Author Topic: Race Revisions  (Read 21439 times)

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #20 on: November 11, 2011, 02:45:29 AM »
CATUSAUM


   
"..."

 The origin of the name Catusaum has been forgotten, but it's apparent meaning is "murderer".  All Needlefolk are driven to rage by the presence of elves, but most can control it to some extent.  They aren't suicidally insane, and will back off from larger groups of Elves.  They also won't usually pursue them great distances.  The Catusaum are different.  If the Needlefolk had a term for serial killers, it would be applied to the Catusaum.  They stalk and kill Elves on a regular basis, along with whatever else takes their fancy.  Unlike most Needlefolk they have some emotions, and a curious nature.  Many an adventuring party open minded enough to take on a Needlefolk member has regretfully learned that they have a monster in their midst.  Because some Catusaum eventually decide to pursue prey other than Elves...

BECOMING A CATUSAUM
You're kind of born a monster, you rarely become one.   Most Catusuam become Rangers because it allows them to pursue their goals.

 ENTRY REQUIREMENTS
   Race:  Needlefolk
   Class Abilities:  Favored Enemy (Elves)
   Skills:  Hide 4 ranks, Listen 4 ranks, Move Silently 4 ranks, Spot 4 ranks, Survival 4 ranks
   Feats:  Stealthy
   Alignment:  Must be Evil, cannot be Lawful


Class Skills
 The Catusaum's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Geography, Nature (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Improved Favored Enemy
2. +2    +3     +0     +3    Quiet Rage
3. +3    +3     +1     +3    Stalker
4. +4    +4     +1     +4    Improved Favored Enemy
5. +5    +4     +1     +4    Quiet Rage
6. +6    +5     +2     +5    Stalker
7. +7    +5     +2     +5    Improved Favored Enemy
8. +8    +6     +2     +6    Quiet Rage
9. +9    +6     +3     +6    Stalker
10.+10   +7     +3     +7    Man Killer


Weapon Proficiencies: The Catasaum gains no new weapon or armor proficiencies.
 
Improved Favored Enemy (Ex): At 1st level you gain a Dodge Bonus to Armor Class against your Favored enemies.  For example if your Favored Enemy Bonus against Elves is +4, you get a +4 Dodge Bonus to AC against them.

At 4th level you gain an additional Favored Enemy, and he gains his Favored Enemy Bonus on Intimidate Checks when applicable.

At 7th level you gain an additional Favored Enemy, and you gain your Favored Enemy Bonus on Critical Confirmation Rolls when applicable.

Quiet Rage (Ex): Whenever the Catusuam is frustrated it goes into a rage.  It's called the Quiet Rage, because to all intents and purposes it's effects aren't immediately apparent.   

Should the Catusuam be accused of a crime (especially one it's committed), refuse something, insulted (perceived or otherwise), or somehow interfered with it must make a DC 20 Willpower Save.  If it succeeds it may go on as normal, but the next time it must roll the Save DC is +1 (this is cumulative until it fails).  Once it fails it enters a state known as Quiet Rage.  This has all the disadvantages of the Barbarian Rage Ability, including the AC penalty, and it lasts until the Catusuam has murdered or destroyed the object of his frustration.  While in the Quiet Rage the Catusuam has a +2 Bonus on all Saving Throws against whichever opponent or thing caused him to become enraged, and he temporarily gains DR 2/-.

At 5th level the Save Bonus increases to +4, and the DR becomes 4/-.

At 8th level the Save Bonus increases to +6, and the DR becomes 6/-.

Stalker (Ex): At levels 3, 6 and 9 you may choose a skill from the following list: Balance, Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival.  From now on you may always Take 10 with this skill.

Man Killer (Ex): At 10th level the Catasuam's Favored Enemy Bonus against Elves applies to all Humanoids.

PLAYING A CATUSAUM
 You are curious about the Others.  How they taste.  How they bleed.  How they die.  How they scream when you've split open their bodies after breaking their limbs so they can't move.  You can't tell them this of course.  They'd hunt you down and burn you.  Like they did your family.  So you smile and play along.  After all the Others you have chosen travel a lot, which gives you reason to move about a lot, and gets you out of tight situations, as you'll be leaving town before your deeds are discovered.  they're also killers themselves, so they're willing to allow you some fun if you only kill "evil" opponents, and do it by their rules.  Their ever-chafing rules.

You'll make the rules...

Someday...

 Combat: Catusuam prefer the traditional Needlefolk combat methods of stealth and range.  At least when they're pretending to be typical adventurers.  Otherwise they like to be up close and personal, and they like to make the deaths last.  Many seem hypnotized by the sight of humanoids in absolute agony.
 Advancement: Catusuam follow pretty similar paths, ever perfecting their skills of stealth and deception.
Resources: Like many Needlefolk a Catusuam has whatever resources it can carry with it, which is to say not much unless it has some magical items.  Catusuam can recognize one another (even though regular Needlefolk cannot recognize a Catusuam immediately), and they do aid one another.  Although given their insanity, aid is a shaky prospect at best.

CATUSAUM IN THE WORLD
"He just sits in the fields all day when we don't have an assignment.  Just staring at the children.  I think maybe he's sad because he misses his own kind."
 Catusuam present themselves as outcasts of their own kind because they've left behind their hidebound nature for a life of seeking.  They leave out the bit about what they're seeking for.  Regular Needlefolk who recognize one of these creatures for what it is will inform others, and they will pursue it to the ends of the earth if need be.  It usually ends in tragedy one way or the other.
 Daily Life: Much of your day is spent learning new things (of which you are genuinely curious), and soaking up as much information as you can.  You need good information if you plan to murder any prospective targets. You also try to reinforce your lies and make believe life story as much as possible.  You'll need that to deflect attention.
 Notables: Thrush (CE Male Needlefolk Ranger 6/Catasuam 1) is a local figure in his town.  What nobody knows is that whenever strangers leave town they don't make it to their destination.   And since the nearby forests do have a decent amount of monsters, no one really goes looking for them.
 Organizations: Catusuam are loners by nature.  Even when they travel with others, it's as part of a charade.  the traveling companions aren't companions, they're a visual aid (and a primary defense if they meet up with other Needlefolk who may recognize the Catusuam).

NPC Reaction
 NPC's consider you exotic and mysterious, and they flock to you.  It makes convincing them to go along with you into the woods easier.  So much easier.

CATUSAUM IN THE GAME
 This PrC is pretty damn creepy, and lends itself to trouble.  PC's taking this are rabid serial killers with no redeeming values.  It can only end bad if they play it to cause trouble.
 Adaptation: This is definitely for really dark campaigns.  And preferably ones in which your friends are really understanding...
 Encounters: PC's can encounter you just about anywhere due to your wandering, but it will almost always be in rural areas, preferably forests where your skills are at their best.

Sample Encounter
EL 12: The PC's notice a strange plant man upon coming to town.  he always seems to be in the distance staring at them.  The locals assure them he does that a lot needing to soak up the sun.  he doesn't mean anything.

So why do they keep seeing him once they've left town?


Thrush
CE Male Needlefolk Ranger 6/Catasuam 1
Init +3, Senses: Listen +7, Spot +7, Low Light Vision
Languages Sylvan
------------------------------------------------
AC 23, touch 13, flat-footed 20 (+3 Dex, +4 Natural, +6 Armor, )
hp 75 (10 HD)
Fort +13, Ref +9, Will +11 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee 2 Claws +12 melee (1d4+3)
Ranged Needles +12 Ranged (1d12+3)
Base Atk +9, Grp +12
Atk Options Combat Style (Manyshot, Rapidshot), Favored Enemy (Elf +6, Human +2), Improved Favored Enemy
Combat Gear
Spells Per Day 1st: 2/day (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 16, Con 16, Int 6, Wis 16, Cha 3
SQ Natural Camouflage, Elfsense, Dormancy, Track, Plant Empathy, Elf Hatred
Feats Improved Camouflage, Needle Resin, Point Blank Shot, Stealthy, Endurance (B), Track (B)
Skills Climb +7, Hide +9, Knowledge (Nature) +4, Listen +7, Move Silently +9, Spot +7, Survival +7
+8 Racial Bonus to Hide Checks if moving up to half speed, +16 if standing still
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, Ring of Invisibility, Talisman of Undying Fortitude



EPIC CATUSAUM

Hit Die: d8
Skills Points at Each  Level : 6 + int
Favored Enemy At 25th level and every 5 levels thereafter the Catusuam gains an additional Favored Enemy.
Stalker At 23rd level and every 3 levels thereafter the Catusuam may choose an additional skill to Take 10 on.
Bonus Feats: The Epic Catusaum gains a Bonus Feat every 3 levels higher than 20th




NEEDLEFOLK FEATS



Improved Needle Range
The Range increment of your Needle Attacks is better.
 Prerequisites: Needlefolk, Con 13
 Benefits: Your Needle Attack now has a Range Increment of 50', and a maximum range of 250'.


Pincushion
Your needles are pretty good in Grapples too.
 Prerequisites: Needlefolk, Improved Grapple
 Benefits: You do 1d12 damage with a successful Grapple Check due to the needles sprouting from your body.


Improved Pincushion
Ouch...just ouch.
 Prerequisites: Needlefolk, Pincushion
 Benefits: You gain a +3 Racial Bonus to Grapple Checks.


Improved Camouflage
Plants are sneaky.
 Prerequisites: Needlefolk, Dex 15+
 Benefits: You no longer need to stand still to use your Camouflage Ability.


Evergreen
The cold doesn't hurt you as much.
 Prerequisites: Needlefolk, Con 15+
 Benefits: You don't go dormant in cold weather.


Elf Foe
You hate the Elves.
 Prerequisites: Needlefolk
 Benefits: You gain a +4 Racial Bonus on Critical confirmation rolls against Elves.


Veteran Elf Foe
You really hate the Elves
 Prerequisites: Needlefolk, Elf Foe
 Benefits: You gain a +2 Racial Bonus on Saving Throws against spells cast by Elves.


Foaming Elf Foe
You really, REALLY hate the Elves
 Prerequisites: Needlefolk, Veteran Elf Foe
 Benefits: Once per encounter you may choose to do maximum damage to an opponent if it is an Elf. 


Needle Resin
Due to oddities in your diet and possible mutations you get rid of your bodies toxins by sweating it out as a sort of pine resin.  Incidentally it makes your needles really sting.
 Prerequisites: Needlefolk, Con 15+
 Benefits: If an opponent is struck by your needles it must make a Fortitude Save (DC is 10 plus 1/2 Hit Dice plus Constitution Modifier) or be mildly poisoned.  initial and Secondary Damage is 1d3 Dexterity.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #21 on: November 11, 2011, 02:46:05 AM »
SYLPHS


   
"This is my friend Mr. Unyielding Storm of Death.  He doesn't like your face."

"Sorry."

"I don't like you either! You just watch yourself! We're wanted me...er...fey...er...thingies! We're wanted thingies! So you just watch it mister!"


 Sylphs appear to be small women no more than 3' tall with brightly colored, translucent insect wings.  They prefer to wear filmy, light clothing that provides little if anything in the way of protection, and bright jewelry.

