Author Topic: Kobolds and Scalies  (Read 16650 times)

Offline bhu

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Re: Kobolds and Scalies
« Reply #20 on: May 29, 2013, 01:28:21 AM »
BAKALI (Dragonlance)


   
"Nothing beats a good mud bath."

 But for their yellow-green or brown coloration, the Bakali resemble the Jarak-Sinn (because, of course, the God Chislev made both races of Lizardfolk).

BAKALI RACIAL TRAITS
·   +2 Str, +2 Con, -2 Int
·   Size Class: Medium
·   Type: Humanoid with the Reptilian Subtype
·   Base land speed 20 ft.
·   Base swim speed 20 ft.
·   +3 Natural AC Bonus
·   Squirt Blood (Ex): As a Standard Action a Bakali can spray blood from it's eyes at an opponent in melee range.  The opponent must make a Reflex Save (DC is 10 plus 1/2 your Hit Dice plus Con Modifier) or be Blinded 1d6 rounds or until they take a round to wash out their eyes whichever comes first.
·   Hold Breath (Ex): A Bakali can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
·   Cold-Blooded: Balai take +1 damage per die from attacks doing Cold damage.
·   Nictating Membranes: Bakali gain a +1 Bonus on Saves against effects that would Dazzle or Blind them.
·   A Bakali has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Hide, Move Silently, and Swim. It also gets 1 Feat.
·   Bakali have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite attack doing 1d6 plus half Strength Bonus, and a Secondary Tail Slam doing 1d4 plus 1/2 Str Bonus.  They get 2 Claws and a Bite and a Tail Slap with a Full Attack.
·   Bakali have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming as long as they swim in a straight line.
·   Automatic Languages: Lizardfolk and Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Fighter

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 years

The Bakali continue to grow throughout their life and do not take Str or Con penalties due to age.  By the time they reach  Old or older they may well be Large Size Class (see Feats below).

HEIGHT AND WEIGHT
 Base Height: 6'5"
 Height Modifier: +2d6"
 Base Weight: 210 lbs.
 Weight Modifier: x (2d6) lbs.

BAKALI CHARACTERS
 If you wanted a fighter that can also fight in watery environments the Bakali is ok.  There are perhaps better races given their abysmal speed.
 Adventuring Race: The Bakali are fairly reclusive, and usually if one is seen outside the swamp he is on a religious quest for one of their deities.  Or possibly because there has been an emergency and he needs to find whatever mage or artifact will help save his people.
 Character Development: The Bakali are pretty slow.  Try to find a way to neutralize this or work around it.
 Character Names: Drazhchok, G'aromel, Kigock, Thel'ock, Mithzok, Baccaneesh, and Xele'ku.  Surname: Dray'nec, Gre-tal, and Kralleek.

ROLEPLAYING A BAKALI
 The Bakali are relics in a world that has outgrown them and left their species behind.  They survive by remaining isolated, and having one in the party likely makes trouble due to the reputation of the Jarak-Sinn, whom they resemble.  Not that there isn't a good deal of enmity towards the Bakali as well.
 Personality: You are a cold, brutal, semi-emotionless predator.  You don't form personal attachments, are prone to using violence to solve problems, and very distrustful of anyone you don't know personally.
 Behaviors: The Bakali spend much of their time hunting food, eating said food, and mud bathing.  They require surprisingly little to be content in some ways.
 Language: Bakali speak their own variant of the Lizardfolk tongue, and some few also speak common.

BAKALI SOCIETY
 Bakali society has little of the qualities of other civilizations, usually being nothing more than mud pits and squalid huts.  A king makes all the decisions as there is little in the way of formal laws, and shamans conduct sacrifices to their God while trying to divine what their Gods want of them.  They have no social taboos against violence, and tolerance of others views varies heavily from one Bakali to another.  Leaving them alone is wise.
 Alignment : The Bakali are usually Neutral, with some having strong tendencies towards Evil. 
 Lands : A few communities remain in Ansalon and Taladas, but the Bakali are on their way out.  They've actually come close to extinction several times but have always bounced back.
 Settlements : The Bakali never leave their communities, hiding from the world at large.
 Beliefs : Most Bakali worship Chislev or Sirrion.
 Relations: The Bakali do not view the Jarak-Sinn kindly for their betrayal, nor are they particularly fond of humans or other outsiders.  They do however have a strong sense of honor, and treat others as others treat them. 

BAKALI ADVENTURES
·   A new predator has somehow been introduced into the swamps, and it has a taste for the eggs of your people.  Now if you could only catch sight of it.
·   The Jarak-Sinn have appeared.  You've no idea if they're a raiding party sent to scout you, or just lost somehow, but you need to catch and murder them before they can report back and tell of your existence.
·   Priests of foreign Gods have come in an effort to get you to turn away from the two you serve now.  They are powerful, and well-protected by scores of men-at-arms.  Telling them no may require a fight.  But something about them disturbs you.  If there Gods intend well, why spread their word by force?



Bakali Racial Feats

Sour Flesh
Predators avoid you.
 Prerequisites: Bakali
 Benefits: Any creature who succeeds in biting you (or using another mode of attack that would allow them to taste you), they must make a Fortitude Save (DC is 10 plus 1/2 HD plus Constitution Modifier) or be Nauseated 1 round.  If something successfully uses Swallow Whole on you they must make the same Save (Save DC has a +4 Bonus), or be Nauseated 1d3 rounds in addition to vomiting you back up.


Cold
You are nigh well emotionless.
Prerequisites: Bakali
 Benefits: You are immune to compulsion effects based on emotion, such as Good Hope or Crushing Despair.


Violence is Always the Answer
You have a one size fits all solution to problems.
 Prerequisites: Bakali, BAB 4+, Str 15+
 Benefits: You gain a +1 Bonus at Initiative and Damage rolls (this stacks with Feats such as Improved Initiative that improve these rolls as well).


Knight
At some point you were considered tough enough to defend the King.
 Prerequisites: Bakali, must be Old or older, Str 17+, Con 15+
 Benefits: Your Size Category increases to Large.  This doesn't affect your ability scores or Natural AC Bonus to armor class.


Bakali Racial Substitution Levels

Barbarian
 Level 1: Lose Fast Movement for Bloody Rage
  Bloody Rage (Ex): When Raging a Bakali does an additional +1d6 damage to opponents who aren't at full hit points.

Cleric
 Level 1: Bakali Clerics revere Chislev or Sirrion.  Chislev's Domains are Animal, Healing, Plant and Protection.  Sirrion's Domains are Chaos, Fire, Knowledge and Luck.  Evil Bakali worship Takhisis, whose domains are Evil, Healing, Trickery and War.  They also spontaneously cast domain spells instead of Cure or Inflict.
 
Ranger
 Level 1: Lose Wild Empathy
 Level 4: Replace Animal Companion with Burning Blood
  Burning Blood (Ex): You lose your Cold-Blooded racial vulnerability, and if your opponent fails a Save versus your Squirt Blood ability he takes 1d6 acid damage in addition to being blinded.
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Bakali Rangers can choose Sword and Shield or Longsword.
  Combat Style: Sword and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats).  Longsword gets Weapon Focus (Longsword) at 2nd Level, Weapon Specialization (Longsword) at 6th Level, and Improved Critical (Longsword) at 11th Level.


BAKALI WARRIOR


   
"What we have here...is failure...to communicate."

 You are a defender of your village (and a raider as well in times of war).  Unlike most Barbarians your species abilities give you a wide array of options.

BECOMING A BAKALI WARRIOR
Most Bakali qualify honestly.

 ENTRY REQUIREMENTS
   Species:  Bakali
   BAB:  +6
   Skills:  Hide 4 ranks, Move Silently 4 ranks
   Feats:  Cold, Violence Is Always the Answer

Class Skills
 The Bakali Warrior's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Dirty Fighting
2. +2    +3     +0     +0    Sword and Shield
3. +3    +3     +1     +1    Toughest In The Town
4. +4    +4     +1     +1    Dirty Fighting
5. +5    +4     +1     +1    Sword and Shield
6. +6    +5     +2     +2    Toughest In The Town
7. +7    +5     +2     +2    Dirty Fighting
8. +8    +6     +2     +2    Sword and Shield
9. +9    +6     +3     +3    Toughest In The Town
10.+10   +7     +3     +3    Professional Nuisance

Weapon Proficiencies: A Bakali Warrior gains no new weapon or armor proficiencies.

Dirty Fighting (Ex): AT 1st Level you gain your first dirty tactic: Improved Blood Squirt (Ex):The range of your Blood Squirt now extends out to 15 feet.

At 4th Level you can use Sucker Punch (Ex): When you hit an opponent who is flat-footed or Denied his Dexterity Bonus to AC, they must make a Reflex Saving Throw o be Stunned for 1 round.  Save is Strength or Dexterity based depending on what you made the attack roll with.

At 7th Level you gain the use of Natural Attacks (Ex): You now have a Primary Claw attack doing 1d6 damage plus your Str modifier, and a Secondary Bite attack doing 1d6 damage plus half your Str modifier.  You get 2 Claws and  a Bite with a Full Attack.

Sword and Shield (Ex): At Levels 2, 5, and 8 you can choose one of the following as a Bonus Feat: Active Shield Defense, Shield Specialization, Shield Ward, Weapon Focus, Greater Weapon Focus.

Toughest In The Town (Ex): At 3rd Level you gain a +1 Competence Bonus on Fortitude Saves and opposed combat checks (grappling, tripping, etc.).  This increases to +2 at Level 6 and +3 at Level 9.

Professional Nuisance (Ex): The Save DC of all Exceptional Abilities you possess improves by +1.
 
PLAYING A BAKALI WARRIOR
 No one is rougher and tougher than you, and you will gleefully die on that hill.
 Combat: Bakali like to fight dirty.  Not that there's  any such thing as a clean fight...
 Advancement: You pretty much just strive to be the toughest guy in town.
 Resources: You have the full resources of the tribe when defending them.

BAKALI WARRIORS IN THE WORLD
"Oh crap, here comes the brute squad!
 When you aren't defending the town, you're squabbling with every other able-bodied fighter to establish the pecking order..
 Daily Life: You spend a lot of time getting in people's face, so they know who's in charge.
 Notables: Mithzock (NE Male Bakali Fighter 6/Bakali Warrior 3) is the local swaggerer.
 Organizations: People like to hire Bakali as muscle, but not much else.

NPC Reaction
 Most other Humanoids see you as a monster.  The fact that you randomly punch them while challenging them to a fight doesn't help.

BAKALI WARRIORS IN THE GAME
 This assumes the PC will be playing a species that has a poor reputation, which may cause interesting times for the party.  So be sure to have those +1 clubs of bigot whoopin' ready.
 Adaptation: This is meant for a Dragonlance campaign, but it could be adapted to any race that shoots blood from it's eyes (assuming there's more than this one).
 Encounters: If there's fighting anywhere near their homes, be assured the Bakali will be there.

Sample Encounter
EL 12: The PC's are leaving the local bar, when they bump into a Lizardfolk squad who immediately challenge them to a fight.  For the dozenth time this week.  The group considers it may be time to swear off drinking.


Mithzock
NE Male Bakali/Fighter 6/Bakali Warrior 3
Init +6, Senses: Listen +1, Spot +1
Languages Lizardfolk, Common
------------------------------------------------
AC 28, touch 14, flat-footed 26  (+2 Dex, +3 Natural, +5 Armor, +6 Shield, +2 Deflection)
hp 89 (11 HD)
Fort +11, Ref +8, Will +4 
------------------------------------------------
Speed 20  ft. (4 squares), Swim 20 ft.
Melee Longsword +20/+15/+10 melee (1d8+10/19-20, x2)
Base Atk +11, Grp +14
Atk Options Squirt Blood, Improved Squirt Blood, Toughest in the Town +1
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 18, Dex 14, Con 16, Int 8, Wis 12, Cha 8
SQ Hold Breath, Cold Vulnerability, Nictating Membrane
Feats Cleave, Great Cleave, Improved Initiative, Power Attack, Active Shield Defense (B), Shield Specialization (Light, B), Shield Ward (B), Weapon Focus (Longsword, B), Weapon Specialization (Longsword, B)
Skills Climb +5, Hide +6, Intimidate +4, Move Silently +6, Swim +12
Possessions +4 Light Steel Shield, +4 Longsword, +5 Bracers of Armor, +2 Ring of Protection, 4 Potions of Cure Serious Wounds, 3526 GP



EPIC BAKALI WARRIOR

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Bakali Warrior gains a Bonus Feat every 2 levels higher than 20th



BATTLE MASTER
Battle Masters trained by the Bakali have access to some new Maneuvers.

SHIELD WARD
Whenever you make a Dexterity Saving Throw, you may expend one Superiority Die as a Reaction, and add the result to your Save.  You must be holding a Shield to use this.

SQUIRT BLOOD (Prerequisite: Bakali only)
You may expend a Superiority Die as an  Action in an attempt to blind your opponent.  Choose an opponent within 10 feet, and it must make a Constitution Saving Throw, or be Blinded for 1 Minute, or until it takes an Action to clear it's eyes.  You add the Superiority Die's result to the attacks Save DC.

SURPRISE ATTACK
When you make any attack that has Advantage, you can expend a Superiority Die to disable your opponent.  You add the superiority die to the attack's damage roll, and the target must make a Dexterity saving throw. On a failed save, it can't use Bonus Actions or Reactions for a number of turns equal to your Proficiency Bonus.
« Last Edit: December 23, 2023, 09:15:02 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #21 on: May 29, 2013, 01:38:18 AM »
BABBLER


   
"kgnowamvwrveeimoefoin!"

 Babblers appear vaguely like 8' tall specimens of Gorgosaurus.  They are a mottled, dirty yellow with grey patches and underbelly, and normally move in an unlikely slither crawling on their belly through marshes.  Sages believe they are a mutation of the Lizardfolk race, but that is obviously not quite true once one studies them.  Their particular eccentricities suggest magical experimentation or perhaps even exposure to the Far Realm.

BABBLER RACIAL TRAITS
·   +12 Str, +8 Con, +2 Wis, -4 Cha
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 10 ft..
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   +5 Natural AC Bonus
·   Sneak Attack (Ex): Babblers have +2d6 Sneak Attack.   This is identical to the Rogue ability listed in the PHB, and stacks with Sneak Attack dice gained via Class or Feats.
·   Partial Biped: To make a Full Attack the Babbler must stand erect, which halves it's movement speed.
·   Limited Speech: Babblers may only speak their own language though they can understand those of others well enough (though they do not let others know this).  Conversely no other species can speak or understand their language, not even by magic means.
·   A Babbler has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, Spot, and Swim. It also gets 2 Feats.
·   Babblers have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d8 plus half Strength Bonus.  They get 2 Claws and a Bite with a Full Attack.
.   Non Humanoid Form: The Babblers aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is quadruple the cost and double the weight for them.
·   Babblers have a +4 Racial Bonus to Hide and Move Silently Checks.
·   Automatic Languages: Babbler.  Bonus Languages: Any nearby race, usually Lizardfolk. 
·   Level Adjustment: +3
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: 7'6"
 Height Modifier: +2d6"
 Base Weight: 600 lbs.
 Weight Modifier: x (4d6) lbs.

BABBLER CHARACTERS
 Babblers are meant to be sneaky physical brutes.  Despite their size, they appear surprisingly adept at stealth.
 Adventuring Race: Babblers go on adventures for the Gods know what reasons.  They rarely leave their swamp, have no use for money, and seem content with what they have other than some of them being addicted to human flesh.  It's assumed revenge, addiction, or other un-guessable reasons would prompt one to go adventuring.
 Character Development: Make sure you're fairly self-reliant or have a few tricks in the hole.  Your lack of communication gives you some pretty big problems.  Your requiring assistance to don/remove equipment and no being able to use weapons is such an issue you may want to take the hit for being a caster to alleviate that.  Or take the Leadership Feat.
 Character Names: It's unknown if Babblers have names, but if they do they're quite unpronounceable by Humanoids.

ROLEPLAYING A BABBLER
 Honestly this race probably shouldn't be played unless it's an all Babbler (or at least all Evil) campaign.  Babblers are almost incapable of communication with other species, so it's not like you'll have well thought out discussions on small unit tactics...
 Personality: Given the inability to actually communicate with one (and their lack of facial expression), it's difficult to gauge whether or not the Babblers have any emotions or what they're thinking.  Lizardfolk sages who have spent time studying them claim they are heavily influenced by Chaos, and while their actions appear random they apparently make sense to the Babbler.
 Behaviors: Babblers enjoy sneaking about the swamp on their bellies and babbling nonsense.  There doesn't seem to be any rhyme or reason to this, and most people believe they're just practicing for actual hunts.  Or they're crazy.  Most are betting on the second.
 Language: Babblers communicate in a quasi-linguistic nonsense language which no other being has successfully been able to translate, not even via spells.  They have never been observed speaking another language, and it is unknown if they even understand them (they can, they just pretend not to).

BABBLER SOCIETY
 The Babblers are fairly solitary, and don't really seem to have a society.  They produce nothing despite being obviously intelligent enough to do so, they have no art or forms of entertainment, and seem to be little more than intelligent ambush predators who associate with the Lizardfolk in raids.  Some people claim they lead the Lizardfolk, but given the communication difficulties it's more likely they just accompany them.  And even then only the most Evil of Lizardfolk.
 Alignment : Babblers are almost universally Chaotic Evil.
 Lands : Babblers occupy the same temperate marshes as the Lizardfolk.
 Settlements : Babblers seem to have no interest in spreading past their marshy homes.
 Beliefs : The Babblers have never been observed participating in religious ritual, but given their association with Lizardmen it is assumed they worship or at least pay lip service to their Gods.  Far Realms entities are also a possibility.
 Relations: Babblers only seem to relate well to Lizardfolk for unknown reasons.  Many are fairly addicted to the taste of human flesh however, and will go to great lengths to obtain it.

BABBLER ADVENTURES
·   Humans are near the swamp.  Time to play pantomime with the Lizardfolk until they figure out what you're trying to say so you can feast.
·   A small reptilian being is yapping at you in a language you do not comprehend.  You think the Lizardfolk call them Kobolds.  You are considering squishing him.  But then, you remember they are related to Dragons...
·  The Lizardfolk tribe you considered your personal army have been wiped out by Orcs on some sort of racist Jihad.  Revenge is mandatory.


Babbler Racial Feats

Improved Babbling Rage
Your ululations can permanently screw up people's minds.
 Prerequisites: Babbler, Babbling Rage, Wis 15+, Indomitable Will
 Benefits: If you successfully use Babbling Rage on an opponent, the Confusion effect is permanent as per the Insanity spell.


Gelid
Your flesh is now semi-solid, like that of some octopi.
 Prerequisites: Babbler, Con 15+
 Benefits: You can always Take 10 on Escape Artist Checks, and the Critical Threat Range of your opponents attacks is reduced by 1 (to a minimum of 1, i.e. rolling a Natural 20).


Improved Babel Speech
It is unwise to engage you in conversation.
 Prerequisites: Babbler, Babel Speech, 13 Hit Dice, Wis 15+
 Benefits: If you successfully use Babel Speech on an opponent, the Confusion effect is permanent as per the Insanity spell.


Marsh Move
You are at home in the marshes.
 Prerequisites: Babbler, Swim 4 ranks
 Benefits: You ignore difficult terrain in swamps and marshes, and gain a Swim speed equal to half your base land speed.


Weirdly Stealthy
You can hide well for someone so big.
 Prerequisites: Babbler, Hide 4 ranks, Dex 13+
 Benefits: You don't take Size Penalties to Hide Checks.

Babbler Racial Substitution Levels

Barbarian
 Level 1: Lose Fast Movement for Babbling Rage
  Babbling Rage (Ex): A Babbler can use this ability once per Rage as a Swift Action.  It targets one opponent the Babbler is in melee with, who must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Wis Modifier), or be Confused (as per the spell) for the duration of your Rage.

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
 
Rogue
 Level 10: You gain new options to choose from for the Rogue's Special Ability.
  Special Ability (Ex):

Semi-Boneless: You are now immune to Critical hits, and can Take 20 on Escape Artist checks.

Babel Speech (Su): Once per Encounter you may emit a horrendous babble as a Standard Action.  All beings within 30 feet must make a Willpower Save (Save DC is 10 plus 1/2 HD plus Wis Modifier) or be Confused for 1d6 Round.  Unlike normal this is considered neither a Compulsion Effect nor a Mind-Affecting Effect, and will still work on creatures immune to either of those.

Chaos Mind: If an opponent uses a spell, power or other effect that is a Mind-Affecting Effect on you, they are Dazed one Round whether you successfully make your Saving Throw or not.


PREDATOR


   
"(stuff and nonsense)"

 You are a typical hunting and food obsessed member of the Babbler species.  You kinda skootch along the ground, somehow unnoticed despite your size, weird behavior, and crazed babbling.

BECOMING A PREDATOR
Most Babblers prolly qualify eventually.

 ENTRY REQUIREMENTS
   Species:  Babbler
   Sneak Attack:  +1d6
   Skills:  Hide 4 ranks, Move Silently 4 ranks
   Feats:   Gelid, Weirdly Stealthy


Class Skills
 The Predator's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +2     +0    Sneak Attack (+1d6)
2. +1    +3     +3     +0    Increasingly Gelid
3. +2    +3     +3     +1    What Is Wrong With Him?
4. +3    +4     +4     +1    Sneak Attack (+2d6)
5. +3    +4     +4     +1    Increasingly Gelid
6. +4    +5     +5     +2    What Is Wrong With Him?
7. +5    +5     +5     +2    Sneak Attack (+3d6)
8. +6    +6     +6     +2    Increasingly Gelid
9. +6    +6     +6     +3    What Is Wrong With Him?
10.+7    +7     +7     +3   Florida Monster

Weapon Proficiencies: A Predator gains no new weapon or armor proficiencies.

Sneak Attack (Ex): At Levels 1, 4 and 7 your Sneak Attack dice increases by +1d6.  This stacks with Sneak Attack Dice gained from other sources.

Increasingly Gelid (Ex): At 2nd Level you gain DR 5/Slashing.  At 5th Level, this increases to DR 10.  At 8th Level this increases to 15.

What Is Wrong With Him? (Su): At 3rd Level your behaviors, tone, body language and actions become increasingly nonsensical and alien.  Other creatures who can see or hear you must make a Willpower Save (Save DC is Wisdom based) or be Confused (as per the spell) until the beginning of your next turn.  If the Save is successful they are immune to this ability for 24 hours.

At 6th Level you can attempt a feint as a move action instead of as a standard action. If you gain the Improved Feint Feat, you can Feint as a Swift Action.

At 9th Level you don't take Penalties to Feint Checks if your opponent is of low Intelligence or nonhumanoid.

Florida Monster: At 10th Level you gain Immunity to poison, sleep effects, paralysis, polymorph, and stunning.  You also gain Fast Healing equal to your Con modifier.  For example if you have a 15 Con, you gain Fast Healing 2.
 
PLAYING A PREDATOR
 No one can understand you, and that's just fine.  It means less talking for you.  Now if you can just get them to be silent while you're biting them.
 Combat: You rely on stealth to kill prey, and your raging insanity to deal with surprises.
 Advancement: Babblers are fairly straight forward for a chaotic species.  They develop the skills most likely to keep their bellies full.
 Resources: You have whatever resources you can blindly stumble upon in the dark and make off with.

PREDATORS IN THE WORLD
"I don't get that guy."
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: The Unnameable (CE Male Babbler/Rogue 2/Predator 2) is so called because no one can pronounce his name (people mostly call him 'Nasty Bob').  He spends his time being weird, and eating whatever wanders in range.
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 NPC's generally run screaming in terror when they see you.  Or hear you.  Or sometimes even when they just think of you.

PREDATORS IN THE GAME
 This assumes the PC is a completely uncommunicative species.  That may cause issues.
 Adaptation: This is a PrC for some pretty weird, messed up campaigns.  Serious or silly won't matter, but it will likely be messed up one way or the other.
 Encounters: If you're playing this right, PC's shouldn't encounter you until your teeth are in their backside.

Sample Encounter
EL 12: The PC's are resting for a few nights at an inn outside the local  swamp, when the Barbarian wakes up with a giant lizard thing nibbling on his toes.


Name
CE Male Babbler/Rogue 2/Predator 2
Init +3, Senses: Listen +, Spot +, Darkvision 60 ft.
Languages Babbler
------------------------------------------------
AC , touch , flat-footed   (-1 Size, +3 Dex, +5 Natural)
hp 108 (11 HD)
Fort +9, Ref +13, Will +6 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +7, Grp +17
Atk Options Sneak Attack +3d6
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 22, Dex 16, Con 22, Int 10, Wis 14, Cha 4
SQ Evasion, Partial Biped, Limited Speech, Trapfinding
Feats Gelid, Improved Multiattack, Multiattack, Weirdly Stealthy
Skills Balance, Climb +10, Escape Artist +10, Hide +11, Intimidate +4, Listen +5, Move Silently +11, Search +5, Spot +5, Swim +10, Tumble +6
Possessions



EPIC PREDATOR

Hit Die: d8
Skills Points at Each  Level : 6 + int
Sneak Attack The epic predator’s sneak attack damage increases by +1d6 at every odd-numbered level.
Bonus Feats: The Epic Predator gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: December 31, 2023, 02:34:46 AM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #22 on: June 04, 2013, 10:01:05 PM »
CAYMAN (Mystara)


   
"Pinkie if you don't want this bone javelin stickin' outta yer unmentionables I suggest you apologize..."

 The Cayman are foot tall green or brown reptilian humanoids with pupil less black eyes.  They prey on local giant reptiles and amphibians (ew).

CAYMAN RACIAL TRAITS
·   +6 Dex, -4 Str (minimum 3), -2 Int
·   Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Type: Humanoid with the Reptilian Subtype
·   Base land speed 20 ft.
·   Darkvision 90 ft.
·   Caymen have a +3 Natural Armor Bonus to AC.  Caymen gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
·   A Cayman has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
·   Caymen have a Primary Bite attack doing 1d3 plus Strength Bonus.
·   Caymen have a +4 Racial Bonus to Hide and Move Silently Checks.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race, usually Gnomes.
·   Level Adjustment: +1
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d3
 Bard, Fighter, Paladin, Ranger: +1d4
 Cleric, Druid, Monk, Wizard: +2d4

AGING EFFECTS
 Middle Age: 20 (30 for casters)
 Old: 30 (45 for casters)
 Venerable: 40 (60 for casters)
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: 8"
 Height Modifier: +2d4"
 Base Weight: 2 lbs.
 Weight Modifier: x1 ounces

CAYMAN CHARACTERS
 Cayman are meant to be sneaky critters, stabbing bigger opponents in the back, or when they're vulnerable.  Most are Scouts or Rogues for obvious reasons, and those few who aren't are Wisdom based casters.  The large dexterity bonus also works well for any melee class based off Weapon Finesse or archery.
 Adventuring Race: The Cayman dislike adventuring, preferring to live among their fellows than risk the outside world.  They will however do what is necessary to ensure the protection of their villages, and those who do adventure commonly do so to help or support their people.
 Character Development: The Int penalty hurts you on skills a little. but racial bonuses and size make you great at ambushes.  You should try to find some method of speeding yourself up to keep up with the rest of the party.
 Character Names: Cayman use Lizardfolk names as they share a language.

ROLEPLAYING A CAYMAN
 Your slow movement rate will cause you trouble if means are not found to overcome it.  Your races tendencies towards mild xenophobia have also left them with a sometimes iffy reputation, so you don't have much in the way of being a party face other than in limited circumstances. 
 Personality: Cayman avoid fights unless threatened or cornered.  Even then, they fight from ambush using traps and trickery to bring down bigger opponents.  This philosophy extends into the rest of their life, and while they are not actively malicious, rare is the Cayman who is truly honest with outsiders.
 Behaviors: Cayman spend much of their time providing for the tribe.  Their lifestyle doesn't leave much time for leisure.
 Language: The Cayman speak Lizardfolk.  Many also speak Common or Gnome.

CAYMAN SOCIETY
 The Cayman are barely out of the Stone Age, using stone or bone tools and weapons.  The swamps they live in to isolate themselves from the outside world aren't conducive to learning smithcraft.  Without that, they've made no real technological advances, and are basically little more than reinforced mud huts or burrows.
 Alignment : Most Cayman are strictly Neutral.  They aren't curious about other peoples business, and they prefer others not be curious about theirs.
 Lands : Most Cayman live in walled villages built underground in warm or temperate forests or swamps.
 Settlements : Cayman rarely spread, but when they do they stick to terrain they know well, and avoid open areas like plains.
 Beliefs : Those Cayman not led by Druids or Spirit Shamans are most likely worshipers of Ka the Preserver.
 Relations: The Cayman get along well with Gnomes, but most of the Evil underground races enslave them.  They tolerate the full sized Lizardfolk who live nearby.

CAYMAN ADVENTURES
·   Humans are near the swamp.  Time to make some money playing guide.  And maybe steal a bunch of stuff from the foolish ones.
·   Kobolds are in the area and screwing up your relationship with the local Gnomes.  Looks like there may be a fight, with the local humans setting on the sidelines eating popcorn.  Buncha racists all of 'em.
·  The Lizardfolk tribe that lives nearby seems to have fallen under the influence of a Babbler.  You need to find a way to be rid of it.



Cayman Racial Feats

Marsh Guide
You make a living guiding people in and out of the Swamps.
 Prerequisites: Cayman, Survival 4 ranks
 Benefits: You do not take a Move Silently Check Penalty in bogs (see DMG), you ignore difficult terrain in swamps and marshes.


Veteran Marsh Guide
What kind of loser is afraid of a little quicksand?
 Prerequisites: Cayman, Marsh Guide
 Benefits: You can make a Spot check to see quicksand, even when charging or running (see DMG).  You also gain a Swim speed equal to your land speed.


