
Abilities:            Str 10, Dex 12, Con 11, Int 1, Wis 12, Cha 2
Skills:               Hide +5, Listen +3, Spot +3, Swim +8
Feats:                Weapon Finesse
Environment:          Warm Aquatic
Organization:         Solitary
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:         2 HD (Small)
Level Adjustment:     ---

These are your carnivorous ambush predators form prehistory.

Improved Grab (Ex): To use this ability, a Salamander must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the Salamander establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Skills: A Salamander has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A Salamander gains a +4 racial bonus on Hide checks when in the water. Further, a Salamander can lie in the water with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Combat:  Similar to alligators and crocodiles, giant salamanders are liers in wait.


Monstrous Crab (Tiny)
                      Tiny Vermin (Aquatic)
Hit Dice:             1/2d8+1 (3 hp)
Initiative:           +1
Speed:                15 ft. (3 squares)
Armor Class:          17 (+2 Size, +1 Dex, +4 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +0/-2
Attack:               Claw +1 melee (1d3-2)
Full Attack:          2 Claws +1 melee (1d3-2)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Constrict 2d3-1, Improved Grab
Special Qualities:    Amphibious, Low Light Vision, Vermin Traits, Scent
Saves:                Fort +3, Ref +1, Will +0
Abilities:            Str 6, Dex 13, Con 12, Int -, Wis 11, Cha 2
Skills:               Hide +4, Spot +4
Feats:                Weapon Finesse (B)
Environment:          Temperate Aquatic
Organization:         Colony (2-5) or Swarm (6-11)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Your regular every day big crab.

Constrict (Ex): On a successful grapple check, a Crab deals 2d3-1 points of damage.

Improved Grab (Ex): To use this ability, a Crab must hit with its Claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: Crabs gain a +4 Racial Bonus to Grapple, Hide, and Spot Checks.

Combat: Grab and squeeze baby, grab and squeeze.


Shark (Small)
                      Small Animal (Aquatic)
Hit Dice:             1d8 (4 hp)
Initiative:           +3
Speed:                Swim 40 ft. (8 squares)
Armor Class:          17 (+1 Size, +3 Dex, +3 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +0/-5
Attack:               Bite +3 melee (1d4-1)
Full Attack:          Bite +3 melee (1d4-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Blindsense, Keen Scent
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 9, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills:               Listen +5, Spot +5, Swim +7
Feats:                Alertness, Weapon Finesse (B)
Environment:          Cold Aquatic
Organization:         Solitary, School (2-5), or Pack (6-11)
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Smaller sharks like Leopard sharks and such.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat:  Hit and run like most sharks.


AQUATIC FAMILIARS VIA IMPROVED FAMILIAR
3rd Level Caster: Celestial Otter, Fiendish Giant Leech, Porpoise
5th Level Caster: Octopus, Sea Lion, Snapping Turtle, Squid
7th Level Caster: Crocodile, Dire Eel, Hippocampus, Large Shark, Medium Monstrous Crab, Seawolf, Skum
« Last Edit: October 07, 2012, 07:45:09 PM by bhu »

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #6 on: March 12, 2016, 02:12:54 AM »
I had a request for classes as races so here goes:


Artist (Musician, Author, Entertainer, Journalist, etc. )
+2 Cha, -2 Con
Skill Focus as a Bonus Feat
Assume Quirk or Collector of Stories Skill Trick
+4 to Craft and Perform Checks

Explorer (Drifter, Traveler, Outsider, Guide, Driver, Scout, etc.)
+2 Dex, +2 Con, -2 Wis
Self-Sufficient as a Bonus Feat
Leaping Climber, Quick Swimmer or Speedy Ascent Skill Trick
+4 to Search and Survival Checks

Noble (Dilettante, Lawyer, Aristocrat, Politician, etc.)
+2 Cha, -2 Con
Negotiator as a Bonus Feat
Social Recovery Skill Trick
+4 to Diplomacy and Sense Motive Checks

Police (Policeman, Detective, Bodyguard, Private Investigator etc.)
+2 Str, +2 Dex, -2 Int
Exotic Weapon Proficiency (Firearms) and Investigator as Bonus Feats
+4 to Knowledge (Local) and Spot Checks

Priest (Clergyman, Healer, Missionary, etc.)
+2 Cha, -2 Str
Combat Casting as a Bonus Feat
Healing Hands Skill Trick
+4 to Heal and Knowledge (Religion) Checks

Scholar (Antiquarian, Instructor, Professor, Student, Engineer, etc.)
+2 Int, -2 Str
Education as a Bonus Feat (see Eberron)
Clever Improviser Skill Trick
+4 to any 2 Knowledge Checks

Warrior (Soldier, Gladiator, Knight, Bounty Hunter, Guard, etc.)
+2 Str, +2 Con, -2 Int
Exotic Weapon Proficiency (Firearms) and Improved Initiative as Bonus Feats
+4 to Climb and Ride Checks
« Last Edit: March 31, 2016, 07:11:09 PM by bhu »

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13393
    • View Profile
Re: Race Additions
« Reply #7 on: March 29, 2017, 09:41:37 PM »
This is very incomplete.

The only things that look potentially concerning are +2 to a stat for a feat.

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #8 on: March 30, 2017, 08:09:35 PM »
Crap, I'd forgotten what shape this was in  :blush

I has finished it all, made changes to racial scion, and added a thingie or two.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13393
    • View Profile
Re: Race Additions
« Reply #9 on: March 31, 2017, 10:37:18 AM »
The Ninja ACF says "Acrobatics: If the aquatic creature gains a Bonus to Escape Artist, Swim and Tumble Checks instead."  I don't know what this means.

For your Classes as Races section, I'd suggest going with plus one stat and minus one stat, some of the classes look a lot better than others.  My suggestion would be the following:

Explorer + dex.

Police + wis (for investigation skills).  - int feels harsh, like a social commentary.

Warrior +str.


Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #10 on: March 31, 2017, 07:16:08 PM »
I fixed Ninja.  The class as race bit was a request, and the final product is what he wanted.

Offline Nanshork

  • Homebrew Reviewer
  • Administrator
  • *****
  • Posts: 13393
    • View Profile
Re: Race Additions
« Reply #11 on: April 02, 2017, 12:30:31 PM »
Fair enough.  What next?

Offline bhu

  • Uncle Kittie
  • Honorary Mod
  • *****
  • Posts: 16075
  • Fnord bitches
    • View Profile
Re: Race Additions
« Reply #12 on: April 02, 2017, 10:32:50 PM »
go for race revisions, I just edited it and finished up the last class