SYLPH RACIAL TRAITS
·   -2 Str, +2 Dex, -2 Con, +4 Int, +6 Wis, +6 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.
·   Outsider with the Air and Extraplanar Subtypes, granting Dark Vision 60'.
·   Base land speed 30 ft.
·   Fly speed 90 ft. (Good)
·   Spells: All Sylphs cast spells as a Sorcerer equal to their (Racial Hit Dice +4).  This stacks with levels they may have in the Sorcerer class as well.
·   Improved Invisibility (Sp): Sylphs can cast Greater Invisibility on themselves only at will as a Spell-Like Ability.
·   Spell Resistance (Ex): Spell Resistance equal to (11 + HD).
·   Wild Empathy (Ex): This ability works exactly like the Druid Class Feature of the same name.
·   Summon Elemental (Sp): 1/day the Sylph can cast Summon Monster VI (Caster Level is 12th), but can only summon Elementals.
·   A Sylph has 3 Racial Hit Dice, giving it the following: 3d8 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +3 Will Save, and (8 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Concentration, Escape Artist, Handle Animal, Hide, and Move Silently. They also get 2 Feats.
·   Automatic Languages: Common and Auran.  Bonus Languages:
·   Level Adjustment: +5
·   Favored Class: Sorcerer

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

AGING EFFECTS
 Age: Sylphs do not age upon attaining adulthood, and do not receive bonuses or penalties due to age.

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

SYLPH CHARACTERS
 If you wish to play a Sorcerer without losing levels due to Racial Hit Dice, you could do worse than a Sylph. 
 Adventuring Race: Sylphs love travel, and usually if they're on an adventure they simply got caught up in circumstances, or their curiosity got the better of them.
 Character Development: Sylphs already can summon an Elemental and turn Invisible at will, so go the summoning route.  You have a fairy who cant be seen that makes monsters pop up out of nowhere.  Bad guys luv that.  Really they do.
 Character Names: Sylphs tend to use names that belong to whatever race was common in the area they grew up in, or whatever area they currently reside in now.  Many change their name several times over their lifetims, but keep their family surname (which is usually Elvish).

ROLEPLAYING A SYLPH
 You are somewhat exotic to the mortal races.  You tend to not judge by race or appearance but by actions, which makes you fit into other societies easily, and allows you to dwell in the cultures of other races with less problems than most.  But the wild places of the world are sacred, and regardless of your ability to blend socially you will not bend or alter your mind on that point.  You will always oppose despoiling the wilderness.
 Personality: Sylphs are curious, friendly, and pretty even tempered.  it's kind of hard to really make one angry, but it's unwise to do so because they can hold grudges against those few who do truly anger them for decades or longer.  They're also insatiably curious, even to the point of putting themselves at risk on odd occasion (but usually their invisibility negates that risk). 
 Behaviors: Sylphs are always getting into things, always trying to find new and exciting stuff.  They'll always be the one tinkering with magic items or pushing buttons they know shouldn't be pushed just to see what happens.  They'll always be the ones who offend the local demigod by speaking to him as if he was an equal and pestering him with questions.
 Language: Sylphs speak Auran, but have learned Common to communicate with the other races.  Many of them learn other languages due to their willingness to spend their long lives traveling.

SYLPH SOCIETY
 The Sylphs are always moving, and can't really be said to have a true culture or society because they're always absorbing bits and pieces form the various civilizations thy travel through.  They have a few common conventions, but just enough to maintain ties to friends and family really.  Most don't perceive the world in terms that mortal races would understand, and as a result many of the driving forces behind humanoid society (wealth, power, greed, etc) are lost on them.
 Alignment : Most Sylphs are Neutral, with some few being Chaotic Neutral.  Evil and Good don't run strong among them, and neither does Law.  There are always exceptions to the rule of course, but most Sylphs will tend towards neutrality.  Most people think of them as forces of nature more than people.
 Lands : Normally Sylphs live in the Elemental Plane of Air, but being curious and outgoing they love to travel.
 Settlements : Many Sylphs live in the Prime Material Plane at the tops of warm or temperate mountains.  it is rare to actually encounter them there as they tend to travel quite a bit.  But their actual homes tend to be in high, secluded areas.
 Beliefs : Sylphs are a bit flighty, and rarely sit still long enough to absorb any form of religion, although many might worship nature deities if introduced to them properly.
 Relations: Due to their inquisitive and sometimes contradictory nature, the Sylphs rarely get understood to any degree by mortal races.  Races in touch with nature such as Elves get along with them best, but they consider Dwarves to be too dour, Half-Orcs too violent, and Gnomes to be too unpredictable.  Most of them prefer the company of Neutral Fey or Elementals of the Air.

SYLPH ADVENTURES
·   Someone has kidnapped your precious little Mr. Pinkertons, and THE SONOFABITCH MUST PAY!
·   While vacationing on the Prime Material Plane you can't help but notice the small war between a local town and some of the stupidest demons you've ever seen.  Seriously they must be low on the totem pole, because most of them seem too dumb to notice they're even being attacked.  Come to think of it why are the demons here?  And why are they letting the villagers pitchfork them without response?
·   Several Air Elementals are quite peeved about constantly being pestered (summoned) by a human mage and they'd like you to do something about.  And by like, they mean you'll do it or else...After all they can't visit unless summoned, and they aren't allowed to attack the summoner, but they can find your relatives on the Elemental Plane.  Which is where you come in...


SYLPH RACIAL SUBSTITUTION LEVELS


SORCERER
 Level 1: Replace Familiar with Spell Focus Feat.
  Spell Focus:  Instead of a Familiar you get the Spell Focus (Conjuration) Feat.


DRUID
 Level 1: Replace Animal Companion and Wild Empathy with Elemental Companion and Elemental Empathy.
  Elemental Companion: Instead of an Animal Companion you gain a Small Air Elemental.  As usual you can try to gain a more powerful companion at the cost of losing some of their abilities just like an Animal Companion: 4th level (Medium), 10th level (Large), 13th level (Huge), 16th level (Huge, 21 HD).
  Elemental Empathy: You gain a +4 Circumstance Bonus on Diplomacy Checks against Elementals.

WARLOCK
 Level 1: Sylph Warlocks have access to a race specific Least Eldritch Essence Invocation.
  Spectral Blast: Your Eldritch Blast is invisible this round.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #22 on: November 11, 2011, 02:46:32 AM »
SYLVAN DEFENDER


   
"Unhand that squirrel! And put down his nuts too!

"MIMSY!"

"What? What'd I say.  Oooooh...nuts...right, right...sorry."

 Sylvan Defenders are defenders of the wild places, particularly the smaller, cuter denizens of the wild places.  In other words they're rabid eco-warriors who have a thing for bunnies and chinchillas.  And don't mind blasting you to make a point.

BECOMING A SYLVAN DEFENDER
Generally you just need to be a Sylph willing to take on the defense of the wilderness or your  homeland.  The Defenders really don't ask much of their applicants.

 ENTRY REQUIREMENTS
   Race:  Sylph
   Spellcasting:  Must be able to cast Arcane spells of at least 3rd level without preparation, at least one of which from each level should be Conjuration or Abjuration.
   Feats:  Flyby Attack, Hover, Silent Spell
   Skills:  Concentration 8 ranks, Hide 6 ranks, Move Silently 6 ranks


Class Skills
 The Class Name's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Handle Animal (Cha), Hide (Dex), Knowledge (Arcana, Nature, The Planes)(Int), Listen (Wis), Move Silently (Dex), Spellcraft (Int), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d4

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +0     +2    TAKE YOUR HANDS OFF THAT SKWIRL!, +1 level of Arcane Casting Class
2. +1    +0     +0     +3    My Friend Doesn't Like You
3. +1    +1     +1     +3    I Don't Like You Either!, +1 level of Arcane Casting Class
4. +2    +1     +1     +4    TAKE YOUR HANDS OFF THAT SKWIRL!, +1 level of Arcane Casting Class
5. +2    +1     +1     +4    My Friend Doesn't Like You
6. +3    +2     +2     +5    I Don't Like You Either!
7. +3    +2     +2     +5    TAKE YOUR HANDS OFF THAT SKWIRL!, +1 level of Arcane Casting Class
8. +4    +2     +2     +6    My Friend Doesn't Like You
9. +4    +3     +3     +6    I Don't Like You Either!
10.+5    +3     +3     +7    Apologize, Or We Will Crush Your Prostate Like A Grape, +1 level of Arcane Casting Class


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

TAKE YOUR HANDS OFF THAT SKWIRL! (Su): At 1st level you may "lose" 1 spell of any level to attempt to force any Enemy within 60' to drop any object it is holding (or release a creature it is Grappling) if it fails a Willpower Save (Save DC is 10 plus half HD plus Charisma Modifier) as a Standard Action.

At 4th level you may instead place a Sanctuary spell on any one creature.

At 7th level you may extend your Invisibility to all Allies within a certain range by "losing" a spell of any level.  Range is equal to 5' times the spells level.

My Friend Doesn't Like You (Su): At 2nd level the creatures you Summon using Spells or Abilities are more powerful, and gain an Enhancement Bonus on all Damage Rolls equal to your Wisdom score.

At 5th level they also get this ability to Attack rolls.

At 8th level the Critical Threat Range of all their attacks increases by =1 (i.e. if they normally threatened a Critical on a 20, it's now a 19-20).  This does not stack with other effects that expand Critical Threat Range.

I Don't Like You Either! (Su): At 3rd level when the Sylvan Defender successfully damages an opponent with a spell she gains a Damage Bonus to the roll equal to her Wisdom modifier.

At 6th level she also gains this Bonus on all Attack rolls for spells that require them.

At 9th level the Save DC of any spell she casts that does damage increases by +2 (this does stackk with Feats like Spell Focus).

Apologize, Or We Will Crush Your Prostate Like A Grape (Su):  If you attack an opponent with a spell that does damage when he is unaware of your presence or Denied his Dexterity Bonus to AC he gets no Saving Throw to negate or halve the damage.

PLAYING A SYLVAN DEFENDER
 The wild places are almost holy.  They are unique, and being despoiled by those nasty little humanoid races that consider themselves 'civilized' while killing everything they encounter and spewing their waste everywhere.  They're icky.  And you hate them.   That's why you wait till they're sleeping before you cast the first Lightning Bolt spell right in their ass just to be mean.
 Combat: Your preferred method of fighting is to Summon some Elemental support, go invisible, and zap away with spells or summon more help and buff while remaining unobserved.  No sense taking a club to the face.  the Gods only know how long it's been since that things been washed...
 Advancement: Sylvan Defenders usually concentrate on spells that allow them to hide and summon help.  That way opponents don't realize who their true foe is, and if the summoned mooks get offed they still aren't looking for you.
Resources: Most Sylphs don't really use or understand money, and they have little political or material influence in the world.  However Elementals and Fey admire their dedication to preserving the wild places of the world and will often give their help if they can.

SYLVAN DEFENDERS IN THE WORLD
"Ah was havin' a perfectly good dream bout forcibly humpn' nuns when my taint caught fire.  Never did trust them fairy types, no sir."
 Sylvan Defenders concentrate on keeping unspoiled wilderness in said unspoiled condition.  And they mess up anyone who tries to invade their turf.  Usually being Good by nature they do try to help when they can if someone is in trouble, but the price is leaving the woods behind and not returning (or perhaps doing them a favor).
 Daily Life: Other than the occasional lunch break you tirelessly patrol the woods invisibly waiting for something to happen.  Anything.  Sometimes you get so bored you revise your definition of 'unspoiled wilderness' just so you can go fuck with the locals.
 Notables: Pale Flower (N Female Sylph Sorcerer 6/Sylvan Defender 1) got tired of her remote mountain home being visited by strangers intent on killing her and taking her stuff, so she joined the Defenders.
 Organizations: The Sylvan Defenders are a fairly loose organization that is mostly composed of loners and their friends.  They do keep in contact with one another over long distance in whatever manner they can however, and if need be can summon each other for big problems.

NPC Reaction
 NPC's don't react at all well to invisible pranksters who attach giant leeches to their toes while they're sleeping in an effort to drive them away.  The Defenders have a somewhat bad rep among many of the frontier areas.