The Fine Art of Concealment
You're good at concealing doors to the village or building hunting blinds.
 Prerequisites: Cayman or Cayma, Hide 4 ranks, Survival 4 ranks
 Benefits: You can create hunting blinds to conceal yourself or conceal entrances to the village, caves or hidey holes you find in the swamp with a DC 15 Survival Check.  While behind these ad-libbed constructions you have total concealment.  It takes roughly 20 minutes per Skill Check using this ability.


Confidence in the Supernatural
You feel better when the tribes shaman is with you.
 Prerequisites: Cayman
 Benefits: You get a +1 Morale Bonus to attack rolls, skill checks and saving throws when within 60 feet of an Ally who can use spells, spell-like abilities or supernatural abilities.

Anklebiter
You is one sneaky critter.
 Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
 Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

Stabbity
You know how to deal the damage
 Prerequisites: Strength of 9 or less, Weapon Finesse
 Benefits: You add your Dexterity modifier to damage rolls with a light weapon, rapier, whip or spiked chain.

Cayman Racial Substitution Levels

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Spirit Shaman
 Level 1: Replace Wild Empathy with a +3 Insight Bonus to AC.
 
Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Cayman Rangers can choose Dagger or Javelin.
  Combat Style: Dagger gets +1d6 Sneak Attack as per the Rogue Ability at Levels 2, 6, and 11 (this stacks with Sneak Attack dice from other sources).  Javelin gets Point Blank Shot at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.

CAYMAN SWAMPFIGHTER


   
"Welcome to the marsh!  You'll have noticed we have quicksand."

 The Cayman tribes specialize in fighting in swampy areas.  It's the main reason they cling to their swampland home, it provides a lot of natural defenses.  They get hired out as guides a lot too.

BECOMING A CAYMAN SWAMPFIGHTER
A plurality of Caymans qualify for this..

 ENTRY REQUIREMENTS
   Species:  Cayman (really any agile, swamp dwelling species will do)
   Class Abilities:  Ambush +1d6
   Skills:  Hide 4 ranks, Move Silently 4 ranks, Survival 4 ranks, and Swim 4  ranks
   Feats:  Marsh Guide, Veteran Marsh Guide


Class Skills
 The Cayman Swampfighter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Ambush (+1d6)
2. +1    +0     +3     +0    Run Away!
3. +2    +1     +3     +1    Bonus Feat
4. +3    +1     +4     +1    Ambush (+20 ft.)
5. +3    +1     +4     +1    Run Away!
6. +4    +2     +5     +2    Bonus Feat
7. +5    +2     +5     +2    Ambush (+2d6)
8. +6    +2     +6     +2    Run Away!
9. +6    +3     +6     +3    Bonus Feat
10.+7    +3     +7     +3   Veteran

Weapon Proficiencies: A Swampfighter gains no new weapon or armor proficiencies.

Ambush (Ex): Your Ambush dice increase by +1d6 at Levels 1 and 7, and range increases by +20 ft. at Level 4 (this stacks with Ambush that you get from Scout Levels).

Run Away! (Ex): At 2nd Level, your movement doesn't provoke Attacks of Opportunity.  At 5th Level you only get a -2 Penalty to attack rolls when fighting defensively.  At Level 8, you can triple your movement speed once per day for 3 rounds.

Bonus Feat: At Levels 3, 6 and 9 you get a Bonus Feat you qualify for from the following list: Able Sniper (Races of the Wild), Combat Expertise, Deadly Defense (Complete Scoundrel), Defensive Strike (Complete Warrior), Far Shot, Giantbane (Complete Warrior), Improved Initiative, Improved Precise Shot, Precise Shot, Weapon Finesse

Veteran (Ex): At 10th Level you can take both a Movement Action and a 5 foot step in the same round, and you take no penalty to attack rolls while fighting defensively.  You cannot lose your Dexterity Bonus to AC.
 
PLAYING A CAYMAN SWAMPFIGHTER
 The swamp is your home, and you don't like intruders.  It's why you hire out as a guide.  To keep tabs on outsiders, and prevent them from causing trouble.
 Combat: You prefer to attack from hiding, flee, and then repeat.
 Advancement: You develop the skills  necessary to protect your village.
 Resources: When defending your people, you can ask anything.  Otherwise, you have what you can find.

CAYMAN SWAMPFIGHTERS IN THE WORLD
"What do you mean those berries were poison?"
 You do a variety of roles: hunter, warrior, scout, guide, lookout, etc.  There's never a dull moment.
 Daily Life: You're always busy.  Either you're guiding, hunting or keeping watch.
 Notables: Shaka (N Male Cayman Scout 6/Swampfighter 3) is a typical Cayman warrior and guide.
 Organizations: You're hired by anyone seeking to enter the swamps..

NPC Reaction
 NPC's are happy to see you if they need help in the swamps.  Unless they're invading.

CAYMAN SWAMPFIGHTERS IN THE GAME
 This classes members probably don't willingly go far from home unless it's necessary.  Unless they've been driven out..
 Adaptation: This is made for Mystara, but it's easily adaptable.
 Encounters: Swampfighters, much like their name, stick to the swamps.

Sample Encounter
EL 12: The PC's are stuck in a miserable swamp, when a tiny lizard person velcros himself to the Barbarian's face and demands to know why you're here..


Shaka
N Male Cayman Scout 6/Swampfighter 3
Init +7, Senses: Listen +8, Spot +8, Darkvision 90 ft.
Languages Lizardfolk, Common
------------------------------------------------
AC 25, touch 22, flat-footed 19 (+2 Size, +6 Dex, +3 Natural, +4 Deflection)
hp 75 (11 HD)
Fort +6, Ref +17, Will +3 
------------------------------------------------
Speed 30 ft. (6 squares), Swim 30 ft.
Melee Bite +15 melee (1d3)
+2 Keen Dagger +17/+12 melee (1d2+2/17-20)
Ranged +3 Returning Javelin +18/+13 ranged (1d3+3)
Base Atk +7, Grp -1
Atk Options Ambush +3d6 (50 feet)
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 10, Dex 22, Con 14, Int 10, Wis 10, Cha 8
SQ Trapfinding, Uncanny Dodge, Trackless Step, Evasion, Flawless Stride, Battle Fortitude +1, Run Away
Feats Anklebiter, Marsh Guide, Veteran Marsh Guide, Weapon Finesse, Far Shot (B), Point Blank Shot (B)
Skills Balance +8, Climb +8, Craft (any 1) +5, Hide +22, Jump +8, Knowledge (Geography, Nature) +8, Listen +8, Move Silently +14, Search +8, Sense Motive +8, Spot +8, Survival +10, Swim +8, Tumble +8, Use Rope +8
Possessions +4 Ring of Protection, +3 Returning Javelin, 2 Javelins of Lightning, +2 Keen Dagger, 3 Potions of Cure Serious Wounds, 147 GP



EPIC CAYMAN SWAMPFIGHTER

Hit Die: d8
Skills Points at Each  Level : 8 + int
Ambush At Levels 21 and every 4 Levels thereafter your Ambush increases by  +1d6.  At Level 26 and every 4 levels thereafter the range of your Ambush increases by +20 ft.
Bonus Feats: The Epic Cayman Swampfighter gains a Bonus Feat every 3 levels higher than 20th



SWAMPFIGHTER
You specialize in getting people into and out of swamps alive.

MARSH GUIDE
At 3rd Level, you gain Proficiency with Dexterity (Stealth) Checks, and gain Advantage on Wisdom (Survival) Checks in marsh terrain.


AMBUSH
At 7th Level, you gain Advantage on attacks on any creature who hasn't gone in the round yet, or that can't see you.

RUN AWAY!!
At 10th Level, you permanently gain the benefits of the Freedom of Movement spell.

IMPROVED AMBUSH
At 15th Level, you do+2d6 damage if you have Advantage and make a successful attack.

VETERAN
At 18th Level you may Dash, Disengage, Dodge or Hide as a Bonus Action. Your AC improves by +2 on any turn you take a Bonus Action.
« Last Edit: January 07, 2024, 01:55:23 AM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #23 on: June 04, 2013, 10:02:12 PM »
CHAMELEON MAN (Mystara)


   
"You do not belong here..."

 Chameleon Men are 7' tall humanoids with black curly hair, and thin, gangly physiques.  They move in awkward, jerking gaits and their skins are striped with every color in the rainbow.  Sages believe they have very distant dragon ancestry in their blood.

CHAMELEON MAN RACIAL TRAITS
·   -2 Int, +2 Cha
·   Size Class: Medium.
·   Type: Humanoid with the Dragonblood Subtype
·   Base land speed 30 ft.
·   Dimension Door (Su): 1/day as a Full Round Action the Chameleon Man may teleport anywhere within 120'.  This otherwise is similar to the Dimension Door spell, except that you never risk teleporting into solid matter.  You may use it 2/day at ECL 5, 3.day at ECL 8, and at will once you reach ECL 10.
·   A Chameleon Man has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, Spot, and Survival. It also gets 1 Feat.
·   Chameleon Men have a +4 Racial Bonus to Hide and Move Silently Checks.  They do not get this Bonus when wearing clothing or armor.
·   Automatic Languages: Draconic, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 8 weeks
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d%

HEIGHT AND WEIGHT
 Base Height: 6'10"
 Height Modifier: +2d6"
 Base Weight: 180 lbs.
 Weight Modifier: x (2d6) lbs.

CHAMELEON MAN CHARACTERS
 Despite the Full Round limitation on their teleport ability it still gives Chameleon Men quite a few tactical advantages.  They can reach normally inaccessible places to fire from if they are ranged combatants. They can cross areas too large to jump across, avoid Climbing Checks, etc.  It also make setting up for ambushes easier.
 Adventuring Race: Chameleon Men adventure because their tribe is wiped out, or because it needs aid. 
 Character Development: Using your Racial stealth bonuses requires you to forego armor or clothing, so maybe get something like Vow of Poverty to make up for that, or do your best to qualify as one of the Lords of Shade and Hue (forthcoming prestige class) which lets you become a true chameleon.
 Character Names: Chameleon Men use Dragon names.

ROLEPLAYING A CHAMELEON MAN
 The wonders of nature must be defended from the other races who are not mentally fit to be their care takers.  The only outsiders you find acceptable are Druids, who have taught you much about the world (in fact they have likely taught your people all you know about the world).
 Personality: Chameleon Men rarely change expression, and many are assumed to be emotionless, though this may be due to the fact that they put so much distance between themselves and other races.
 Behaviors: Chameleon Men like to remain hidden and immobile for long periods of time, simply observing events around them.  They do their best to be caretakers of the natural places of the world, and often chase off or destroy those who would despoil the environment.
 Language: Most Chameleon Men speak Draconic, with some speaking Common as well.

CHAMELEON MAN SOCIETY
 The center of Chameleon Man society is the tookoo, a magical site of some sort that is usually a natural feature of some kind enhanced by mystic forces.  The tookoo radiates magic for purposes of spells like Detect Magic, and Chameleon Men defending it (within 100') gain a +2 Bonus on Attack and Damage Rolls and may Take 20 on Willpower Saves.  They do this as the tookoo is their only means of reproduction.  The Chameleon Men currently have no females, and when they offer up their shed skin to the tookoo there is a 60% chance that it will become a new Chameleon Man which will grow to adulthood within 8 weeks.
 Alignment : Most Chameleon Men are strongly Neutral, preferring to avoid contact with anyone they don't know.
 Lands : The Chameleon Men prefer to live in caverns in warm or temperate forests or plains. 
 Settlements : As they do not like contact with other races the Chameleon Men avoid spreading.
 Beliefs : Most Chameleon Men worship the Great One or one of the Neutral Immortals (usually Ka).
 Relations: The Chameleon Men avoid contact with other races, especially Lizardfolk who hunt and kill them.

CHAMELEON MAN ADVENTURES
·   A young Dragon has been driving away the fish your tribe depends on.  You really don't want to dishonor it by running it off, but you feel it needs to go...
·   Rumors have reached you of a Chameleon Woman, which the tribe has long thought impossible.  You must see this for yourself.
·  The Lizardfolk tribe living nearby has fled, and there are signs something has taken up residence in one of the larger swamp caves...


Chameleon Man Racial Feats

Shifting Patterns
When you move the color patterns in your scales seem to come alive.
 Prerequisites: Chameleon Man, 6 Hit Dice
 Benefits: Any round in which you move you gain the benefits of a Blur spell.


Still Patterns
You are undetectable when still.
 Prerequisites: Chameleon Man, 6 Hit Dice
 Benefits: Any round in which you do not move you gain the benefits of the Invisibility spell.


Improved Shifting Patterns
Your ability to deflect blows increases.
 Prerequisites: Chameleon Man,  9 Hit Dice
 Benefits: Any round in which you move you gain the benefits of a Displacement spell.


Tookoo Defender
All Chameleon Men have a magical site sacred to their tribe known as the Tookoo.
 Prerequisites: Chameleon Man or Wallara
 Benefits: You gain a +2 Bonus on attack rolls and Willpower Saves when defending the tribe's Tookoo, or their Allies, or your Allies.


Chameleon Man Racial Substitution Levels

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

Dragonfire Adept
 Level 1: You gain access to new Incantations or Breath Effects based on the Gemstone Dragons (which will be forthcoming).
 
Dragon Shaman
 Level 1: You may choose Sea Dragon or any of the Gemstone Dragons as your Totem Dragon (ACF Levels will be forthcoming).


LORDS OF SHADE AND HUE


   
"Go away!"

 A Lord of Shade and Hue is one of the primary defenders of the Tookoo, and  a potential leader of the tribe if the current one steps down.

BECOMING A LORD OF SHADE AND HUE
To qualify for training you must be accepted as a potential tribal leader in training first.

 ENTRY REQUIREMENTS
   Species:  Chameleon Man or Wallara
   Class Abilities:  Flawless Stride or Woodland Stride
   Skills:  Diplomacy 4 ranks, Hide 4 ranks
   Feats:  Shifting Patterns, Tookoo Defender


Class Skills
 The Lords of Shade and Hue's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Defensive Bonus, +1 Level of Ranger casting class
2. +2    +3     +3     +0    Bonus Feat, +1 Level of Ranger casting class
3. +3    +3     +3     +1    Tookoo Magic
4. +4    +4     +4     +1    Defensive Bonus, +1 Level of Ranger casting class
5. +5    +4     +4     +1    Bonus Feat, +1 Level of Ranger casting class
6. +6    +5     +5     +2    Tookoo Magic
7. +7    +5     +5     +2    Defensive Bonus, +1 Level of Ranger casting class
8. +8    +6     +6     +2    Bonus Feat, +1 Level of Ranger casting class
9. +9    +6     +6     +3    Tookoo Magic
10.+10   +7     +7     +3   Warlord, +1 Level of Ranger casting class

Weapon Proficiencies: A Lord of Shade and Hue gains no new weapon or armor proficiencies.

Defensive Bonus (Ex): At 1st Level, when unarmored and unencumbered, the Lord adds his Wisdom bonus (if any) to his AC.   This increases by +1 at Levels  4 and 7.

Bonus Feat: At Levels 2, 5 and 8 you gain a Bonus Feat you qualify for from the following list: Able Sniper (Races of the Wild), Blind-Fight, Deceptive Spell (Cityscape), Defensive Archery (Races of the Wild), Improved Shifting Pattern, Quicken Spell, Shadow Striker (PHBII), Shifting Pattern, Silent Spell, Spectral Skirmisher (PHBII), Still Spell, Weapon Finesse.

Tookoo Magic: At Level 3 you add the following spells to your spell list: Color Spray, Invisibility.  At 6th Level you add Invisibility Sphere.  At 9th Level you add Greater Invisibility and Rainbow Pattern.  You must still wait till you have spells of the appropriate level to cast them.

Warlord (Su): A Lord remains invisible even when he attacks. This ability is constant, but the Lord can suppress or resume it as a free action.
 
PLAYING A LORD OF SHADE AND HUE
 You have a bright and shining future, assuming you can live long enough to see it.  Your goal is to keep your tribe safe, and out of other people's wars..
 Combat: You prefer to fight from ambush.
 Advancement: Your training is generally  relegated to the needs of your people.
 Resources: As long as you're on good relations with the tribe, you have what they have.

LORDS OF SHADE AND HUE IN THE WORLD
"I have confidence in you sir."
 Outside of the tribe, you generally aren't seen except in diplomatic circumstances.  Being one of your tribes core defenders, you are considered too important to risk.
 Daily Life: Your daily life consists of intense training.
 Notables: Blue (N Male Chameleon Man Ranger 7/Lord of Shade and Hue 2) is the warlord in training for his tribe.
 Organizations: Unless kicked out, you work for the tribe, and the tribe alone.

NPC Reaction
 NPC reaction to you largely depends on how the NPC feels about your species.  Your reclusiveness makes for some wild stories.

LORDS OF SHADE AND HUE IN THE GAME
 This assumes you have a leadership position in a local guovernment, which begs the question what are you doing out gallivanting with murderhobos?
 Adaptation: This is meant for Mystara, but can be adapted to any race with chameleon like abilities..
 Encounters: Lords are generally encounter when you enter their people's territory.

Sample Encounter
EL 12: The PC's are slowly letting 50 chickens on a rope into a cave, when a bunch of weirdos appear from thin air and demand to know what they're up to.


Blue
N Male Chameleon Man Ranger 7/Lord of Shade and Hue 2
Init +2, Senses: Listen +6, Spot +6
Languages Draconic, Common
------------------------------------------------
AC , touch , flat-footed   (+2 Dex, +2 Wis, +4 Deflection, +4 Natural)
hp 75 (11 HD)
Fort +10, Ref +13, Will +4 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Dagger +13/+8 melee (1d4+1/19-20)
Ranged +2 Longbow +14 ranged (1d8+2/x3)
Base Atk +10, Grp +10
Atk Options Favored Enemy: Magical Beast +4, Giant +2, Combat Style (Rapid Shot, Manyshot)
Combat Gear
Spells Per Day 1st: 2, 2nd: 1
Supernatural Abilities Dimension Door
-----------------------------------------------
Abilities Str 10, Dex 15, Con 14, Int 10, Wis 14, Cha 10
SQ Wild Empathy, Woodland Stride, Defensive Bonus
Feats Improved Shifting Patterns, Shifting Patterns, Still Patterns, Tookoo Defender, Endurance (B), Track (B), Weapon Finesse (B)
Skills Climb +4, Concentration +8, Diplomacy +4, Hide +10 (+14 unarmored), Jump +4, Knowledge (Nature) +4, Listen +6, Move Silently +10 (+14 unarmored), Search +6, Spot +6, Survival +5, Swim +4
Possessions +4 Ring of Protection, +4 Amulet of Natural Armor, Goggles of Night, +2 Longbow, +1 Dagger, 50 arrows, 1020 GP, 5 SP



EPIC LORDS OF SHADE AND HUE

Hit Die: d8
Skills Points at Each  Level : 8 + int
Defensive Bonus The Lord’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Spellcasting The Lord's Caster Level improves by 1 at Level 22 and every 2 Levels thereafter.  The Lord’s number of spells per day does not increase after 20th level.
Bonus Feats: The Epic Lords of Shade and Hue gains a Bonus Feat every 4 levels higher than 20th


LORDS OF SHADE AND HUE   (Ranger)
You were born to accept the leadership role of the tribe if the current ruler meets misfortune.  You occasionally teach allies you find worthy the techniques, but only if they intend to help the tribe defend it's Tookoo.

UNARMORED DEFENSE
At 3rd Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


EXPANDED SPELL LIST
At 3rd Level you choose from an expanded list of spells when you learn a Warlock spell. The following spells are added to the Ranger spell list for you.

Spell Level  Spells
3rd: Color Spray
5th: Invisibility
9th: Hypnotic Pattern
13th: Greater Invisibility
17th: Mislead

PATTERNS
Starting at 7th level, while standing still, you are Invisible as per the spell.  On any round in which you move 10 feet or more you gain the benefits of the Blur spell.

DEFENDER
At 11th level, while fighting in defense of your tribe, it's Tookoo, or any friendly creature, you gain Advantage on Constitution and Wisdom Saves.

WARLORD
At 15th level, you can turn invisible until your concentration ends (as if concentrating on a spell). Any equipment you wear or carry is invisible with you.  Becoming visible or invisible does not require an action.  Opponents using ranged attacks to attack you have  Disadvantage on their attack rolls whether you are invisible or not.

« Last Edit: January 09, 2024, 08:04:27 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #24 on: June 04, 2013, 10:02:37 PM »
GATOR MAN (Mystara)


   
"Your money and your life."

 Gator Men are regular Lizardfolk warped by magical experimentation.  They stand up to 8' tall, and their heads resemble those of alligators.

GATOR MAN RACIAL TRAITS
·   +8 Str, +8 Con, -4 Int, -4 Cha
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 10 ft.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base swim speed 50 ft.
·   +10 Natural AC Bonus
·   A Gator Man has 7 Racial Hit Dice, giving it the following: 7d8 Hit Points, +7 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 3 Feats.
·   Gator Men have a Primary Bite attack doing 2d4 plus one and a half times Strength Bonus.
·   A Gator Man 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.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +3
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 50
 Venerable: 60
 Maximum Age: +2d10 years
Gator Men grow bigger with age.  At the Old age class they become Size Class Huge with all the benefits listed in the MM.  In addition they take no Str or Con penalties due to age.

HEIGHT AND WEIGHT
 Base Height: 7'3"
 Height Modifier: +2d12"
 Base Weight: 420 lbs.
 Weight Modifier: x (2d6) lbs.

GATOR MAN CHARACTERS
 You are quite obviously built to be a semi-aquatic beatstick. 
 Adventuring Race: Gator Men go on adventures as part of their military, or for revenge.  They're pretty darn big on revenge.
 Character Development: With your LA and Racial HD casters are pointless.  Focus on melee classes, as that is where you will shine best.  With your racial penalties to mental stats make sure you have bonuses to Saves to avoid spells that could reduce your Int or Cha to 0.
 Character Names: Gator Men use Lizardfolk names.

ROLEPLAYING A GATOR MAN
 Trust no one.  The world is your enemy, and you show it no mercy.  Violence is the only method you know of to solve problems, and you use it with little thought as to the consequences.
 Personality: Gator Men are brutes.  Raised to be little more than cheap muscle and cannon fodder, they resent their creators, their parental race, and the entire world.  They will likely end in tragedy, as they get wiped out defending themselves from their myriad enemies, or in pointless war.
 Behaviors: Most Gator Men are quite insane, or at the very least suffering from what modern society would recognize as severe PTSD.  Some have degenerated so badly due to side effects of their creation that they are little more than rabid animals, and their leaders retain control by virtue of personal power.
 Language: Gator Men speak Lizardfolk and Common.

GATOR MAN SOCIETY
 The Gator Men are at war with the world, wronged in every way, and driven mad from the magical experiments they have endured.  Their goal is to found a safe haven for themselves to exist, but they believe this is only possible with the obliteration of all the other races.  With their rapid reproduction they may soon force confrontation with the world at large.
 Alignment : The tortures they have undergone have broken the minds of most Gator Men, and the majority of them are Chaotic, with strong tendencies towards Evil.
 Lands : Gator Men restrict themselves to temperate or warm swamps.
 Settlements : There are few Gator Men, and for the moment they are trying to consolidate control of what little territory they do have.
 Beliefs : The Gator Men are not prone to religion, but given their alignment and warlike nature Atzanteotl might find followers among them.
 Relations: Gator Men hate Lizardfolk, as their own kind sold them to the humans wizards for experimental fodder.  They pretty much hate humans for the same reason, and leaving them alone is well advised.  They pretty much attack everyone on sight.

GATOR MAN ADVENTURES
·   The Chief has decided to get revenge on the long forgotten Wizard who created your species, and  you have been tasked with scouting the old ruins the human is said to live in...'live' being a relative term for a Lich.
·   There are rumors of a Lizard King uniting the Lizardfolk tribes for war, and you feel the need to quash this before they decide to unite against your tribe for past aggressions.
·  An albino Gator Man has appeared with his insane human bride.  The tribe is uneasy about letting them stay, because quite frankly the human woman is a bad omen and her husband is an obvious weirdo.  Granted, the rest of you are vicious xenophobes, so you have little room to judge.


Gator Man Racial Feats

Grab Hold
You can really clamp down with your bite.
 Prerequisites: Any appropriate Race (Crocodilian, Gator Man, Gurrash), BAB +3
 Benefits: When you succeed in using your Bite Attack against an opponent, you may immediately make a Grapple Attempt as a Free Action without provoking an Attack of Opportunity.  If successful you do your Bite damage with a successful Grapple Check.  You may use this Ability against an opponent of any Size, but if they are at least one Size Category bigger than you is not restricted in the weapons it can use to attack you (also Grappling it is probably already a bad idea).


Powerful Jaws
You can reeeally clamp down.
 Prerequisites: Grab Hold
 Benefits: You gain a +4 Bonus to Grapple Checks, but only if you initiated a Grapple via your bite.


Mutant
The magical experiments that gave rise to your kind came with some odd consequences.
 Prerequisites: Gator Man
 Benefits: Choose a 1st Level spell from the Druid or Sorcerer list.  You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


Super Mutant
You're a little odder than most
 Prerequisites: Gator Man, Mutant, 6 Hit Dice
 Benefits: Choose a 3rd Level spell from the Druid or Sorcerer list.  You can cast that spell 1/day as a Spell-Like ability as a Sorcerer whose Levels equal your Hit Dice.


Gator Man Racial Substitution Levels

Barbarian
 Level 1: Lose Fast Movement for Potent Rage
  Potent Rage (Ex): When Raging a Gator Man's weapon damage (including his Bite) goes up 1 step as if he were one size category larger.

Druid
 Level 1: Lose Animal Companion and Wild Empathy, and instead gain a +2 Bonus on Checks made to overcome your opponents Spell Resistance, and the Save DC's of your spells increase by +2 (but only for spells with the Evil descriptor).  You also spontaneously cast spells with the Evil descriptor instead of Summoning spells.
 
Ranger
 Level 1: Lose Wild Empathy
 Level 4: Replace Animal Companion with the Grab Hold Feat as a Bonus Feat.
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Gator Man Rangers can choose Bite or Greatsword.
  Combat Style: Bite gets Weapon Focus (Bite) at 2nd Level, Improved Natural Attack (Bite) at 6th Level, and Improved Critical (Bite) at 11th Level.  Greatsword gets Weapon Focus (Greatsword) at 2nd Level, Weapon Specialization (Greatsword) at 6th Level, and Improved Critical (Greatsword) at 11th Level.

GATOR RAGER


   
"ROAR!"

 You're a tribal warrior that prefers to fight with your jaws.  There are several Lizardfolk species that train their warriors in this fighting style.

BECOMING A GATOR RAGER
Most warriors of the appropriate species qualify..

 ENTRY REQUIREMENTS
   Species:  Gator Man, Crocodilian (Brute), Gurrash
   Class Abilities:  Rage (This requirement can also be met via Racial Feats)
   Skills:  Hide 4 ranks, Survival 4 ranks
   Feats:  Grab Hold, Powerful Jaws


Class Skills
 The Gator Rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Rage, Bonus Feat
2. +2    +3     +0     +0    Ambush
3. +3    +3     +1     +1    Grappling
4. +4    +4     +1     +1    Bonus Feat
5. +5    +4     +1     +1    Veteran
   

Weapon Proficiencies: A Gator Rager gains no new weapon or armor proficiencies.

Rage (Ex): Your Barbarian and Gator Rager Levels stack for determining how many times per day you can Rage.

Bonus Feat: At 1st and 4th Level you can choose any Bonus Feat from the following list that you qualify for: Extend Rage, Extra Rage, Instantaneous Rage, Mad Foam Rager, or any Racial Feat.  Non-racial Feats are found in PHBII or Complete Warrior.

Ambush (Ex): At 2nd Level, if your target is denied his Dexterity Bonus to AC, your attacks do +1d6 damage.  If you are also Raging at the time, that increases to +2d6 damage.

Grappling (Ex): At 3rd Level you gain use of the following Maneuvers:

Death Roll: You now do your Bite damage with a successful Grapple Check.

Improved Ambush: You gain a +2 Bonus on a Grapple Check you make if your opponent is unaware of you.

Feeding Frenzy: You ca Grapple a creature up to 2 Size Categories larger than yourself.

Veteran (Ex): At 5th Level, if you are Grappling an opponent in water, you hold them under water each round you make a successful Grapple Check, potentially drowning them.
 
PLAYING A GATOR RAGER
 You're hungry.  You're always hungry.  Despite this, you're surprisingly patient.  Waiting hours for the chance to kill something isn't unknown for you.
 Combat: You prefer to hide under water, and leap out when prey comes close enough, before dragging it down..
 Advancement: You tend to advance in whatever skillset keeps you alive and fed.
 Resources: You pretty much have what you can take.

GATOR RAGERS IN THE WORLD
"Ain't nuthin' good down in the swamps son."
 You spend your days submerged in water up to your eyeballs, waiting for someone, anyone, to just get close enough.
 Daily Life: You live the life of a typical ambush predator, albeit one who has attained some level of early technology.
 Notables: Yok (CE Gator Man/Barbarian 2/Gator Rager 3) is a typical Gator Man.  In other words, he's completely insane due to the experiments performed upon him.
 Organizations: Unless you're one of the odd sorts who hire out as a merc, you generally hang with your tribe.

NPC Reaction
 NPC's are generally terrified of you.

GATOR RAGERS IN THE GAME
 This PrC assumes the PC is of a race with a certain reputation for aggressiveness.  Be sure the PC doesn't have an issue with that..
 Adaptation: This is meant for a swamp based campaign, but it could probably be adapted to other terrains..
 Encounters: Ragers are usually encountered when you've entered their territory.

Sample Encounter
EL15: You're walking through the swamp listening to the Bard whine about how awful this mission is, what with the mud, the skeeters, and the leeches, when all of a sudden an eight foot tall gator man bites him in the face.  Where the heck did he come from?


