Author Topic: Jesters Realm Critters  (Read 29681 times)

Offline bhu

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Re: Jesters Realm Critters
« Reply #200 on: December 26, 2016, 06:05:16 PM »
GOPHER FOLK


   
"Don't you judge me!"

 A general description of whatever the race is!

GOPHER FOLK RACIAL TRAITS
·   +2 Wis, +2 Cha, -2 Str
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Burrow land speed 10 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Tremorsense (Ex): Identical to the ability listed in the Monster Manual, with a range of 30 ft.
·   Gopher Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
·   Gopher Folk receive a +4 Racial Bonus to Climb, Escape Artist, Hide, and Listen Checks.   
·   Gopher Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby races.
·   Level Adjustment: +0
·   Favored Class: Dread Necromancer

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

GOPHER FOLK CHARACTERS
 Gophers make decent Wis or Cha based casters for small size builds.
 Adventuring Race: Gophers often go on adventures to find secrets, or keep them hidden.  Lil strange them Gophers...
 Character Development: You're a little slow, so find a way to speed up or defend yourself.
 Character Names:

ROLEPLAYING A GOPHER FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Gophers speak Furry.

GOPHER FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Most Gophers are Neutral, with there being a mild tendency towards Evil due to their association with the Undead.
 Lands : Gophers prefer to live in open plains or forest areas.
 Settlements : Gophers will setlle anywhere the truth about them isn't known.
 Beliefs : Most still worship Rabbit, but there are also many temples to Berg.
 Relations: Their racial proclivity for necromancy leads many to avoid the Gophers.

GOPHER FOLK ADVENTURES
·   One of the local rich weirdos is offering fabulous sums for you to plunder a mass grave from the bad days.  You have smiled and accepted his moneys while informing the appropriate people.  Operation Guillotine proceeds at dusk.
·   Dead people have been wandering into town and asking to speak with you, and your neighbors are a tad concerned...
·   A local vampire has accused you of workplace harassment.  You don't even know him.  Obviously you've cheesed off someone.

« Last Edit: June 13, 2018, 01:40:38 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #201 on: December 26, 2016, 06:06:56 PM »
GLIDER FOLK


   
"Flying is learning how to throw yourself at the ground and miss."

 A general description of whatever the race is!

GLIDER FOLK RACIAL TRAITS
·   +4 Dex, +2 Wis, +2 Cha, -2 Str
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Glide (Ex): This works as Flight with a speed of 30 ft, Clumsy.  They cannot gain move vertically, and lose 5 ft in height for every 10 ft they move forward.  They can only glide while nekkid.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Prehensile Tail (Ex): Gliders may hang from their tail, and if they have the Multiweapon Fighting Feet they can wield a weapon with it as well.
·   Glider Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
·   Glider Folk receive a +4 Racial Bonus to Balance, Jump, and Listen Checks.  They also have a +8 Racial Bonus on Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Glider Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

GLIDER FOLK CHARACTERS
 Gliders are good for Dex builds, especially Scouts.  You'll need to make use of their Racial Substitution Levels though.
 Adventuring Race: Gliders generally go on adventures because of whimsy or curiosity.
 Character Development: If you want to take advantage of your racial gliding ability, you'll need to take steps to deal with life without armor and such.
 Character Names:

ROLEPLAYING A GLIDER FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Gliders speak Furry.

GLIDER FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Most Gliders are Neutral, with strong tendencies towards Chaos as well.
 Lands : Gliders normally make their homes in forests.
 Settlements : Gliders settle widely due to their curiosity.
 Beliefs : Most Gliders worship Rabbit, though Vernor has churches as well.
 Relations: The twitchy, somewhat hyper nature of the Gliders make relations with less patient races strained.

GLIDER FOLK ADVENTURES
·   An army has hired (enslaved) you to scout the enemy for them.  The enemy has better food and working conditions, so you've switched sides and are now helping defend the Fruit Lords.  You're an orange rank, whatever the hell that means.
·   You have been tasked with finding an ever regenerating peach.  You are now fleeing your benefactors and it's former owners.  The peach tells you things at night.  You hope most of them aren't true.
·   A Tinker Gnome has offered you 3000 GP for the secret of flight.  As God is your witness, you haven't the faintest idea what to do.