SYLVAN DEFENDERS IN THE GAME
 The Defenders obsession with nature doesn't always make them the best for group play unless other PC's are of a similar mind.  They'll do okay in nature themed campaigns, but there's really no reason for them to be in an urban one for any length of time.
 Adaptation: This is equally adaptable to humorous or serious campaigns.  It has more options for the funny one though.  Who doesn't want to play an invisible summoner of doom?
 Encounters: PC's will encounter the Sylvan Defenders on the Elemental Planes (usually Air), some of the more 'wild' Planes like the Beastlands, and of course in areas of remote wilderness untouched by humanoids.  Or at war with humanoids intent on touching said wilderness.  Damn kinky them humanoids.

Sample Encounter
EL 15: "Take your hands off my silverware, and step away from the kitchen with your hands in plain view.  Or I will be forced to open fire."


Pale Flower
N Female Sylph Sorcerer 6/Sylvan Defender 1
Init +3, Senses: Listen +8, Spot +8, Dark Vision 60'
Languages Common, Auran
------------------------------------------------
AC 27, touch 19 flat-footed 24  (+1 Size, +3 Dex, +5 Deflection, +8 Armor)
hp 32 (10 HD)
Fort +5, Ref +8, Will +15 
+3 w/Cloak
------------------------------------------------
Speed 30 ft. (6 squares), Fly 90 ft. (Good)
Base Atk +6, Grp +0
Atk Options Summon Elemental
Combat Gear 2 Potions of Cure Serious Wounds
Spells Prepared 0: 6 (DC 16)
1st: 8 (DC 17)
2nd: 8 (DC 18)
3rd: 7 (DC 19)
4th: 7 (DC 20)
5th: 7 (DC 21)
6th: 6 (DC 22)
7th: 3 (DC 23)
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 14, Wis 20, Cha 22
SQ Improved Invisibility, SR 21, Wild Empathy,
Feats Flyby Attack, Hover, Silent Spell
Skills Bluff +15, Concentration +12, Escape Artist +9, Handle Animal +12, Hide +9, Knowledge (Arcana, Nature) +8, Listen +8, Move Silently +9, Search +5, Spellcraft +6, Spot +8, Survival +8
Possessions +4 Ring of Protection, +8 Bracers of Armor, Robe of Mysterious Conjuration, Staff of Evocation, +3 Cloak of Resistance, 2 Potions of Cure Serious Wounds, 500 GP



EPIC SYLVAN DEFENDERS

Hit Die: d4
Skills Points at Each  Level : 4 + int
Spells The Sylvan Defenders Caster Level continues to improve with Epic levels, but she doesn't gain more spells per day or learn new spells.
Bonus Feats: The Epic Sylvan Defender gains a Bonus Feat every 3 levels higher than 20th



SYLPH FEATS


Improved Summoning
Your buddies from the Elemental Plane of Air hang around longer.
 Prerequisites: Sylph, Augment Summoning
 Benefits: When you use your racial ability to Summon an Air Elemental your Caster Level is now equal to 1th level or your Effective Character Level, whichever is greater.


Greater Summoning
Your friends from the Elemental Planes have gotten bigger
 Prerequisites: Sylph, Improved Summoning, Increased Summoning, Caster Level 18th
 Benefits: When using your racial ability to Summon Air Elementals, you now cast Summon Monster IX instead of VI.


Increased Summoning
Your friends drop in to visit more often.
 Prerequisites: Sylph, Improved Summoning, Cha 17
 Benefits: You may now use your Racial Summoning ability 3 times per day.


Epic Summoning
You've put an awful lot of effort into making friends back home, and it's paid off.
 Prerequisites: Sylph, Greater Summoning, Caster Level 21+
 Benefits: When you use your racial Summoning ability you cast it as a Quickened, Silent Spell. 


Invisible Familiar (Metamagic)
Your Familiar shares your invisibility powers.
 Prerequisites: Sylph, Combat Familiar, Lurking Familiar
 Benefits: Whenever you turn invisible as per your Racial ability you may opt to turn your Familiar invisible as well so long as it is within 30' of you.  It remains invisible until you become visible or it is targeted by an effect that dispels invisibility.


Invisible Spell-Like Ability
Your Spell-Like abilities can be used invisibly too.
 Prerequisites: Sylph, Invisible Spell (see Cityscape)
 Benefits: Choose 1 Spell-Like ability, you can use it 3 times per day completely invisibly as per the Invisible Spell Feat.


POW!
It's so much easier to hurt people when they can't see you.
 Prerequisites: Sylph, Invisible Spell
 Benefits: Spells that you cast while invisible that normally do damage do an additional 2 dice of damage.


HYPER POW!
Invisible Fireballs in the taint area are sooooo painful...
 Prerequisites: Sylph, POW!
 Benefits: Spells that you cast while invisible that normally do damage now do an additional 4 dice of damage.


HYPER DEATH POW!
Nothing hurts like a Magic Missile right in the corneal area...
 Prerequisites: Sylph, HYPER POW!
 Benefits: Spells that you cast while invisible that normally do damage now do an additional 6 dice of damage.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #23 on: November 11, 2011, 02:47:03 AM »
ASPERI


   
"No I will not wiggle my lips and call you Wilbur.  Freak."

 The Asperi are magical intelligent horses, and from a distance the only obvious difference is that their mane extends down their shoulder to their forelegs.  Most are white, grey, or dun colored with a mane of silver, white, or light grey.  Asperi above 5 HD have hides that sparkle like snow with rainbow like lights flickering through their manes and tails.

ASPERI RACIAL TRAITS
·   +2 Str, +2 Dex, +4 Con, +2 Int, +2 Wis
·   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', Reach is 5'.
·   Magical Beast with the Cold Subtype, giving you 60' Dark Vision
·   Base land speed 60'
·   Fly speed 30' (Good)
·   +3 Natural Armor Bonus
·   Uncanny Dodge (Ex): Identical to ability on page 50 of the PHB.
·   Improved Uncanny Dodge (Ex): Identical to the ability on page 50 of the PHB.
·   Dodge Arrows (Ex): While flying the Asperi gains a +2 Dodge Bonus to AC against Ranged Attacks any turn in which it takes a Move Action.  if it has a rider, he also gains this bonus.  This Bonus lasts until the beginning of the Asperi's next turn.
·   Wind Immunity (Ex): Winds, magical or otherwise, have no effect on an Asperi, and they take no damage or penalties of any kind from them.
·   Feather Fall (Sp): An Asperi can cast Feather Fall 4/day as a Supernatural ability.
·   Ride the Wind (Su): When moving with winds over 20 MPH the Asperi's Fly speed increases +1' per 1 MPH the wind is over 20 MPH (round up).  If moving against the wind the Asperi gains no benefit, but neither dow the wind slow it down.
·   Telepathy (Su): The Asperi can communicate telepathically with any creature whose intelligence is at least 1 or higher and within 60', including animals.
·   Asperi have a Primary Hoof Attack doing 1d6 plus Str Modifier, and a Secondary Bite Attack doing 1d6 plus half Str Modifier.  A Full Attack gives it 2 Hoof Attacks and 1 Bite Attack.
·   An Asperi 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 Intimidate, Listen, Spot, and Survival. It also gets 2 Feats.
.            Non Humanoid Form: The Asperi 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.
·   Asperi automatically speak Auran and Sylvan.  Bonus languages include Common, Elven, Giant, or Goblin.
·   Level Adjustment: +3
·   Favored Class: Scout

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

AGING EFFECTS
 Middle Age: 63
 Old: 93
 Venerable: 125
 Maximum Age: +3d20 years
Asperi tend to reach maturity fairly quickly (although pretty slow in comparison to actual horses), and then enjoy a fairly lengthy lifespan as their aging slows down dramatically.

HEIGHT AND WEIGHT
 Base Height: 5'
 Height Modifier: +2d6"
 Base Weight: 900 lbs'
 Weight Modifier: x25 lbs.

ASPERI CHARACTERS
  If you want to play an 'intelligent animal' character, especially one that can fly, the Asperi are made for you.  There's a small downside that you don't have hands, but there are ways around that.
 Adventuring Race: Asperi tend to be 'herd centric' for lack of a better term.  They will not hesitate to protect their extended family, and often go adventuring for this purpose.  If his herd has been decimated an Asperi may go through a severe mental crisis and begin life as a loner and wanderer who may end up making friends with an adventuring party.
 Character Development: Asperi scream 'make me a scout'.  Their native combat style works with scout quite well, and their ability to fly gives them a bit of an edge (less so if it isn't windy but you get the idea).  Druids are the most common caster among their people, and whatever casting type they may be they try to specialize in spells that control or raise winds to give their side an advantage in speed and maneuverability.
 Character Names: Asperi names tend to be descriptive of either their appearance or abilities (for example "Bright Mane" or "Swift Runner:). 

ROLEPLAYING AN ASPERI
As an Asperi you're pretty exotic to the other races, even though many of them can't get past you looking like a horse.  If you weren't the shy type you'd probably end up in many fights.  However, you will not willingly serve as a mount to anyone except in the most dire of circumstances.  This is one point you will fight over (the other being protecting the herd and keeping them away from outsiders).  You like your privacy, and dislike any form of flying predator as they are dangerous to the Asperi people and must be put down.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Asperi are suspicious and distrustful of strangers, usually with good reason.  They tend to be shy and a bit distant among anyone but their herds, and while they prefer to run rather than fight (fighting is only done when necessary) they are quite ferocious if cornered.
 Language: Asperi speak and understand Auran and Sylvan.  They have no written alphabet, but most can read Auran even if they cannot write.  Telepathy gives them a bit of an edge over most other races as far as communication goes, so their lack of common languages is no barrier.

ASPERI SOCIETY
 Asperi have no civilization in the common sense of the term as they have no written language, nor forms of art they produce, or anything resembling currency.  They have a herd mentality, with the strongest males at the top, followed by the women, followed by the rest of the males, and then the children.  The Abeil consider women to be exceptionally important because without them the race dies, and there are few of them in the world as it is.
 Alignment : The vast majority of the Asperi are Neutral Good with an incredibly small minority being Neutral.  other alignments are almost unknown.  They tend towards neutrality as they are mostly concerned with themselves, but they are willing to help those in need.
 Lands : The Asperi prefer the very tops of mountain ranges where few other races tend to venture into.  This affords them the privacy they want, and makes their homes adequately defensible to all but the most determined (or magically capable) of land dwelling races.
 Settlements : Asperi rarely settle elsewhere, though some herds have been found on the Elemental Plane of Air.
 Beliefs : Since they're mostly isolated, with only occasional traffic with other races, the Asperi religion focuses strongly on themselves; with their gods being almost an extension of hte herd. Indeed, Asperi believe themselves to be descendants of their gods. While valuing their freedom, Asperi very seldom stray from the path of good. And since they spend much of their time away from most of the herd, their clergy perform more of a ceremonial than a guiding role in Asperi society.
 Relations: The Asperi hate airborne predators such as Rocs, Griffins, and hippogriffs.  They occasionally find allies among the Pegasus (who rarely venture into the cold mountains the Asperi prefer).  While they do not actively hate land dwelling races, they have learned many are dangerous and like to kidnap and enslave Asperi as mounts, so they tend to be suspicious initially of any of them.

ASPERI ADVENTURES
·   Someone is kidnapping the herds children in the night directly from under the herds nose.  You have been asked to hide and remain unobserved to watch them from a distance, and find the culprit.  You can even bring long your weird friends as long as they stay out of sight.
·   A human nobleman with less than average sanity needs steeds for his knights to lead an impending invasion of a nearby territory, and for some reason your people are thought to be perfect despite not being dumb animals.  His offer to breed with normal horses was offensive, and you kicked him out.  Subsequently his mages have begun attacking your people.  You have been sent to find sympathetic help.
·   Entire flocks of Rocs are being sighted by your people, and they find themselves quite nervous as it seems to be an Omen of difficult times ahead.  Eventually you find out the Rocs are despoiling the valleys below destroying villages.  Yet they ignore your people almost deliberately which seems abnormal.  Perhaps something is directing them...