Yok
CE Gator Man/Barbarian 2/Gator Rager 3
Init +6, Senses: Listen +2, Spot +2, 60 ft. Darkvision
Languages Lizardfolk, Common
------------------------------------------------
AC 26, touch 16, flat-footed 24  (+2 Dex, +10 Natural, +4 Deflection)
AC during Rage 24, touch 14, flat-footed 22
hp 139 (12 HD), 161 during Rage
Fort +14 (+16 during Rage), Ref +8, Will +7 (+9 during Rage)
------------------------------------------------
Speed 40 ft. (8 squares), Swim 50 ft.
Melee Bite +20 melee (2d4+12)
Bite +22 melee (2d4+15) during rage
+2 Greatsword +20/+15/+10 melee (3d6+12/19-20)
+2 Greatsword +22/+17/+12 melee 3d6+15/19-20) during rage
Ranged +2 Spear +20/+15/+10 ranged (2d6+9/x3)
+2 Spear +22/+17/+12 ranged (2d6+11/x3)
Base Atk +12, Grp +23 (+25 during Rage)
Atk Options Rage 4/day, Uncanny Dodge, Ambush, Grappling
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 24 (28 during rage), Dex 14, Con 22 (26 during rage), Int 6, Wis 13, Cha 4
SQ Illiteracy
Feats Grab Old, Powerful Jaws, Improved Initiative, Extra Rage (Complete Warrior), Instantaneous Rage (Complete Warrior),
Skills Hide +2, Listen +2, Move Silently +4, Spot +2, Survival +5, Swim +15
Possessions +2 Amulet of Mighty Fists, +4 Ring of Protection, +2 Returning Spear, +2 Greatsword, 2 Potions of Neutralize Poison, Type I Bag of Holding, 2 Potions of Haste, 1398 GP



EPIC GATOR RAGER

Hit Die: d12
Skills Points at Each  Level : 4 + int
Rage You gain one use of Rage per day every four levels after 20th
Bonus Feats: The Epic Gator Rager gains a Bonus Feat every 2 levels higher than 20th


GATOR RAGER
Originating with the Lizardfolk, this fighting style specializes in Grappling.

IMPROVED GRAPPLE
When you choose this path at 3rd level, if you successfully attack a creature with an Unarmed Strike or Bite, it is considered Grappled.  On the beginning of each of your turns, if the target is still Grappled, it automatically takes your Unarmed Strike or Bite damage.

AQUATIC FIGHTING
At 6th Level you gain Advantage on all Checks made to start, end or maintain a Grapple.  You also gain Advantage on Dexterity (Stealth) Checks made while in water.  You can hold your breath for 5 minutes.

AMBUSH
At 10th Level you cannot have Disadvantage on any rolls against creatures who are unaware of you.  You do an additional die of damage whenever you attack with Advantage.

POWERFUL CLUTCH
At 14th Level, you can Grapple a creature up to 2 Sizes larger than yourself, and if you are Grappling a creature in water, you successfully hold it under water each round you maintain the Grapple.  It must hold it's breath each round it is underwater, or begin to drown.
« Last Edit: January 20, 2024, 05:20:47 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #25 on: June 04, 2013, 10:03:11 PM »
SIS'THIK  (Mystara)


   
"You wanna pass this road you gotta pay a toll."

 The Sis'thik are leathery, tan-skinned Lizardfolk adapted to the harsh desert environments.  They raise Xytar Lizards for cavalry, and often prey on ant lions, jackals, camels, and wyverns.

SIS'THIK RACIAL TRAITS
·   +4 Con, -2 Dex, -2 Int (Male)  +4 Str, -2 Int, -2 Cha (Female)
·   Size Class: Medium.
·   Type: Humanoid with the Reptilian Subtype
·   Base land speed 20 ft.
·   Sis'Thik have a +5 Natural Armor Bonus to AC.
·   Desert Adaptation (Ex): Spot Penalties due to desert winds are lessened by 4 as the Sis-Thik have adapted to the sandstorms that consistently plague their lands.
·   Partial Fire Immunity (Ex): The Sis 'Thik are immune to normal fire damage, and have Energy Resistance 5 against magical fire.
·   A Sis'thik has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Handle Animal, Ride, and Survival (female) or Knowledge (Nature, Religion) and Spellcraft (male). It also gets 2 Feats.
·   Sis'Thik have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite attack doing 1d3 plus half Strength Bonus.  They get 2 Claws and a Bite with a Full Attack.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race, usually Draconic.
·   Level Adjustment: +1
·   Favored Class: Dragon Shaman (Male), Fighter (Female)

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 years

HEIGHT AND WEIGHT
 Base Height: 6' 5"
 Height Modifier: +2d6"
 Base Weight: 210 lbs.
 Weight Modifier: x (2d6) lbs.

SIS'THIK CHARACTERS
 The Sis'thik are basically good only as slow moving beatsticks or mounted fighters (though some may become Wisdom based casters).
 Adventuring Race: Sis'Thik go on adventures for fame, glory and wealth.  Except the males, who very often go on journeys to escape the Matriarchy (or the Blue Dragons that are behind it).
 Character Development: While strong, you are quite slow moving.  If you can't boost your speed, try getting a mount (preferably one of the fire breathing Xytar Lizards your race raises, if you can get one).
 Character Names: Sis'Thik use Lizardfolk names.

ROLEPLAYING A SIS'THIK
 The world owes you what you can take by force.   And you take as much as you think you can conceivably get away with. 
 Personality: The stereotype of the women are that they are greedy, grasping, and violent.  Men are thought of as dull and apathetic, yet they almost exclusively are given the gift of being Dragon Shamans.
 Behaviors: Males tend to be looked down upon, leaving most positions of political power to the women.  It's unknown why such physical and emotional dimorphism exists in a created race, and many wonder if there were a specific statement being made with their design (i.e. some God has issues).  Among humanoid beings, they would be considered psychopaths.
 Language: As usual they speak Lizardfolk and Common.

SIS'THIK SOCIETY
 The Sis'Thik are a matriarchal society, as they consider males lazy, worthless slugs only usable for mating and child rearing.  They are very warlike, and demand tribute of all they encounter.  With the exception of their Blue Dragon masters.
 Alignment : The Sis'thik are fairly merciless and uncaring, making most of them Neutral Evil.
 Lands : The Sis'thik prefer warm or temperate deserts.
 Settlements : Given their adaptations to desert life the Sis'thik rarely leave it.
 Beliefs : The Sis'Thik aren't very religious, but would likely worship Evil Dragon Gods if at all.
 Relations: The Sis'Thik are too violent for their own good, and will try to kill just about anything.  Despite the odds of them killing one being small, they seem to enjoy the taste of Copper Dragons.

SIS'THIK ADVENTURES
·   Someone or something is inspiring the normally docile menfolk to rebel.  An end needs to be brought to this quickly.
·   A Copper Dragon is loose in the desert, and  you have been ordered to bring it to the chieftess to be served as her dinner...
·  The Ant Lions you prey one have been suddenly getting smarter and fighting back.  You have been asked to figure out whats going on.



Sis'thik Racial Feats

Sis'thik Endurance
You can take whatever the desert hands out.
 Prerequisites: Sis'thik
 Benefits: You gain a +2 Resistance Bonus on Fortitude Saves against natural waste hazards (see Sandstorm).


Retain Water
You need less water to survive.
 Prerequisites: Sis'thik, Con 13+
 Benefits: The time you have to wait before making Constitution Checks to avoid Dehydration is doubled (see Sandstorm).


Hardened
Life in the sandstorms has made you tough.
 Prerequisites: Sis'thik, Con 13+
 Benefits: You gain DR 1/- (this stacks with DR you may gain from Barbarian Levels.  This Feat may be taken three times, increasing you to DR 3/-.


Darkened Nictating Membranes
You have built in Shades.
 Prerequisites: Sis'thik
 Benefits: You cannot be Dazzled by sun glare (see Sandstorm), and gain a +2 Bonus to avoid being Dazzled or Blinded by Light based effects.


Sis'thik Racial Substitution Levels

Scout
 Level 1: Instead of Trapfinding you get Sandskimmer as a onus Feat. 

Dragon Shaman
 Level 1: You may only choose Blue Dragons as your Dragon Shaman.
 Level 6 and 11: Replace Touch of Vitality with Touch of Thunder.
  Touch of Thunder (Su): Beginning at 6th Level both you and Allies within range of your Draconic Aura do an additional +1d6 electrical damage with melee attacks on a successfully confirmed critical.  At eleventh level you do +1d6 electrical damage with a melee attack or a touch attack, and another +1d6 electrical damage om a successful critical.
 
Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Sis'thik Rangers can choose Scimitar and Shield or Scimitar.
  Combat Style: Scimitar and Shield gets Shield Specialization at 2nd Level, Shield Ward at 6th Level, and Active Shield Defense at 11th Level (see PHB2 for Feats).  Scimitar gets Weapon Focus (Scimitar) at 2nd Level, Weapon Specialization (Scimitar) at 6th Level, and Improved Critical (Scimitar) at 11th Level.

XYTAR RIDER


   
"THIS IS AWESOME!"

 You ride a giant, fire spitting lizard into combat.  Your life is so metal.

BECOMING A XYTAR RIDER
Most Sis'Thik cavalry will qualify

 ENTRY REQUIREMENTS
   Species:  Sis'thik
   BAB:  +4
   Skills:  Handle Animal 4 ranks, Ride 4 ranks
   Feats: Mounted Combat, Ride-By Attack   


Class Skills
 The Xytar Rider's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Handler
2. +2    +3     +0     +0    Bonus Feat
3. +3    +3     +1     +1    Xytar Companion
4. +4    +4     +1     +1    Handler
5. +5    +4     +1     +1    Bonus Feat
6. +6    +5     +2     +2    Xytar Companion
7. +7    +5     +2     +2    Handler
8. +8    +6     +2     +2    Bonus Feat
9. +9    +6     +3     +3    Xytar Companion
10.+10   +7     +3     +3  Veteran Cavalry

Weapon Proficiencies: A Xytar Rider gains no new weapon or armor proficiencies.

Handler (Ex): AT 1st Level you can use Handle Animal and Ride with Magical Beasts as well as Animals.

At 4th Level the Handle Animal Check DC for training an animal for a purpose is 5 lower.

At 7th Level you gain Coordinated Strike as a Bonus Feat (see Races of the Wild).

Bonus Feat: At Levels 2, 5 and 8 you may choose any Fighter Feat or any Racial Feat as a Bonus Feat, as long as you  qualify.

Xytar Companion: At 3rd Level you get a Xytar Hatchling.  This works like the Druid's Animal Companion, except your effective Character Level is equal to 1/2 your Hit Dice, rounded down.

At 6th level your Companion becomes an adult Xytar Lizard (your effective Druid Level is -9 for purposes of determining the abilities of your Animal Companion).

At 9th Level your effective Druid Level is equal to your (Hit Dice -9).

Veteran Cavalry (Ex): At 10th Level, you can always re-roll a 1 on any attack roll, but must keep the new result.  Your Xytar Companion shares this ability.  You gain a +4 Competence Bonus to Handle Animal and Ride Checks.
 
PLAYING A XYTAR RIDERS
 You are responsible for defending the tribe...by robbing any passers by.  Which honestly only provokes wars that are entirely unnecessary.
 Combat: You specialize in mounted combat.
 Advancement: As part of the military, you're responsible for attending whatever training they require..
 Resources: You have whatever resources the military s willing to give you, and what you can plunder privately.

XYTAR RIDERS IN THE WORLD
"And then she said 'Your money, and your life.  What a jerk."
 No one likes you, probably because you've either robbed them or their loved ones.  Or beaten them at the Queen's behest.  Or your pet has burned their home down.
 Daily Life: Your days are spent training or raiding.  There is no time off.
 Notables: Se'Ress (NE Female Sis'Thik Fighter 4/Xytar Rider 4) is a newly minted cavalry officer.
 Organizations: Unless you've fled, you belong body and soul to the military.

NPC Reaction
 NPC's generally consider you bad news.

XYTAR RIDERS IN THE GAME
 This class assumes you are part of a military force with a fairly awful reputation.  Be prepared for that.
 Adaptation: This is meant for Mystara, but it could be adapted to other campaigns with some work.
 Encounters: Xytar Riders are generally encountered where ever you would find the Sis'Thik military.

Sample Encounter
EL 12: The PC's are guarding a desert caravan, when they're surrounded by Lizardfolk women riding fire spitting reptiles.  They demand the PC's dance.  Clearly they've never dealt with murderhobos before.


Se-Ress
NE Female Sis'Thik Fighter 4/Xytar Rider 4
Init +2, Senses: Listen +4, Spot +4
Languages Common
------------------------------------------------
AC 28, touch 11, flat-footed 27(+1 Dex, +5 Natural, +5 Armor, +7 Shield)
hp 79 (11 HD)
Fort +10, Ref +7, Will +3 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Scimitar +19/+14 melee (1d6+10/18-20)
2 Claws +15 melee (1d6+5) and 1 Bite +10 melee (1d3+2)
Base Atk +10, Grp +15
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 8
SQ Desert Adaptation, Partial Fire Immunity, Handler, Xytar Hatchling Companion
Feats Darkened Nictating Membranes, Heat Endurance, Mounted Combat, Ride-By Attack, Improved Mounted Archery (B, see Complete Warrior), Mounted Archery (B), Spirited Charge (B), Weapon Focus (Scimitar)(B), Weapon Specialization (Scimitar)(B) 
Skills Climb +6, Craft (any one) +4, Handle Animal +6, Intimidate +1, Jump +6, Knowledge (Geography, Nature) +2, Listen +4, Ride +5, Spot +4, Survival +5
Possessions +3 Scimitar, +5 Heavy Steel Shield, +5 Bracers of Armor, 3 Javelins of Lightning, Bag of Holding Type, Stone Horse (Destrier), 215 GP



EPIC XYTAR RIDER

Hit Die: d10
Skills Points at Each  Level : 4 + int
Xytar Companion The epic Xytar Rider’s Xytar companion continues to increase in power. At every three levels higher than 18th (21st, 24th, 27th, and so on), the companion gains +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick.
Bonus Feats: The Epic Xytar Rider gains a Bonus Feat every 3 levels higher than 20th



Xytar Hatchling
                      Small Magical Beast
Hit Dice:             1d10+1 (6 hp)
Initiative:           +3
Speed:                20 ft. (4 squares)
Armor Class:          19 (+1 Size, +3 Dex, +5 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +1/-3
Attack:               Bite +5 melee (1d6)
Full Attack:          Bite +5 melee (1d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Darkvision 60 ft., Desert Adaptation
Saves:                Fort +3, Ref +5, Will +1
Abilities:            Str 10, Dex 16, Con 12, Int 2, Wis 13, Cha 6
Skills:               Climb +1, Listen +2, Spot +2, Survival +2
Feats:                Weapon Finesse
Environment:          Warm Desert
Organization:         Solitary, Pair or Pack (6-10)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2-3 HD (Small), 4 HD (Medium)
Level Adjustment:     ---

Xytars are 8 foot long lizards with huge jaws and 6 legs.  They are generally yellow, with red and orange mottling along the back.

Breath Weapon (Su): The Xytar Lizard can breathe fire in a 15 ft. cone once every 1d4 rounds.  It does 2d8 fire damage to all creatures in this area, though they can make a DC 11 Reflex Save to take half damage (Save  DC is Con based).

Desert Adaptation (Ex): The Xytar Lizard can go without water for a number of weeks equal to it's Con modifier before it has to make Saving Throws for thirst.

Combat: Xytar Lizards tend to open with their breath weapon before moving in for the bite.


Xytar Lizard
                      Large Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          17 (-1 Size, +1 Dex, +7 Natural), touch 10, flat-footed 16
Base Attack/Grapple:  +5/+13
Attack:               Bite +8 melee (1d10+6)
Full Attack:          Bite +8 melee (1d10+6)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Breath Weapon
Special Qualities:    Darkvision 60 ft., Desert Adaptation
Saves:                Fort +9, Ref +5, Will +2
Abilities:            Str 18, Dex 12, Con 16, Int 4, Wis 13, Cha 8
Skills:               Climb +6, Listen +3, Spot +3, Survival +3
Feats:                Great Fortitude, Heat Endurance
Environment:          Warm Desert
Organization:         Solitary, Pair or Pack (6-10)
Challenge Rating:     5
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-7 HD (Large), 8-15 HD (Huge)
Level Adjustment:     ---

Xytars are 8 foot long lizards with huge jaws and 6 legs.  They are generally yellow, with red and orange mottling along the back.

Breath Weapon (Su): The Xytar Lizard can breathe fire in a 30 ft. cone once every 1d4 rounds.  It does 4d10 fire damage to all creatures in this area, though they can make a DC 15 Reflex Save to take half damage (Save  DC is Con based).

Desert Adaptation (Ex): The Xytar Lizard can go without water for a number of weeks equal to it's Con modifier before it has to make Saving Throws for thirst.

Combat: Xytar Lizards tend to open with their breath weapon before moving in for the bite.  Despite the intelligence increase older Lizards aren't any better at tactics.


XYTAR RIDER   (Fighter)
You aren't like the other Lizardfolk.  You want to ride a fire spitting dinosaur into battle.  And someone was actually willing to sponsor you!

BABBY XYTAR
At 3rd Level you have been assigned a pet Xytar by the Elders.  As an action, you can summon your Xytar once per long rest.

The Xytar appears in an unoccupied space of your choice that you can see within 30 feet of you.

The Xytar is friendly to you alone and obeys your commands. See this creature's game statistics in the Babby Xytar stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Xytar shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Xytar can take any action of its choice, not just Dodge.

The Xytar manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Xytar again, or until you die.

Babby Xytar
Small Xytar
Armor Class: 13 + PB (natural armor)
Hit Points: 5 + five times your fighter level
Speed: 30 ft.
Str: 14
Dex: 14
Con: 14
Int: 8
Wis: 14
Cha: 11
Saving Throws. The XYtar has Proficiency with Strength and Dexterity Saving Throws.
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Skill Proficiencies. The Babby Xytar gains your PB on the following skill checks: Strength (Athletics), and Wisdom (Perception).
Actions:
Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) piercing damage.
Fire Breath. Once per Long Rest, the Babby Xytar can spew Fire in a 15 ft. cone.  Each creature in the cone must make a Dexterity saving throw against DC (8 + your PB + Constitution modifier), taking 3d6 damage on a failed save, or half as much damage on a successful one.

MONSTER HANDLING
At 3rd Level, you may make Wisdom (Animal Handling) Checks successfully on Monstrosities with an Intelligence of 8 or less if you wish to influence their behavior.

COORDINATED ATTACK
Starting at 7th level, you and your Xytar gain Advantage on attack rolls on any round in which you both attack the same target in melee. 

VICIOUS ATTACK
Starting at 7th level, your Xytar's Bite does magical damage.

MOUNTED MOBILITY
At 10th level, your Mount gains the benefits of the Mobile Feat, whether you are riding it or not.  You must have the Mount for 24 hours to bond with it to allow it the use of this ability.

FELL TRAMPLE
At 15th level, you may order your Mount to run a target over.  The Mount must make a melee attack after moving at least 20 feet in a straight line, and the target must be the same size as the Mount, or smaller.  If the attack is successful, it does 2d6 additional Bludgeoning damage, and must make a Strength Saving Throw or be knocked Prone.

MY LITTLE BABY IS ALL GROWN UP
At 18th level, your Xytar achieves adulthood.  Your Xytar now uses the following statblock, and you may ride it as a Mount:

Adult Xytar
Large Monstrosity
Armor Class: 13 + PB (natural armor)
Hit Points: 15 + five times your fighter level
Speed: 40 ft.
Str: 19
Dex: 14
Con: 16
Int: 8
Wis: 14
Cha: 11
Saving Throws. The XYtar has Proficiency with Strength and Dexterity Saving Throws.
Senses: Darkvision 60 ft., passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Skill Proficiencies. The T-Rex gains your PB on the following skill checks: Wisdom (Insight), and Charisma (Persuasion).
Actions:
Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) piercing damage.
Fire Breath. Three times per Long Rest, the Adult Xytar can spew Fire in a 30 ft. cone.  Each creature in the cone must make a Dexterity saving throw against DC (8 + your PB + Constitution modifier), taking 8d6 damage on a failed save, or half as much damage on a successful one.
« Last Edit: January 22, 2024, 08:52:25 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #26 on: June 04, 2013, 10:06:07 PM »
CROCODILIAN (BRUTE)


   
"You should probably stay out of swamps..."

 Crocodilians are so-called because of their crocodile-like heads, long tails, and armored hide.  They have short legs and long arms, and are distantly related to the Agrutha and Lizardfolk.

CROCODILIAN RACIAL TRAITS
·   +12 Str, +8 Con, -4 Int, -4 Cha
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 10 ft.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base swim speed 30 ft.
·   +7 Natural AC Bonus
·   Hold Breath (Ex): A crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
·   A Crocodilian has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
·   Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus.  They get a Bite and a Tail Lash with a Full Attack.
·   A Crocodilian 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 Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +3
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d2 Years

HEIGHT AND WEIGHT
 Base Height: 7'3"
 Height Modifier: +2d12"
 Base Weight: 420 lbs.
 Weight Modifier: x (2d6) lbs.

CROCODILIAN CHARACTERS
 While you do well in melee combat, you aren't meant for range much without a Feat tax, and LA/Racial HD kind of mess you over as a caster.   Your race likes 2 handed or reach weapons, so get a nice big one and wail on.
 Adventuring Race: Crocodilians usually go on adventures to right some perceived wrong, or because they are forced to do so.  most of them live life as one with nature and don't like that disrupted.  Only a threat to the local ecosystem will really move them to act.
 Character Development: You're slow on land.  If you can't fix this, get a Reach weapon and make foes come to you, or ambush them by the water like Crocs do.
 Character Names: Crocodilians use Lizardfolk names.

ROLEPLAYING A CROCODILIAN
 Other races care about endless minutiae that you have no time or patience for.  Why spend all your days slaving away at a job to pay someone else for food when you can simply catch your own?  Why bother with buying weapons when you can simply make your own?  You really don't see the point to having a society.
 Personality: Crocodilians have little in the way of facial expression, and do not comport themselves in a manner normal to most other intelligent races.  Between that and their reserved nature, they rarely reveal much personality.
 Behaviors: Most observers don't find much difference between Crocodilians and actual Crocodiles other than intelligence level.  But for their habit of talking once in a while, the Crocodilians live pretty much like animals as they prefer a peaceful, uninvolved life as simple predators.
 Language: Crocodilians speak Lizardfolk (and occasionally Common).

CROCODILIAN SOCIETY
 Crocodilians have no real culture or society.  But for mating or mutual self defense, they are avowed loners who live in straw huts out in the middle of nowhere, or in the riverbeds with actual crocodiles.  they don't really band together unless circumstance forces them to, or they come under the influence of a Master Crocodilian.
 Alignment : Like most Lizardfolk the Crocodilians are usually Neutral.
 Lands : Most Crocodilians live alone, or with other Crocodiles in the river beds.
 Settlements : Some Crocodilians live in straw huts, but they are never far from a water source.
 Beliefs : Most Crocodilians have little use for religion, though some may follow the Lizardfolk Gods.  Captives of the Master Crocodilians often worship Evil Gods.
 Relations: Crocodilians are highly territorial, and prone to attack if hungry, but unlike many other Lizardfolk are quite likely to be helpful if one is polite, and approaches them in the correct manner.

CROCODILIAN ADVENTURES
·   A Priest of Set is attempting to unite everyone, and you hope to somehow stop him.  Your people were meant to live quiet, separate lives.
·   Something in the swamp water is poisoning the minds of the local animals, twisting them while simultaneously making them grow ever larger.  You have fled seeking help.
·  Four heavily armed drifters have entered the swamp and are in the progress of making fools of themselves.  You have decide to take them under your wing and help with their errand to get rid of them.



Crocodilian Brute Racial Feats

Scent
You can track via smell.
 Prerequisites: Crocodilian Brute or Master
 Benefits: You gain the Scent ability listed in the Monster Manual.


Sensory Pits
You are sensitive to movement and pressure changes.
 Prerequisites: Crocodilian Brute or Master, Wis 15+
 Benefits: You gain the Blindsense ability listed in the MM, with a range of 10 feet.



Crocodilian Brute Racial Substitution Levels

Barbarian
 Level 1: Lose Fast Movement for Armored Rage
  Armored Rage (Ex): When Raging a Crocodilians DR improves by 3.  For example if it has DR 1/-, it now has DR 4/-.  If you do not have DR yet, you gain DR 3/-.
 
« Last Edit: December 15, 2023, 08:15:10 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #27 on: June 04, 2013, 10:06:31 PM »
CROCODILIAN (MASTER)


   
"Bow to Set!"

 Crocodilian masters are much smaller versions of Brutes engineered by Evil deities to serve as Priests assisting with their plans of world conquest.  Their tails are much smaller, and they aren't nearly as massive as the Brutes.

CROCODILIAN RACIAL TRAITS
·   +4 Str, +4 Con, +2 Int, +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base swim speed 30 ft.
·   +7 Natural AC Bonus
·   Hold Breath (Ex): A Crocodilian can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
·   Priest: Masters may cast spells as a 5th Level Cleric of any Evil Deity that accepts Chaotic Evil worshipers.  This stacks with any Levels they may gain in the Cleric class.
·   A Crocodilian has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Bluff, Hide, Intimidate, Knowledge (Arcana, History, Religion), Listen, Spot, Survival, and Swim. It also gets 2 Feats.
·   Crocodilians have a Primary Bite attack doing 2d4 plus Strength Bonus.
·   A Crocodilian 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 Crocodilian gains a +4 racial bonus on Hide checks when in the water. Further, a Crocodilian can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +4
·   Favored Class: Cleric

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 6'5"
 Height Modifier: +2d6"
 Base Weight: 210 lbs.
 Weight Modifier: x (2d6) lbs.

CROCODILIAN CHARACTERS
 You were meant to be a Cleric, and not just because the fluff says that's why an Evil deity made you.  Your stats are pretty much tailor made for the Class, and you cast at 5th Level despite having 3 hit dice. Your race screams Cleric so much most other choices don't compare.
 Adventuring Race: Masters adventures at the orders of their Evil heathen Gods, or to accrue wealth and power for the day the order to march comes.
 Character Development: You're a little slow on land, which is your only real weakness.  Spells can prolly fix that tho.
 Character Names: Crocodilians use Lizardfolk names.

ROLEPLAYING A CROCODILIAN
 You are dedicated to making this world a Hell on Earth, where the Humanoid races are bred as food or disposable workers.  Your God has promised you much power, and to achieve that power you must make his wishes come true. 
 Personality: Masters exemplify the worst traits of Evil.  They obey no laws, following their own impulses instead.  All other life, even other Masters are pawns, food, or slaves.
 Behaviors: Masters enjoy torture, sacrifice, and devouring opponents alive. 
 Language: Crocodilians speak Lizardfolk and Common, though many learn the languages of nearby evil races who worship the same Gods they do.

CROCODILIAN SOCIETY
 Civilization under the Masters rule is a brutal, oppressive theocracy dedicated to slavery and the worship of Evil Gods.  Humanoids are often sacrificed or eaten, and other more useful races are simply  means to an end.
 Alignment : Masters are almost universally Chaotic Evil.
 Lands :  Most Masters live in temples or cities built on or near rivers.
 Settlements : Given their nature, the Masters do not settle so much as attempt to conquer..
 Beliefs : Most Masters are beholden to Set, Sebek, or whatever other Chaotic Evil Deity created them.
 Relations: Masters are fond of Mummies, Jackalweres, and Spirit Nagas, but despise humans whose flesh they find addictive.  They consider other Lizardfolk as their pawns.  Everything else is fodder.

CROCODILIAN ADVENTURES
·   The time has come for your sect to participate in a rare competition to see who can gain Set's favor and become High Priest.  The reward is that you get to keep your mental and mystical powers, but gain the body and physical abilities of a Brute Crocodilian.
·   Set has ordered you to bring the swamp under your control.  Which would be easy, were it not for the Devourer who also makes it his home..
·  A human woman covered in scales shows up claiming to be your new concubine.  You didn't order one.  You don't really find her attractive.  And her blank, thousand yard stare and greasy smile tells you she's a few steps further along the path to insanity than you are...  Perhaps Set is testing you.  Perhaps she's a Devil, and Hell has realized you've aided in the Blood War.  Perhaps she's a serial killer who likes her targets scaly and believes she knows how to get close to you.  Either way, life just got interesting.


Crocodilian Master Racial Substitution Levels

Cleric
 Level 1: Crocodilian Masters revere Set or Sebek (though some are created by other Evil deities).  Set's Domains are Arcana, Air, Darkness, Evil, Hatred, Law, Scalykind.  Sebeks Domains are Animal, Evil, Gluttony, Scalykind and Water.  They also spontaneously cast domain spells instead of Cure or Inflict.


HIGH PRIEST


   
"BEHOLD THE POWER OF EVIL! MWUAHAHAHA!"

 The High Priests of the Master Crocodilians compete for the gift of 'physical perfection' from their creators.  Ironically their competing with each other involves assassination, neatly destroying their creators schemes.

BECOMING A HIGH PRIEST
Virtually all Master Crocodilians compete for this class.