« Last Edit: June 13, 2018, 01:46:22 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #202 on: December 26, 2016, 06:07:22 PM »
RABBIT FOLK


   
"A paranoid is someone who knows a little of what's going on."

 A general description of whatever the race is!

RABBIT FOLK RACIAL TRAITS
·   +2 Dex, +2 Wis, -2 Str
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Enhanced Jump (Ex): The base distances for your Jump Checks are doubled.
·   Enhanced Hearing (Ex): So long as it is not deafened, a Rabbit does not lose it's Dex Bonus to AC.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Rabbit Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
·   Rabbit Folk receive a +4 Racial Bonus to Hide and Spot Silently Checks.  They also have a +8 Racial Bonus on Jump and Listen Checks.
·    Rabbit Folk automatically speak Furry, and Common.  Bonus languages include Sylvan, and nearby races.
·   Level Adjustment: +0
·   Favored Class: Scout

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

RABBIT FOLK CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RABBIT FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Rabbits speak Furry.

RABBIT FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Rabbits are largely Neutral due to keeping to themselves.
 Lands : Rabbits prefer either large open areas where they can see things coming, or forests with plenty of places to hide.
 Settlements : Rabbits will settle where ever they feel safe.
 Beliefs : The Nature and Professional Pantheons are well represented among Rabbits, as is (unsurprisingly) Rabbit.
 Relations: Rabbits get along with races that aren't predatory (meat eaters give them the fits).

RABBIT FOLK ADVENTURES
·   You are approached by a talking Badger who offers you a quest to achieve enlightenment.  You knew the mushrooms were a bad idea.
·   A crazed Druid is raising an army to wipe out civilization, by which he means a small farming village of humans who have no idea whats coming.
·   A local Queen has adopted you as her herald and servant, without asking your thoughts on the matter.  On the plus side she's loaded.  On the down side, she's barking mad and has a personal army.

« Last Edit: June 14, 2018, 01:38:16 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #203 on: December 26, 2016, 06:07:49 PM »
FERRET FOLK


   
"Any unarmed people are slaves, or are subject to slavery at any given moment."

 A general description of whatever the race is!

FERRET FOLK RACIAL TRAITS
·   +2 Dex
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Predator Burst (Ex):
·   Slow Fall (Ex):
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Ferret Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
·   Ferret Folk receive a +4 Racial Bonus to Balance, Climb, Escape Artist, Listen and Spot Checks. 
·    Ferret Folk automatically speak Furry, and Common.  Bonus languages include Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

FERRET FOLK CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A FERRET FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Ferrets speak Furry.

FERRET FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Ferrets are generally Chaotic Neutral.
 Lands : Ferrets prefer forested areas.
 Settlements : Ferrets were once widely enslaved, and as a result are found in many places..
 Beliefs : Most Ferrets worship Rabbit.
 Relations: Ferrets do not always get along with the other furry races due to the years they spent as slaves to their enemies.

FERRET FOLK ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

« Last Edit: June 03, 2018, 10:57:20 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #204 on: December 26, 2016, 06:08:47 PM »
POSSUM FOLK


   
"The most common lie is that which one lies to himself; lying to others is relatively an exception."

 A general description of whatever the race is!

POSSUM FOLK RACIAL TRAITS
·   +2 Cha
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base climb speed 20 ft.
·   Tail (Ex):
·   Slow Fall (Ex):
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Possum Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
·   Possum Folk receive a +4 Racial Bonus to Balance, Escape Artist, Jump, Listen, Move Silently and Spot Checks.
·    Possum Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Beguiler

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

POSSUM FOLK CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A POSSUM FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Possums speak Furry.

POSSUM FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : The bulk of the Possums are Chaotic Neutral.
 Lands : Possums will live anywhere there is food.
 Settlements : Possums will settle where they can find acceptance.
 Beliefs : Most Possums worship Rabbit.
 Relations: Possums generally have a bad rep due to their eating habits and whimsical natures.