ASPERI RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Replace Animal Companion with Windmaster
  Windmaster (Su): All spells cast by you that have the Air Subtype, or that manipulate Winds (such as Control Weather) are cast at +2 Caster Levels.


RANGER
 levels 2,6,11: New options with Combat Style
  Combat Style (Ex): The Asperi has two additional Combat Styles to choose from: Charger, and Grace.  If the Asperi chooses Charger they get the Following Feats: Improved Bull Rush, Powerful Charge (see the Miniatures Handbook), and Shock Trooper (Level 11, see Complete Warrior).  If the Asperi chooses Grace they get the following Feats: Flyby Attack (Level 2), Improved Flyby Attack (Level 6), and Greater Flyby Attack (Level 11, see Savage Species).
 

SORCEROR OR WIZARD
 Level 1: Replace Familiar with Windmaster
  Windmaster (Su): All spells cast by you that have the Air Subtype, or that manipulate Winds (such as Control Weather) are cast at +2 Caster Levels.

VARIOUS
As Uncanny Dodge and Improved Uncanny Dodge are Racial Asperi abilities, they instead gain a Bonus Feat on any class level where they would normally receive these abilities.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #24 on: November 11, 2011, 02:47:40 AM »
ASPERI MUSTANG


   
"Protect the women at all costs. They are our future.  Without them we have no way of producing children."

"Or getting laid!"

"SHUT UP MARLBORO!!

 Asperi Mustangs are the warriors and protectors of their race, ensuring the females and children are protected from threats and outsiders (i.e. threats) at any cost.  They can be a temperamental and paranoid bunch, but are very loyal to those who have proven themselves regardless of race or origin (You still don't touch their women though.  Ever.  On pain of death.).

BECOMING AN ASPERI MUSTANG
Asperi who have proven themselves in fights with monsters and outsiders, are childless, and without a mate are asked to join in defense of the herd.

 ENTRY REQUIREMENTS
   Race:  Asperi
   Class Abilities:  Evasion, SKirmish +2d6
   Skills:  Knowledge (Geography) 8 ranks, Listen 8 ranks, Spot 8 ranks, Survival 8 ranks
   Feats:  Power Attack, Flyby Attack, Improved Bull Rush
   Special:  Must be accepted by the herds current Mustangs.


Class Skills
 The Asperi Mustang's class skills (and the key ability for each skill) are Hide (Dex), Intimidate (Cha), Knowledge (Geography, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex).
Skills Points at Each  Level : 6 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Swift Moving
2. +1    +0     +3     +0    Skirmish (+1d6, +1 AC)
3. +2    +1     +3     +1    Combat Training
4. +3    +1     +4     +1    Swift Moving
5. +3    +1     +4     +1    Skirmish (+2d6, +2 AC)
6. +4    +2     +5     +2    Combat Training
7. +5    +2     +5     +2    Swift Moving
8. +6    +2     +6     +2    Skirmish (+3d6, +3 AC)
9. +6    +3     +6     +3    Combat Training
10.+7    +3     +7     +3    Rainbowmane


Weapon Proficiencies: Asperi Mustangs gain no new weapon or armor proficiencies.
 
Swift Moving (Ex): The Mustangs Land and Fly Speeds increase +10 feet at levels 1, 4, and 7.  This is cumulative with other effects increasing speed, such as Fast Movement.

Skirmish (Ex): The Mustangs Skirmish abilities improve at levels 2, 5, and 8.  This is cumulative with Skirmish gained from other classes.

Combat Training (Ex): At levels 3, 6, and 9 you get a Bonus Feat from the following list if you meet the prerequisites: Chosen by the Ice, Chosen by the Wind, Combat Tactician, Cometary Collision, Dodge, Elusive Target, Frozen Soul, Greater Powerful Charge, Great Flyby Attack, Hover, Improved Dodge Arrows, Improved Flyby Attack, Improved Wind Running, Mobility, Multiattack, Power Climb, Power Dive, Powerful Charge, Pushback, Reckless Charge, Shock Trooper, Sidestep, Spring Attack, Telling Blow, Thundering Charge, Unassailable Charge, and Unstoppable Charge.  Feats not in the PHB and the MM are in Complete Warrior, PHB II, The Miniatures Handbook, or Savage Species.

Rainbowmane (Ex): At 10th level your type changes to Outsider with the Cold and Native Subtypes (plus any Subtypes you may have from Feats).  You also permanently have the benefits of a Freedom of Movement spell in effect on your person (this second part of the ability is a Supernatural Ability).

PLAYING AN ASPERI MUSTANG
 You are expected to die for the sake of others.  Not uselessly, but if there is no other choice.  You are the first, last, and only defense of your herd.  If there's anything that needs taking care of, you do it.  You ensure your races continued prosperity and survival through your deeds, and will be remembered long afterwards for it.  Not that this comforts you much in the meantime.
 Combat: You prefer to fight ground bound opponents as they are easier to neutralize by pushing them off cliff walls, or if fighting flying opponents to knock them from the sky.  Utilize your movement to your advantage, especially during high winds.
 Advancement: Since you are expected to be the defense of your tribe, you are often required to hone your combat skills whenever possible.  This means most Mustangs never become anything but a warrior, and rarely branch out into other concepts.
Resources: The herd will gladly give you any aid they can as long as it doesn't endanger them as a whole.  You also tend to make a good impression of your race on others by helping out, and you may find friends in the unlikeliest places because of it.

ASPERI MUSTANGS IN THE WORLD
"I wish we had more Mustangs like Flaming Nethers.  Does us proud he does."
 You protect the herd above all.  If the herd has somehow fallen, you will adopt a new one.  If there is no nearby Asperi herd, and you cannot find one, your definition of what is acceptable becomes a bit looser, and you may end up protecting livestock, or towns of humanoids, or an adventuring party.
 Daily Life: Your day is spent protecting the herd, practicing for combat, and going on missions.  You pretty much do nothing else.
 Notables: Swift Hooves (NG Male Asperi Scout 6/Asperi Mustang 3) is young Mustang looking to prove himself.
 Organizations: The Mustangs are a pseudo organization of sorts, open to any childless, mateless Asperi male on reaching maturity.  They have no money or political power in the world, but are highly revered among their own people who will do whatever they can to help them.

NPC Reaction
 NPC's usually think you're a horse until you talk or they see you fying.  Then they think you'll make a fabulous mount, and have the gall to be annoyed when you say no.  And they wonder why you don't like the land dwellers so much.

ASPERI MUSTANGS IN THE GAME
 Given it's position in protecting the herd this might be best for an all Asperi campaign, or for one in which the Asperi PC has lost his herd somehow.
 Adaptation: This can go well in either dark or comedy campaigns as long as they have Asperi.
 Encounters: PC's will almost always encounter the Mustangs anytime they try to approach an Asperi herd.  If the Asperi are having any problems the PC's somehow become involved in, odds are they'll end up dealing with the Mustangs first and foremost.

Sample Encounter
EL 16: "What we've got here is... failure to communicate. Some men you just can't reach. So you get what we had here last week, which is the way he wants it... well, he gets it. I don't like it any more than you men.  But we are NOT horses dammit...."


Name
NG Male Asperi Scout 6/Asperi Mustang 3
Init +5, Senses: Listen +17, Spot +17, Dark Vision 60'
Languages Auran, Common, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+4 Dex, +3 Natural, )
hp 94 (13 HD)
Fort +12, Ref +16, Will +6 
Uncanny Dodge, Improved Uncanny Dodge, Battle Fortitude +1
------------------------------------------------
Speed 80 ft. (12 squares), Fly 40 ft. (Good)
Melee
Base Atk +10, Grp +17
Atk Options Skirmish (+2 AC, +3d6)
Combat Gear
-----------------------------------------------
Abilities Str 16, Dex 18, Con 18, Int 13, Wis 14, Cha 8
SQ Cold Subtype, Dodge Arrows, Wind Immunity, Feather Fall, Ride the Wind, Telepathy, Trapfinding, Fast Movement, Flawless Stride, Trackless Stride, Swift Moving
Feats Flyby Attack, Improved Bull Rush, Hover, Power Attack, Wingover, Improved Dodge Arrows (B), Improved Initiative (B), Quick Reconnoiter (B),
Skills Intimidate +9, Knowledge (Geography) +9, Knowledge (Nature) +5, Listen +17, Search +13, Sense Motive +14, Spot +17, Survival +17, Tumble +9
Possessions



EPIC ASPERI MUSTANGS

Hit Die: d8
Skills Points at Each  Level : 6 + int
Skirmish At level 22, and every 3 levels thereafter the Mustang gains an extra +1d6 Skirmish.  At level 25 and every 6 levels the Mustangs Skirmish AC improves by +1.
Combat Training At level 23 and ever 3 levels thereafter the Mustang can choose an additional Feat from the Combat Training list as well as the following Epic Feats: Blinding Speed, Dire Charge (see Draconomicon), Epic Dodge, Superior Initiative.
Bonus Feats: The Epic Asperi Mustang gains a Bonus Feat every 4 levels higher than 20th





ASPERI FEATS


Improved Dodge Arrows
Winds swirl about you on a constant basis, making it difficult to shoot you down.
 Prerequisites: Asperi
 Benefits You no longer need to move (or be flying) to get your Dodge Bonus to AC against Ranged attacks due to swirling winds about your person.



Unstoppable Charge
When using your Ride the Wind ability you can make truly devastating charges.
 Prerequisites: Asperi, Improved Bull Rush
 Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1 Circumstance Bonus on Bull Rush Checks.


Thundering Charge
Your charges are truly damaging.
 Prerequisites: Asperi, Unstoppable Charge
 Benefits: For every +5 ft. of movement you gain while using your Ride the Wind ability, you gain a +1d6 damage on while making a Charge Attack.


Unassailable Charge
You are surprisingly quick when charging with the winds.
 Prerequisites: Asperi, Unstoppable Charge
 Benefits: When moving using your Ride the Winds ability, you gain a +4 Dodge Bonus against Attacks of Opportunity (this stacks with the Bonus gained from the Mobility Feat).


Improved Wind Running
You can turn much quicker than usual in the air.
 Prerequisites: Asperi, Dex 15
 Benefits: The Asperis Flight Maneuverability increases from Good to Perfect.


Chosen By The Wind
The Winds are your protector.
 Prerequisites: Asperi, Improved Dodge Arrows
 Benefits: Your +2 Dodge Bonus from your Dodge Arrows ability becomes a +4 Deflection Bonus.  You also gain the Air Subtype.


Chosen By The Ice
You are colder even than the average Asperi
 Prerequisites: Asperi, Con 18+
 Benefits: Your Natural Weapons do +1d6 Cold damage.


Frozen Soul
You are now so cold you even diminish the power of Fire to hurt you.
 Prerequisites: Asperi, Chosen By The Ice
 Benefits: You no longer take double damage from Fire, and have Fire Resistance 3.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #25 on: November 11, 2011, 02:48:07 AM »
BOGGLE


   
"SHRIEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEK!!!"

 Boggles are deformed humanoids with hairless rubbery hide.  They normally have large heads and ears with various odd little deformities that vary between individuals.  Skin color is dark gray to blue-black. 