 ENTRY REQUIREMENTS
   Species:  Crocodilian Master
   Patron:  Set, or another evil god
   Skills:  Knowledge (Arcana, Religion) 4 ranks each
   Feats:    Any 2 Racial or Metamagic Feats


Class Skills
 The High Priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    +2 Str
2. +1    +3     +0     +3    Tail Lash, +1 Level of Divine Casting Class
3. +2    +3     +1     +3    +1 Level of Divine Casting Class
4. +3    +4     +1     +4    +2 Str, +2 Con
5. +3    +4     +1     +4    Large Size, +1 Level of Divine Casting Class
6. +4    +5     +2     +5    +1 Level of Divine Casting Class
7. +5    +5     +2     +5    +2 Str
8. +6    +6     +2     +6    Powerful Build, +1 Level of Divine Casting Class
9. +6    +6     +3     +6    +1 Level of Divine Casting Class
10.+7    +7     +3     +7   +2 Str, +2 Con, Arch  Priest

Weapon Proficiencies: A High Priest gains no new weapon or armor proficiencies.

Ability Scores: At Levels 1, 4, 7 and 10 your Strength score permanently improves by +2.  At Levels 4 and 10 your Constitution score also improves by +2.

Tail Lash (Ex): You gain a a Secondary Tail Lash doing 1d12 plus 1/2 Str Bonus.  You get a Bite and a Tail Lash with a Full Attack.

Large Size (Ex): At 5th Level, your Size increases to Large.  This increases your Reach, and improves your land speed by +10 ft.

Powerful Build (Ex): Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you.

You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Arch Priest (Sp): At 10th Level, you can Shapechange (as per the spell) into a Deinosuchus (see Dungeon 145, page 66) 3/day.
 
PLAYING A HIGH PRIEST
 You are the best.  You tower over everyone.  Your power and guile are boundless.  You're pretty sure of this, because you make sure to tell everyone you meet.
 Combat: The more Levels the  Crocodilian has in this class, the more willing they are to indulge in combat, rather than setting back and using spells to back up minions.
 Advancement: Most Crocodilians tend to have a single minded determination to walk the same path with this class.
 Resources: You have whatever the Deity who created you is willing to part with, and what you can take by force or guile.

HIGH PRIESTS IN THE WORLD
"Man, that guy has issues."
 You have tons of people trying to backstab you and usurp your position.  And tons more you intend to backstab for various reasons yourself.  In short, you're a drama king who lives for the chaos.
 Daily Life: Your days are spent in endless schemes and religious duties.
 Notables: Sobekhotep (CE Master Crocodilian Cleric 3/High Priest 2) is a typical Master Crocodilian.  All ego.
 Organizations: You belong to your creators clergy, on pain of death.  He made you, he owns you.

NPC Reaction
 NPC's generally see you for the monster you are.

HIGH PRIESTS IN THE GAME
 This assumes you are the scion of an Evil God.  Could make things a bit tricky for the group.
 Adaptation: This is meant for all evil Forgotten Realms Campaigns, but it could be adapted to others.
 Encounters: You are generally only found in your lair.

Sample Encounter
EL 12: The PC's are visiting a local temple, when it gets raided by talking alligators.  They manage to put the invasion down before tracing it to a rival temple.  Normally they wouldn't get involved, but one of the gators ate the Wizards favorite wand.


Sobekhotep
CE Male Master Crocodilian Cleric 3/High Priest 2
Init +0, Senses: Listen +5, Spot +5, 60 ft. Darkvision
Languages Lizardfolk, Common
------------------------------------------------
AC 22, touch 10, flat-footed 22  (+7 Natural, +5 Armor)
hp 60 (8 HD)
Fort +10, Ref +4, Will +13 
------------------------------------------------
Speed 20 ft. (4 squares), Swim 30 ft.
Melee Bite +10 melee (2d4+5) and Tail Lash +5 melee (1d12+3)
+2 Shortspear +10/+5 melee (1d6+4)
Base Atk +6, Grp +8
Atk Options Tail Lash
Combat Gear
Spells Prepared 0 (6 per day):, 1st (5+1), 2nd (5+1), 3rd (4+1), 4th (3+1), and 5th (1+1).  Evil Domain
Supernatural Abilities Rebuke Undead
-----------------------------------------------
Abilities Str 14, Dex 10, Con 16, Int 16, Wis 18, Cha 16
SQ Hold Breath, Priest, +2 Str
Feats Empower Spell, Grab Hold, Powerful Jaws
Skills Bluff +7, Concentration +7, Hide +5, Intimidate +7, Knowledge (Arcana, History, the Planes, Religion) +7, Listen +5, Spellcraft +7, Spot +5, Survival +5, Swim +10
Possessions +2 Amulet of Mighty Fists, +2 Anarchic Shortspear, +5 Bracers of  Armor, Horn of Evil, 198 GP



EPIC HIGH PRIEST

Hit Die: d8
Skills Points at Each  Level :2 + int
Ability Scores At Level for your Str and Con permanently increase by +2.
Spellcasting Your caster level is equal to his or her class level. Your number of spells per day does not increase after 20th level
Bonus Feats: The Epic High Priest gains a Bonus Feat every 3 levels higher than 20th


« Last Edit: January 27, 2024, 10:51:29 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #28 on: June 04, 2013, 10:10:19 PM »
CAYMA (Red Steel)


   
"Keep yer filthy hands off mah beef!"

 Caymas are one foot tall green or brown lizard men with black eyes.  They raise large lizards to serve as beasts of burden, and against all odds have become well known herders or Aurochs.

CAYMA RACIAL TRAITS
·   +6 Dex, -4 Str (minimum 3), -2 Int
·   Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
·   Type: Humanoid with the Reptilian Subtype
·   Base land speed 20 ft.
·   Darkvision 90 ft.
·   Cayma have a +3 Natural Armor Bonus to AC.  Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +6).
·   A Cayma has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +3 Ref Save, +0 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Handle Animal, Hide, Listen, Ride, and Spot. It also gets 1 Feat.
·   Cayma have a Primary Bite attack doing 1d3 plus Strength Bonus.
·   Cayma have a +4 Racial Bonus to Hide and Move Silently Checks.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +0
·   Favored Class: Ranger

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d3
 Bard, Fighter, Paladin, Ranger: +1d4
 Cleric, Druid, Monk, Wizard: +2d4

AGING EFFECTS
 Middle Age: 20 (30 for casters)
 Old: 30 (45 for casters)
 Venerable: 40 (60 for casters)
 Maximum Age: +2d10 years
Cayma gain a cumulative +1 increase to their Natural AC Bonus for reaching the Old age class, and for each age class after (max +3).

HEIGHT AND WEIGHT
 Base Height: 8"
 Height Modifier: +2d4"
 Base Weight: 2 lbs.
 Weight Modifier: x1 ounces

CAYMA CHARACTERS
 Your dex bonus makes you a pretty good rider so long as you have the right equipment.  And who doesn't find a little bitty lizard guy on a giant cow to be amusing?
 Adventuring Race: Caymas go on adventures to defend their people, get back things that have been stolen from them, etc.  Basically your not so evil motivations.
 Character Development: Your small size and slow movement rate will give you problems in melee.  Fortunately your race are well renowned Aurochs riders and lizard chariot racers, and your Wizards have a talent for making magical grenades.  So screw melee, ride a giant bull while flinging explosives like beads at Mardi Gras.
 Character Names: Cayma use Lizardfolk names.

ROLEPLAYING A CAYMA
 Your people generally tend to be good at two things: riding bulls and hiding.  Your dream is to one day become so good at both that observers think the bull is riding itself for lack of a better term.
 Personality: You like fading into the background and being unobtrusive.  The unnoticed are safe.
 Behaviors: The Cayma survive by being unobtrusive.  They also have a startling inventive streak despite their racial Intelligence penalty, and have come up with some pretty odd things.  Much of their time is spent observing and trying to figure out how to 'make stuff better'.
 Language: Cayma speak Lizardfolk and Common.

CAYMA SOCIETY
 Cayma are devoted cattle ranchers and traders.  Most of their time is spent gathering cinnabryl and maintaining their Aurochs herds. 
 Alignment : Most Cayma are strictly Neutral.
 Lands : All Cayma live in the swamp known as The Bayou on the Orc's Head Peninsula.
 Settlements : The Cayma sometimes extend their grazing lands, but only rarely.
 Beliefs : Cayma likely worship Ka the Preserver.
 Relations: Cayma tolerate the Shazaks, but fear the Gurrash and most any race larger then themselves.

CAYMA ADVENTURES
·   Someone bin rustlin' yer cattle.  Time to round up the boys.
·   The Gurrash are on the move, and your village is in their path.  Time to form a plan for defense.
·  A large ghost bull has been sighted in the swamp, and you have been asked to find a way to lay it to rest.



Cayma Racial Feats

Craft Grenade
You make the things what go boom.
 Prerequisites: Cayma, Caster Level 1st
 Benefits: You can make Cayma Grenades.  These are effectively Scrolls with the following differences: Anyone can use them if they have Exotic Weapon Proficiency (Cayma Grenades).  Activation is Swift (Manipulation).  Only spells which have an area effect that is a burst, emanation or spread AND do damage can be made into grenades.  Additionally, the following can be made into grenades as well: Sleep, Fog Cloud, Stinking Cloud, Deep Slumber or Cloudkill.  Sleep and Deep Slumber both create a 10 foot radius cloud that affects those inside it.  Cayma Grenades weigh 6 ounces, and have a range increment of 10 feet.


Aurochs Rancher
You're a professional cowherd.
 Prerequisites: Cayma
 Benefits: You get a +2 Bonus or Jump and Ride Checks (this stacks with Animal Affinity).  You do not take the -5 penalty to Ride Checks for having an 'ill-suited' mount.


Bone Spell
You wave carved bones at people, and they assume your spells are more powerful (and whaddya know, they are).
 Prerequisites: Cayma, Caster Level 3rd
 Benefits: You may susbstitute a Focus made of bone for any spell that requires a Material Component worth 1 GP or less.  If you sacrifice the bone as a Free Action, the next spell you cast increases it's Caster Level by 2.



Cayma Racial Substitution Levels

Fighter
 Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat.  You may only choose a Bison for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities.  Also technically its an Aurochs, but Bison stats will have to do.

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20'. This bonus improves by and additional 20' for every four levels gained above 3rd (+40' at 7th, +60' at 11th, +80' at 15th, and +120' at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.
 
Ranger
 Level 1: Lose Wild Empathy but gain Exotic Weapon Proficiency (Cayma Grenades)
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Cayma Rangers can choose Aurochs Rider or Grenadier.
  Combat Style: Aurochs Rider gets Mounted Combat at 2nd Level, Ride-By Attack at 6th Level, and Spirited Charge at 11th Level.  Grenadier gets Weapon Focus (Cayma Grenade) at 2nd Level, Grenadier at 6th Level (See PHB2), and Far Shot at 11th Level.

GRENADIER


   
"YEEEHAW!"

 You're a tiny lizard person who rides a giant, prehistoric cow into combat, flinging grenades all the way.  You live the most metal life possible.

BECOMING A GRENADIER
Most Cayma warriors eventually qualify.

 ENTRY REQUIREMENTS
   Species: Cayma 
   Animal Companion:  Aurochs
   Skills:  Handle Animal (4 ranks), Ride (4 ranks)
   Feats:  Grenadier (PHBII), Mounted Combat

Class Skills
 The Grenadier's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +2     +0    Aurochs Rider, Wilderness Magic
2. +2    +3     +3     +0    Grenadier
3. +3    +3     +3     +1    Ranged Cavalry
4. +4    +4     +4     +1    Aurochs Rider
5. +5    +4     +4     +1    Grenadier
6. +6    +5     +5     +2    Ranged Cavalry
7. +7    +5     +5     +2    Aurochs Rider
8. +8    +6     +6     +2    Grenadier
9. +9    +6     +6     +3    Ranged Cavalry
10.+10   +7     +7     +3   Cavalry Sergeant

Weapon Proficiencies: A Grenadier gains Exotic Weapon Proficiency (Cayma Grenades).
 
Aurochs Rider (Ex): At 1st Level, if your Animal Companion is a Bison, your Ranger and Grenadier Levels stack for the purposes of determining it's abilities.

At 4th Level the Check DC's of your Handle Animal and Ride Checks are lowered by -5 if their target is a Bison.

At 7th Level your Bison Animal Companion doesn't take an AC Penalty when making Charge attacks.

Wilderness Magic: Your Ranger and Grenadier Levels stack for purposes of determining your spellcasting ability.

Grenadier (Ex): At 2nd Level the range increment of Cayma Grenades you throw doubles to 20 feet.

At 5th Level you may throw 2 Cayma Grenades as a Standard Action.

At 8th Level you get a +1 Bonus to attack and damage rolls with 'splash' weapons (this stacks with the Bonus from the Grenadier Feat).

Ranged Cavalry (Ex): At 3rd Level you get Mounted Archery as a Bonus Feat.

At 6th Level you get Improved Mounted Archery as a Bonus Feat.

At 9th Level you no longer take penalties to ranged attacks while mounted.

Cavalry Sergeant (Ex): At 10th Level, your effective Druid Level doubles for purposes of determining your Aurochs Animal Companion's abilities.

PLAYING A GRENADIER
 You're good at tall tales for such a little fella.  But people give leeway to those who can ride an Aurichs despite being only a little bit bigger than the cows foot..
 Combat: You are ranged cavalry, tossing spears and grenades as you ride by..
 Advancement: Most Grenadiers have a fairly similar skillset.
 Resources: As long as you're fighting for the tribe, you have whatever they can provide.

GRENADIERS IN THE WORLD
"There goes Wilbur again..."!
 You're generally heroes to your people.  You take care of them, their land, and their food..
 Daily Life: Much of your day is spent tending the cattle, or riding on patrol.
 Notables: Crazy Wilbur (CN Male Cayma Ranger 6/Grenadier 4) is crazier than the usual Aurochs Rider.
 Organizations: All Grenadiers are members of the Cayma military.

NPC Reaction
 NPC's tend to stare at you with open mouthed stupefaction.  They don't see you're like very often.

GRENADIERS IN THE GAME
 Your most common weapon is only produced by your species.  That and your mount kind of limits your travel range.
 Adaptation: This is meant for the Savage Coast, but could be adapted with some work.
 Encounters: You are encountered guarding villages or cattle, or during times of war, on patrol.

Sample Encounter
EL 12: The PC's are bargaining for a swamp guide, when a lunatic rides by on some sort of giant bull, leaving explosives in his wake.  Your charred familiar stares back at you and asks 'whhhhyyyyy?'


Crazy Wilbur
CN Male Cayma Ranger 6/Grenadier 4
Init +6, Senses: Listen +8, Spot +8, Darkvision 90 ft.
Languages Lizardfolk, Common
------------------------------------------------
AC 26, touch 18, flat-footed 20 (+2 Size, +6 Dex, +3 Natural, +5 Armor)
hp 78 (12 HD)
Fort +11, Ref +18, Will +5 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Spear +13/+8/+3 melee (1d4)
Ranged +3 Spear +22/+17/+12 melee (1d4+3)
Base Atk +11, Grp +0
Atk Options Combat Style (Grenadier), Favored Enemy (Animal +4, Magical Beast +2), Grenadier
Combat Gear
Spells Prepared 1st: (2), 2nd: (2)
Supernatural Abilities
-----------------------------------------------
Abilities Str 4, Dex 22, Con 14, Int 10, Wis 15, Cha 10
SQ Animal Companion (Bison), Aurochs Rider
Feats Far Shot, Mounted Combat, Point Blank Shot, Ride-by Attack, Spirited Charge, Endurance (B), Mounted Archery (B), Track (B)
Skills Climb +3, Concentration +8, Handle Animal +10, Hide +16, Jump +3, Knowledge (Geography, Nature) +6, Listen +8, Move Silently +6, Ride +13, Search +3, Spot +8, Survival +5, Use Rope +9
Possessions +5 Bracers of Armor, Handy Haversack, 5 Fog Cloud Grenades, 5 Stinking Cloud Grenades, 5 Deep Slumber Grenades, 5 Cloudkill Grenades, +3 Returning Spear, +5 Plate Mail for Aurochs, Bead of Force, 599 GP



EPIC GRENADIER

Hit Die: d8
Skills Points at Each  Level : 6 + int
Spells The Grenadier's caster level is equal to one-half his or her class level, as normal. The Grenadier’s number of spells per day does not increase after 20th level.
Animal Companion The epic Grenadier’s animal companion continues to increase in power as normal. For Grenadiers above 41st level, consult the epic druid for details on how an animal companion’s power level increases.
Bonus Feats: The Epic Grenadier gains a Bonus Feat every 3 levels higher than 20th



GRENADIER   (Fighter)
It takes a special sort of crazy to ride an Aurochs into battle with grenades as your primary weapon.

AUROCHS
At 3rd Level you have been assigned a pet Aurochss by the Elders.  As an action, you can summon your Aurochs once per long rest.

The Aurochs appears in an unoccupied space of your choice that you can see within 30 feet of you.

The AUrochs is friendly to you alone and obeys your commands. See this creature's game statistics in the Aurochs stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Aurochs shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Aurochs can take any action of its choice, not just Dodge.

The Aurochs manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Aurochs again, or until you die.

Aurochs
Large Beast
Armor Class: 11 + PB (natural armor)
Hit Points: 15 + five times your fighter level
Speed: 50 ft.
Str: 20
Dex: 12
Con: 194
Int: 5
Wis: 12
Cha: 10
Senses: Passive perception 12
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Charge. If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.
Actions:
Gore. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (2d6 + PB) piercing damage.


GRENADE PROFICIENCY
At 3rd Level, you gain proficiency with Cayma Grenades.

MOUNTED ARCHERY
Starting at 7th level, ranged attacks gain Advantage while you are mounted.

CRAFT GRENADES
At 10th level, you can Craft Cayma Grenades.  A Sleep or Fog Grenade costs 50 gp and 1 day to make.  A Choke Grenade costs 200 GP and costs 2 days to make.  All Cayma Grenades are thrown weapons with a range of 20/60 feet, and weighs half a pound.  Each Grenade creates a 20 foot radius cloud of mist with different effects.  The Sleep Grenade acts as a Sleep spell, the Fog Grenade acts as a Fog Cloud spell, and the Choke Grenade acts as a Stinking Cloud spell.  Each grenade is one use only, and has duration of 1 Minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Save DC, if applicable, is 10 plus PB.

HORNS OF POWER
At 15th level, the Gore  attack of your Aurochs now does (2d8 + PB) damage, and is considered a magical weapon.

CAVALRY SERGEANT
At 18th level, you can now make Boom Grenades.  Boom Grenades weigh a 1/2 pound, and can be thrown 20/60 feet as a ranged weapon.  It costs 200 GP, and takes 2 days to make.  When used it does 4d6 fire and 4d6 piercing damage in a 20 foot radius, unless the targets make a Dexterity Saving Throw for half damage (Save DC is 10+PB).
« Last Edit: February 10, 2024, 07:17:28 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #29 on: June 04, 2013, 10:10:49 PM »
GURRASH (Red Steel)


   
"Meat..."

 Gurrash are mutants created as slaves by the Herathians like most of the Bayou's Lizard-kin.  They resemble 8' tall Lizardfolk with alligator like heads.

GURRASH RACIAL TRAITS
·   +6 Str, +4 Con, -4 Int, -4 Cha
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 10 ft..
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base swim speed 50 ft.
·   +5 Natural AC Bonus
·   A Gurrash has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
·   Gurrash have a Primary Bite attack doing 2d4 plus Strength Bonus, and a Secondary Claw Attack doing 1d4 plus 1/2 Str Bonus.  They get 1 Bite and  2 Claws with a Full Attack.
·   A Gurrash 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.
·   Automatic Languages: Lizardfolk.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Barbarian


STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 7'3"
 Height Modifier: +2d10"
 Base Weight: 320 lbs.
 Weight Modifier: x (2d6) lbs.

GURRASH CHARACTERS
 Most Gurrash are, by far, mostly Barbarians, though they have the occasional Cleric.  As usual their Racial HD make casters problematic.
 Adventuring Race: Gurrash are on a religious mission to wipe out all life except themselves. They don't have time for much else unless they've fled their own people.
 Character Development: Given your races paranoia and intense competitiveness, you'd best be self-sufficient if you intend to survive.
 Character Names: Gurrash use Lizardfolk names.

ROLEPLAYING A GURRASH
 Gurrash have a well deserved reputation for showing no mercy.  They believe other races are food and intend to wipe them from the Earth.  Obviously this means you have pretty damn few friends...
 Personality: The entire world is your enemy, even other Gurrash.  Your people may be Goron's chosen, but you must prove to her you deserve her attention more than your fellows, so even they aren't entirely allies.
 Behaviors: Gurrash spend most of their time hunting or fighting.  They will even eat one another given the chance.
 Language: Gurrash speak Lizardfolk and Common.

GURRASH SOCIETY
 The Gurrash are little better than brutes spurred on to constant warfare by their dark God who uses them as cannon fodder in her schemes.
 Alignment : The savage Gurrash are almost universally Chaotic Evil.
 Lands : All Gurrash live in the swamp known as The Bayou on the Orc's Head Peninsula.
 Settlements : The Gurrash are at eternal war with everything they encounter, which prevents their spreading much.
 Beliefs : Gurrash worship Goron, the reptilian Queen of Evil and Water.  It is she who commanded them to revolt against their Herathian creators.
 Relations: Gurrash kill and eat virtually anything they encounter.

GURRASH ADVENTURES
·   Goron has given the order to go to war.  You have been chosen to scout out the right target to begin things.
·   The Herathians have been spotted in your territory, and it's obvious they're looking for something.  The chieftain wants to go to war, but you know the tribe isn't prepared for it.  You need to find out what's going on and settle things before the tribe does something foolish.
·  Famine has hit the swamps, and your food sources are drying up.  You need to find out whats going on or your people will have to resort to cannibalism.



Gurrash Racial Feats

Gator Rage
You have anger management issues.
 Prerequisites: Gurrash
 Benefits: You may Rage 1/day as per the Barbarian ability.  If you have Barbarian class Levels, this Feat lets you Rage twice more per day instead.


Gator Frenzy
You have bad anger management issues.
 Prerequisites: Gurrash, Gator Rage
 Benefits: You may Frenzy 1/day as per the Frenzied Berserker ability (see Complete Warrior).  If you have Frenzied Berserker class Levels, this Feat lets you Frenzy twice more per day instead.



Gurrash Racial Substitution Levels

Barbarian
 Level 1: Lose Fast Movement for Goron's Rage
  Goron's Rage (Ex): When Raging a Gurrash gains a +2 Bonus to attack and damage rolls against anything of Good Alignment.

Cleric
 Level 1: Gurrash Clerics revere Goron.  Goron is a female avatar of Demogorgon (Alignment CE, Favored Weapon Whip or Tentacle, Domains are Chaos, Charm, Decay, Destruction, Evil, Scalykind).  They also spontaneously cast domain spells instead of Cure or Inflict.

Ranger
 Level 1: Lose Wild Empathy
 Level 4: Replace Animal Companion with Power Bite
  Power Bite (Ex): If you succeed with a Bite attack on an opponent your size or smaller, you may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Gurrash Rangers can choose Tail Fighter or Drowner.
  Combat Style: Tail Fighter gets a secondary Tail Attack doing 1d6 plus Str Modifier at 2nd Level, Multiattack at 6th Level, and at 11th Level opponents they successfully damage with their tail are stunned 1 round if they fail a Fortitude Save (Save DC is 10 plus 1/2 HD plus Str modifier).  Drowner gets a +2 Bonus to Grapple Checks at 2nd Level, Earth's Embrace (See Complete Warrior) at 6th Level, and Constrict (2d4 plus one and a half times Str Modifier) at 11th Level.

« Last Edit: December 15, 2023, 08:56:16 PM by bhu »

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Re: Kobolds and Scalies
« Reply #30 on: June 04, 2013, 10:11:13 PM »
KROLLI (Red Steel)
 

   
"Only the strong should survive."

 Krolli are 7'-8' tall Lizardfolk with large wings and surprisingly light but strong frames. 

KROLLI RACIAL TRAITS
·   +6 Str, +4 Dex, +4 Con,  -4 Cha
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 10 ft..
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 25 ft.
·   Base flight speed 50 ft. (Good)
·   +8 Natural AC Bonus
·   Limited Flight (Ex): Flight is hard on the Krolli, and if they have lost at least 50% of their hit points cannot do it (nor may they Fly under Heavy Encumbrance).  While flying they must make a DC 15 Fortitude Save once per Minute while carrying Light or Medium Encumbrance, or once every 5 Minutes if unencumbered.  If the Save is successful, their next Save DC increases by +1 until they fail or stop flying (this is cumulative).  If they fail, they must stop flying until they have rested an hour.
·   Flying Rake (Ex): When making a Full Attack while flying the Krolli gain two Secondary Claw Attacks doing 1d10 plus half Str Bonus).
·   A Krolli has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Intimidate, Listen, Spot, Survival, and Swim. It also gets 2 Feats.
·   Krolli have a Primary Claw attack doing 1d8 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Bonus.  They get 1 Bite and  2 Claws with a Full Attack.
·   A Krolli has a +4 racial bonus on Listen and Spot Checks.
·   Automatic Languages: Lizardfolk.  Bonus Languages: Any nearby race.
·   Level Adjustment: +3
·   Favored Class: Fighter

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 60
 Old: 90
 Venerable: 125
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 7'3"
 Height Modifier: +2d12"
 Base Weight: 130 lbs.
 Weight Modifier: x (2d6) lbs.

KROLLI CHARACTERS
 While LA/Racial HD kills off any thoughts you may have of being a caster, you will make  a pretty decent flying warrior.  Despite this, a plurality of your population become Clerics.
 Adventuring Race: Krolli venture forth as traders and mercenaries to earn the wealth they covet so much.  While not many of their race go on adventures those that do often mention money as the reason.  In fact, members of your race are primarily adventurers.
 Character Development: You're slow on the land so develop your aerial fighting abilities, and work on extending your flight time.
 Character Names: Krolli use Lizardfolk names.

ROLEPLAYING A KROLLI
 You're kind of hard to like.  Others find you greedy, contemptuous, and aloof.  However they are willing to pay you well to fight on their behalf, and that's what matters most.
 Personality: Might makes right, and if you don't have enough might, you'll accrue wealth until you do.   You'd be great robber baron capitalists if you could stand to associate with the other races for any length of time.
 Behaviors: Krolli are loners, living only in small cliques, and never associating much outside them.  They don't feel comfortable in large groups, especially among other humanoids.
 Language: Krolli speak Lizardfolk and Common.

KROLLI SOCIETY
 The Krolli are social darwinists, believing that only the strong survive, and going so far as to letting their children die if they can't escape their eggs on their own without help (Krolli eggs are very tough).  Evil Krolli are known to be slavers.
 Alignment : Krolli are almost as variable as human beings, and have no real specific leanings in their alignment.
 Lands : Krolli live in aeries in hills or mountains in an area known as The Arm of the Immortals. 
 Settlements : Krolli are a sparse race, and have not spread from their homeland (at least not as far as settling anyway).
 Beliefs : Most Krolli worship Ka the Preserver.
 Relations: Krolli prefer to avoid other races, but they do enjoy wealth and are willing to trade for it, particularly with the humans.  The tribes among them who are slave owners are a minority, but their activities soil the reputation of all Krolli.

KROLLI ADVENTURES
·   Something has been poaching your peoples eggs.  You need to put a stop to it before your people are wiped out.
·   The humans your people trade with are late.  Scouts have found them dead at the base of the mountain, and you need to find out why before you are blamed.
·  A strange humanoid unlike anything you have ever seen has turned up at the aerie,  claiming to be an Immortal who will lead your people to their true destiny,  You are skeptical, but whatever he is, he has immense power.  You'll need to go find help for this one.



Krolli Racial Feats

Powerful Build
Flying requires serious muscles.
 Prerequisites: Krolli, Str 15+
 Benefits: The physical stature of Krolli lets them function in many ways as if they were one size category larger.

Whenever a Krolli is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Krolli is treated as one size larger if doing so is advantageous to him.

A Krolli is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Krolli can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


Initiate of Ka
Ka the Preserver has accepted you as a member of his clergy.
 Prerequisites: Ka as a Patron, Lawful Alignment, Cleric Level 1st
 Benefits: Any weapons you wield (including natural) are considered Lawful-aligned for overcoming DR.  Add the following to your Cleric spell list:

1st Alarm
2nd Mechanus Mind
3rd Earthen Grace
4th Lesser Globe of Invulnerability
5th Aiming at the Target
6th Globe of Invulnerability
7th Antimagic Ray
8th Finding the Center


Flyby Spell
You're good at casting on the move.
 Prerequisites: Krolli, Flyby Attack
 Benefits: When casting a spell as part of a Flyby attack, the Save DC of your spell increases by +1.  This stacks with Feats like Spell Focus.


Improved Flyby spell
You prefer to cast spells on the wing.
 Prerequisites: Krolli, Flyby Spell
 Benefits: When casting a spell as part of a Flyby attack, the Save DC of your spell increases by an additional +1.  This stacks with Feats like Spell Focus.


Improved Flight
You can fly further than most of your people.
 Prerequisites: Krolli, Powerful Build, Level 6+
 Benefits:  You do not lose your ability to fly when your hit points dip below half.  They do not need to make a save to avoid needing to rest if unencumbered, and only every 10 minutes with Light or Medium Encumbrance.



Krolli Racial Substitution Levels

Fighter
 Level 1: When choosing your Fighter Bonus you may instead choose any Feat that has a Fly speed as a prerequisite, or any Feat that requires a Feat with a Fly speed as a prerequisite.

Cleric
 Level 1: Krolli Clerics revere Ka (Alignment LG, Favored Weapon Longsword, Domains are Animal, Creation, Knowledge, Protection, Scalykind.  They also spontaneously cast domain spells instead of Cure or Inflict.


 
 AERIAL INFANTRY


   
"Did anyone just see that?"

 The Krolli are famous for their flying infantry.

BECOMING AERIAL INFANTRY
Most Krolli warriors qualify.