POSSUM FOLK ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

« Last Edit: June 03, 2018, 10:57:38 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #205 on: December 26, 2016, 06:09:18 PM »
PACKRATS


   
"A thief believes everybody steals."

 A general description of whatever the race is!

PACKRAT RACIAL TRAITS
·   +2 Dex, -2 Str
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Packrat Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
·   Packrat Folk receive a +4 Racial Bonus to Escape Artist, Hide, Listen and Move Silently Checks.  They also have a +2 Racial Bonus on Balance, Climb, Search, Sleight of Hand and Spot Checks.
·    Packrat Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby races.
·   Level Adjustment: +0
·   Favored Class: Rogue

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

PACKRAT CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A PACKRAT
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Packrats speak Furry.

PACKRAT SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Packrats strongly tend towards Neutrality.
 Lands : Packrats live just about anywhere they can hide.
 Settlements : Packrats settle where ever they can remain hidden.
 Beliefs : Most Packrats worship Rabbit.  Those who are actual thieves worship Sheila.
 Relations: There is a lot of racial prejudice against Packrats due to the rumors of them being born thieves.

PACKRAT ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

« Last Edit: June 03, 2018, 10:54:49 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #206 on: December 26, 2016, 06:09:44 PM »
RACCOON FOLK


   
"There are but very few men clever enough to know all the mischief they do."

 A general description of whatever the race is!

RACCOON FOLK RACIAL TRAITS
·   +2 Int
·   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: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base Climb speed 20 ft.
·   Base Swim speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Raccoon Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
·   Raccoon Folk receive a +4 Racial Bonus to Balance, Listen and Search Checks.  They also have a +8 Racial Bonus on Climb and Swim Checks. They may always Take 10 on Climb and Swim Checks.
·    Raccoon Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Rogue
STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 3' Female: 2'10"
 Height Modifier: +2d4"
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

RACCOON FOLK CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A RACCOON FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Raccoons speak Furry.

RACCOON FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Raccoons are mischievous, and thus are mostly Chaotic Neutral.
 Lands : Raccoons live every where.
 Settlements : Raccoons have no real home land, they live everywhere.
 Beliefs : Most Raccoons worship Rabbit.
 Relations: Raccoons have an iffy relationship with more Lawful or serious races.

RACCOON FOLK ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

« Last Edit: June 03, 2018, 10:58:00 PM by bhu »

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Re: Jesters Realm Critters
« Reply #207 on: December 26, 2016, 06:10:08 PM »
OWL FOLK


   
"Silence is the sleep that nourishes wisdom."

 A general description of whatever the race is!

OWL FOLK RACIAL TRAITS
·   +2 Wis, +2 Cha, -2 Str
·   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: Monstrous Humanoid, giving them 120 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Predator Burst (Ex):
·   Light Sensitivity (Ex):
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Owl Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, and a Secondary Bite doing 1d3 plus 1/2 Str modifier, with 2 Claws and 1 Bite on a Full Attack.
·   Owl Folk receive a +4 Racial Bonus to Balance, Hide, Listen, Move Silently, and Spot Checks.  They also have a +8 Racial Bonus on Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Owl Folk automatically speak Feathery, and Common.  Bonus languages include Furry, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Druid

STARTING AGE
 Adulthood: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
 Middle Age: 30
 Old: 45
 Venerable: 60
 Maximum Age: +2d10 years

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 30 lbs.   Female: 25 lbs.
 Weight Modifier: x1 lb.

OWL FOLK CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Why members of this class go on adventures.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Give examples of names by gender or other arrangement.

ROLEPLAYING A OWL FOLK
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language: Owls speak Feathery.

OWL FOLK SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : Owls are Neutral, with some mild tendencies towards Law.
 Lands : Owls prefer forests.
 Settlements : Owls remain among themselves and do not settle elsewhere.
 Beliefs : Most Owls worship Idrista and the Nature Pantheon.
 Relations: Most races see the Owl Folk as a secretive forest cult, who may or may not be bad news.