BOGGLE RACIAL TRAITS
·   +10 Dex, - 6 Int, -2 Wis, -4 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 40 ft.
·   Base climb speed 30 ft.
·   Improved Grab (Ex): If a Boggle successfully hits an opponent up to 1 Size Class larger than itself with it's claw attack, it gets an immediate Grapple Check as a Free Action without provoking an Attack of Opportunity.  If it succeeds it may then Rend the next round.  If the Boggle takes a -20 to the grapple Check it is not considered grappled, but can do nothing to the victim but hold him. 
·   Dimension Door (Sp): A Boggle can cast Dimension Door 6 times per day as a Spell-Like Ability.  Caster Level is 7th.
·   Grease (Su): Boggles can secrete an oily non-flammable substance from their skin.  Effectively they can cast Grease at will as a Supernatural ability.  Unlike normal the range is touch, and it lasts a number of founds equal to the Boggles Hit Dice.  The Save DC has a +2 Racial Bonus.
·   Rend (Ex): If both of the Boggles claw attacks hit it then Rends for 2d4 damage plus it's Strength Modifier.  It also deals this damage with a successful Grapple Check.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Increased Reach (Ex): Boggles can stretch and compress their body at will and because of this their Reach is 15'.
·   A Boggle has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 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 Climb, Escape Artist, Hide, Move Silently, and Sleight of Hand. It also gets 2 Feats.
·   Boggles have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Bite attack doing 1d4 plus half Strength Bonus.
·   Boggles get a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.  Due to the oiliness of their skin they also gain a +10 Racial Bonus on Escape Artist Checks
·    Boggles automatically speak Boggle.  Bonus languages include Common.
·   Level Adjustment: +3
·   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: 2'8"
 Height Modifier: +2d4
 Base Weight: 30 lbs.
 Weight Modifier: x1 lb.

BOGGLE CHARACTERS
 If you want to play a character built for stealing and that has some odd combat abilities it would be hard to do better than the Boggle.  It's Reach and Improved Grab present opportunities for decent fighting builds, and  you can always use his magical abilities to escape anything too difficult to deal with otherwise.
 Adventuring Race: Boggles are an odd Chaotic lot, but they rarely adventure.  Usually this happens because they've been separated from their tribe and have adopted an adventuring group that was kind to them.  Also, they get neat shinies.
 Character Development: Boggles are built to be thieves.  Despite their small size they could also make decent grapplers due to some of their abilities. Because of their mental stats they make lousy casters, and they tend to superstitiously fear magic anyway.   
 Character Names: Boggle names are usually grunting or screeching sounds in their own language.  They don't have surnames. 

ROLEPLAYING A BOGGLE
 People consider you vermin, and even if you understood their weird languages you wouldn't care.  They're all freaks and nutcases.  They actually think they can permanently own things like land or shinies.  What morons.  Beings so dumb shouldn't look down their noses at you.
 Personality: Boggles are often compared to screeching monkeys, and the comparison is sometimes apt.  They do posture and make threat displays often, but are somewhat cowardly unless cornered or enraged.
 Behaviors: Boggles are obsessed with shiny objects, and steal them almost compulsively.  The same goes for food as Boggles have little to no concept of personal property.  They take what they want and if someone else can successfully keep them from it it wasn't meant to be theirs  At that time.  They're also mighty persistent.
 Language: Boggles speak their own rudimentary language composed mostly of whistles and grunting sounds, similar to some monkeys.

BOGGLE SOCIETY
 Boggles don't really have a society.  They're barely above the level of apes.  They have no form of art, currency, agriculture, or government.  The toughest Boggle rules until he is killed or screws up badly enough no one is willing to listen to him anymore.
 Alignment : Boggles tend towards Chaotic Neutral.  Being stone age primitives they have little if any in the way of laws, and for the most part concepts such as Good and Evil are foreign to them.   
 Lands : Boggles are fairly ubiquitous and live just about everywhere except underwater.  They avoid water as it washes off the oily secretions they use to escape predators.
 Settlements : Boggles are already omni-present.  They don't settle anywhere so much as move in and get exterminated because they're considered vermin.
 Beliefs : Boggles have no religion.  Oddly they are one of the few primitive humanoid races that seem to have come about fairly independently of Gods, and seem to have no concept of worshiping them.
 Relations: Other races consider Boggles vermin to be slaughtered, or a resource to be exploited.  Fear pretty much sums up their reaction to anything else, and they have good reason for it.

BOGGLE ADVENTURES
·   Some humanoids broke into your cave while you were gone and stole your shinies.  You and the boys have been lookin' for an excuse to start something...
·   Some pale. somewhat furry weirdo apparently needs you to swipe a bunch of shiny rocks because everyone knows he wants them.  At least that's what you think he's saying.  He's kind of a jerk, so maybe you'll just hide them instead...
·   Your tribe was massacred by marauding adventurers.  That's it.  That's the absolute last straw.  That's the fifth time this year and you aren't taking it anymore.  It's time to find some means of getting a little back.


BOGGLE RACIAL SUBSTITUTION LEVELS


Barbarian
 Level 7, 10, 13, 16, and 19: Replace Damage Reduction with Metamorphic Rage
  Metamorphic Rage (Ex): Boggle Barbarians seem to boil and mutate from one moment to the next when Raging.  Beginning at Level 7 they gain a +2 Circumstance Bonus to all Opposed Combat Checks (Bull Rush, Grapple, etc).  This increases by an additional +1 at levels 10, 13, 16, and 19.


Scout
 Level 1, 3, 5, 7, 9, 11, 13, 15, 17, and 19: Replace Skirmish with Phase Skirmish
  Phase Skirmish (Su): At 1st Level the Boggle Scout may use a daily use of it's Dimension Door ability to teleport up to 10' and make a Full Attack as a Full Action.  Any opponent within it's Reach is considered to be Flat-footed.  At levels 3, 5, 7, 9, 11, 13,15, 17, and 19 the range of this ability increases by +10'. 


Rogue
 Level 10, 13, 16, and 19: Gains new options to choose from the Rogue Special Ability list in addition to the regular ones.
  Special Abilities (Ex):
Grease Defense (Ex): By oiling himself with his Grease ability as a Swift Action the Boggle may gain a +4 Circumstance Bonus to Escape Artist Checks made to escape Grapples for 1d3 rounds.  The Bonus increases by +2 for each Size Class larger than the Boggle it's opponent is..

Teleport Defense(Ex): 3 times per day a Boggle can use it's Dimension Door ability  as a Free Action when it is being attacked or would suffer damage.

Stretching (Ex): As a Standard Action a Boggle can increase it's Reach to 30' for one round.  It must wait 1d4 rounds before using this ability again.

Grease Offense (Ex): By oiling himself with his Grease ability as a Swift Action the Boggle gains a +4 Circumstance Bonus to Trip Attempts (+8 if he makes the Trip as part of a Charge) for 1d3 rounds. 

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #26 on: November 11, 2011, 02:48:45 AM »
BURGLAR


   
'SHINIES!"

 Burglars are Boggles who have been trained (i.e. beaten until they perform) to burgle houses as cat burglars.  Many races see them as trained animals and don't bother to catch and prosecute them, simply killing them on sight.  Even the more culturally advanced races admit caging them is risky at best, and they honestly are too stupid to realize what they're doing is wrong so they'll continue doing it if let free.  Life as a Boggle is not always fun...

BECOMING A BURGLAR
You have to be caught by some Thieve's Guild (or other brutal dehumanizing organization) and soundly tortured and beaten until you you learn to perform on command. 

 ENTRY REQUIREMENTS
   Race: Boggle
   Skills:  Balance 4 ranks, Climb 4 ranks, Disable Device 4 ranks, Hide 9 ranks, Jump 4 ranks, Move Silently 9 ranks, Open Lock 4 ranks
   Feats:  Cunning Evasion, Tactile Trapsmith
   Class Abilities:  Trap Sense +2


Class Skills
 The Burglar's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Architecture, Dungeoneering, Local)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Swim (Str), or Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Entry
2. +1    +0     +3     +0    Avoidance
3. +2    +1     +3     +1    Escape
4. +3    +1     +4     +1    Entry
5. +3    +1     +4     +1    Avoidance
6. +4    +2     +5     +2    Escape
7. +5    +2     +5     +2    Entry
8. +6    +2     +6     +2    Avoidance
9. +6    +3     +6     +3    Escape
10.+7    +3     +7     +3    Veteran Burglar


Weapon Proficiencies: Burglars gain no new weapon or armor proficiencies.
 
Entry (Ex): At 1st level the Burglar can make ooze grease into complicated works, either making them slick or gumming up the works.  He gains a +4 Racial Bonus on Disable Device and Open Lock checks.

At 4th level the Burglar can make his Grease coating sticky, effectively allowing him to Spider Climb at will as per the spell (this is till an Ex ability).

At 7th level can make Hide or Move Silently Checks while moving at full speed.

Avoidance (Su): At second level if the Burglar sets off a trap, it can make a second Saving Throw to halve the damage.  This is a Reflex Saving Throw, and the Save DC is the same as the original traps Save DC.

At 5th level if the Burglar sets off a trap, it can use 1 daily use of it's Dimension Door ability as a Free Action to teleport to safety if it can make a Reflex Save (Save DC is equal to the Traps Save DC or its Search DC if it has no Save, you still lose the daily use of Dimension Door if you fail the Save roll). 

At 8th level you no longer lose a daily use of Dimension Door if you fail the Saving Throw.  If you make a second save to avoid trap damage you take no damage instead of half.

Escape (Ex): At 3rd level you have learned to run while greasing your feet.  Your Base Land speed increases by +10 ft.

At 6th level when squeezing into a space (see PHB page 148-149) you do not lose your Dex Bonus to AC, and your movement is not halved due to your slipperiness and slightly metamorphic nature.

At 9th level you permanently gain the benefits of a Freedom of Movement spell (this is a Supernatural ability).

Veteran Burglar (Su): You may cast Greater Dimension Door when using your Racial ability now.

PLAYING A BURGLAR
 Bright lights and sudden noises scare you.  Things bigger than you scare you.  People carrying things in their hands scare you.  Your 'training' has left you with a few lingering mental issues.
 Combat: You were never trained for combat, and are just smart enough to realize it's not in your best interests to get involved in it.  You really only fight if cornered, or you outnumber foes. 
 Advancement: Escape is your only goal.  Anyone promising you escape from your masters is worth listening to, although your paranoia will make it hard for you to trust them.  The masters have tested your willingness to escape before...
Resources: You have your 'owner', but he really doesn't think of you as more than a useful tool that's expendable if necessary.   Even if you escape him, you'll be dirt poor and considered a monster by most.  You are well and truly on your own.

BURGLARS IN THE WORLD
"My grandmother always told me not to feed stray animals or they'd reproduce."
 You don't really interact with the world much, and it doesn't interact with you.  Your pretty much kept in a cage until your skills are needed, and hten you're either returning to the cage, fleeing the law, or fleeing your captors.
 Daily Life: You spend your days being beaten or left alone, or being taught to burgle better.  Sometimes you actually spend it burgling.  At least then you get ot be on your own a bit once you're inside the targets house.
 Notables: EEp (CN Male Boggle Rogue 6/Burglar 2) is a poor tortured soul who desperately wishes to escape his life, and will probably bond with the first group that's not willing to kill him out of hand.
 Organizations: Many criminal organizations have a few Burglars enslaved, but they don't really do much to support them.  They can always make more after all.

NPC Reaction
 NPC's think of you as a monster, nuff said.  You're unlikely to get help from any source other than stray adventurers who are more open minded than usual.  honestly it's enough to make you pray for death.