 ENTRY REQUIREMENTS
   Species:  Krolli (or any flying species)
   BAB:  +6
   Feats:  Powerful Build, Improved Flight
   Skills:    Climb 4 ranks, Jump 4 ranks


Class Skills
 The Aerial Infantry's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Listen (Wis), Jump (Str), Ride (Dex), Sport (Wis), Survival (Wis) and Swim (Str).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Aerial Tactics
2. +2    +3     +0     +0    Death From Above
3. +3    +3     +1     +1    Fitness
4. +4    +4     +1     +1    Aerial Tactics
5. +5    +4     +1     +1    Death From Above
6. +6    +5     +2     +2    Fitness
7. +7    +5     +2     +2   Aerial Tactics
8. +8    +6     +2     +2    Death From Above
9. +9    +6     +3     +3    Fitness
10.+10   +7     +3     +3   Veteran

Weapon Proficiencies: Aerial Infantry gain no new weapon or armor proficiencies.
 
Aerial Tactics: At Levels 1, 4 and 7 you may choose one Bonus Feat that you qualify for from the following list: Flyby Attack, Great Flyby Attack (Savage Species), Hover, Improved Flight (Races of Faerun), Improved Flyby Attack (Savage Species), Winged Warrior (Races of the Wild), Wing Expert (Races of the Dragon), Wingover, Wingstorm (Savage Species)

Death From Above: At Levels 2, 5 and 8 you may choose one Bonus Feat that you qualify for from the following list: Brutal Throw (Complete Adventurer), Far Shot, Plunging Shot (Races of the Wild), Point Blank Shot, Power Throw (Complete Adventurer), Precise Shot, Throw Anything (Complete Warrior), Woodland Archer (Races of the Wild)

Fitness: At Levels 3, 6 and  9, you may permanently increase either you Str or Con score by +1.

Veteran: At 10th Level, when Flying and making an attack, you do +1d6 damage for every 10 feet you travel.  Your Fly speed increases to 60 feet.

PLAYING AERIAL INFANTRY
 You maintain the safety of your species, which you take very seriously.  Maybe a little too seriously, given the ferocity with which you greet intruders.
 Combat: You have flight, be sure to capitalize on that.
 Advancement: Being part of a military unit means you tend to advance along similar lines as your fellows.
 Resources: Assuming you're still part of the Krolli military, you might be able to call on them.

AERIAL INFANTRY IN THE WORLD
"Uh oh..."
 Given your species infamous standoffishness, you generally keep the world at spear point.
 Daily Life: Training, training, training, and standing watch.
 Notables: Zod  (LN Male  Krolli/Fighter 4/Aerial Infantry 2) is a blind fanatic who stops anything within 5 miles of his eyrie.
 Organizations: The military frowns upon you being a part of any organization but theirs.

NPC Reaction
 NPC's view you based on their previous experience with the Krolli.  Which usually isn't the greatest.

AERIAL INFANTRY IN THE GAME
 This assumes the PC is (or was) part of a military unit, which could have consequences.
 Adaptation: This is meant for the Savage Coast, but could be adopted.
 Encounters: Aerial Infantry are usually encountered defending their territory.

Sample Encounter
EL 12: The PC's are traveling through the mountains, when a bunch of flying reptile people pelt them with rocks before taking off.  Only to come back an hour later and do it again...


Zod
LN Male  Krolli/Fighter 4/Aerial Infantry 2
Init +4, Senses: Listen +2, Spot +2, Darkvision 60 ft.
Languages Lizardfolk
------------------------------------------------
AC 30, touch 16, flat-footed 26  (-1 Size, +4 Dex, +8 Natural, +6 Armor, +3 Protection)
hp 82 (9 HD)
Fort +12, Ref +9, Will +5 
------------------------------------------------
Speed 25 ft. (5 squares), Fly 50 ft. (Good)
Melee 2 Claws +18 melee (1d8+9) and 1 Bite +18 melee (1d6+5)
Base Atk +9, Grp +19
Atk Options Flying Rake (+18 melee, 1d10+5 damage)
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 22 (24 w/gauntlets), Dex 18, Con 18, Int 8, Wis 12, Cha 6
SQ Limited Flight
Feats Powerful Build, Improved Flight,Improved Multiattack, Multiattack, Brutal Throw (B), Dodge (B), Flyby Attack (B), Mobility (B), Point Blank Shot (B),
Skills Climb +10, Intimidate +1, Jump +10, Listen +2, Spot +2
Possessions Amulet of Mighty Fists +2, Bracers of Armor +6, Ring of Protection +3, Bag of Holding Type II, Gauntlets of Ogre Power, 1000 GP



EPIC AERIAL INFANTRY

Hit Die: d10
Skills Points at Each  Level : 2 + int
Bonus Feats: The Epic Aerial Infantry gains a Bonus Feat every 2 levels higher than 20th


AERIAL INFANTRY   (Fighter)
Note that this subclass can only be taken by species with a Fly speed.

FLYBY
At 3rd Level you don't provoke opportunity attacks when you fly out of an opponents reach.

IMPROVED FLIGHT
Starting at 7th level, your Fly speed improves by +20 feet.

WINGSTORM
At 10th level, you beat your wings. Each creature adjacent to you must succeed on a Dexterity saving throw (Save DC is 8 + PB + Strength modifier) or take 1d8 plus Strength modifier in bludgeoning damage and be knocked prone.

DUSTUP
At 15th level, you can rapidly beat your wings while standing in loose dirt, sand or dust.  An area out to 10 feet from your position is heavily obscured.

DEATH FROM ABOVE
At 18th level, you can throw any weapon you are proficient with at a range of 20/60 feet.  If you attack from above, the weapon does an additional +1d6 damage per 10 feet it travels down.
« Last Edit: February 16, 2024, 11:58:14 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #31 on: June 04, 2013, 10:11:37 PM »
SHAZAK (Red Steel)


   
"The forest is important and should be protected."

 Shazaks are green or brown Lizardfolk with golden eyes.  Created by the Herathians as slaves, and subsequently freed, they still sometimes serve their old masters in times of war.

SHAZAK RACIAL TRAITS
·   +2 Str, -2 Int, -2 Cha
·   Size Class: Medium
·   Type: Humanoid with the Reptilian Subtype
·   Base land speed 20 ft.
·   +5 Natural AC Bonus
·   Ferocity (Ex): A Shazak is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
·   A Shazak has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Handle Animal, Listen, Ride, Spot, and Swim. It also gets 2 Feats.
·   Shazak have a Primary Claw attack doing 1d3 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier.  They get 2 Claws and a Bite with a Full Attack.
·   Automatic Languages: Lizardfolk, Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +0
·   Favored Class: Fighter

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 4'10"
 Height Modifier: +2d10"
 Base Weight: 120 lbs.
 Weight Modifier: x (2d4) lbs.

SHAZAK CHARACTERS
 As usual the Shazak are meant for playing melee classes.  Losing three caster Levels huts too much.
 Adventuring Race: Shazak go on adventures to aid the Herathians, their own people, or other allies.  They also do so in defense of their realm.  They lack the greed common to many mercenaries, and the pursuit of money is not common to them.
 Character Development: Your people are known for riding giant Mobats, which considering your slow movement you will wish to look into.
 Character Names: Shazak use lizardfolk names.

ROLEPLAYING A SHAZAK
 The Shazak are survivors.  They survived being turned away by the Herathians, wars with the Gurrash, and now wars with the Rakasta.  Your folk pride themselves on their hardiness.
 Personality: The Shazak understand human and humanoid motivations far better than most other Lizardfolk, and even pattern their culture after humans (sort of).  In many ways their outlook is far more Druidic than typical civilized humanoids.  It's just that humanoid society is the only civilization they've been exposed to.
 Behaviors: The Shazak would be called environmentalists in modern society, and are very keen on preserving nature.  Spoiling the environment is one of the few things that really gets on their nerves.
 Language: Shazak speak Lizardfolk and Common.

SHAZAK SOCIETY
 Shazak society is modeled loosely off that of the Herathian nobility, with lots of the Druid's reverence for nature mixed in.  Unlike most of the other Lizardfolk they have established some advanced technology.
 Alignment : Like most Lizardfolk the Shazak are fairly Neutral.
 Lands : The Shazak have been chased from their native swamps by the Gurrash.
 Settlements : Having been chased form their homelands the Shazak are venturing into various swamps and forests of the Orc's Head Peninsula.
 Beliefs : The Shazak often worship the same Immortals as their Herathian creators.
 Relations: The Shazaks are often at war with either the Gurrash or Rakasta, thought they get along well enough with their creators.  Which is odd considering their treatment by them.

SHAZAK ADVENTURES
·   Something is chasing the Gurrash from the swamps into the forest.  They are obviously terrified of something, and you need to put an end to that something to prevent war.
·   A Rakasta has insulted a corrupt Herathian noble and suddenly hundreds of you are flying on Mobats, riding into a war no one wants.  There has to be a better way.  You need to find that way.
·  You'd swear one of the Mobats is talking to the others in batspeak.  And the way they all look at you when you walk up and find them chittering to one another...is not good.



Shazak Racial Feats

Beast Handler
You can handle more than just Animals.
 Prerequisites: Shazak, Handle Animal 6 ranks
 Benefits: You may now use the Handle Animal skill on Magical Beasts with an Intelligence of 3 or less.


Mobat Rider
You have trained your Dire Bat to unleash hellish screeches.
 Prerequisites: Beast Handler, must have Dire Bat Cohort or Animal Companion
 Benefits: Once per day as a standard action, your Mobat (Dire Bat) can produce an ear-splitting screech that stuns non-Mobats in a 20-foot-radius burst. All creatures within the area must make a DC 15 Fortitude save or be staggered for 1d3 rounds. Other Mobats and Shazak are immune to this effect. This is a Supernatural sonic mind-affecting effect. The save DC is Constitution-based.


Shazak Hardiness
You are tougher than most think.
 Prerequisites: Shazak, Con 13+
 Benefits: You gain a +1 Bonus to Fortitude Saves (this stacks with Greater Fortitude and similar Feats).


Shazak Endurance
You're even tougher than you think.
 Prerequisites: Shazak Hardiness
 Benefits: You gain a +1 Bonus to Willpower Saves (this stacks with Iron Will and similar Feats).


Shazak Racial Substitution Levels

Fighter
 Level 4: Instead of a Fighter Bonus Feat you gain the Wild Cohort Feat.  You may only choose a Dire Bat for your Cohort, but don't take the three Level Penalty for purposes of determining it's abilities. 

Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Shazak Rangers can choose Bat Rider or Spearman.
  Combat Style: Bat Rider gets Mounted Combat at 2nd Level, Mounted Archery at 6th Level, and Improved Mounted Archery (see Complete Warrior) at 11th Level.  Spearman gets Weapon Focus (Spear) at 2nd Level, Weapon Specialization (Spear), and Improved Critical (Spear) at 11th Level.


Scout
 Level 4+: You add Wild Cohort to the list of Feats you may take for your Scout Bonus Feats.



BAT CAVALRY


   
"Don't make me use this!" (gestures towards bat)

 Bat Cavalry helps out in various ways, even to the extent of training your Bat companion to use it's echolocation abilities as a non-lethal weapon.

BECOMING BAT CAVALRY
Most Shazak warriors will qualify eventually.

 ENTRY REQUIREMENTS
   Species:  Shazak
   Special: Must have a Dire Bat as an Animal Companion.
   Skills:  Handle Animal 4 ranks, Ride 4 ranks
   Feats:  Beast Handler, Mobat Rider


Class Skills
 The Bat Cavalry's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). .
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Military Occupation
2. +2    +3     +0     +0    Cavalry Training
3. +3    +3     +1     +1    Improved Mobat Training
4. +4    +4     +1     +1    Military Occupation
5. +5    +4     +1     +1    Cavalry Training
6. +6    +5     +2     +2    Improved Mobat Training
7. +7    +5     +2     +2    Military Occupation
8. +8    +6     +2     +2    Cavalry Training
9. +9    +6     +3     +3    Improved Mobat Training
10.+10   +7     +3     +3   Mobat Officer

Weapon Proficiencies: Bat Cavalry gains no new weapon or armor proficiencies.

Military Occupation (Ex): At 1st, 4th and 7th Levels you pick one skill you have at least 4 ranks in.  You may now always take 10 with that skill.

Cavalry Training: At Levels 2, 5 and 8 you gain a Bonus Feat from the following list, as long as you qualify for it: Coordinated Strike (Races of the Wild), Improved Mounted Archery (Complete Warrior), Mounted Archery, Mounted Combat, Ride-by Attack, Spirited Charge

Improved Mobat Training (Su): At 3rd Level your Dire Bat mounts Int score improves by +2.  You may still use Handle Animal against it.

At 6th Level your Bat Mount can opt to Stun anyone that fails a Save against it's screech for 1 round instead of the usual effect.

At 9th Level your Bat Mount can always Take 10 on Hide and Move Silently Checks.
 
Mobat Officer (Ex): At 10th Level you and your Mobat share a special bond,  When either of you have to make an initiative or attack roll, saving throw, or skill or ability check, you use whichever bonus is the highest.  For example, if you or the Mobat attacks someone, use your attack roll, or the bats, whichever is higher.  You also get Leadership as a Bonus Feat.

PLAYING A BAT CAVALRY
 Warriors can do plenty of jobs other than kill.  You should know, you've held all those positions.
 Combat: You rely on your bat stunning opponents, before moving in to mop up.
 Advancement: You tend  to focus on your military occupation.
 Resources: If you work for the military you get what they supply you.  Otherwise, you're on your own.

BAT CAVALRY IN THE WORLD
:He really needs to house train that thing."
 Despite being peace-loving, the Shazak are survivors..  And survival, in their case, often means fighting.  They hire out as mercs often, but usually prefer aerial reconnaissance, rescue, transport and fire watch positions.
 Daily Life: Much of your day is spent bonding with your bat, and training.
 Notables: Fess (NG Male Shazak Fighter 4/Bat Cavalry 5) is a nervous fellow, new to soldiering.
 Organizations: Almost all Bat Cavalry belongs to a military or paramilitary organization..

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

BAT CAVALRY IN THE GAME
 This class assumes you are in the military (or at least a private mercenary).  That could have implications for the group..
 Adaptation: This is meant for the Savage Coast Campaign setting, but could be adaptable elsewhere.
 Encounters: Bat Cavalry is usually seen in times of war, or when entering a village that trains them.

Sample Encounter
EL 12: The PC's are standing guard at the watch tower at night, when a lizardy looking fellow flies up on the back of a giant bat and asks where the army is.  He's late.  They really don't know how to respond.


Fess
NG Male Shazak Fighter 4/Bat Cavalry 5
Init +3, Senses: Listen +4, Spot +4
Languages Lizardfolk, Common
------------------------------------------------
AC 25, touch 15, flat-footed 22  (+3 Dex, +5 Natural, +5 Armor, +2 Deflection)
hp 87 (12 HD)
Fort +11, Ref +8, Will +7 
------------------------------------------------
Speed 20 ft. (4 squares)
Melee +3 Longsword +17/+12/+7 melee (1d8+6/19-20)
Ranged +4 Composite Longbow +18 ranged (1d8+7/x3)
Base Atk +11, Grp +14
Atk Options Ferocity
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 16, Dex 16, Con 14, Int 8, Wis 13, Cha 6
SQ Military Occupational (Handle Animal, Ride), Improved Mobat Training (+2 Int)
Feats Beast Handler, Iron Will, Mobat Rider, Shazak Endurance, Shazak Hardiness, Coordinated Strike (B), Improved Mounted Archery (B), Mounted Archery (B), Mounted Combat (B) Point Blank Shot (B)
Skills Climb +4, Handle Animal +4, Knowledge (Geography) +1, Jump +4, Listen +4, Ride +7, Spot +4
Possessions +4 Composite Longbow (+3 Str Bonus), 20 arrows, +3 Longsword, +5 Bracers of Armor, +2 Ring of Protection, Ring of Feather Fall, 2 Potions of Cure Serious Wounds, 284 GP



EPIC BAT CAVALRY

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Bat Cavalry gains a Bonus Feat every 2 levels higher than 20th



BAT CAVALRY   (Fighter)
It takes a special sort of crazy to ride an Aurochs into battle with grenades as your primary weapon.

MOBAT
At 3rd Level you have been assigned a pet Giant Bat by the Elders.  As an action, you can summon your Giant Bat once per long rest.

The Giant Bat appears in an unoccupied space of your choice that you can see within 30 feet of you.

The Giant Bat is friendly to you alone and obeys your commands. See this creature's game statistics in the Giant Bat stat block, which uses your proficiency bonus (PB) in several places.

In combat, the Giant Bat shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Giant Bat can take any action of its choice, not just Dodge.

The Giant Bat manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Aurochs again, or until you die.

Giant Bat
Large Beast
Armor Class: 11 + PB (natural armor)
Hit Points: 10 + five times your fighter level
Speed: 10 ft., Fly 60 ft.
Str: 16
Dex: 14
Con: 12
Int: 3
Wis: 12
Cha: 8
Senses: Passive perception 11, Blindsight 60 ft.
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions:
Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + PB) piercing damage.

MILITARY TRAINING
Starting at 7th level, your Giant Bats Bite attack is considered magical.  You gain Expertise in any one skill.

MONSTER HANDLER
At 10th level, you may make Wisdom (Animal Handling) Checks successfully on Monstrosities with an Intelligence of 8 or less if you wish to influence their behavior.

COORDINATED ATTACK
At 10th level, if both you and your Giant Bat attack the same target in the same round, your attack rolls have Advantage for that round.

IMPROVED MOBAT SCREECH
At 15th level, your Mobat improves, and uses the following statblock:


Giant Bat
Large Beast
Armor Class: 11 + PB (natural armor)
Hit Points: 15 + five times your fighter level
Speed: 10 ft., Fly 60 ft.
Str: 16
Dex: 14
Con: 12
Int: 5
Wis: 14
Cha: 8
Senses: Passive perception 12, Blindsight 60 ft.
Languages: understands the languages you speak
Proficiency Bonus: equals your proficiency bonus
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
Actions:
Bite. Melee Weapon Attack: your melee attack modifier to hit, reach 5 ft., one target. Hit: (1d8 + PB) piercing damage.
Screech. If your Bat screeches, all creatures within 20 feet (except it and you) must make a Constitution Saving Throw or be Stunned for 1 round.

CAVALRY OFFICER
At 18th level, when you use Action Surge, your Giant Bat gains it's benefits as well.
« Last Edit: February 24, 2024, 07:22:18 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #32 on: July 04, 2013, 09:47:24 PM »
DEMARAX (Planescape)


   
"Crystals??"

 The Demarax are bloated, semi humanoid reptiles with jewels studding their hide and three yellow eyes.  They move and speak  slowly and deliberately, and are often mocked for their perceived inadequacies.

DEMARAX RACIAL TRAITS
·   +2 Str, +2 Con, -2 Dex, -4 Int (minimum of 3), -4 Cha (minimum of 3)
·   Size Class: Medium
·   Type: Outsider with the Lawful and Extraplanar Subtypes
·   Base land speed 15 ft.
·   Natural AC Bonus equal to half Hit Dice, rounded up (max +10)
·   Spell Resistance (Ex): Demarax gain Spell Resistance equal to their CR plus 11. 
·   Spell Crystal Eater (Ex):  Spell Crystals are the physical manifestation of Summoning or Divination spells on the Outer Planes.  Touching one summons the toucher as opposed to whatever being it was sent to fetch, often causing trouble.  Demarax are immune to these effects, and consider spell crystals food.  They require one spell crystal per every 24 hours or they must make Fortitude Saves to avoid beginning suffering the effects of starvation (see DMG).  Demarax can sense spell crystals within 200' as if they had Blindsight, and crystals within that range immediately divert from their destination and head towards the Demarax at a speed of 50 feet per round..
·   Eye Missiles (Su): The Demarax can cast Magic Missile 3/day as a Supernatural Ability.  Each time it uses this ability it shortens the amount of time it needs to eat a spell crystal to avoid starvation by 2 hours.
·   Crystal Storm (Ex): At will as a Standard action the Demarax may unleash a storm of magic energy in a 20 ft. Area centered on itself (it is immune to the effects).  Anything within this Area of Effect must make a Willpower Save (DC is 10 plus 1/2 HD plus Con Modifier) or roll on the following:
1-2: Confused for 1d4 rounds as they are barraged by questions.
3-4: Blinded for 2d4 rounds by conflicting images of other worlds.
5: Victims Blink as per the spell for 2d4 rounds.
6: Victims are transported to the Prime Material Plane by the remnants of a Summon spell gone wrong.
Using this ability exhausts the Demaraxes life force, and it must eat a spell crystal within 1d6 hours or die.
·   Odd Mind (Ex): Demarax cannot lie, take a -4 Racial Penalty on Diplomacy, and Intimidate Checks.  They automatically fail all Bluff Checks.  Opponents wishing to make opposed Bluff, Diplomacy or Intimidate Checks against a Demarax take a -6 Penalty as well.
·   A Demarax has 5 Racial Hit Dice, giving it the following: 5d8 Hit Points, +5 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Jump, Knowledge (Arcana, History, The Planes), Spot, and Swim. It also gets 2 Feats.
·   Demarax have a Primary Tail Lash attack doing 1d8 plus one and a half times Strength Bonus.
·   Automatic Languages: Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +2
·   Favored Class: Demarax (see below)

STARTING AGE
 Adulthood: 5 years
 Barbarian, Rogue, Sorcerer: +1d3
 Bard, Fighter, Paladin, Ranger: +1d4
 Cleric, Druid, Monk, Wizard: +1d6

AGING EFFECTS
The Demarax do not age and are effectively immortal unless slain.

HEIGHT AND WEIGHT
 Base Height: 4' 10"
 Height Modifier: +2d10"
 Base Weight: 150 lbs.
 Weight Modifier: x(2d8) lbs.

DEMARAX CHARACTERS
 Given their Spell Resistance the Demarax make excellent melee fighters against mages if you can find a way to overcome their speed penalty.
 Adventuring Race: Despite being inveterate wanderers, the Demarax rarely adventure.  They need to eat spell crystals to survive, and those are found pretty much on the Outer Planes only.
 Character Development: The Demarax are pretty odd ducks, and not really well suited for most classes other than their Racial Class below.
 Character Names: The Demarax use the names of nearby races if they feel the need to take one.  Among themselves they rarely feel the need for them.

ROLEPLAYING A DEMARAX
 The Demarax mentality is unusual enough that playing one will be difficult.  You aren't very intelligent, you have some obvious cognitive limitations, and you're compulsively Lawful.  Quite obviously you are not meant for campaigns involving stealth, subterfuge, or diplomacy as the Demarax are fairly incapable of all of the above.
 Personality: The Demarax are infamous for being brick stupid, and unable to lie.  However they are important to historians as they never forget anything.  Older Demarax can repeat conversations thousands of years old word for word.  It's difficult to converse with them sometimes, as they apparently have no separate concepts of past, present, and future.
 Behaviors: Demarax are obsessed by eating.  They rarely speak much unless it's to ask if you've seen a spell crystal. 
 Language: The Demarax speak Common.

DEMARAX SOCIETY
 The Demarax travel in small groups or alone, and rarely gather in anything bigger.  Their simple minded dedication to hunting the spell crystals that are their only source of food keeps them very busy.  Rumor has it they were created by the Powers of Law to abate the problems caused by spell crystals.
 Alignment : Almost all Demarax are Lawful Neutral.
 Lands : The Demarax are found on roaming the Outlands for the most part.
 Settlements : They can occasionally be found roaming into any Lawfully aligned plane of existence.
 Beliefs :The Demarax aren't known for being religiously devout, but it's assumed if they do worship it would likely be Lawful Neutral deities.
 Relations: The Demarax pursue food so single mindedly that few of them ever develop relationships.

DEMARAX ADVENTURES
·   A local mage has been bribing other Demarax with spell crystals to perform deeds for him.  No one suspects the dull, normally placid creatures of being up to anything so they never see it coming.  You do though, and you don't like it.
·   A Lichlord is mighty upset you've been eating his summoning spells, and he's decided to make you pay.  Fortunately he can't currently make a trip to the Outer Planes to find you. but he is willing to make contact with local entities and bribe them to pursue you.
·  You're being followed by some weird floating critter that's become attached to you.  You'd swear it's trying to communicate but no one seems to be able to understand it.  And you haven't felt hungry since it arrived.



DEMARAX (Prerequisite: Must be an adult of the Demarax species)


   
"Crystals?"

 Demarax are so unusual they advance via their own racial class!

Class Skills
 The Demarax's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana, Geography, Local, History, The Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b] 
1. +1    +2     +2     +2    Eat Spell (3rd or lower)
2. +2    +3     +3     +3    Absorb Spell
3. +3    +3     +3     +3    Eat Spell (4th or lower)
4. +4    +4     +6     +6    Arcane Sight, +1 Natural Weapons
5.+5     +4     +4     +4    Eat Spell (5th or lower)
6.+6     +5     +5     +5    Magic Armor +2, Improved Eye Missiles
7.+7     +5     +5     +5    Eat Spell (6th,or lower)
8.+8     +6     +6     +6    +2 Natural Weapons
9.+9     +6     +6     +6    Eat Spell (7th or lower)
10.+10   +7     +7     +7    Devour Item
11.+11   +7     +7     +7    Eat Spell (8th or lower)
12.+12   +8     +8     +8    +3 Natural Weapons
13.+13   +8     +8     +8    Eat Spell (9th or lower)

Weapon Proficiencies: A Demarax gains no new weapon or armor proficiencies.

Eat Spell (Su): A Demarax can siphon spell energy away from his target and use it to feed himself. A Demarax who hits an opponent with a successful melee attack can choose to 'eat' a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a Demarax can steal a spell with a touch as a standard action.  The Demarax can also 'eat' Spell-like Abilities in this manner as long as they have limited daily uses (i.e. they can't eat 'at will' spell-like abilities).

The target of a Eat Spell attack loses one 0-level to 3rd-level spell from memory if she prepares spells ahead of time, or one 0-level to 3rd-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the eaten spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A Demarax can choose which spell to eat; otherwise, the DM determines the devoured spell randomly. If a Demarax tries to eat a spell that isn't available, the eaten spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level Demarax who uses this ability against a 1st-level sorcerer could choose to eat magic missile. Assuming the sorcerer knew that spell, a successful Eat Spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same Demarax ate magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

A devoured spell feeds the Demarax for another 24 hours and keeps starvation at bay.  This is cumulative, so eating 5 spells means the Demarax doesn't need to eat for 5 days.  Optionally it may use the devoured spell energy to fuel some of it's racial feats.

As a Demarax gains levels, he can choose to steal higher-level spells. At 3rd level, he can steal spells of up to 4th level, and for every two levels gained after 8th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 13th level).

A Demarax can also 'eat' an active spell effect from another creature. A Demarax who hits an opponent with a melee attack can choose to 'eat' a single spell affecting the target. If the target is willing, a Demarax can eat a spell effect with a touch as a standard action.

The Demarax can choose which spell effect to eat; otherwise, the DM determines the devoured spell effect randomly. If a Demarax tries to eat a spell effect that isn't present, the devoured spell effect is determined randomly from among those currently in effect on the target. A Demarax can't eat a spell effect if its caster level exceeds his Hit Dice + his Charisma modifier.

A devoured spell effect feeds the Demarax for another 24 hours and keeps starvation at bay.  Optionally it may use the devoured spell energy to fuel some of it's racial feats.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Absorb Spell (Su): Beginning at 2nd level, if a spell or Spell-like ability that targets the Demarax fails to overcome his Spell Resistance, he can attempt to absorb the spell energy to feed himself for 24 hours, or fuel a racial feat.  A Demarax can't absorb a spell of a higher spell level than he could devour with his Eat Spell ability (see above).

Arcane Sight (Su): Beginning at 4th Level the Demarax permanently gains the benefits of the Arcane Sight spell (caster level is equal to Hit Dice).

Natural Weapons (Su): At 4th Level the Demarax's Natural Weapons, unarmed strikes and Grapple Attacks gain a +1 Enhancement Bonus, and are considered Magic for purposes of overcoming DR.  The Bonus increases to +2 at 8th Level, and +3 at 12th Level.

Magic Armor (Su): The Demarax gains a +2 Deflection Bonus to AC at 6th Level.

Improved Eye Missiles (Su): At 6th Level you can use Chain Missile instead of Magic Missile 5/day (see Spell Compendium). 

Devour Item (Su): At 10th Level if you hold an unattended Magic Item for a full round, it must make a Willpower Save or be turned into a normal item.  You are fed for 1 day per spell that is required to make the item.  You can only Devour Items if the spells that are prerequisites for it's making are of a Level you could devour using your Eat Spell Ability.


EPIC DEMARAX

Hit Die: d8
Skills Points at Each  Level : 4 + int
Eat Spell A 21st Level Demarax who hits an opponent with a melee attack can choose to 'eat' an epic spell, spell effect or spell-like ability. To successfully eat an epic spell, the Demarax must make a Spellcraft check equal to the DC of the epic spell. Devoured epic spells feed the Demarax for 1 month if they aren't used to power racial feats.
Absorb Spell At 22nd Level you can Absorb Epic spells, if they fail to penetrate your Spell Resistance, and you can make a Spellcraft check equal to the DC of the epic spell.  At 23rd level or higher, a Demarax can choose to use the devoured spell energy as an immediate action, to use to power his racial feats.
Improved Eye Missiles At 22nd Level you upgrade to one Chain Missile per Hit Die (max 20d4+10) and may use it at will. It still reduces the time for when you need to eat again.
Magic Armor Your Deflection Bonus to AC increases to +4 at Level 23.
Natural Weapons At Level 24 and every 4 Levels thereafter your Enhancement Bonus increases by +1, to a maximum of +10 at Level 48.
Devour Item You can now Devour Epic Items.
Bonus Feats: The Epic Demarax gains a Bonus Feat every 5 levels higher than 20th





Demarax Racial Feats

Devour Abjuration
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Abjuration school, it gains a Deflection Bonus to AC for 1 round per hit die.  The Bonus is equal to the spells level.