OWL FOLK ADVENTURES
Give at least three examples of an adventure for or involving a member of this race

« Last Edit: June 03, 2018, 10:55:08 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #208 on: January 03, 2017, 07:58:28 PM »
                      Therabee
                      Medium Magical Beast
Hit Dice:             8d10+16 (60 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 40 ft. (Average)
Armor Class:          19 (+3 Dex, +6 Natural), touch 13, flat-footed 16
Base Attack/Grapple:  +8/+8
Attack:               Sting +8 melee (2d4 plus poison)
Full Attack:          Sting +8 melee (2d4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Psionics, Poison
Special Qualities:    Darkvision 60 ft., Hive Mind, PR 21, Telepathy 100 ft., Advanced Hivemind, Psychic Resistance
Saves:                Fort +8, Ref +6, Will +11
Abilities:            Str 11, Dex 16, Con 14, Int 16, Wis 16, Cha 19
Skills:               Autohypnosis +10, Bluff +10, Climb +8, Concentration +10, Diplomacy +10, Gather Information +10, Knowledge (Psionics) +10, Profession (Therapist) +10, Psicraft +10, Sense Motive +10
Feats:                Ability Focus (Poison), Greater Psionic Endowment, Psionic Endowment
Environment:          Any
Organization:         Solitary
Challenge Rating:     9
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

"How long have you had this compulsion to devour and replace your own mother?"

Therabees are large, bee-like creatures who are the finest psychiatrists of the realm.  Ask them and they'll tell you.  They know more dirt on the local population than anyone else, but good luck getting them to spill.  They keep mentioning something called 'patient confidentiality', which everyone assumes means "I ain't givin' up blackmail material fer nuthin' bub."  Currently assumed to be some sort of Psionicist experiment gone weird, they are startlingly popular for huge bee monsters.  They do usually give good advice though.

Psionics: Therabees Manifest Powers as a 6th Level Psion Telepath.

Poison Injury, Fortitude Save DC 15 (Save DC is Con based), Initial and Secondary damage is 1d4 Wisdom.

Hive Mind (Ex):  All Therabees within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No Bee in a group is considered flanked unless all of them are.   

Advanced Hive Mind (Su):  Advanced Hive Minds can share knowledge.  When using the Aid Another option you grant a +4 Bonus instead of the usual +2.  Any member of the Hivemind can use a Feat or Skill possessed by any other member of the Hivemind as a Swift Action that provokes an Attack of Opportunity.  Once the member takes the aforementioned Swift Action, he may use the Skill Ranks of any member of the Hivemind (but uses his own ability modifier) for 1 Minute, or gains access to any 1 Feat possessed by the Hivemind for the same amount of time.  You may only access one Feat or Skill at a time.  The original contributor does not lose the use of the Skill or Feat, and the receiver retains it's use for the full Minute regardless of range.  They have Telepathy with a 100 ft. range with other members of the Hivemind.  They may also send a 10 word message as a Swift Action to any member of the Hivemind outside that range (but still within 50 miles).  There are Hivemind Feats that can provide further benefits.

Psychic Resistance (Ex): Therabees gain a +3 Bonus to Willpower Saves.

Combat: Therabees are generally non-violent.




      Bee Devil 
                      Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             10d8+60 (105 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class:          24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +10/+20
Attack:               Claw +15 melee (2d6+6)
Full Attack:          2 Claws +15 melee (2d6+6) and 1 Bite +10 melee (1d8+3) and 1 Sting +10 melee (1d8+3)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Poison, Summon Devil, Annoying Buzz, Hivemind Ritual
Special Qualities:    DR 10/Good, Darkvision 60 ft., immunity to Fire and Poison, Energy Resistance 10 (Acid, Cold), SR 17, See in Darkness, Telepathy 100 ft.
Saves:                Fort +13, Ref +11, Will +10
Abilities:            Str 22, Dex 18, Con 22, Int 14, Wis 16, Cha 16
Skills:               Concentration +6, Diplomacy +3, Hide +0, Intimidate +3, Knowledge (any one) +2, Listen +3, Move Silently +4, Search +2, Sense Motive +3, Spellcraft +2, Spot +3, Survival +3
Feats:                Cleave, Combat Reflexes, Multiattack, Power Attack
Environment:          A Lawful Evil aligned plane
Organization:         Solitary, pair, gang (3-5), or squad (6-10)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          11-14 HD (Large); 15-30 HD (Huge)
Level Adjustment:     ---

Bee-like minions of Buzzuzu, the Bee Devils are his soldiers, scouts and cult enforcers.  They act as cheap muscle for his favored cultists, and evangelists among the other Devils (who, incidentally, despise their constant, annoying conversion attempts).