BURGLARS IN THE GAME
 This PrC assumes the player is a slave who is beaten and mistreated.  Not many people like that idea, so assume he's already escaped if the PC's are starting out high enough, or give him opportunities to do so.
 Adaptation: This is kind of a dark PrC.  it could be adapted for a lighter campaign, but torture and slavery make for pretty dark humor.
 Encounters: Burglars are usually caught in the act, or seen rapidly fleeing the scene from the destruction of their masters Guild.  Escaped Burglars can often be seen stealing food, hiding in the cities darker place, or fleeing for the woods.

Sample Encounter
EL 15: "Bert...a weird hairless greasemonkey just tried to lift my coinpurse..."


EEp
CN Male Boggle Rogue 6/Burglar 2
Init +7, Senses: Listen +, Spot +, Dark Vision 60'
Languages Boggle
------------------------------------------------
AC , touch , flat-footed   (+1 Size, +7 Dex, )
hp 70 (12 HD)
Fort +5, Ref +19, Will +6 
------------------------------------------------
Speed 40 ft. (8 squares), Climb 30 ft.
Melee
Base Atk +9, Grp +5
Atk Options Improved Grab, Rend, Increased Reach
Combat Gear
-----------------------------------------------
Abilities Str 10, Dex 25, Con 14, Int 8, Wis 10, Cha 6
SQ Dimension Door, Scent, Entry, Avoidance
Feats
Skills
Possessions



EPIC BURGLAR

Hit Die: d6
Skills Points at Each  Level : 8 + int
Bonus Feats: The Epic Burglar gains a Bonus Feat every 2 levels higher than 20th



Boggle FEATS



Squeeze
You can alter your form a little more than the average Boggle.
 Prerequisites: Boggle, Escape Artist 4 Ranks
 Benefits: You gain a +4 Racial Bonus to Escape Artist Checks, and as a FUll ROund Action can squeeze through openings as small as 8" across.


Springheel
You can alter your leg muscles for more spring in your step.
 Prerequisites: Boggle, Jump 4 Ranks
 Benefits: You gain a +4 Racial Bonus to Jump Checks, and you do not take penalties to your Jump Checks due to speed.


Sprinter
You can move faster than the average Boggle
 Prerequisites: Boggle, Springheel
 Benefits: Your Base Land and Climb Speed increases by +10 ft.  This stacks with other Feats abilities increasing your Land or Climb Speed.


Body Hammer
You can alter your form to increase the damage of your Natural Attacks.
 Prerequisites: Boggle, Con 15+
 Benefits: Your Natural Attacks and Unarmed Strikes do an extra +1d6 damage.


Improved Dimension Door
Your Dimension Door ability improves significantly.
 Prerequisites: Boggle, 3rd level
 Benefits: You may now use Dimension Door as a Supernatural Ability, and Caster Level is equal to 7th Level or your HD, whichever is Greater.


Greater Dimension Door
You have mastered your primitive natural ability to teleport.
 Prerequisites: Boggle, Improved Dimension Door
 Benefits: You may now use Dimension Door at Will, and unlike the spell are no longer forbidden to take any other actions this Turn (any Actions you take must still be applicable by the rules however).


Improved Grease
Your Grease is slightly more versatile.
 Prerequisites: Boggle, Con 13+
 Benefits: The duration of your Grease ability is doubled.  it also becomes slightly fire resistant, and will douse small flames such as a candle or torch.


Greasemonkey
You truly are a master of the use of Grease.
 Prerequisites: Boggle, Improved Grease
 Benefits: You are immune to Grease spells and similar effects.  When coating yourself with your Grease, you gain Fire Resistance 3.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #27 on: November 11, 2011, 02:49:07 AM »
HORNED FELLDRAKE


   
"Step away from the Elf."

 Horned Felldrakes are medium sized creatures vaguely resembling blue dragons with 4 large horns on their heads, vestigial wings, and raised scutes along their back and tail.  They tend to be bright blue with their horns and spine being golden in color.

HORNED FELLDRAKE RACIAL TRAITS
·   +6 Str, +4 Con, -6 Int, +2 Wis, -2 Cha
·   Size Class: Medium
·   Dragon, giving you Low Light Vision, Dark Vision 60', and immunity to sleep and paralysis effects.
·   Base Land speed 30 ft.
·   +7 Natural Armor Class Bonus
·   Charge (Ex): The Felldrakes Horn Attack does 4d6 plus twice Strength damage with a successful Charge Attack.
·   Horned Felldrakes have a Primary Horn Attack doing 2d6 plus one and a half times Strength bonus.
·   A Horned Felldrake has 4 Racial Hit Dice, giving it the following: 4d12 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +4 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Jump, Listen, and Spot. It also gets 2 Feats.
.            Non Humanoid Form: The Horned Felldrakes 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.
·   The Felldrakes automatically speak Draconic and Sylvan.  Bonus Languages include Elven, Gnoll, Gnome, Goblin, and Orc.
·   Level Adjustment: +2
·   Favored Class: Fighter

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: 5' 10"
 Length Modifier: +2d12"
 Base Weight: 180 lbs.
 Weight Modifier: x 2d8 lbs.

HORNED FELLDRAKE CHARACTERS
 If you want to play a Dragon without an enormous LA, and don't want to be as small as some of the other Drakes, the Horned Felldrake is a decent choice.  Particularly if you want to make a charging build.
 Adventuring Race: Felldrakes normally go on adventures because they were assigned to by the Elves, the Church of Bahamut, or on rare occasions because their God told them to in their dreams.  As the Horned Felldrakes are usually bodyguards they often accompany their charge on adventures to protect him.
 Character Development: Remember that you have a major disadvantage: you have no hands, and you can't stand upright.  At first this won't seem to be too much of a problem (especially if you have a lenient DM), but at times when you need to, say, open a door to save someone it will be immediately apparent there's a significant problem.  Make sure to take steps beforehand.
 Character Names: Felldrakes normally have Elven or Draconic names.

ROLEPLAYING A HORNED FELLDRAKE
 Quick generalization about playing a member of this race.
 Personality: Horned Felldrakes are not the brightest of Drakes, and unfortunately are among the stronger ones physically.  They tend to eat things smaller than themselves unless they know better, and are used to intimidating others as a means of social interaction.  they are more predator than citizen, and their Elven companions often have to apologize for them.
 Behaviors: Horned Felldrakes anger easily, and are naturally suspicious of anything they don't know or understand immediately.  This can be both good and bad given that they typically tend to be employed as bodyguards.  Attack is almost a Pavlovian response from the worst of them, but they calm down almost as quickly if someone they know intervenes.
 Language: Felldrakes normally speak Sylvan or Draconic.  Surprisingly most aren't illiterate given their lack of hands.

HORNED FELLDRAKE SOCIETY
 The Felldrakes themselves tend not to have a separate culture or civilization.  As per the directives of Bahamut they live with and guard the Elves.  They adopt the ways of Elven society when living among them, and revert to packs in the wild.
 Alignment : As divinely created beings the Felldrakes are always Neutral Good.  There are magics or possible incidents that would change this, but without some cataclysmic event or deliberate intervention a Felldrake will always be Neutral Good.
 Lands : Being the guardians of the Elves,Horned Felldrakes live wherever the Elves choose to live.  They are a common sight in Elven lands.
 Settlements : Felldrakes tend to follow the Elves, and usually only settle lands if the Elves are moving in as well.
 Beliefs : The Felldrakes worship the Good deities of the Draconic Pantheon, particularly their creator Bahamut.
 Relations: The Felldrakes get along with the Elves, Gnomes, and Halflings particularly well.  They find Dwarves to be too self limiting with their various rules and laws, and simply don't trust the Orcish or Goblinoid races.  Humans are considered a mixed bag at best due to their unpredictability.

HORNED FELLDRAKE ADVENTURES
·   A young Elven noble woman has eloped with a suitor her parents disapprove of.  Your job is to find and return her, which isn't so easy since you agreed with her that her choice of mate seemed more ideal than the nerf herders her parents had lined up for her.
·   Your Elven employer has a new husband.  A husband of questionable (i.e. non humanoid) parentage who the staff and court DO NOT like.  While guarding her they want you to get info on him and watch him for signs of trouble, such as  the possibility he may be mind controlling her.  The court does not accept that your Mistress could simply have an odd fetish or two...
·   You have been assigned to guard a visiting dignitary who just happens to be a Blue Dragon the Elven Kingdom is hoping to avoid outright war with.  Not that she needs a guard.  She also misses her harem and has hinted you may be an acceptable replacement whether you like the idea or not.  Gonna be one of those days...


HORNED FELLDRAKE RACIAL SUBSTITUTION LEVELS


Barbarian
 Level 3, 6, 9, 12, 15, and 18: Replace Trap Sense with Push Bonus
  Push Bonus (Ex): Instead of getting a Bonus to Reflex Saves against Traps you get a Bonus on Bull Rush and Overrun Checks.


Scout
 Level 8: Replace Camouflage with Charge Bonus
 Level 14: Replace Hide in Plain Sight with Improved Charge Bonus.
  Charge Bonus (Ex):  At Level 8 you gain an additional +2 on Attack and Damage rolls when making a Charge.
  Improved Charge Bonus (Ex):  At Level 14 your Charge Bonus becomes +4.


Ranger
 Level 1, 6, 11: New Options for Combat Style
 Level 1: Replace Wild Empathy with Draconic Empathy
 Level 4: Replace Animal Companion with Natural Casting
  Combat Style (Ex): Rangers who choose Charging Rhino Style gets Reckless Charge at Level 1, Powerful Charge at Level 6, and Greater Powerful Charge at Level 11.  Rangers who choose Stubborn Charger get Power Attack at Level 1, and Improved Bull Rush at Level 6, and Shock Trooper at Level 11.
  Draconic Empathy (Su): The Crested Felldrake Ranger gains a +2 Bonus on Diplomacy checks against Dragons or Elves.
  Natural Casting (Su):  The Crested Felldrake gains the Eschew Materials Feat as a Bonus Feat.  He may also cast spells from the Ranger list that do not have material of focus components at +1 caster level.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #28 on: November 11, 2011, 02:49:31 AM »
FELLDRAKE BODYGUARD


   
"Fuck off."

 Felldrake bodyguards are tasked with protecting Elven royalty (or at least very important persons), visitors who are important as well,

BECOMING A FELLDRAKE BODYGUARD
Generally you have to be a pretty decent Felldrake Warrior who hasn't made any serious goofups, like letting one of your charges get killed or publicly embarrassed,

 ENTRY REQUIREMENTS
   Race:  Horned Felldrake
   Skills:  Sense Motive 4 ranks, Spot 4 ranks
   Feats:  Bodyguard, Veteran Bodyguard
   BAB:  +6
   Spells:  Must be able to cast spells from the Ranger spell list.


Class Skills
 The Felldrake Bodyguard's class skills (and the key ability for each skill) are BLuff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Local, Nature, Nobility), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Takedown Charge, + Level of Divine Spellcasting Class
2. +2    +3     +0     +3    Distracting Roar, + Level of Divine Spellcasting Class
3. +3    +3     +1     +3    Piercing Gaze, + Level of Divine Spellcasting Class
4. +4    +4     +1     +4    Takedown Charge, + Level of Divine Spellcasting Class
5. +5    +4     +1     +4    Distracting Roar, + Level of Divine Spellcasting Class
6. +6    +5     +2     +5    Piercing Gaze, + Level of Divine Spellcasting Class
7. +7    +5     +2     +5    Takedown Charge, + Level of Divine Spellcasting Class
8. +8    +6     +2     +6    Distracting Roar, + Level of Divine Spellcasting Class
9. +9    +6     +3     +6    Piercing Gaze, + Level of Divine Spellcasting Class
10.+10   +7     +3     +7    Deadly Charge, + Level of Divine Spellcasting Class


Weapon Proficiencies: Felldrake Bodyguards gain no new weapon or armor proficiencies.
 