Devour Conjuration
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Conjuration school, you gain an effect based on the spells sub-school.  If it's a Calling or Summoning spell you can use your Crystal Storm ability once without putting yourself near starvation.  If it's a Creation spell you may use your Crystal Storm ability once without putting yourself near starvation, but it's actual whirling crystals instead of magical effects.  Opponents within the area of effect take xd6 slashing damage, x equals the Spell's level.  If it's a Healing spell you heal (Spell's Level)d6 hit points in damage.  If it's a Teleportation spell, you can Teleport 30 feet as a Move Action.  You must use this Teleport within a number of rounds equal to the Spell's Level.


Devour Divination
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Divination school, you gain an Insight Bonus on any one roll.   You must choose to roll within (Hit Dice) rounds, or the effect is wasted.  Bonus is equal to the spells level.


Devour Enchantment
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Enchantment school, you gain an effect based on the spells sub-school.  If it's a Charm spell you receive a Bonus on Bluff and Diplomacy Checks equal to the Spells level.  This effect lasts a number of Rounds equal to your Hit Dice.  If it's a Compulsion spell, then opponents find it difficult to attack you for a number of rounds equal to your Hit Dice.  If they attack you within this time, they must make a Willpower Save whose Save DC is equal to (10 + Spell Level +Cha Modifier), or choose another target.


Devour Evocation
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Evocation school, you get a Bonus to attack and damage rolls with your Natural Weapons for one round per Hit Die.  The Bonus is equal to the Spell's level.  In addition your Natural Weapons are considered Magic for purposes of overcoming Damage Reduction for the same time.


Devour Illusion
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Illusion school,  you gain an effect based on the spells sub-school.  If it's a Figment spell you gain the benefits of the Mirror Image spell for a number of Rounds equal to your Hit Dice.  If it's a Glamer spell, you are Invisible as per the Greater Invisibility spell for a number of rounds equal to the spells level.  If it's a Pattern spell, you gain a Gaze attack with a range of 30 feet for a number of Rounds equal to the Spell's Level.  Those who fail the Willpower Save (DC is 10 + Spell's Level +Cha Modifier) are affected as by a Rainbow Pattern Spell for a number of Rounds equal to the Spell's level.  If it's a Phantasm spell, you take on a horrifying appearance for a number of Rounds equal to the Spell's level.  Anything that sees you must make a Willpower Save (DC is 10 + Spell's Level +Cha Modifier) or be Shaken for a number of Rounds equal to your Hit Dice.  If it's a Shadow spell, your Natural Weapon attack does temporary Str damage on it's next hit.  The attack must be made before the Encounter ends, and does temporary Str damage equal to the Spell's level.


Devour Necromancy
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Necromancy school, you heal Ability Damage/Drain equal to the spells Level.


Devour Transmutation
 Prerequisites: Demarax, BAB +6
 Benefits: When you successfully use Eat Spell or Absorb Spell on a Spell of effect from the Transmutation school, it gains a Resistance Bonus to Saving Throws for 1 round per hit die.  The Bonus is equal to the spells level.
« Last Edit: September 18, 2022, 05:25:56 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #33 on: July 04, 2013, 09:49:02 PM »
MARL


   
"Halt!"

 Marls resemble gigantic brown cobras with white underbellies, and 3-8 humanoid arms depending on age.  Some are also mottled green.

MARL RACIAL TRAITS
·   +20 Str, +12 Con,  -4 Cha
·   Size Class: Gargantuan size. -4 penalty to Armor Class, -4 penalty on attack rolls, -16 penalty on Hide checks, +16 bonus on grapple checks, lifting and carrying limits eight times those of Medium characters.
·   Type: Aberration, giving it 60 ft. Darkvision.
·   Base land speed 15 ft.
·   Base swim speed 60 ft.
·   +8 Natural AC Bonus
·   Improved Grab (Ex): If the Marl successfully hits with it's Slam Attack it may immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  If successful it may Constrict.
·   Constriction (Ex):  The Marl does 6d6 plus Str Bonus with a successful Grapple Check as it bites down on him.
·   Immunities: Marls are immune to Mind-Affecting effects.
·   Bird Phobia: Marls hate birds, who are their primary food source.  If attacked by a bird or anything resembling one the Marl goes into a Rage (as per the Barbarian Ability listed in the PHB) until all birds or birdlike entities are dead.
·   Skills: Marls have a +4 Racial Bonus on Hide Checks.
·   A Marl has 10 Racial Hit Dice, giving it the following: 10d8 Hit Points, +7 Base Attack Bonus, +3 Fort Save, +3 Ref Save, +7 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Knowledge (Nature), Listen, Move Silently, Spot, Survival, and Swim. It also gets 4 Feats.
·   Marl have a Primary Slam attack doing 1d6 plus Strength Bonus.  It gets 8 Slams with a Full Attack.
.   Non Humanoid Form: The Marl are non humanoid in form.  They cannot be tripped.  Armor they buy is 16 times the normal cost and eight times the normal weight.
·   Automatic Languages: Common.  Bonus Languages: Any nearby race (usually Ophidians or Yuan-Ti).
·   Level Adjustment: +7
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 2 years
 Barbarian, Rogue, Sorcerer: +1
 Bard, Fighter, Paladin, Ranger: +1d2
 Cleric, Druid, Monk, Wizard: +1d3

AGING EFFECTS
 Middle Age: 10 years
 Old: 15 years
 Venerable: 20 years
 Maximum Age: +2d6 years

HEIGHT AND WEIGHT
 Base Length: 36'
 Length Modifier: +2d3'
 Base Weight: 16 tons
 Weight Modifier: x (2d10) tons

MARL CHARACTERS
 Marls are quite devastating as melee fighters, and with the appropriate Feats can be nasty at range as well.  Most do not seem to become casters, and express a profound lack of interest in arcane or divine power.
 Adventuring Race: Marls usually adventure because they are being paid to.  Usually in food and shinies.   Some few hold a grudge though, and are not beneath going on epic revenge quests.
 Character Development: Marls do not generally use weapons, especially ranged ones, unless they are taught to do so when they hire on as mercs.  Make sure you pick up Multiweapon fighting Feats if you go that route,  or ones that involve Grappling to maximize your natural abilities.
 Character Names: Marls do not generally have names given their lack of society.  They only adopt one when dealing with other races.

ROLEPLAYING A MARL
 Marls hate birds.  Some say this is not surprising given that marsh birds are their main food source, but the Marl genuinely seem to go into a mouth foaming frenzy at the appearance of anything with feathers.  Even they hae forgotten why, and it appears to be an atavistic response.
 Personality: Marls are mostly intelligent snakes.  Despite their sentience they care little for civilization, and are fairly apathetic to most things an animal wouldn't normally care about until they are convinced to spend time with others.  Being adopted by others brings about personality changes in them, making them more friendly and inquisitive.
 Behaviors: Most Marls spend their time sunning or hunting for food, and are loners by nature.  If adopted into other societies however they learn quickly, and most develop some sort of skill or hobby they quickly master by becoming obsessed with.
 Language: Surprisingly Marls have no racial language, and speak whatever is most common to the area near them.

MARL SOCIETY
 Despite being highly intelligent, the Marls are little more than animals.  They produce nothing, and live as any other non-sentient predator would.  Unless they serve as mercenaries they don't even really have basic equipment.  They are highly adaptable to new cultures however, and many have become famous artists and warriors.
 Alignment : The majority of Marls are Neutral, though those aligned with the Yuan-Ti are usually Neutral Evil.
 Lands : Marls live in temperate or warm marshes,  usually in or near rivers.
 Settlements : The Marl never venture far from large bodies of water.
 Beliefs :The Marl adopt the Gods of whatever society they join, otherwise they are fairly non-theistic.
 Relations: While the Marls will work with Yuan-Ti, Ophidians, and other serpentine races, they consider most mammals to be food.  The can be convinced otherwise by the quick witted or honest.

MARL ADVENTURES
·   Bird people have invaded the marsh.  Too many for you to kill personally, unfortunately.  Time to round up the others and go on a smashing spree.
·   Some Ophidian is offering food for guards.  Something about him makes you not trust him, but too many of your fellows have signed on to do anything about him.  Time to get help.
·  The Yuan-Ti have been holding perverse parties in the swamp and you are just darn sick and tired of it.  It's time to find some help to oust them.


Marl Racial Feats

Mental Resistance
Psionics are less effective on you.
 Prerequisites: Marl
 Benefits: You gain a +1 Resistance Bonus on Saving Throws against Psionics


Improved Mental Resistance
Your resistance continues to prove.
 Prerequisites: Mental Resistance
 Benefits: Your Resistance Bonus increases to +2.


Feathered Frenzy
You go insane at the sight of anything with feathers or that reminds you of birds.
 Prerequisites: Marl
 Benefits: When you see anything feathered or Bird-like you go into Frenzy (see Complete Warrior).  You can do this 1/day.


Improved Feathered Frenzy
Man you really hate birds...
 Prerequisites: Feathered Frenzy
 Benefits: You may now use this ability 3/day.


Marl Racial Substitution Levels

Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Marl Rangers can choose Ambush Predator or Multi-Weapon Fighting.
  Combat Style: Ambush Predator gets +1d6 Sneak Attack at Levels 2, 6, and 11 (see PHB).  This stacks with Sneak Attack dice gained from other sources.  Multi-Weapon Fighting gets Multiweapon Fighting at 2nd Level, Improved Initiative at 6th Level (See PHB2), and Improved Multiweapon Fighting at 11th Level.


Barbarian
 Level 1: Lose Fast Movement for Stubborn Rage
  Stubborn Rage (Ex): When Raging a Marl gains a +2 Bonus on all Saving Throws against Psionics.  This stacks with their Racial Feats.



« Last Edit: September 25, 2022, 03:48:14 PM by bhu »

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Re: Kobolds and Scalies
« Reply #34 on: July 04, 2013, 09:55:14 PM »
DRAY (Athas)


   
"Learn to study the language of your superiors!"

 The Dray are wingless humanoid dragons created by Dregoth, the undead Dragon King.  The first generation are twisted, unfinished beings.  The second are closer to what Dregoth had in mind, having a more refined and aesthetic appearance.

DRAY RACIAL TRAITS
·   +2 Str, -4 Cha (1st Generation), +2 Cha (2nd Generation)
·   Size Class: Medium
·   Type: Humanoid with the Dragonblood Subtype
·   Base land speed 30 ft.
·   +3 Natural AC Bonus
·   Energy Resistance (Ex): Dray have Energy Resistance 10 (Fire).
·   Kalin Bond (Ex): You can use the Handle Animal skill on Kalin without the increase in check DC for it not being an Animal.  They have a +2 Racial Bonus on Handle Animal and Ride Checks with Kalin.
·   Naturally Psionic: Dray gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
·   A Dray has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 2 Feats.  Class skills for 2nd generation Dray are Knowledge (Religion, Psionics), Ride, and Psicraft.
·   Dray have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 1d4 plus 1/2 Str Modifier.  They get 2 Claws and a Bite with a Full Attack.
·   Automatic Languages: Giustenal.
·   Level Adjustment: +0
·   Favored Class: Barbarian (1st Generation) or Cleric/Paladin of  Tyranny (2nd Generation, see Athas.org for the Templar Prestige Class https://arena.athas.org/t/templar-prestige-class/763 )


STARTING AGE
 Adulthood: 40 years
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +9d6

AGING EFFECTS
 Middle Age: 100
 Old: 150
 Venerable: 200
 Maximum Age: +3d% years

HEIGHT AND WEIGHT
 Base Height: 6'
 Height Modifier: +2d8"
 Base Weight: 150 lbs.
 Weight Modifier: x (2d4) lbs.

DRAY CHARACTERS
 1st generation Dray are generally intended to be beatsticks.  2nd generation are usually Psionic or Divine Casters of some sort.
 Adventuring Race: Dray adventure when ordered to and for little other reason.  They have no real way of communicating with outside species as they have no common language, and they don't want to risk war while their numbers are low.
 Character Development: The Dray don't have much in the way of difficulties (except for Cha for the 1st generation).  You will however wish to pick up some languages or other means of communication if you wish to adventure.
 Character Names: Dray usually use Dragon names.

ROLEPLAYING A DRAY
 You are superior, you are one of the few to be Chosen.   The other races do not matter and are fodder, excepting other humans who can be made Dray.
 Personality: Second generation Dray tend towards condescending bigotry while the First generation are pretty screwed up due to their creators rejection of them.  They're more distrustful than homicidal towards strangers but their self loathing and love/hate relationship with their deity probably makes them a psychologists dream come true.
 Behaviors: The Dray's entire outlook on life is colored by their visions of apocalyptic future wars with all other races on Athas.  In short, they're almost a parody of fascists in some way.
 Language: After their transformation the Dray speak the tongue of ancient Giustenal, and would have to relearn any modern languages.

DRAY SOCIETY
 The second generation lives in something similar to advanced human societies with the addition of a few changes due to their new religion.  The first generation are little more than hunter gatherers, scraping a living from the land as best they can.
 Alignment : Much like the humans they were created from the Dray can be of just about any Alignment, though worshipers of Dregoth tend strongly towards Evil.
 Lands : The 1st generation inhabit the ruins of Kragmorta, living in caverns.  The second generation lives in New Giustenal.
 Settlements : While they have imperialistic aspirations, the Dray do not have sufficient number to conquer or settle.
 Beliefs : Both generations venerate Dregoth, but the first generation also hate him for his rejection of them.
 Relations: The Dray distrust all surface dwellers, while the second generation has been taught to actively hate them.  1st and 2nd generations aren't even all that fond of each other.  Humans are sometimes shown mercy as they can be converted to new Dray.

DRAY ADVENTURES
·   A second generation priest has approached you and promised you acceptance back into Dray society if you and your band can solve a little problem for him.  He's obviously lying, but can you afford to tell him no?
·   The Wall-Walkers have been conducting raids into Kragmorta, acting as if they have both intelligence and perhaps a hive mind.  It is a worrying turn of events.
·  A Wraith has been spotted in New Giustenal, and has survived all attempts to eradicate it.  Your team now has the honor of hunting it down, as the previous teams are dead.



Dray Racial Feats

Dray Fury
You almost prefer fighting with tooth and claw.
 Prerequisites: Dray (1st generation)
 Benefits: You gain a +1 Bonus on attack and damage rolls with your Natural Weapons.


Elemental Summoning
You can call up Small elementals.
 Prerequisites: Dray, Cleric Level 3rd
 Benefits: You add Summon Nature's Ally II to your Cleric spell list, but can only use it to Summon Elementals.


Improved Elemental Summoning
You can call up Medium or Large elementals.
 Prerequisites: Dray, Cleric Level 9th
 Benefits: You add Summon Nature's Ally V to your Cleric spell list, but can only use it to Summon Elementals.



Dray Racial Substitution Levels

Barbarian
 Level 1: Lose Fast Movement for Toughened Rage
  Toughened Rage (Ex): When Raging a Dray's Natural Bonus to AC increases to +6.
 
Rogue
 Level 10: You gain a new option to choose from with your Rogue's Special Ability:
Blind Hate (Ex): You gain a +2 Bonus to attack and damage rolls with your Natural Weapons.  This stacks with any Feats doing the same.

« Last Edit: February 25, 2024, 08:24:02 PM by bhu »

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Re: Kobolds and Scalies
« Reply #35 on: July 04, 2013, 09:57:57 PM »
FLAILER (Athas)


   
"Hsssss...."

 Flailers look somewhat like 6 legged tortoises about 4' long.  Their hides and shells are textured and colored to resemble the rocks of their native habitat.

FLAILER RACIAL TRAITS
·   +2 Con, -2 Int
·   Size Class: Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Magical Beast, giving it Low Light Vision and 60 ft. Darkvision
·   Base land speed 25 ft.
·   +9 Natural AC Bonus
·   Camouflage (Ex): This is identical to the Ranger ability listed in the PHB.
·   Sneak Attack (Ex): The Flailer has +1d6 Sneak Attack (this is identical to the Rogue ability in the PHB).
·   Psionics: Flailers can Manifest Powers as a 9th Level Lurk, and their Racial Hit Dice and Lurk Levels stack for purposes of determining Manifester Level.
·   A Flailer has 9 Racial Hit Dice, giving it the following: 9d10 Hit Points, +9 Base Attack Bonus, +6 Fort Save, +6 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Concentration, Hide, Knowledge (Psionics), Listen, Psicraft, Spot and Survival. It also gets 4 Feats. 
·   Flailers have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite Attack doing 1d8 plus 1/2 Str Modifier, and a Secondary Mid-claw Attack doing 1d6 plus 1/2 Str Modifier.  They get 2 Claws, a Bite, and 2 Mid-Claws with a Full Attack.
.   Non Humanoid Form: The Flailers aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get.  Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them.  Being multi legged they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Skills: Flailers have a +8 Racial Bonus to Hide Checks in their native environment.
·   Automatic Languages: Flailers have no language, but most PC's will have learned Common or the language of a nearby race.
·   Level Adjustment: +2
·   Favored Class: Lurk

STARTING AGE
 Adulthood: 1 year
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20


HEIGHT AND WEIGHT
 Base Length: 3' 5"
 Length Modifier: +2d4"
 Base Weight: 40 lbs
 Weight Modifier: x1 lb.

FLAILER CHARACTERS
 Their racial abilities practically scream Lurk or stealthy Psychic Warrior.  You are practically built to be a stealthy ambush beatstick.
 Adventuring Race: Flailers are solitary beasts and usually only adventure for revenge.  They will sometimes follow adventurers subtly and aid them against common foes on the sly.  Many a party has slain monsters due to help from a nearby camouflaged Flailer.  Granted the Flailer then sometimes picks them off as well...
 Character Development: Find someway of dealing with your slow speed. 
 Character Names: Flailers have no names unless they bother with learning a language.

ROLEPLAYING A FLAILER
 You enjoy eating.  Eating is good.  Thankfully virtually all non-Flailer species are edible.
 Personality: Flailers are stereotyped as having no personality, but that isn't true.  They are more than animals, but only just.  Even animals have feelings and a personality.
 Behaviors: You're pretty much like any other ambush killer.  You spend lots of time lying in wait for prey.  It's pretty much your life's work.
 Language: The Flailers have no native tongue, and have to be taught one by anyone wishing to communicate with them.

FLAILER SOCIETY
 The Flailers are intelligent beasts not yet evolved to be more than ambush predators.  They could have a civilization and culture if they wanted one, but most are content to live like common carnivores.
 Alignment : Almost all Flailers are Neutral.  They still have an animal's mindset despite their advanced intelligence.
 Lands : Most Flailers live in stony barrens in the Tablelands of Athas.
 Settlements : Given that they're tailor made for hiding in their native environment, most Flailers stay put.
 Beliefs : The Flailers have no Gods or religion.
 Relations: Flailers see other races, even intelligent ones, as food.  They can be convinced of the benefits of teamwork though.

FLAILER ADVENTURES
·   A local Elemental has been popping in and out, proselytizing all who will listen (as well as those who won't).  Your Aunt has promised to teach you a few tricks to make him move along, but she lives in a bad neighborhood...
·   A Nightmare Beast has moved into your territory.  You have remained hidden and watched as it hunted down everything in reach, including others of your kind.  You need to unite the Flailers or it will eventually kill you all.
·  A group of Defiler henchman slaughtered your mate.  You have been tracking them for weeks, trying like mad to keep up with them (thankfully they're on foot).  You'll have to ambush them soon, as they're leaving the barrens within a few days.



Flailer Racial Feats

Mass Psionic Fist [Psionic]
You are dangerous to be near.
 Prerequisites: Flailer, Greater Psionic Fist
 Benefits: The benefits of your Greater Psionic Fist Feat apply to all Natural Weapon attacks you make this round, not just one.


Defensive Power [Metapsionic]
Your hide is reinforced via the psychic energies you unleash.
 Prerequisites: Flailer
 Benefits: To use this Feat you must expend your Psionic Focus.  When you use any Powers from the Psychometabolism Discipline, your Natural Armor Bonus to AC increases by +2 for the duration of the Power.


Ambush Power [Metapsionic]
You are sneaky.
 Prerequisites: Flailer
 Benefits: IF you successfully target an opponent who is Flat-footed or Denied his Dex Bonus to AC, it takes 1d6 damage.  Unlike other Metapsionic Feats you are not required to expend your Psionic Focus.


Ambush Predator
You hunt for your food.
 Prerequisites: Flailer
 Benefits: You gain a +2 Bonus on attack rolls against Flat-footed opponents, or opponents who are unaware of you.


Flailer Racial Substitution Levels

Lurk
 Level 14, 8: You gain new Lurk Augments and access to Racial Powers (see below).  Your Manifesting ability score is Wisdom instead of Intelligence.
  High Value Targets (Su): Replace Sneak Attack Undead with Sneak Attack Elementals.
Sneak Attack Elementals The lurk's sneak attack can damage elementals, if sneak attack damage would otherwise apply on the lurk's attack (for instance, if the elemental is flanked or flat-footed). Minimum level 8th.

Psion
 Level 1: Remove Craft and Profession from the Class Skill list, and limit Knowledge to Geography, Nature and Psionics.  Add Hide to the Skill List.  You gain access to Racial Powers (see below).  Your Manifesting ability score is Wisdom instead of Intelligence.
 
Psychic Warrior
 Level 1: Exchange Craft for Hide on the Class Skill List.  You gain access to Racial Powers (see below).


Psychic Ambush
Clairsentience
Level: Lurk 1, Psion/wilder 1, Psychic Warrior 1
Display: Visual
Manifesting Time: 1 Standard Action
Range: Personal
Target: You
Duration: 10 minutes/level
Power Points: Lurk 1, Psion/wilder 1, Psychic Warrior 1

You gain a +2 Insight Bonus on Initiative rolls for the duration of this power.


Increase Pain
Psychometabolism
Level: Lurk 3, Psion/wilder 3, Psychic Warrior 3
Display: Auditory and visual
Manifesting Time: 1 Standard Action
Range: Medium (100 ft. + 10 ft./ level)
Target: 1 Creature
Duration: Instantaneous, but see text
Power Points: 5

The next time the victim of this power takes damage, it takes an additional equal amount of non-lethal damage.  If it is not damaged within a number of rounds equal to your Manifester Level this power has no effect.


AMBUSH PREDATOR


   
"..."

 Ambush Predators are psionic beasts or primitive species that rely on ambush attacks to bring down their prey.

BECOMING AN AMBUSH PREDATOR
Most Psionically active predators of the appropriate skills will qualify for this PrC.

 ENTRY REQUIREMENTS
   Species:  Flailer, Id Fiend, Jozhal, SIlt Runner (basically any psionically active ambush predator)
   Psionics:  Must be able to Manifest at least 3rd Level (one of which should be Danger Sense or Escape Detection)
   SKills:  Hide 4 ranks, Knowledge (Psionics) 4 ranks
   Feats:  Any 2 Psionic or Racial Feats


Class Skills
 The Ambush Predator's class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (Psionics)(Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +0     +2    Psionic Stealth, +1 Level of Manifesting Class
2. +2    +0     +0     +3    Sneak Attack +1d6
3. +3    +1     +1     +3    Psionic Charge, +1 Level of Manifesting Class
4. +4    +1     +1     +4    Psionic Stealth, +1 Level of Manifesting Class
5. +5    +1     +1     +4    Sneak Attack +2d6
6. +6    +2     +2     +5    Psionic Charge, +1 Level of Manifesting Class
7. +7    +2     +2     +5    Psionic Stealth, +1 Level of Manifesting Class
8. +8    +2     +2     +6    Sneak Attack +3d6
9. +9    +3     +3     +6    Psionic Charge, +1 Level of Manifesting Class
10.+10   +3     +3     +7   Ghost, +1 Level of Manifesting Class

Weapon Proficiencies: Ambush Predators gain no new weapon or armor proficiencies.

Psionic Stealth (Su): At 1st Level, you can expend your Psionic Focus to gin a +4 Bonus to your next Hide or Move Silently Check.

At 4th Level, this Bonus increases to +6.  At 7th Level, it increases to +6.

Sneak Attack (Ex): At Levels 2, 5 and 8, you gain one die of Sneak Attack (this is identical to the Rogue ability, and stacks with Sneak Attack or Psionic Sneak Attack dice you gain from other classes.

Psionic Charge (Su): Beginning at 3rd Level, you don't take an Armor Class penalty when making a Charge as long as you have your Psionic Focus.

At 6th Level, your base land speed increases by +20 feet when making a Charge, as long as you have maintained your Psionic Focus.

At 9th Level, if you succeed on a Charge Attack while you have your Psionic Focus, you automatically threaten a Critical hit.
 
Ghost (Su): At 10th Level, if you expend your Psionic Focus, you are Invisible, as per the spell, until you attack.

PLAYING AN AMBUSH PREDATOR
 Yours is a life obsessed with food.  Specifically, where and when is your next meal coming from.  You reeeally need those calories.  Every other consideration (other than personal safety) comes a distant second.
 Combat: You generally prefer to attack from hiding.  Not because you aren't capable, but you're on your own.  No sense in taking risks.
 Advancement: You lean towards abilities that enhance your own personal survivability..
 Resources: You have whatever you can find  by luck, or take by force.

AMBUSH PREDATORS IN THE WORLD
"I heard them things in the night again."
 In theory, the world should only know of your existence by the corpses you leave behind.  A found predator is usually a dead predator.  Your trust is hard to gain for this reason.
 Daily Life: Your life is the daily struggle for survival.
 Notables: Hss (N Male Flailer/Ambush Predator 1) is a typical Flailer, who spends much of his time stalking others.
 Organizations: It's a rare person who hires a 'monster', but it isn't unknown...

NPC Reaction
 NPC's regard you as they would any dangerous beast.

AMBUSH PREDATORS IN THE GAME
 This is a class that assumes you belong to a species that sees most others as food.  Make sure the player is prepared for some hostility.
 Adaptation: This is meant for use in AThas, but it could be adapted.
 Encounters: Ambush Predators are generally encountered when you wander into their territory.

Sample Encounter
EL 12: The PC's are tracking a group of Defiler henchmen, when they realize they aren't the only ones following him.


Hss
N Male Flailer/Ambush Predator 1
Init +1, Senses: Listen +10, Spot +10, Darkvision 60 ft., Low-Light Vision
Languages Common
------------------------------------------------
AC 24, touch 15, flat-footed 23  (+1 Size, +1 Dex, +9 Natural, +3 Deflection)
hp 84 (10 HD)
Fort +12, Ref +10, Will +9 
------------------------------------------------
Speed 25 ft. (5 squares)
Melee 2 Claws +14 melee (1d4), 1 Bite +9 melee (1d8) and 2 Mid Claws +9 melee (1d6)
Base Atk +10, Grp +6
Atk Options Sneak Attack +1d6
Combat Gear
Psionics 1st: Detect Psionics, Offensive Precognition, Offensive Prescience, 2nd: Cloud Mind, Evade Attacks, Prowess, 3rd: Danger Sense, Escape Detection, Metal Barrier, 4th: Psionic Freedom of Movement
Supernatural Abilities Psionic Stealth
-----------------------------------------------
Abilities Str 10, Dex 13, Con 16, Int 15, Wis 12, Cha 8
SQ Camouflage
Feats Ambush Power, Ambush Predator, Defensive Power, Psionic Fist
Skills Concentration +12 , Hide +8 (+16 in desert), Knowledge (Psionics) +6, Listen +10, Move Silently +7, Psicraft +6, Spot +10, Survival +10
Possessions Skin of the Hero (abilities figured into statblock), Eyes of Power Leech, 420 GP



EPIC AMBUSH PREDATOR

Hit Die: d8
Skills Points at Each  Level : 4 + int
Sneak Attack The Epic Ambush Predator's Sneak Attack increases by 1d6 at Level 22, and every 3 Levels thereafter.
Powers The epic Ambush Predator's manifester level is equal to her class level. The Ambush Predator’s power points and powers known do not increase after 20th level (except through the use of epic feats).
Bonus Feats: The Epic Ambush Predator gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: March 02, 2024, 06:00:32 PM by bhu »

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Re: Kobolds and Scalies
« Reply #36 on: July 04, 2013, 10:00:35 PM »
DRACON (Spelljammer)


   
"2 Beholders and a Hamster walk into a bar..."

 The Dracon appear as dragon headed centaurs with the lower bodies of a Sauropod dinosaur.  They have 6 fingered hands with massive thumb claws.

DRACON RACIAL TRAITS
·   +8 Str, +4 Con, +4 Int, -4 Cha
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 5 ft.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 45 ft.
·   +5 Natural AC Bonus
·   A Dracon has 6 Racial Hit Dice, giving it the following: 6d8 Hit Points, +6 Base Attack Bonus, +2 Fort Save, +5 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Diplomacy, Knowledge* (Local, Planetology, Wildspace), Listen, Sense Motive, and Spot. It also gets 3 Feats, and Improved Grapple as a Bonus Feat.
·   Dracon have a Primary Claw attack doing 1d4 plus Strength Bonus.  It gets 2 Claw Attacks with a Full Attack. * See spelljammer.org
.   Non Humanoid Form: The Dracon are non humanoid in form.  Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.  Armor you buy is 4 times the normal cost and twice the normal weight.
·   Automatic Languages: Dracon and Draconian.  Bonus Languages: Common
·   Level Adjustment: +2
·   Favored Class: Knight

STARTING AGE
 Adulthood: 40
 Barbarian, Rogue, Sorcerer: +3d6
 Bard, Fighter, Paladin, Ranger: +5d6
 Cleric, Druid, Monk, Wizard: +7d6

AGING EFFECTS
 Middle Age: 125
 Old: 188
 Venerable: 250
 Maximum Age: +2d% years

HEIGHT AND WEIGHT
 Base Length: 10'
 Length Modifier: +2d12"
 Base Weight: 2,050 lbs.
 Weight Modifier: x (4d6) lbs.