Spell-Like Abilities (Sp): At Will: Animate Sting, Bad Beehavior, C-Bee.  1/day: Beep!  Caster Level 12th.

Poison (Ex): Injury, DC 21 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is

Summon Devil (Sp): Once per day a Bee Devil can attempt to summon 2d10 Imps or another Bee Devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Annoying Buzz (Su): When flapping their wings (this include using  flight) any opponent within 10 feet of a Bee Devil takes a -2 Penalty to all Concentration Checks and Willpower Saves.  When using this ability Bee Devils automatically fail all Hide Checks.

Hivemind Ritual (Su): To use this ability, a group of at least three Bee Devils must join hands in a circle, dancing wildly and chanting.

At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures allied with the demons within the radius form a Hive Mind for the next 8 hours.  All members of the Hive Mind within 50 miles of each other are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No participant in a group is considered flanked unless all of them are. 

Combat: Bee Devils prefer swarm tactics.  For being massive, armored poison factories they really prefer to avoid solo fights.



      Bee Witch   
                      Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             8d8+24 (60 hp)
Initiative:           +4
Speed:                30 ft. (6 squares)
Armor Class:          25 (+4 Dex, +11 Natural), touch 14, flat-footed 21
Base Attack/Grapple:  +8/+11
Attack:               Sting +11 melee (1d6+3 plus poison)
Full Attack:          Sting +11 melee (1d6+3 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Poison, Charm
Special Qualities:    Change Shape, DR 10/Good and Magic, Immunities, SR 25
Saves:                Fort +9, Ref +9, Will +7
Abilities:            Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 15
Skills:               Bluff +11, Concentration +12, Diplomacy +11, Disguise +11, Intimidate +11, Knowledge (Arcane, Religion) +10, Listen +12, Sense Motive +10, Spellcraft +10, Spot +12
Feats:                Alertness, Combat Casting, Quicken Spell-Like Ability
Environment:          Any
Organization:         Solitary or Covey (3)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Evil
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

Bee Witches are humanoid servants of Buzzuzu.  They seduce others into his service, or sow dissent among his enemies.  Appearing as large women with some bee-like features and a retractable sting in their belly.

Spell-Like Abilities (Sp): At Will: Charm Person, Detect Chaos/Evil/Good/Law, Detect Magic, Nybor's Gentle Reminder, Summon Bee I.  1/Day: Beelzebub's Curse.  Caster Level 8th.

Poison (Ex): Injury, DC 17 Fortitude Save (Save DC is Constitution based), Initial and Secondary Damage is 1d6 Wisdom.

Charm (Su): If an opponent is successfully damaged by the Witches Poison, he gets no Save against her Charm Person ability.

Change Shape (Su): A Bee Witch can assume the form of any Small or Medium humanoid.

Immunities (Ex): Immune to Poison, Fire, Charm, Sleep and Fear.

Combat: Bee Witches prefer to have Charmed minions fight for them.  If pressed they will use their sting, but generally flee combat.
« Last Edit: April 30, 2018, 12:40:07 AM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #209 on: July 06, 2017, 11:51:25 PM »
                  Deel
                      Medium Magical Beast (Aquatic)
Hit Dice:             3d10+9 (25 hp)
Initiative:           +3
Speed:                30 ft. (6 squares), Swim 15 ft.
Armor Class:          18 (+3 Dex, +5 Natural), touch 13, flat-footed 15
Base Attack/Grapple:  +3/+6
Attack:               Bite +6 melee (1d6+3)
Full Attack:          Bite +6 melee (1d6+3) and 2 Hoofs +1 melee (1d4+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Tossing Charge, Attach
Special Qualities:    Darkvision 60 ft., Scent
Saves:                Fort +6, Ref +6, Will +2
Abilities:            Str 17, Dex 17, Con 17, Int 2, Wis 13, Cha 4
Skills:               Hide +9, Listen +5, Spot +5, Swim +11
Feats:                Alertness, Endurance
Environment:          Any Aquatic
Organization:         Solitary, Pair or Herd (6-30)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          4 HD (Medium), 5-9 HD (Large)
Level Adjustment:     ---

"Hunting and fishing isn't what it used to be Abner."