Takedown Charge (Ex): At 1st Level, whenever you perform a successful Charge Attack against an opponent you may choose to make a Trip Attack as a Free Action against it without provoking an Attack of Opportunity (and if it fails your opponent gets no Trip attempt in return).  You also get a +4 Circumstance Bonus on the Trip Check (this stacks with the Improved Trip Feat).

At 3rd Level, whenever you perform a successful Charge Attack against an opponent you may choose to make a Bull Rush Attack as a Free Action against it without provoking an Attack of Opportunity.  You also get a +4 Circumstance Bonus on the Trip Check (this stacks with the Improved Trip Feat).

At 6th Level when using your Trip or Bull Rush Class Abilities, if your opponent fails the opposed Check he must also make a Fortitude Save (DC is 10 plus 1/2 HD plus Strength Modifier) or drop whatever he is holding as well.

Distracting Roar (Su):  At 2nd Level, once per round as a Standard Action you can make a loud resonating roar that has many effects.  Anything within 30' of you takes a -6 Penalty on all Concentration Checks, and has a 25% chance of botching a spell until your next turn (the Spell is lost for the day and has no effect).

At 5th Level anything within 30' of you automatically fails any spell they were casting this round as well as any Concentration Checks.  They have a -6 Penalty to Concentration Checks and a 25% chance to fail to cast spells for a number of rounds equal to your Charisma Modifier.

At 8th Level anything within 30' is Stunned one round, loses one spell they had memorized for the day, and is -6 to Concentration Checks for the duration of the encounter.  They still have a 25% chance to fail at spellcasting for a number of rounds equal to your Charisma Modifier.

Piercing Gaze (Ex): At 3rd Level you gain a Bonus on Sense Motive and Spot Checks equal to half your Felldrake Bodyguard Level.   

At 6th Level you can cast Detect Magic at will as a Supernatural Ability.

At 9th Level you permanently gain the benefits of the See Invisible spell as a Supernatural Ability.


Deadly Charge (Ex): At Level 10 whenever you successfully hit an opponent with a Charge Attack you automatically threaten a critical, and he is Stunned for 1 round (he receives no Save against this effect), and drops whatever he is holding.

PLAYING A FELLDRAKE BODYGUARD
 You are the bodyguard to the cream of Elven society.  Other Elves recognize this and usually provide you the proper respect.  Non-Elven races at best consider you a dangerous pet.  You have...issues with this.
 Combat: Your job is to identify threats, charge, and take them down.  You're usually part of a team, and you are the point man. 
 Advancement: Advancement for you depends on what skills you need to protect your current charge.  If it means learning to swim you do so.  If it means learning some obscure fighting art you do that as well.
Resources: Since you guard fairly wealthy individuals, they do sometimes outfit you with the equipment necessary to do your job.

FELLDRAKE BODYGUARDS IN THE WORLD
"I'm not afraid of a pet lizard."
 You generally interact with the world by staring it down until it submits.  No one approaches your employer unless you say it's okay.  No one.  Even Devils.  Granted you'll have to think fast against them, but still...
 Daily Life: Almost all your time is spent guarding your master.  What little is left is usually consumed by training.  You're ambivalent about the training because you know you need it to get better, but somebody else has to guard the Master while you take time off.
 Notables:
 Organizations: There are several training schools for Felldrake Bodyguards, and you probably have attended at least one of them.  They tend to look out for graduates if they can.

NPC Reaction
 You make NPC's nervous, and that's good.  It's your job to make them nervous.

FELLDRAKE BODYGUARDS IN THE GAME
 This generally assumes are a significant military/economic power.  If not, there may be some tweaking of the fluff required.
 Adaptation: Probably better for serious campaigns.
 Encounters: Bodyguards are usually encountered during diplomatic visits or during wartime, or whenever an Elven noble goes on holiday.

Sample Encounter
EL 12: The PC's have applied to become mercenaries for an Elven Duke.  Their interviewer is a dragonlike creature who looks at them like they're dinner, as does his interpreter.  Gonna be a bad day...


Name
NG Male Horned Drake Ranger 4/Felldrake Bodyguard 2
Init +6, Senses: Listen +7, Spot +6, Low Light Vision, Dark Vision 60'
Languages Draconic, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+2 Dex +7 Natural, )
hp 103 (10 HD)
Fort +16, Ref +10, Will +10 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Base Atk +10, Grp +15
Atk Options Favored Enemy (Orcs) +2, Charge, Combat Style (Charging Rhino)
Combat Gear
Spells Per Day 2/Day (DC 13), Caster Level 3
-----------------------------------------------
Abilities Str 20, Dex 14, Con 20, Int 4, Wis 14, Cha 6
SQ Immunity to Sleep/Paralysis Effects, Draconic Empathy, Natural Casting,
Feats Alertness, Bodyguard, Veteran Bodyguard, Endurance (B), Eschew Materials (B), Reckless Charge (B), Track (B)
Skills Concentration +9, Hide +6, Jump +9, Knowledge (Local, Nobility) +0, Listen +7, Move Silently +6, Sense Motive +10, Spot +6
Possessions



EPIC FELLDRAKE BODYGUARD

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



HORNED FELLDRAKE FEATS



Bodyguard
You are quick and discerning.
 Prerequisites: Horned Felldrake, Alertness
 Benefits: You get a +2 Bonus to Initiative and Sense Motive Checks.  This stacks with Improved Initiative.

Veteran Bodyguard
You are difficult to get by.
 Prerequisites: Horned Felldrake, Bodyguard
 Benefits: Your Bonus increases to +4.

Draconic Atavism
You are more like your Dragon ancestors.
 Prerequisites: Horned Felldrake, must be taken at 1st Level
 Benefits: Your Dark Vision extends to 120'.

Greater Draconic Ativism
You are very sensitive to the presence of other beings.
 Prerequisites: Horned Felldrake, Draconic Atavism, Wis 15+
 Benefits: You gain Blindsight out to 30'.

Horns of Power
Your horns are terrible weapons.
 Prerequisites: Horned Felldrake, Greater Draconic Atavism
 Benefits: Your horns are considered +1 weapons, and may now be enchanted as any other manufactured weapon.

Piercing Horns
Your horns are terrible indeed.
 Prerequisites: Horned Felldrake, Weapon Focus (Horns)
 Benefits: Your horn attack does x3 damage on a successfully confirmed critical.

Mage Eater
You are trained in killing mages.
 Prerequisites: Horned Felldrake, Draconic Atavism
 Benefits: You gain a +2 Competence Bonus on all Saving Throws against Spells or Spell-Like Abilities.

Wings of Doom
You can fly as your wings have assumed their full size and strength.
 Prerequisites: Horned Felldrake, Greater Draconic Atavism, 12 Hit Dice.
 Benefits: You gain a Fly speed of 60' (Good).
« Last Edit: March 30, 2017, 08:16:10 PM by bhu »

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #29 on: November 11, 2011, 02:49:54 AM »
GRIMALKIN


   
"Of course I'm just a normal cat."
 Grimalkin appear to be large blue-grey housecat about 80 pounds or so (okay a very large housecat). 

GRIMALKIN RACIAL TRAITS
·   -2 Str, +2 Dex, -2 Int, +2 Wis, +2 Cha
·   Size Class: Medium
·   Type: Magical Beast with the Shapechanger Subtype, giving it 60' Dark Vision
·   Base land speed 40 ft.
·   +1 Natural AC Bonus
·   Empathy (Ex): Grimalkin can detect the surface emotions of any creature within 50' that they can see.  It can sense basic needs, drives, and emotions (but not thoughts) unless it's opponent makes a Willpower Save (Save DC is Charisma based).  If the Save is successful, the opponent is immune to this Grimalkin's Empathy for 24 hours.
·   Alternate Form (Su): Can assume any Animal or Vermin form of Medium size or smaller as a
free action. This ability functions as a polymorph spell cast on itself at a caster
level of 4th, except that the Grimalkin does not regain hit points for changing
form and can only assume the form of an Animal or Vermin. The creature can
remain in its animal or vermin form until it chooses to assume a new one or
return to its natural form.
·   A Grimalkin 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, Hide, Jump, Listen, Move Silently, and Spot. It also gets 2 Feats.
·   Grimalkins have a Primary Claw Attack doing 1d4 plus Str Modifier, and a Secondary Bite Attack doing 1d6 plus half Str Modifier.
·   Non-humanoid Form: Due to their non humanoid form, armor for Grimalkin costs twice as much.  Despite having 4 legs it does not get multiple body slots for Feet magic items.  Your multiple legs give you a +4 Racial Bonus to resist Bull Rush and Trip attempts.
·   Grimalkin get a +4 Racial Bonus on Move Silently Checks, and a +2 Racial Bonus on Climb and Jump Checks.
·   Automatic Languages: Grimalkin automatically speak Common.  Bonus Languages: Varies depending on what races are nearby.
·   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: 35
 Old: 53
 Venerable: 70
 Maximum Age: +2d20 years

HEIGHT AND WEIGHT
 Base Length: Male: 4'5"  Female: 4'5"
 Height Modifier: +2d6"
 Base Weight: Male: 85 lbs.   Female: 80 lbs.
 Weight Modifier: x1d6 lbs.

GRIMALKIN CHARACTERS
 Grimalkin are common pets, and have some fairly versatile shape shifting abilities that allow them to further pass unseen if someone is looking for a Grimalkin.  So basically if you want to be a spy or a sneak thief, they're purrfect,
 Adventuring Race: Grimalkins go on adventures to protect their owners, their families, or for less obvious ends such as gaining more rights for their race so they can be seen as beings instead of pets (though some prefer the pet roles since it allows them a freer hand, and no one assumes certain acts are due to them).
 Character Development: Grimalkins are meant for stealth.  Rogue type stuff works perfectly for them as surprising people will be simple for you.  Casters will also do well with the right Feats, but if you wanna go the melee route you'll want some of the Racial Feats.
 Character Names: Grimalkins are usually named by their owners so the names given them depend on where they live.

ROLEPLAYING A GRIMALKIN
 You're a big cute kitty, and everyone loves you.  At least this is the reality you intend to project and reinforce.  The Grimalkin race isn't popular as pets because they're big and fluffy, it's because they make great spies.  Having a Grimalkin is like having your own personal ninja.  One has to be careful though as the Grimalkin can be extremely chatty, and the dumber ones don't know when to shut up.   And you don't want the ninjas of your rivals finding that you like to pound underage boys because that would be one hell of a crimp in your lifestyle.  That, and the populace would probably support them killing you.
 Personality: Other than being extremely sociable Grimalkin are pretty catlike.  It's just that unlike regular housecats, they don't quite have to take shit off you.  After all they have 4 times the Hit Dice of the average peasant.
 Behaviors: Grimalkin love typical cat things such as food and napping.  They also love gossip.  If you want to know whats going on in town, bribe the local Grimalkin.  Some of them have brought down nations by letting secrets spill for even juicier secrets. 
 Language: Grimalkin tend to speak Common.  Intelligent ones speak the language of whatever race is prevalent in their area.