DRACON CHARACTERS
 The Dracons are pretty well suited to various melee builds.  Their LA and Racial HD complicate caster builds a bit too much, despite many of them being priests.
 Adventuring Race: Dracons removed from their family units/herds become ill, and if no other options are available will seek to join a new family unit, usually a party of adventurers.  They will also volunteer in any capacity to oppose the Neogi (or spiders in general).
 Character Development: Given your speed you probably do well as some sort of Charger build.  Your race is also pretty adept at wrestling as well.
 Character Names: The Dracon usually use modified Dragon names.

ROLEPLAYING A DRACON
 You prize honor and the needs of the many above all else.  Dracons despise selfishness and ambition, as what benefits the one generally runs counter to the benefit of all.
 Personality: Dracons typify what would be considered knightly behavior in other species.  It is known that you can generally take them at their word, and that they will not cheat.
 Behaviors: The Dracon are a fairly martial people, and spend much time practicing wrestling and various arms.  They seem to need to feel prepared for coming troubles.
 Language: Dracons speak their own language as well as Draconian.

DRACON SOCIETY
 The Dracon live in complex family units based off a herd mentality with each extended herd led by a Kaba who is a leader chosen by a confusing system of kinship relations.  He is assisted by the Shalla, a high priest.
 Alignment : Almost all Dracon are Lawful being as they live in herds, and the majority are Good as well.
 Lands : The location or name of the Dracon homeworld is unknown.
 Settlements : The Dracon are making their first forays into wildspace, and are fairly rare as of now.
 Beliefs : Dracons worship a mishmash of human, elven and dwarven deities led by an overdeity called the Ub-Kalla.  They are opposed by the Dark God, a giant spider like entity that devours or tempts the Dracon.  They consider Dragons the messengers of the Gods. 
 Relations: Due to a ravenous spiderlike monster they refer to as the Dark God, the Dracon hate spiders and spiderlike beings, particularly the Neogi.  Beholders they find comical, necessitating keeping the two races separate in order to prevent violence.  Dragons, Lizardfolk, and other centauroid beings are accepted and liked.  Most humanoids or semi-humanoid beings are pitied and considered deformed due to their lack of legs.

DRACON ADVENTURES
·   The Beholders have learned of your races tendency to make them the object of mocking comedy.  They intend to introduce you to some biting social satire of their own...
·   Neogi have wiped out your family, and by God you want revenge.  Though first you need to find a new family before you die of the jitters.
·  A dragon has hatched from an egg found in your ship and adopted you as it's parent.  Obviously this will not do, and you must find out where it's true parents are.



Dracon Racial Feats

Foe of the Dark One
You really hate the Neogi
 Prerequisites: Dracon
 Benefits: You gain +2 Favored Enemy Bonus (Aberration).  This is identical to the Ranger ability of the same name, and stacks with it.


Beholder Mocker
You just can't help yourself.
 Prerequisites: Dracon, Favored Enemy (Aberration)
 Benefits: You gain your Favored Enemy Bonus against Aberrations on Saving Throws if your opponent is an Aberration


Fearless
You takes no sass...
 Prerequisites: Dracon, Favored Enemy
 Benefits: You gain your Favored Enemy Bonus on Willpower Saves made against Fear effects.


Illithid Wrestler
You find wrestling the Mindflayers to be interesting.
 Prerequisites: Dracon, Favored Enemy (Aberration)
 Benefits: You gain your Favored Enemy (Aberration) Bonus on Grapple Checks against Aberrations.


Dracon Racial Substitution Levels

Cleric
 Level 1: Dracon Clerics revere Ub-Kalla (Alignment LG, Favored Weapon: Longsword, Domains include Animal, Community, Creation, Healing, Protection, Sun, and War).

Knight
 Levels 2, 11 and 20: Replace Shield Bonus with Halberd Defense
  Halberd Defense (Ex): At Level 2 you gain a +1 Shield Bonus to AC when wielding a 2-Handed weapon.
 Level 2: Replace Mounted Combat with Weapon Focus (Halberd)
 
Paladin
 Level 1: Replace Special Mount with Divine Weapon
  Divine Weapon (Su): At will you may Summon a magic weapon (or enchant one you are already holding).  At 5th-7th Level it is considered a +1 Weapon.  This increases to +2 at Level 8, +3 at Level 11, and +4 at Level 15.  If you use this ability to enchant a weapon you are holding, the Enhancement Bonuses do not stack.  You may only have one Divine Weapon at a time, and it lasts until dismissed or destroyed.  If it is destroyed you must wait 24 hours before using this ability again.



SHALLA


   
"I frickin' hate spiders."

 You are the community healer and advisor.  You write down the genealogy of the herd, and it's history as well.

BECOMING A SHALLA
Only those seriously devoted to the priestly life are accepted.

 ENTRY REQUIREMENTS
   Species:  Dracon (or someone adopted by them)
   Class Abilities:  Turn Undead
   Feats:  Foe of the Dark One, and one other Feat that has Favored Enemy as a prerequisite
   Skills:  Diplomacy 4 ranks, Knowledge (Religion) 4 ranks

Class Skills
 The Shalla's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local)(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Favored Enemy, +1 Level  of Divine casting class
2. +1    +3     +0     +3    Communal Ward 1/day, +1 Level  of Divine casting class
3. +2    +3     +1     +3    Healer, +1 Level  of Divine casting class
4. +3    +4     +1     +4    Favored Enemy, +1 Level  of Divine casting class
5. +3    +4     +1     +4    Communal Ward 2/day, +1 Level  of Divine casting class
6. +4    +5     +2     +5    Healer, +1 Level  of Divine casting class
7. +5    +5     +2     +5    Favored Enemy, +1 Level  of Divine casting class
8. +6    +6     +2     +6    Communal Ward 3/day, +1 Level  of Divine casting class
9. +6    +6     +3     +6    Healer, +1 Level  of Divine casting class
10.+7    +7     +3     +7    High Priest, +1 Level  of Divine casting class

Weapon Proficiencies: A Shalla gains no new weapon or armor proficiencies.

Favored Enemy (Ex): At 1st Level one of your Favored Enemy Bonuses increases by  +2 (and again at Levels 4 and 7).  This is otherwise identical to the Ranger Ability of the same name and stacks with it

Communal Ward (Su): At Level 2, you can cast a Ward over yourself an any willing creature within 10 feet.  This Ward lasts 1 Minute, rand during that time any member of the ward is subjected to a Condition only when all members are subject to the condition.  For example, if one of you fails the Save versus a Medusa's Gaze, you're only Petrified if everyone else is.  You gain n additional daily use at Levels 6 and 9.

Healer: You gain a +2 Competence Bonus to Heal Checks at level 3.  This increases to +4 at Level 6, and +6 at Level 9.

High Priest (Sp): At 10th Level you can call for Divine intervention on your behalf once per week.  You can effectively cast Miracle 1/week as a Spell-Like ability.
 
PLAYING A SHALLA
 You are your community's shepherd, and you care dearly for them.  You have devoted your life to serving the herd.
 Combat: Combat is considered a last resort.  You try to settle things diplomatically first.
 Advancement: You generally focus your studies on things that will benefit the community..
 Resources: You have the full resources of your herd when you are aiding them.

SHALLA IN THE WORLD
"You need to see Reverend  Thunderbolt down at the Church."
 The world generally sees you as a wise critter to go to for healing and advice.  Except for Aberrations.  They can shove it.
 Daily Life: Your religioust duties and study consume most of your time.
 Notables: Reverend Thunderbolt (LG Male Dracon Cleric 2/Shalla 2) is an enthusiastic preacher.
 Organizations: You only join organizations that are beneficial to the community.

NPC Reaction
 With the exception of Aberrations, people generally adore you.

SHALLA IN THE GAME
 This assumes you're a member of a Church well known for it's dislike of Aberrations, which could cause some backlash for the party.
 Adaptation: This is meant for Spelljammer, but could be adapted elsewhere.
 Encounters: Shalla are generally encountered in any public ceremony of the Dracon.

Sample Encounter
EL 12: The PC's have been hired to smuggle a spider like alien out of the city.  They are pursued by these kooky reptile people and their priest.


Reverend Thunderbolt
LG Male Dracon Cleric 2/Shalla 2
Init +0, Senses: Listen +5, Spot +5, Darkvision 60 ft.
Languages Dracon, Draconian
------------------------------------------------
AC 37, touch 12, flat-footed 36  (-1 Size, +1 Dex, +5 Natural, +13 Armor, +7 Shield, +2 Deflection)
hp 75 (10 HD)
Fort +11, Ref +6, Will +10 
------------------------------------------------
Speed 45 ft. (9 squares)
Melee 2 Claws +15 melee (1d4+6)
Longsword +17/+13 melee (2d6+8/19-20)
Base Atk +10, Grp +20
Atk Options Favored Enemy (Aberrations +4
Combat Gear
Spells Prepared 0:5 (DC 13), 1st:4+1 (DC 14), 2nd:3+1 (DC 15)
Supernatural Abilities Turn Undead, Communal Ward 1/day
-----------------------------------------------
Abilities Str 22, Dex 12, Con 17, Int 12, Wis 16, Cha 7
SQ
Feats Cleave, Fearless, Foe of the Dark One, Power Attack, Improved Grapple (B)
Skills Concentration +5, Diplomacy +5, Heal +5, Knowledge (History, Local, Planetology, Religion, Wildspace) +5, Listen +5, Sense Motive +5, Spellcraft +3, Spot +5
Possessions +5 Plate, +5 Heavy Steel Shield, +2 Aberration Bane Longsword, Silver Holy Symbol, +2 Ring of Protection, 4 Potions of Cure Serious Wounds, 1890 GP



EPIC SHALLA

Hit Die: d8
Skills Points at Each  Level : 2 + int
Favored Enemy The epic Shalla gains one additional favored enemy (and his bonuses against all existing favored enemies go up by +1) every five levels after 20th (25th, 30th, and so on).
Class Ability The cleric’s caster level is equal to his or her class level. The Shalla’s number of spells per day does not increase after 20th level
Bonus Feats: The Epic Shalla gains a Bonus Feat every 3 levels higher than 20th


COMMUNITY DOMAIN
The Community Cleric focuses on the care and preservation of their local community and it's population.

Community Domain Spells
Cleric Level  Spells
1st: Alarm, Shield Other*
3rd: Smite Aberration*, Status*
5th: Crusader's Mantle, Leomund's Tiny Hut
7th: Gate Seal, Mordenkainen's Private Sanctum
9th: Circle of Power, Rary's Telepathic Bond

Healer
At 1st Level you gain Expertise with Wisdom (Medicine) Checks and Herbalism Kits.  Additionally the Cleric can make a DC 15 Check to diagnose a disease or poison, as well as a treatment.

CHANNEL DIVINITY: COMMUNAL WARD
At 2nd Level you can protect your friends and neighbors.  As an Action, choose a number of creatures within 30 feet of you equal to your Proficiency Bonus.  For 1 Minute those creatures have Advantage on all Saving Throws meant to avoid or remove a Condition.

CHANNEL DIVINITY: I HATE SPIDERS
At 6th Level you can protect your flock from Aberrations.  As an Action, choose a umber of willing creatures within 30 feet of you equal to your Proficiency Bonus.  Those creatures have a +1 Bonus on attack and damage rolls and armor class against Aberrrations.

IMPROVED CHANNEL DIVINITY
At 8th Level, your 2nd Level Channel Divinity ability now lasts 1 Hour, and you can choose any creature in range without limit.

HIGH PRIEST
At 17th Level, you can cast any one Cleric Spell of 8th Level or less without using a spell slot or components.  Once you use this ability, you must wait 7 days to use it again.



SHIELD OTHER
1st Level Abjuration
Casting Time: 1 reaction, which you take when a creature in range is hit by an attack or targeted by the magic missile spell
Range: 30 feet
Components: V, S
Duration: 1 round
This works like the Shield spell, but can only be cast on others.


SMITE ABERRATION
5th Level Evocation
Casting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with dark light as you strike.  That creature has Disadvantage on attacks against any creature other than you for the duration of the spell.


STATUS
2nd Level Divination
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 Hour
Choose a number of creatures within range equal to your proficiency bonus.  For the duration of the spell, a mental alarm (it will wake you if you are unconscious) will alert you if the warded creatures take damage, acquire a condition, fail a saving throw versus a non-damaging spell or dies.  This works as long as the warded creatures and you are on the same plane of existence (though it will also alert you if they leave this plane).

« Last Edit: March 09, 2024, 08:51:08 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #37 on: July 06, 2013, 01:16:12 AM »
GAUND (Forgotten Realms)


   
"Clickclickclick..."

 The Gaund are partially bipedal lizards with gray-green scales and three glowing red eyes.

GAUND RACIAL TRAITS
·   +2 Dex, +2 Con, +2 Wis, -2 Int, -4 Cha
·   Size Class: Medium
·   Type: Magical Beast with the Fire Subtype, giving it Low Light Vision and 90 ft. Darkvision
·   Base land speed 30 ft.
·   +4 Natural AC Bonus
·   Tremorsense (Ex): Range 30 ft.
·   Back Kick (Ex): As a Full Attack action the Gaund may kick an opponent behind it doing 3d4 plus Str Modifier damage.
·   Burning Gaze (Su): IBurning Gaze is a ranged touch attack against one creature or object in range, and is a Standard Action.  If it is successful there is an effect similar to Heat Metal.  It does 1d4 fire damage the first two rounds, and 2d4 fire damage each round thereafter that the attack is maintained.  If at any point the attack misses the damage drops to 1d4 fire damage that round, and if it misses a second round damage drops to 0 and the Gaund must start over.  Range is 90 ft., opponents wearing magical metal armor get a Willpower Save to negate the effect (Save is 10 plus 1/2 HD plus Cha modifier).  If the Gaund targets a held item, the holder must make a Fortitude Save (same DC as previous) or drop the item.
·   Vulnerabilities: The Gaund have a -2 Racial Penalty on all Saving Throws against powers or effects with the Sonic descriptor or doing Sonic damage.  They are abnormally sensitive to vibrations.
·   A Gaund has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 Base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Jump, Listen, Spot, and Survival. It also gets 2 Feats.
·   Gaund have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite Attack doing 1d6 plus 1/2 Str Modifier, and a Secondary Tail Attack doing 1d8 plus 1/2 Str Modifier.  They get 2 Claws, a Bite, and 1 Tail with a Full Attack.
.   Non Humanoid Form: The Gaund aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost for them.  Being quadrupedal they have 1 1/2 times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.
·   Automatic Languages: Gaund
·   Level Adjustment: +2
·   Favored Class: Scout
·   Frost Gaund: Frost Gaunds live in cold caverns, have the Cold Subtype, and do Cold damage with Burning Gaze.  They may take Racial Feats, which likewise do Cold damage instead of fire.

STARTING AGE
 Adulthood:6
 Barbarian, Rogue, Sorcerer: +1d3
 Bard, Fighter, Paladin, Ranger: +1d4
 Cleric, Druid, Monk, Wizard: +2d4

AGING EFFECTS
 Middle Age: 60
 Old: 90
 Venerable: 120
 Maximum Age: +1d6 years

HEIGHT AND WEIGHT
 Base Height: 4'10"
 Height Modifier: +2d10"
 Base Weight: 120 lbs.
 Weight Modifier: x (2d4) lbs.

GAUND CHARACTERS
 Gaunds are perfect for melee builds, especially cooperative ones where a few engage and tie up opponents while the rest set back and use their gaze attacks.
 Adventuring Race: Gaunds don't need material possessions, and are generally content where they are, so it would take a need for revenge or some pretty life altering circumstances to convince them to go on an adventure.
 Character Development: Your vulnerability to Sonic attacks is a serious hindrance, and it should be addressed somehow.
 Character Names: The Gaund names are composed of the unpronounceable clicks and whistles that make up their language.

ROLEPLAYING A GAUND
 Yours is a race that often faces death by many methods, chiefest of which is the prejudice of the humanoids who mistake you for not being intelligent.  As such you have learned it's best to wipe them out on sight or bribe them with the baubles they seem to value so much.  The caves are loaded with gems after all and they're of no use to you.
 Personality: You aren't quite the dumb animals people take you for, you just don't see the need for living in a traditional humanoid style of society.  As if those egocentric jerks have a monopoly on the best way to live...
 Behaviors: The Gaund generally pretend to be brute animals since most other races mistake them for such.  Many outsiders are surprised that they are assaulted when they bother with the small herds the Gaund shepherd as food animals.
 Language: The Gaund language is composed primarily of clicks and whistling sounds.

GAUND SOCIETY
 The Gaund live very simple, primitive lives.  They are often mistaken for unintelligent giant lizards.
 Alignment : Like the animals they live among, most Gaund are Neutral.
 Lands : The Gaund live in hot underground caverns, usually in volcanically active areas. 
 Settlements : The Gaund do not like living near other races or in areas that are too cool, so they haven't spread much.
 Beliefs : If the Gaund have any Gods it is unknown, as they have never communicated much with the outside world (especially their private beliefs).
 Relations: Given that other races mistake them for animals (and thusly have no compunctions about killing them) the Gaund have traditionally not gotten along well with other species.  Plus they're fairly territorial.

GAUND ADVENTURES
·   Thieves are pilfering the eggs as they are coated in a valuable protective slime.  It's time to put a stop to this.
·   The caverns you live in are filling with lava due to volcanic activity, and you had to flee or drown.  Now you must find a new home.
·  The humans are offering a partnership.  Their 'protection' in exchange for access to the gems they wish to mine from your homes.  You are pondering how to best kill them.



Gaund Racial Feats

Improved Burning Gaze
You heat things up quickly.
 Prerequisites: Gaund
 Benefits: Your Gaze now does 2d4 Fire damage on the second round.


Greater Burning Gaze
Your gaze is more potent.
 Prerequisites: Gaund, Improved Burning Gaze
 Benefits: You now do 2d6 damage on the first round, and all subsequent rounds with your eye ray.


Precise Gaze
Your ray can now threaten criticals.
 Prerequisites: Gaund, Improved Burning Gaze
 Benefits: Your gaze now threatens a Critical on a 19-20.  It does 4d6 fire damage on a successful critical.


Protective Slime
You produce the slime that protects your races eggs.
 Prerequisites: Gaund, Con 15+
 Benefits: You now gain immunity to Acid damage.


Gaund Racial Substitution Levels

Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Gaund Rangers can choose Ripper or Ray Master.
  Combat Style: Ripper gets Multiattack at 2nd Level, Improved Initiative at 6th Level, and Improved Multiattack at 11th Level.  Grenadier gets Improved Ray (see Racial Feats above) at 2nd Level, Weapon Focus (Ray) at 6th Level, and Greater Ray (see Racial Feats above) at 11th Level.
 
 
Druid
 Level 13: Instead of a Thousand Faces you lose your Racial Vulnerability to Cold.


GAUND GUARDIAN


   
"HIIIIIIIISSSSSSSSSSSSSS!

 Guardians protect the tribes homes and children.  They can be very vicious when they need to be.

BECOMING A GAUND GUARDIAN
Most Gaund fill in for this role at some point in their lives.

 ENTRY REQUIREMENTS
   Species:  Gaund
   Class Abilities:  Skirmish (+1 AC)
   Feats: Protective Slime, Weapon Finesse
   Skills:  Listen 4 ranks, Spot 4 ranks


Class Skills
 The Gaund Guardian's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(geography) (Int), Knowledge(nature) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10
Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +0    Improved Burning Gaze
2. +2    +0     +3     +0    Grappling
3. +3    +1     +3     +1    Mobility
4. +4    +1     +4     +1    Greater Burning Gaze
5. +5    +1     +4     +1    Grappling
6. +6    +2     +5     +2    Mobility
7. +7    +2     +5     +2    Precise Gaze
8. +8    +2     +6     +2    Grappling
9. +9    +3     +6     +3    Mobility
10.+10   +3     +7     +3   Finisher Hold

Weapon Proficiencies: A Guardian gains no new weapon or armor proficiencies.

Improved Burning Gaze: At 1st Level you gain Improved Burning Gaze as a Bonus Feat.

Greater Burning Gaze: At 4th Level you gain Greater Burning Gaze as a Bonus Feat.
 
Precise Gaze: At 7th Level you gain Precise Gaze as a Bonus Feat.

Grappling (Ex): At Level 2 you gain Improved Grab. If you hit with a claw or bite attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity.

At 5th Level you may use your Back Kick to attack an opponent who is grappling you.  If you succeed with the attack, the Grapple is broken.

At 8th Level you do +1d6 damage with successful attacks against Prone opponents.

Mobility (Ex): At 3rd Level you don't take an AC penalty when making a charge attack.

At 6th Level, if you make a successful charge attack, you can then attempt to start a grapple as a free action without provoking an attack of opportunity.  If you are successful, your opponent is Pinned, and you are both Prone.

At 9th Level you no longer take penalties to AC or attack rolls while Prone.

Finisher Hold (Ex): At 10th Level you can use your Burning Gaze attack while Grappling opponents, in addition to your normal damage.

PLAYING A GAUND GUARDIAN
 Your people are hunted for a variety of reasons, and it is your duty to keep them safe.  Particularly the young ones.
 Combat: You prefer fast, mobile assaults.
 Advancement: You tend to develop skills that help you fufill your chosen role.
 Resources: You have what you can take off unsuccessful invaders.

GAUND GUARDIANS IN THE WORLD
"Wait. you're saying they aren't just lizards?"
 You don't see much of the world beyond your home.  Which is only natural, seeing as it's your job to keep that world at bay..
 Daily Life: You spend your days on guard duty.
 Notables: Ser (Neutral Male Gaund Scout 4/Gaunf Guardian 2) guards his tribes eggs faithfully.
 Organizations: Most people don't know you're species is intelligent, and so have no reason to hire you..

NPC Reaction
 Most other species think of you as simple beasts, probably because you don't intend to enlighten them.

GAUND GUARDIANS IN THE GAME
 This assumes you are a member f a species hunted as a resource.  This may cause the player difficulties.
 Adaptation: This is meant for the Forgotten Realms, but it can be used for Gaund in any setting.
 Encounters: NPC's strictly encounter you within your home.

Sample Encounter
EL 12: The PC's are hiding from monsters in a cave.  Which, funny enough, is also inhabited by 'monsters'.  At least they seem reasonable though.


Ser
Neutral Male Gaund Scout 4/Gaund Guardian 2
Init +9, Senses: Listen +4, Spot +4, Low-light Vision, Tremorsense 30 ft., and 90 ft. Darkvision
Languages Gaund
------------------------------------------------
AC 26, touch 17, flat-footed 22  (+4 Dex, +4 Natural, +5 Armor, +3 Deflection)
hp 81 (10 HD)
Fort +9, Ref +15, Will +4 
------------------------------------------------
Speed 40 ft. (8 squares)
Melee 2 Claws +15 melee (1d4+4) and 1 Bite +10 melee (1d6+3) and 1 Tail +10 melee (1f8+3)
Base Atk +9, Grp +11
Atk Options Back Kick, Skirmish (+1d6, +1 AC), Battle Fortitude +1, Grappling
Combat Gear
Spells Prepared
Supernatural Abilities Burning Gaze
-----------------------------------------------
Abilities Str 14, Dex 18, Con 16, Int 8, Wis 14, Cha 8
SQ Vulnerabilities, Trapfinding, Fast Movement +10 ft., Trackless Step
Feats Dodge, Mobility, Protective Slime, Weapon Finesse, Improved Burning Gaze (B), Improved Initiative (B)
Skills Climb +3, Hide +8, Jump +8, Knowledge (Dungeoneering, Nature) +3, Listen +4, Move Silently +8, Search +7, Sense Motive +6, Spot +4, Survival +4, Tumble +8
Possessions +5 Bracers of Armor, +3 Ring of Protection, +2 Amulet of Mighty Fists, Bag of Holding Type I, 3 Potions of Greater Magic Gang +5, 4 Potions of Heroism, 500 GP



EPIC GAUND GUARDIAN

Hit Die: d10
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Gaund Guardian gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 16, 2024, 06:42:13 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #38 on: November 23, 2013, 03:15:35 AM »
HURWAET (Spelljammer)


   
"We don't tolerate your kind here slaver."

 The Hurwaeti are also known somewhat condescendingly as Wiggles, and are said to be related to both the Lizardmen and the Sahuagin (which all things considered should be impossible given their appearance and abilities).  They are humanoid in shape with long froglike limbs, webbed hands and feet, and scales so small that their olive green skin appears to be unbroken and shiny.  Heavy clothing is shunned in favor of loin cloths, and the occasional pack or belt for moving supplies.  Their faces are somewhat Gnome like, but exaggerated with a pointed chin and nose.  Unlike other reptiles (fish?) they have hair on their heads, and the older among them have full fledged beards.

HURWAET RACIAL TRAITS
·   +2 Int, +2 Wis
·   Size Class: Medium
·   Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
·   Base land speed 20 ft.
·   Base swim speed 30 ft.
·   +5 Natural AC Bonus
·   Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
·   Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
·   A Hurwaeti has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +2 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Jump, Swim and Survival. It also gets 2 Feats.
·   Hurwaeti have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming as long as they swim in a straight line.  They also have a +8 Racial Bonus to Jump Checks.
·   Automatic Languages: Hurwaeti, Lizardfolk and Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 6'
 Height Modifier: +2d6"
 Base Weight: 185 lbs.
 Weight Modifier: x (2d6) lbs.

HURWAET CHARACTERS
 Salt and Swamp Wiggles make excellent Barbarians or other melee combatants.  Spacefaring Wiggles stats are well suited towards casters but they have Racial HD, so perhaps it's better to make them more skills oriented.
 Adventuring Race: Spacefaring Hurwaeti are professional mercenaries and ship crews, they pretty much spend all their time adventuring in order to support their clan.  Swamp Wiggles are incredibly xenophobic, so they generally only adventure to prove themselves or because they have become outcasts.  Salt Wiggles are sometimes available for hire as cheap muscle or shock troops.
 Character Development: Wiggles make great backstabbers if you get their racial Feats enhancing their fog ability, and allowing them to see through mists.
 Character Names: Most other races cannot speak Hurwaeti, so they choose a name in the language of whatever species ship they are serving on.

ROLEPLAYING A HURWAETI
 The world is a tough place.  You have many racial enemies, and plenty of others are willing to take advantage of your reputation for being good employees.  Your more primitive relatives certainly don't help your reputation.  Your race has fallen far, and you are determined to change that.
 Personality: The Hurwaeti tend to be dour, nose to the grind sort of folk.  The more civilized ones are dedicated to their clans survival, and earning money to once again get their species back on track in the universe.  The Swamp Wiggles are recluses who rarely deal with outsiders, and the Salt Wiggles are little better  than flesh eating Ogres.
 Behaviors: With the exception of the Salt Wiggles, Hurwaeti of all sorts are dedicated workers, often referred to as the perfect employees.  Unless they meet members of the opposite sex, in which case they desert their positions to take advantage of the rare opportunity. 
 Language: The Hurwaeti speak their own language, and that of the Lizardmen which is fairly similar in some ways.

HURWAETI SOCIETY
The Hurwaeti were once a massive spacefaring civilization spreading their culture and beliefs.  Alas, they had the misfortune of simultaneously declaring war on the Neogi, Beholders, and Illithids.  The mistake cost them dearly, and shattered their empire.  But for a few remaining colonies, the majority have descended into a far more barren existence.  These 'Swamp Wiggles' live lives as little more than primitive hunters (or in some cases raiders).  Something has gone wrong with them as 2% of their children are born monstrous.  These children are almost universally tainted by Evil, and if not slain immediately they make for salt water to join their fellow outcasts.  The cause of this malady is  unknown.  Much of the spacefaring Hurwaeti have been reduced to salvage or piracy, especially towards the territories of their old enemies.
 Alignment : The Wiggles formerly leaned strongly towards both Good and Neutrality, but the harshness of their new existence has burned much of the Goodness out of them.  Mind you they aren't Evil, but they aren't exactly angels either.  Even the primitive Swamp Wiggles are mostly Neutral.  The Salt Wiggles, however, are almost universally Lawful Evil for reasons no one fully understands. 
 Lands : The Hurwaeti are nomads, and are usually found strictly on ships as very few of them become land-bound anymore.  Swamp Wiggles trend towards Temperate or Warm swamps.  Salt Wiggles usually make for temperate or warm oceans, and if they can't find others of their own kind, they often live under bridges killing passers by.
 Settlements : The Hurwaeti have a wide range of options if they wish to settle down, but Swamp Wiggles rarely leave their marshy homes.  Salt Wiggles keep to themselves as well if they want to live.
 Beliefs : Given their existence as travelers, the Hurwaeti encounter a variety of beliefs, and could worship a variety of deities.  The Swamp and Salt Wiggles do not appear to have a concept of divinity.
 Relations: The Hurwaeti are affable enough, and are dedicated and hard working.  They despise Neogi, Beholders, and Illithids.   Swamp Wiggles are xenophobes who will deal with outsiders, but only if they can be proven to be more powerful than the tribe.  Salt Wiggles are little more than monsters who see all other beings weaker than themselves as food.

HURWAETI ADVENTURES
·   Some kind of taint, whether physical or magical, is causing all of the tribes children to be born as Salt Wiggles.  This must be stopped.
·   The Neogi are in town for repairs to their ship, and both you and a variety of their haters have decided it would be fun to stomp them into the dust..
·  Scrags have decided to contest with you Salt Wiggles for your territory.  Let the wrasslin' begin!.



SWAMP WIGGLE (Spelljammer)


   
"You're in our territory now."

Swamp Wiggles are taller, long legged Hurwaeti who have become tribal hunters.