"How the hell do we cook this thing?"

Deels are an exotic cross between Moray Eels and Deer.  Because apparently some group of Wizards thought Owlbears weren't bad enough.

Tossing Charge (Ex): The Deel does 2d4+4 with a successful Charge attack.  If it damages an opponent it can make an opposed Str Check as a Freee Action.  If it succeeds it can move it's opponent 10 feet in any direction (this does not provoke attacks of opportunity).

Attach (Ex): If a Deel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached Deel loses its Dexterity bonus to AC and has an AC of 13.  An attached Deel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

Skills: Deels have a +8 Racial Bonus to Swim Checks, and may Always Take 10 on a Swim Check.  They also have a +4 Racial Bonus on Hide Checks in their natural environment.

Combat:  Deels open with a charge to toss one opponent away before biting the next one.
« Last Edit: August 23, 2017, 11:56:30 PM by bhu »

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Re: Jesters Realm Critters
« Reply #210 on: April 03, 2018, 06:43:48 PM »
                     


                     Cogre
                      Small Magical Beast
Hit Dice:             2d10+2 (13 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+3
Attack:               Slam +4 melee (1d3+1)
Full Attack:          2 Slams +4 melee (1d3+1) and 1 Bite +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Powerful Build
Special Qualities:    Darkvision 60 ft., low-light vision, Scent
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 12, Dex 12, Con 12, Int 6, Wis 12, Cha 10
Skills:               Balance +5, Climb +3, Hide +7, Jump +5, Listen +1, Move Silently +3, Spot +1
Feats:               Multiattack
Environment:          Temperate Hill or Plains
Organization:         Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:     1
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (Barbarian)
Level Adjustment:     +1

Cogres are odd magical creatures created via the same magics that made similar abominations such as the Owlbear and Howler Wasp.  Someone reaally needs to find a way to occupy bored mages.  Thankfully the Cogre takes after cats temperament wise far more than it does Ogres.  They prefer people as scratchers than food too.  And being cute humanoids let them get away with a reasonable amount of crap.

Powerful Build (Ex): Whenever a Cogre 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 Cogre is treated as one size larger if doing so is advantageous to him.

A Cogre 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 Cogre 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.

Skills: Cogres have a +2 racial bonus on Climb, Hide, and Move Silently checks and a +4 racial bonus on Jump checks. Cats have a +4 racial bonus on Balance checks.

Combat: Cogres are very similar to cats in that they like to pounce and claw.
« Last Edit: April 30, 2018, 12:49:40 AM by bhu »

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Re: Jesters Realm Critters
« Reply #211 on: April 04, 2018, 11:57:25 AM »
I love it!
                      Cogre
                      Small Magical Beast
Hit Dice:             2d10+2 (13 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          14 (+1 Size, +1 Dex, +2 Natural), touch 12, flat-footed 13
Base Attack/Grapple:  +2/+3
Attack:               Slam +4 melee (1d3+1)
Full Attack:          2 Slams +4 melee (1d3+1) and 1 Bite +2 melee (1d4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Powerful Build
Special Qualities:    Darkvision 60 ft., low-light vision, Scent
Saves:                Fort +4, Ref +4, Will +1
Abilities:            Str 12, Dex 12, Con 12, Int 6, Wis 12, Cha 10
Skills:               Balance +5, Climb +3, Hide +7, Jump +5, Listen +1, Move Silently +3, Spot +1
Feats:               Multiattack
Environment:          Temperate Hill or Plains
Organization:         Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating:     
Treasure:             Standard
Alignment:            Usually Neutral
Advancement:          By Character Class (Barbarian)
Level Adjustment:     +<#>

Powerful Build ((Ex):

Skills: Cogres have a +2 racial bonus on Climb, Hide, and Move Silently checks and a +4 racial bonus on Jump checks. Cats have a +4 racial bonus on Balance checks.