SWAMP WIGGLE RACIAL TRAITS
·   +2 Con, +2 Wis
·   Size Class: Medium
·   Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
·   Base land speed 20 ft.
·   Base swim speed 40 ft.
·   +5 Natural AC Bonus
·   Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
·   Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
·   A Swamp Wiggle has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +4 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Jump, Swim and Survival. It also gets 2 Feats.
·   Swamp Wiggles have a Primary Kick attack doing 1d6 plus Strength Bonus.  They get 2 Kicks with a Full Attack.
·   Swamp Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming as long as they swim in a straight line.  They also have a +8 Racial Bonus to Jump Checks.
·   Automatic Languages: Hurwaeti, Lizardfolk and Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +1
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 6'6"
 Height Modifier: +2d6"
 Base Weight: 195 lbs.
 Weight Modifier: x (2d6) lbs.




SALT WIGGLE


   
"Hissssssssssss!"

 About 2% of Swamp Wiggles eat the other eggs before parasitically devouring their incubating parent.  If they manage to escape destruction they grow up to be large, fanged monsters often mistaken for Scrags.

SALT WIGGLE RACIAL TRAITS
·   +8 Str, +4 Con, +2 Wis, -2 Int, -4 Cha
·   Size Class: Large (Tall). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10', Reach is 10'.
·   Type: Humanoid with the Reptilian, Aquatic and Amphibious Subtypes
·   Base land speed 15 ft.
·   Base swim speed 50 ft.
·   +8 Natural AC Bonus
·   Fog Cloud (Sp): Hurwaeti can cast Fog Cloud as a Spell-Like Ability 1/day as a 9th Level Sorcerer.
·   Leaper (Ex): You do not take an increased DC to Jump Checks for not moving.
·   Rend (Ex): If a Salt Wiggle hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 plus one and a half times Str Modifier points of damage.
·   A Salt Wiggle has 12 Racial Hit Dice, giving it the following: 12d8 Hit Points, +9 Base Attack Bonus, +4 Fort Save, +8 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Jump, Swim and Survival. It also gets 5 Feats.
·   Salt Wiggles have a Primary Claw attack doing 1d6 plus Strength Bonus, and a Secondary Bite Attack doing 2d6 plus 1/2 Str Modifier.  They get 2 Claws and a Bite with a Full Attack.
·   Salt Wiggles have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming as long as they swim in a straight line.  They also have a +8 Racial Bonus to Jump Checks.
·   Automatic Languages: Hurwaeti, Lizardman and Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +0
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 10
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 50
 Old: 75
 Venerable: 100
 Maximum Age: +5d20 Years

HEIGHT AND WEIGHT
 Base Height: 7'6"
 Height Modifier: +2d6"
 Base Weight: 2000 lbs.
 Weight Modifier: x (4d6) lbs.



Hurwaeti Racial Feats

Improved Fog Cloud
You can use Fog Cloud more often.
 Prerequisites: Hurwaeti (or Wiggles), 9 Hit Dice
 Benefits: You may now use your Fog Cloud ability at will.


Mist Vision
You can see through clouds that normally obscure vision.
 Prerequisites: Hurwaeti (or Wiggles), Wis 13+
 Benefits: You can see through fogs and mists normally, whether they are natural or magic (see below for a list of example spells).


Fogcaster
You specialize in fog spells.
 Prerequisites: Hurwaeti (or Wiggles), Caster Level 6th
 Benefits: The following spells are added to your spell list, and you gain a +2 Bonus on Saves against them.
1st Obscuring Mist
2nd Fog Cloud
3rd Arctic Haze (see Frostburn), Caustic Smoke (see Complete Mage), Contagious Fog (see Spell Compendium), Nauseating Breath (see Spell Compendium), Stinking Cloud
4th Murderous Mist (see Spell Compendium), Solid Fog
5th Cloudkill
6th Acid Fog, Freezing Fog (see Spell Compendium)
8th Incendiary Cloud
9th Towering Thunderhead (see Complete Mage)


Hurwaeti Flexibility
You'll take on any job.
 Prerequisites: Hurwaeti
 Benefits: Gain a +2 Bonus on any two Skills of your choice.


Hurwaeti Racial Substitution Levels

Scout
 Level 1: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.

Fighter
 Level 4: Replace your 6th Level Bonus Feat with Improved Fog Cloud.
  Murky Fog Cloud (Sp): When using your racial Fog Cloud ability you may instead choose to use Stinking Cloud (you are immune to it's effects).
 
Rogue
 Level 10+: You gain new options with your Rogues Special Ability.
  Special Ability (Ex): You may now choose from the following additional option:
Solid Fog (Sp): You may now cast Solid Fog 1/day as a Spell-Like ability as a 10th Level Sorcerer.  You are immune to it's effects.

Swamp Wiggle Racial Substitution Levels

Scout
 Level 1: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.

Barbarian
 Level 1: Lose Fast Movement for Obscuring Rage
  Obscuring Rage (Ex): You may now use your Racial Fog Cloud ability once per Rage.
 
Ranger
 Levels 2, 6, 11:  Instead of Archery or Two Weapon Fighting for their Combat Style, Swamp Wiggle Rangers can choose Greatclub and Slinger.
  Combat Style: Greatclub get Weapon Focus (Greatclub) at 2nd Level, Weapon Specialization (Greatclub) at 6th Level, and Improved Critical (Greatclub) at 11th Level.  Slinger gets Point Blank Shot at 2nd Level, Precise Shot at 6th Level, and Improved Precise Shot at 11th Level.


Salt Wiggle Racial Substitution Levels

Scout
 Level 4+: When choosing your Scout's Bonus Feats, you may opt to choose a Racial Feat instead.

Barbarian
 Level 1: Lose Fast Movement for Obscuring Rage Rage
  Obscuring Rage (Ex): You may now use your Racial Fog Cloud ability once per Rage.
 

SPACEFARER


   
"No hot dogs, only klavkalash."

 Spacefarers are dedicated spelljammer crews, doing whatever is needed to use and maintain the ships.

BECOMING A SPACEFARER
Just get accepted on a ships crew.

 ENTRY REQUIREMENTS
   Species:  Hurwaeti (or any similar species that commmonly crew ships)
   Class Abilities:  Uncanny Dodge
   Skills:  Knowledge (Planetology, Wildspace, see spelljammer.org) 4 ranks
   Feats:  Heavy Weapon Proficiency (see Spelljammer.org), Hurwaeti Flexibility


Class Skills
 The Spacefarer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(dungeoneering) (Int), Knowledge(nature) (Int), Knowledge(planetology)* (Int), Knowledge (wildspace)* (Int), Listen (Wis), Move Silently (Dex), Profession (Spacehand, WIldspace Navigator)(Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex) and Wildspace Survival (Wis)*.  *see Spelljammer.org)
Skills Points at Each  Level : 8 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +2     +0    Spelljammer Training
2. +1    +0     +3     +0    Evasion
3. +2    +1     +3     +1    Keep Your Distance
4. +3    +1     +4     +1    Spelljammer Training
5. +3    +1     +4     +1    Improved Uncanny Dodge
6. +4    +2     +5     +2    Keep Your Distance
7. +5    +2     +5     +2    Spelljammer Training
8. +6    +2     +6     +2    Improved Evasion
9. +6    +3     +6     +3    Keep Your Distance
10.+7    +3     +7     +3   Ship Defender

Weapon Proficiencies: A Spacefarer gains no new weapon or armor proficiencies.

Spelljammer Training: At Levels 1, 4 and 7 you get a free Bonus Feat you qualify for from the following list (see Spelljammer.org for Feats with a *): Acrobatic, Agile, Alertness, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Freefall*, Improved Critical (Heavy Weapon)*, Improved Initiative, Mobility, Phlogiston Sense*, Point Blank Shot, Precise Shot, Quick Draw, Rapid Reload, Rapid Reload (Heavy Weapon)*, Shot on the Run, Slow Respiration*, Weapon Finesse, Weapon Focus (Heavy Weapon)*, Weapon Specialization (Heavy Weapon)*,
 
Evasion (Ex): A Spacefarer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Keep Your Distance (Ex): At 3rd Level, if you hit an opponent with a ranged attack, they are Checked for 1 round if they fail a Fortitude Save (Save DC is 10 + damage dealt).

At 6th Level, if you successfully Check an opponent, you do +1d6 damage with that attack.  This rises to +2d6 at 9th Level.

Improved Uncanny Dodge (Ex): The Spacefarer can no longer be flanked.

This defense denies other creatures the ability to sneak attack the character by flanking her, unless the attacker has at least four more hit dice/character levels than the target does.

Improved Evasion (Ex): This ability works like evasion, except that while the Spacefarer still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Spacefarer does not gain the benefit of improved evasion.

Ship Defender (Ex): AT 10th Level you gain a +2 Bonus on attack rolls, skill checks and saving throws when on any ship on which you have served at least a week.

PLAYING A SPACEFARER
 If you've seen the show Lower Decks, you know what you're in for here.
 Combat: With the exception of the occasional wandering space monster, or pirate attack, you don't see much action being as you're stuck on the ship..
 Advancement: You develop whatever skills are most needed, trusting that it will further your career.
 Resources: You have whatever you can steal, or gain access to with the captains permission).

SPACEFARERS IN THE WORLD
"My crew can out drink yours any day!"
 You get to see more (and also less) of the universe than most people.  You sail to far off, exotic destinations, only to find yourself with no shore leave half the time.  And considering how dangerous the universe is, maybe that's not such a bad thing...
 Daily Life: As a ship's crew, there is always work to be done.
 Notables: Weetabix ( NG Female Hurwaeti/Scout 2/Spacefarer 6) tries to keep shenanigans on her ship to a minimum.
 Organizations: Just about every organization in Spelljammer has use for Spacefarers..

NPC Reaction
 Like most 'menial' laborers, you tend to be invisible.

SPACEFARERS IN THE GAME
 This is a good class to have if you'll be serving on a spelljammer at any point.
 Adaptation: This is meant for Spelljammer, but could probably be adopted.
 Encounters: Spacefarers are usually encountered on Spelljammers, or port cities.

Sample Encounter
EL 12: The PC's are hired to guard a spelljammer from pirate shenanigans.  No one warned them about the shenanigans of the crew...


Weetabix
NG Female Hurwaeti/Scout 2/Spacefarer 6
Init +7, Senses: Listen +, Spot +
Languages Hurwaeti, Lizardman and Common
------------------------------------------------
AC 25, touch 15, flat-footed 23  (+2 Dex, +5 Natural, +5 Armor, +3 Deflection)
hp 71 (11 HD)
Fort +6, Ref +13, Will +5 
------------------------------------------------
Speed 20 ft. (4 squares), Swim 30 ft.
Melee +3 Handaxe +10 melee (1d6+3/x3)
Ranged +3 Light Crossbow +12 ranged (1d8+3/19-20)
Base Atk +7, Grp +7
Atk Options Fog Cloud, Skirmish +1d6, Uncanny Dodge, Evasion, Improved Uncanny Dodge, Keep Your Distance
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 10, Dex 15, Con 14, Int 15, Wis 14, Cha 10
SQ Leaper, Trapfinding, Battle Fortitude +1
Feats Heavy Weapon Proficiency, Hurwaeti Flexibility, Improved Initiative, Weapon Finesse, Far Shot (B), Point Blank Shot (B)
Skills Balance +8, Climb +8, Disable Device +8, Hide +6, Jump +16, Knowledge (Planetology, Wildspace) +6, Listen +8, Move Silently +6, Profession (Spacehand) +8, Search +8, Sense Motive +8, Spot +8, Survival +8, Swim +16, Tumble +8, Use Rope +8, Wildspace Survival +8
Possessions Bag of Holding Type II, 3 Extended Breath Potions*, +5 Bracers of Armor, +3 Ring of Protection, +3 Light Crossbow, 20 bolts, +3 Handaxe, 1107 GP


EPIC SPACEFARER

Hit Die: d8
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Spacefarer gains a Bonus Feat every 2 levels higher than 20th


Spacefarer   (Rogue)
You crew for one of the various spelljammer ships, trying o stay alive while getting you're way into and out of trouble.

WEAPONS TRAINING
At 3rd Level you gain Proficiency with Firearms and Heavy Weapons.

CREW TRAINING
At 3rd Level choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  Optionally you may instead gain Proficiency with any two tools or skills.

STOP!
Starting at 9th level, when you Ready a ranged Attack Action if an opponent moves, and you successfully hit with the attack, the opponent must make a Strength Saving Throw or be unable to move for the rest of the round.  Save DC is 8 + Proficiency Bonus + your Dexterity modifier).

KEEP YOUR DISTANCE!
At 13th level, if you successfully use your Stop! attack, add your Sneak Attack dice to the damage.

SHIPS DEFENDER
At 17th level, you have Advantage on Attack Rolls and Dexterity Saving Throws when on board a ship that you have served at least one week on.



FOG BANDIT


   
*silent gesture*

 You are the hunters, defenders and warriors of your tribe.  You use your fogs to attack in concealment, and leave no witnesses.

BECOMING A FOG BANDIT
Most Swamp Wiggle warriors qualify easily.

 ENTRY REQUIREMENTS
   Species:  Swamp or Salt Wiggle (or any species able to produce some sort of mist)
   Class Abilities:  Rage 2/day
   Skills:  Move Silently 4 ranks, Survival 4 ranks
   Feats:  Extra Rage, Mist Vision
 

Class Skills
 The Fog Bandit's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +0     +2     +0    Enhanced Rage, Sign
2. +2    +0     +3     +0    Enhanced Fog
3. +3    +1     +3     +1    Battle Fortitude
4. +4    +1     +4     +1    Enhanced Rage
5. +5    +1     +4     +1    Enhanced Fog
6. +6    +2     +5     +2    Battle Fortitude
7. +7    +2     +5     +2   Enhanced Rage
8. +8    +2     +6     +2    Enhanced Fog
9. +9    +3     +6     +3    Battle Fortitude
10.+10   +3     +7     +3   Warrior of the Fog

Weapon Proficiencies: A Fog Bandit gains no new weapon or armor peoficiencies.

Enhanced Rage (Ex): At 1st Level, you gain Instantaneous Rage as a Bonus Feat.  At 4th Level you may enter Rage and cast Fog Cloud simultaneously as either a Swift or Immediate Action.  At 7th Level you are Invisible, as per the spell, when Raging and in your Fog Cloud.

Sign: Fog Bandits use their own form of sign language, which you learn at 1st Level.

Enhanced Fog (Sp):  At 2nd Level, your species Fog Cloud ability gets an upgrade.  Now when someone is within the fog, creatures more than 5 feet away are effectively Invisible unless you have Mist Vision, and those who are at 5 feet have a 50% chance that attacks against them fail.  At 5th Level you can choose to center on you, and it's area of effect moves with you.  At 8th Level you may use Fog Cloud and enter Rage simultaneously as a Swift Action.
 
Battle Fortitude (Ex): At 3rd Level, a Fog Bandit gains a +1 competence bonus on Fortitude saves and initiative checks. This bonus increases to +2 at 6th level and +3 at 9th level. A Fog Bandit loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Warrior of the Fog: At 10th Level, your Fog Cloud ability is upgraded to Solid Fog (as per the sell), which you are unaffected by.

PLAYING A FOG BANDIT
 You are that rarest of creatures, a Barbarian whose tactics do not solely rely on Rage.
 Combat: You tend to fog up, move in, and go to town.
 Advancement: The needs of your current situation tend to dictate what you learn.
 Resources: Unless you're defending the tribe, you have what you can take by force.

FOG BANDITS IN THE WORLD
"Don't go into the fog!"
 You live deep in the swamp, and go unseen when raiding.  Pretty much no one knows what you are unless you leave a witness.
 Daily Life: You are a typical tribal warrior, either out hunting, or defending your territory.
 Notables: Jin (CN Female Swamp Wiggle Barbarian 4/Fog Bandit 3) leads her tribe in raids on merchants who pass through her territory.
 Organizations: Given your abilities, you are popular as mercs.

NPC Reaction
 NPC's see you as the bad guy, much like any other bandit.

FOG BANDITS IN THE GAME
 This assumes you have been an outlaw to some, so try not to get the party hunted down for your past 'indiscretions'.
 Adaptation: This is meant for Spelljammer, though any setting with Wiggles will do.
 Encounters: Fog Bandits are generally encountered when you enter their territory.

Sample Encounter
EL 12: The PC's are hired as guards on a swamp expedition.  They're surrounded by a fog from nowhere as they enter the swamps edge.  Typical ambush.


Jin
CN Female Salt Wiggle Barbarian 4/Fog Bandit 3
Init +3, Senses: Listen +10, Spot +6, Mist Vision
Languages Hurwaeti, Lizardman and Common
------------------------------------------------
AC 30, touch 13, flat-footed 28  (+2 Dex, +5 Natural, +5 Armor, +7 Shield, +1 Deflection)
hp 83 (11 HD)
Fort +10, Ref +10, Will +5 
------------------------------------------------
Speed 30 ft. (6 squares), Swim 40 ft.
Melee 2 Kicks +13 melee (1d6+3)
Club +17/+12 melee (1d6+7)
Base Atk +10, Grp +13
Atk Options Fog Cloud, Rage 4/day, Enhanced Rage, Enhanced Fog, Battle Fortitude +1
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str 16, Dex 14, Con 16, Int 10, Wis 14, Cha 8
SQ Leaper, Illiteracy, Fast Movement, Uncanny Dodge, Trap Sense +1
Feats Cleave, Extra Rage, Mist Vision, Power Attack, Instantaneous Rage (B)
Skills Climb +7, Hide +6, Jump +15, Listen +10, Move Silently +6, Search +4, Spot +6, Swim +13, Survival +6
Possessions +5 Heavy Wooden Shield, +4 Club, +5 Bracers of Armor, +1 Ring of Protection, 4 Potions of Cure Serious Wounds, 543 GP


EPIC FOG BANDIT

Hit Die: d8
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Fog Bandit gains a Bonus Feat every 2 levels higher than 20th
« Last Edit: March 30, 2024, 06:58:27 PM by bhu »

Offline bhu

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Re: Kobolds and Scalies
« Reply #39 on: November 23, 2013, 03:23:19 AM »
KLA'A-TAH  (Red Steel)


   
"Trouble is coming, warn your people."

 The Kla'a-tah resemble great sea turtles with clawed forelimbs, and whose shells are studded with uncut gems and ore.  Often called the Tortle Guardians, they often act as protectors of their race in times of disaster. 

KLA'A-TAH RACIAL TRAITS
·   +12 Str, +6 Con, +4 Int, +2 Wis, +2 Cha
·   Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks.  +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks.  Lifting and Carrying Limits are Double those of a Medium character.  Space is 10 ft., Reach is 5 ft.
·   Type: Magical Beast with the Aquatic and Amphibious Subtypes, giving it Low Light Vision.
·   Base land speed 15 ft.
·   Base swim speed 40 ft.
·   +11 Natural AC Bonus
·   Hold Breath (Ex): A Kla'a-tah can hold its breath for a number of hours equal to 3 × its Constitution score before it risks drowning.
·   Shell (Ex): The Kla'a-tah's thick shell gives it a +2 Resistance Bonus on Saving Throws.  As a Move Action the Kla'a-tah may withdraw into (or emerge from) it's shell, increasing it's Natural Armor Bonus to AC to +13, and it's Save Bonus to +4.
·   Float (Ex): Kla'a-tah have a natural ballast system that lets them float at the top of the water as log as they want, and if they lose consciousness it immediately kicks in.
·   Darkvision 90 ft.
·   A Kla'a-tah has 7 Racial Hit Dice, giving it the following: 7d10 Hit Points, +7 Base Attack Bonus, +5 Fort Save, +5 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Knowledge (any), Swim and Survival. It also gets 3 Feats.
·   Kla'a-tah have a Primary Claw attack doing 2d4 plus Strength Bonus, and a Secondary Bite Attack doing 2d8 plus 1/2 Str Modifier.  They get 2 Claws and a Bite with a Full Attack.
·   Kla'a-tah have a +8 Racial Bonus to Swim Checks, and may always Take 10 on a Swim Check.  They may use the Run Action while swimming as long as they swim in a straight line. 
.   Non Humanoid Form: The Kla'a-tah aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Being quadrupedal they have three times the normal carrying limits, get a +4 Racial Bonus to Bull Rush and Overrun Checks, as well as a +4 Racial Bonus to resist Trip attempts.  Armor you buy is 4 times the normal cost and twice the normal weight.
·   Automatic Languages: Kla'a-tah, Tortle and Common.  Bonus Languages: Any nearby race.
·   Level Adjustment: +3
·   Favored Class: Barbarian

STARTING AGE
 Adulthood: 110
 Barbarian, Rogue, Sorcerer: +4d6
 Bard, Fighter, Paladin, Ranger: +6d6
 Cleric, Druid, Monk, Wizard: +10d6

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years

HEIGHT AND WEIGHT
 Base Length: 10'
 Length Modifier: +2d12"
 Base Weight: 2050 lbs.
 Weight Modifier: x4d6 lbs.

KLA'A-TAH CHARACTERS
 Given their Racial Hit Dice and LA, it's probably likely that most Kla'a-tah will stick with some sort of melee option. 
 Adventuring Race: Kla'a-tah rarely leave their homes, and it would take threats of epic proportions to make them do so (though presumably they are as susceptible to the need for revenge as anyone else).
 Character Development: Given your limits due to your non-human form, and your lack of land speed, it would be wise to invest in something to offset this (even if it's just a caster Cohort who buffs you).  Otherwise this race is for ocean based campaigns.
 Character Names: It is presumed the Kla'a-tah use Tortle names, but with no one else other than Tortles having ever communicated with them no one is sure.

ROLEPLAYING A KLA'A-TAH
 You are one of the last defenders of the natural world and the Old Ways.  You cannot fail in your duties as protector.
 Personality: Kla'a-tah never shy away from a fight, and rarely retreat from one.  They see themselves as protectors of their territory and work tirelessly to ensure it is free of evil influences and monsters.
 Behaviors: Kla'a-tah are rarely seen other than attacking Sea Gluttons or other monsters, or sunning themselves on rocks afterwards.
 Language: The Kla'a-tah speak their own language, and that of the Tortles.

KLA'A-TAH SOCIETY
 The Kla'a-tah are rare and reclusive, and usually only one of them is seen at a time.  But for the moments when they have been glimpsed conversing with Tortle Shamans, it was always thought they were simply powerful animals.  Legend about their origins is divided.  Some believe they are Tortles changed somehow by the Monoliths of Zul or the Immortals, or even Tortles who have somehow overcome the Red Curse.
 Alignment : The few Kla'a-tah that have been encountered have always been Neutral Good.
 Lands : Kla'a-tah live in temperate waters off the coasts near Tortle communities.  It is thought they live in deep trenches towards the ocean floors.
 Settlements : Kla'a-tah have never been observed far from the territories of their Tortle charges.
 Beliefs : Given the many rumors of their attachments to the Immortals, they can presumably be said to worship at least one of them (likely Ka), but it has never been observed.
 Relations: They hate the Sea Gluttons and Cluu-rin,  but haven't been observed interacting with any races but them and the Tortles.

KLA'A-TAH ADVENTURES
·   A demagogue among the Tortles is preaching the virtues of a new deity, a deity that considers you irrelevant and possibly dangerous  Something tells you the newest assault against your charges will be a more subtle threat than usual,
·   Animals normally considered prey are disappearing quietly, and predators are becoming a threat to the surrounding area through sheer desperation.   You need to fix this quick.
·  Something appears to be directing the Sea Gluttons attacks.  They don't normally have much in the way of tactics or cooperation.   Time you round up some friends and go investigate.




Kla'a-tah Racial Feats

Tortle Guardian
You often search the future for catastrophes in order to guard your Tortle charges.
 Prerequisites: Kla'a-tah, Wis 15+
 Benefits: You may cast Augury 3/day as a Spell-like Ability.


Tortle Seer
You are a veteran guardian.
 Prerequisites: Tortle Guardian
 Benefits: You may cast Divination 1/day as a Spell-like ability.


Glutton Killer
You are a devoted foe of the Sea Gluttons.
 Prerequisites: Kla'a-tah or Cluu-rin
 Benefits: You gain +2 Favored Enemy Bonus (Magical Beast).  This is identical to the Ranger's ability listed in the PHB.


Hard Shelled
Your armor is thicker than usual.
 Prerequisites: Kla'a-tah, Con 20+, Hit Dice 9+
 Benefits: You gain DR 2/-.  This Feat may be taken multiple times, and it's effects stack.


Kla'a-tah Racial Substitution Levels

Cleric
 Level 1: Kla'a-tah Clerics revere Mother Ocean (Calitha Starbow: Alignment, Favored Weapon Trident, Domains are Animal, Healing, Ocean, Plant, Time and Water) or Father Earth (Ka: Alignment LG, Favored Weapon Longsword, Domains are Animal, Creation, Knowledge, Protection, Scalykind). They also spontaneously cast domain spells instead of Cure spells.

Barbarian
 Level 1: Your Fast Movement applies to your Swim speed, not your land speed.
 
Druid
 Level 1: You have an Aquatic Animal Companion (see Stormwrack page 50).


TORTLE GUARDIAN


   
"Lo, I have returned."

 Tortle Guardians are Kla'a-tah who have been chosen by the Immortals to keep watch over the Tortle species, and to a lesser extent the oceans.

BECOMING A TORTLE GUARDIAN
You must be appointed by an Immortal..

 ENTRY REQUIREMENTS
   Species:  Kla'a-tah
   Spellcasting:  Must be able to cast 1st Level Cleric spells
   Feats:  Tortle Guardian, Tortle Seer
   Skills:  Knowledge (Nature, Religion) 4 ranks



Class Skills
 The Tortle Guardian's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature)(Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +2     +0     +2    Magic Teeth, +1 Level of Divine Casting Class
2. +1    +3     +0     +3    Telepathy, +1 Level of Divine Casting Class
3. +2    +3     +1     +3    Magic Teeth, +1 Level of Divine Casting Class
4. +3    +4     +1     +4    Telepathy, +1 Level of Divine Casting Class
5. +3    +4     +1     +4    Seer, +1 Level of Divine Casting Class
   

Weapon Proficiencies: A Tortle Guardian gains no new weapon or armor proficiencies.

Magic Teeth (Su): At 1st Level, your natural attacks are considered +1 weapons.  At 3rd Level, this increases to +2.

Telepathy (Su): At 2nd Level, you gain Telepathy with a range of 100 feet.  At 4th Level you can cast Rary's Telepathic Bond 3/day.

Seer: At 5th Level, you may cast Divination 3/day.
 
PLAYING A TORTLE GUARDIAN
 The Immortals have put their faith into you, and you do not intend to disappoint them.  Now if only the Tortles would just stay out of harms way...   
 Combat: Despite being seers, you have no issue wading into melee.
 Advancement: You are all pretty much moderately powerful divine casters.
 Resources: You have whatever gifts the Immortals bestow upon you, and whatever you can find..

TORTLE GUARDIANS IN THE WORLD
"Holy crap, there's one now!"
 You are rarely seen, to the point it's considered an omen by some if you are.  Yours can be a lonely life, with only other divine servants among your small circle of friends.
 Daily Life: You maintain vigilance upon your territory and your charges.  You don't have time for much else..
 Notables: Moonshell (NG Female Kla'a-tah Cleric 2/ Tortle Guardian 1) is currently attempting to gain help to drive out a pack of Sea Gluttons.
 Organizations: You work for the Immortals, and no one else.

NPC Reaction
NPC's tend to love you (Tortles), hate you (monsters and bad guys), or not have the foggiest idea who you are (just abut everything else).

TORTLE GUARDIANS IN THE GAME
 This assumes you have duties to perform for a God.  You may find these clash with typical adventurer shenanigans.
 Adaptation: This is meant for Mystara, but could be adopted to any ocean oriented campaign.
 Encounters: If PC's are encountering you, something has gone horribly awry, and you're looking for thir help.

Sample Encounter
EL 13: The PC's boat is attacked and sunk by some sort of sea dragons.  You are now treading water between them, and some sort of giant, turtle-like creatures.  You don't like the way they're staring each other down.


Moonshell
NG Female Kla'a-tah Cleric 2/ Tortle Guardian 1
Init +0, Senses: Listen +4, Spot +4, Low-light Vision, Darkvision 90 ft.
Languages Kla'a=tah, Tortle, Common
------------------------------------------------
AC 21, touch 10, flat-footed 21  (-1 Size, +11 Natural, +1 Insight)
hp 102 (10 HD)
Fort +17, Ref +7, Will +13 
------------------------------------------------
Speed 15 ft. (3 squares), Swim 40 ft.
Melee 2 Claws +15 melee (2d4+7) and 1 Bite +10 melee (2d8+3)
Base Atk +8, Grp +19
Atk Options Magic Teeth +1, Turn Undead
Combat Gear
Spells Prepared 0 (DC 14): 4, 1st (DC 15): 3+1, 2nd (DC 16): 2+1
Supernatural Abilities
-----------------------------------------------
Abilities Str 24, Dex 10, Con 20, Int 12, Wis 18, Cha 16
SQ Hold Breath, Shell, Float
Feats Glutton Killer, Hard Shelled, Tortle Guardian, Tortle Seer
Skills Concentration +8, Diplomacy +6, Knowledge (Arcana, History, Nature, Religion) +7, Spellcraft +4, Swim +15, Survival +10
Possessions Amulet of Proof Against Detection and Location, Ioun Stones (Dusty rose prism, Pearly white spindle, Clear spindle), Ring of Chameleon Power, 1300 GP



EPIC TORTLE GUARDIAN

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spellcasting The Tortle Guardian's caster level is equal to his or her class level. The Tortle Guardian’s number of spells per day does not increase after 20th level
Magic Teeth At Level 23, your natural weapons are considered +3 weapons.  This increases to +4 at Level 26, and +5 at Level 29.
Bonus Feats: The Epic Tortle Guardian gains a Bonus Feat every x levels higher than 20th

« Last Edit: April 06, 2024, 08:00:33 PM by bhu »