Combat:
My second son is born!

Offline bhu

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Re: Jesters Realm Critters
« Reply #212 on: June 11, 2018, 11:52:31 PM »
NEPHILIM


   
“Intermarriage is one of the most provocative words in the Common tongue.  Well, for some species anyway...” 

 The Nephilim are descended form a community of Solars and Humans that begot a lot of Half-Celestial children.  Angels aren't fond of Nephilim due to their being an eternal reminder that Angels suffer the same lusts as mortals do.  Humans are disdainful as they claim the Nephilim are snooty and think they are somehow "better" than them.  i.e. they're racist fucks as usual.  Nephilim appear as very physically perfect humans with white, feathery wings protruding from their hips.  They breed true, and now there are small towns of them in search of a homeland where they can roam free.

NEPHILIM RACIAL TRAITS
·   +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Outsider with the Native Subtype, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base flight speed 40 ft. (Clumsy)
·   Spell-Like Abilities (Sp): Nephilim can cast one of the following spells once per day as a Spell-Like Ability: Animate Rope, Bless, Bless Water, Charm Person, Color Spray, Cure Light Wounds, Detect Chaos/Evil/Good/Law, Endure Elements, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith.  Caster Level is 6th.
·   Automatic Languages: Nephilim speak Celestial and Common.  Bonus Languages: Virtually anything given their travels and immortality.
·   Level Adjustment: +1
·   Favored Class:

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

AGING EFFECTS
 Nephilim do not age or suffer aging effects.

HEIGHT AND WEIGHT
 Base Height: Male: 4'10" Female: 4'5"
 Height Modifier: +2d10"
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x(2d4) lbs.

NEPHILIM CHARACTERS
 Quick generalization of what this race is good for as far as characters go..
 Adventuring Race: Nephilim mostly go on adventures out of necessity.  There aren't many places they fit in well, they are often on the run, and are more susceptible than usual to blackmail.
 Character Development: Give suggestions for making a character with this race.
 Character Names: Nephilim PC names will generally tend to be Latin, unless their human parent raises them alone.

ROLEPLAYING A NEPHILIM
 You wish people were more open minded.  Humanoids feel guilty about not living up to your example, without realizing you aren't really all that far removed from them.  Angels feel you don't live up to your potential, not realizing you don't have their raw power and are therefore more vulnerable.
 Personality: Despite the crap they have to take, Angels are generally bright and upbeat.  Those who aren't are usually Evil.
 Behaviors: Nephilim are as varied as humans, and have no typical behaviors.
 Language: Nephilim speak Celestial and Common.

NEPHILIM SOCIETY
 Nephilim tend to adopt the society of their human parent, which is normally who raises them.  Nephilim are rarely reared by their Celestial parent who view them as an incarnation of their failings.  Nephilim only towns tend to be similar to other local Humanoids.
 Alignment : Nephilim aren't big on being told what to do, and as such most are Chaotic.
 Lands : Just about anywhere Solars travel.
 Settlements : Nephilim will go anywhere they can find acceptance..
 Beliefs : Given their relation to celestial beings, a lot of Nephilim aren't big on religion, and those who are vary as much as humans do.
 Relations: Evil beings generally hate Nephilim as they see them as allies of Good.  Celestials tend to view them with disdain, as the Nephilim are half Celestial and a reminder that they can be imperfect as well.  Everyone else tends  to view them through the lens of their religion.

NEPHILIM ADVENTURES
·   You are approached by a Solar who wishes to offer you employment and salvation.  You've heard this bullshit before.
·   You are approached by a Pit Fiend offering you employment and revenge.   You've heard this bullshit before.
·   Werewolves have kidnapped your precious kitty, and there will be hell to pay.

« Last Edit: June 18, 2018, 09:55:08 PM by bhu »