GRIMALKIN SOCIETY
Since they've been pets for generations, the Grimalkin really have little in the way of culture and society, and take bits and pieces from places they've lived in.  They tend to be nomadic and if their humanoid 'owners' die they usually move on to some other family they adopt.
 Alignment : Most Grimalkin tend to be True Neutral.  They don't really care about life outside their family, and while they don't follow rules as much as Lawful races do, they don't have the weird randomness factor the Chaotic ones do.
 Lands : Almost all Grimalkin live in urban or rural cities.  Being 'domesticated' has made them slightly lazy.
 Settlements : Non-pet Grimalkin tend to live in Temperate Plains areas. 
 Beliefs :  The Grimalkin acknowledge that there are Gods, but they don't tend to worship them.  After all Gods interfere and poke their nose in ones business.  And you don't like huge amounts of drama in your life.
 Relations: The Grimalkin secretly think most other intelligent races are utter boobs.  After all they know you aren't a dumb animal (in theory), they know you can shapeshift, and yet they still treat you as dumb pets who just want food and affection.  What morons.  Still they feed you, so they are good for something and you're used to having them around.

GRIMALKIN ADVENTURES
·   You have discovered that all of Farmer Johnson's steers are awakened.  And transvestites to boot.  And he likes to spank them.  You've told everyone before you also figure out he's the head of the local organized crime Guild.   Oopsie.
·   Your masters new stepson just kicked one of your kittens, whom you now have to hide.  Vengeance will be yours since they don't know you're true nature.  You just have to arrange something fitting that can't be traced back to you.
·   Your brother Furrbie burned down the pier in a fit of pique.  Or at least you thought he did, but it turns out instead of crazy he's being paid.  So now you have to figure out how to stop some of his further escapades without messing up relationships in your family.  If only Mom didn't like him.



GRIMALKIN RACIAL SUBSTITUTION LEVELS


Rogue
 Levels 1, 3, 6, 9, 12, 15, 18: Remove Trapfinding and Trap Sense and Replace with Sneaky at Level 1.
  Sneaky (Ex): The Bonus you would have gotten from Trap Sense is applied to Hide and Move Silently Checks instead.


Ninja
 Level 2 and 10: Replace Ghost Step with Ghost Form.
 Level 8: Replace Ghost Strike with Shift Strike
  Ghost Form (Su):  At 2nd level you can expend a daily use of your Ki power as a Swift Action that does nor provoke an Attack of Opportunity to cause opponents to suffer a 20% chance to miss you for 1 round.  At Level 10 this increases to 50%.
  Shift Strike (Su):  You may expend one daily use of your Ki power to avoid miss chances such as those created by Blur spells or the Displacer Beasts Special Ability.


Ranger
 Levels 2, 6, 11: Gets different options for Combat Style
  Combat Style (Ex): You may also choose the Battleshifter or Ambush Styles.
Battleshifter gets the following Feats: Battle Shifting at Level 2, Improved Battle Shifting at Level 6, and Intimidating Form at Level 11.  Ambush gets: +1d6 Sneak Attack at Level 2, Telling Blow at Level 6, and Deft Strike at Level 11.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #30 on: November 11, 2011, 02:50:22 AM »
PET


   
"Only Sharon gets to call me Piddums.  You call me sir.  Asshole."

 Pets are official bodyguards, servants, friends, and companions of those able to afford them (and whom the Grimalkin is willing to put up with in turn).  Some are paid companions, some are bodyguards and protectors out of love.

BECOMING A PET
Most Pets pretty much begin as Rogues.

 ENTRY REQUIREMENTS
   Race:  Grimalkin
   Skills:  Hide 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks
   Feats:  Any 1 Grimalkin Racial Feat
   Class Abilities:   Sneak Attack +1d6


Class Skills
 The Pet's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Just a Pet
2. +1    +0     +3     +0    +1d6 Sneak Attack
3. +2    +1     +3     +1    Always Watching
4. +3    +1     +4     +1    Just a House Servant
5. +3    +1     +4     +1    +2d6 Sneak Attack
6. +4    +2     +5     +2    Always Watching
7. +5    +2     +5     +2    Just part of the Background Scenery
8. +6    +2     +6     +2    +3d6 Sneak Attack
9. +6    +3     +6     +3    Always Watching
10.+7    +3     +7     +3    Professional Babysitter


Just a Pet (Su): You gain Amusing Form as a Bonus Feat.

Sneak Attack (Ex): This is identical to the Rogue ability listed on page 50 of the PHB.

Always Watching (Ex): At Level three you can always take 10 on Spot and Listen Checks.  At Level 6 you take no penalties to those rolls for being distracted or asleep.  At Level 9 you take no penalties due to inclement wind or weather.

Just a House Servant (Su):  You gain I Am But An Innocent Bystander as a Bonus Feat.

Just part of the Background Scenery (Su): You may turn Invisible as a Standard Action, and remain that way so long as you don't Move or Attack.  The See Invisible spell does not reveal you, but True Seeing does as this is more of a camouflage effect than magical invisibility.

Professional Babysitter (Su): Once per day you can pick one person as your 'Charge'.  So long as you are within 60' of your Charge you get a +4 Circumstance Bonus on all Saving Throws, and all rolls or Opposed Checks made to protect him or prevent him from coming to harm (yes this includes Attack and Damage rolls if you attack someone trying to harm him)..  You may change your charge every 24 hours.

Weapon Proficiencies: Pet's gain no new weapon or armor proficiencies.
 
PLAYING A PET
 You are the magical, cuddly companion of someone who is either deserving, or has enough money to offer, or who is outright blackmailing you.  You keep them safe and aware of goings on, and you get food, affection, and a home (and sometimes money or gifts).  You also keep their families out of trouble, and they look after yours if you are close enough.  After all someone has to tend to the kittens while your occupied saving the butt of the Duke's only heir.
 Combat: You prefer to watch safely from the shadows and gather as much information as you can possibly get before attempting a strike.  Even then you prefer misdirection and ambushes to open fighting.  Always play it safe.
 Advancement: Advancements depends on the needs of your client/possible loved one.  What skills you learn are the ones you deem most necessary to keeping yourself and your charges alive.
Resources: Your patron dotes on you if he knows whats good for him, so you may have access to stuff depending on his wealth.

PETS IN THE WORLD
"Aren't you just the cutest little Piddums!"
 You're a pet.  This is what you want the world to believe.  This is what you need the world to believe, otherwise your job becomes exceedingly difficult.  On the plus side you get lots of treats and people pet you, and they don't care that your balls are showing in public.  After all you're a critter.
 Daily Life: Much of your day is play acting the goofy kitty while watching over your charge or spying.  Then it's training, training, training, and perhaps a few hours with your own friends or family.
 Notables:
 Organizations: Most Pets don't belong officially to organizations other than perhaps the school that trained them.  They are personal bodyguards, and as such if attached to nobility may have great authority in his household.

NPC Reaction
 NPC's assume you're a magical talkin' kitty, and an endless source of amusement.  At least till they piss you off.

PETS IN THE GAME
 This assumes you 'belong' to someone.  They may consider you a loved one or a slave, and this may be troublesome.  Make sure you know what you're getting into.
 Adaptation: This could work easily as good in silly or serious campaigns.
 Encounters: Pets are usually encountered in social functions or when the PC's are in someone's home (especially if they aren't supposed to be there).

Sample Encounter
EL 12: The PC's have been asked to protect the Princess and her pet mouse Boo Boo.  Boo Boo seems to be an odd mouse, and you'd swear he's being stalked by a cat.  Cause anytime the mouse isn't around, there's a cat nosing about.


Boo Boo
CN Grimalkin Rogue 3/Pet 2
Init +3, Senses: Listen +, Spot +, Dark Vision 60'
Languages Common
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, +1 Natural)
hp  (9 HD)
Fort +, Ref +, Will
------------------------------------------------
Speed 40 ft. (8 squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
-----------------------------------------------
Abilities Str 6, Dex 16, Con 10, Int 10, Wis 18, Cha 16
SQ
Feats
Skills
Possessions



EPIC PET

Hit Die: d6
Skills Points at Each  Level : 8 + int
Sneak Attack At Level 22 and every 3 Levels thereafter, you gain an additional Sneak Attack die.
Bonus Feats: The Epic Pet gains a Bonus Feat every 3 levels higher than 20th




I Am But a Humble Houseplant
Juuust a fern, nuthin' to see here....
 Prerequisites: Grimalkin, Level 6 or better
 Benefits: You may now use Alternate Form to become a Plant.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Battle Shifting
You have learned to use your shifting form to effect in battle.
 Prerequisites: Grimalkin
 Benefits: Any round in which you shift form in battle you gain a +1 Dodge Bonus to AC.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Improved Battle Shifting
You can repair damage while shifting.
 Prerequisites: Grimalkin, Battle Shifting
 Benefits:  You may now heal hit point damage as you normally would if casting a Polymorph spell when shifting form.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Amusing Form
"Awwww..."
 Prerequisites: Grimalkin, Bluff 6 ranks
 Benefits: When using your Alternate Form Ability you may declare yourself to be using this Feat.  While in Alternate Form your hypercute antics make killing you unthinkable.  Effectively so long as you attack no one you get the benefits of the Sanctuary Spell as a Supernatural Ability.   This Feat may be taken a second time, and if it is the Save DC increases by +1 for each Size Class smaller you are than your opponent.  This Feat may not be used the same time as Intimidating Form.


Intimidating Form
You look badass when shifting.
 Prerequisites: Grimalkin, Intimidate 6 ranks, Battle Shifting
 Benefits: When using your Alternate Form ability you may declare you are using this Feat.  While in Alternate Form you now have Frightful Presence, and any time you charge or attack your opponent must make a Willpower Save ( Save DC is 10 plus Hit Dice plus Charisma Modifier) or be Shaken for 1d6 rounds.  This Feat may be taken a second time,  If it is, your opponent is Frightened instead of Shaken.  This Feat may not be used the same time as Amusing Form.


I Am But An Innocent Bystander
"Me?  I'm a Gardener..."
 Prerequisites: Grimalkin, Level 9
 Benefits: You may now use Alternate Form to become Humanoids.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


I Am But A Teensy Elf
"I just showed up to play some pranks, I don't even live here..."
 Prerequisites: Grimalkin, Level 12
 Benefits:  You may now use Alternate Form to become Fey.  Caster Level for Alternate Form is +2 (this stacks with other Grimalkin Feats).


Impersonation
You've become pretty good at impersonating the locals.
 Prerequisites: Grimalkin, I Am But An Innocent Bystander
 Benefits: You no longer take penalties to Disguise Checks for portraying different genders/races/ages, and gain a +2 Bonus on Disguise Checks.


Improved Ghost Form
You're hard to hit.
 Prerequisites: Grimalkin, Ghost Form
 Benefits: The miss chance of your Ghost Form ability increases to 30% (60% at Level 10).
« Last Edit: March 30, 2017, 08:18:36 PM by bhu »

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Re: Race Revisions
« Reply #31 on: November 11, 2011, 09:38:42 PM »
NILBOG


   
"As you can see I'm not the usual token mook.  I'm a new and improved mook.  Wait, that came out wrong..."

 It has long been tradition to experiment magically upon the goblinoids, as their bodies seem to have an affinity for mutation that surpasses the other humanoid races.  Even better they tend to breed true once the results have been accomplished. 

While this has long led to many failed experiments by overzealous madmen seeking to quickly create a new race of loyal minions.   Few experiments have gone more wrong than the Nilbogs.  Originally they were intended to be an enhanced warrior race who would be nigh well invulnerable due to being healed by damage.  The magics used to effect this reversal were unpredictable and tricky, and for once even the Goblins they were used on seemed unwilling to do anything but die.  Success was eventually achieved after many deaths, but it was only a partial success.  The Nilbogs only occasionally bred true, and their strange abilities were only occasionally inherited by their line.  Even worse many were in constant pain or were ferociously defiant when given orders.  Being unpredictable and stubborn made them bad servitors, and many were killed or left to fend for themselves. 

Nilbogs appear to be normal goblins, sometimes with odd deformities or skin colors.

NILBOG RACIAL TRAITS
·   +2 Str, -2 Dex, +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. Space is 5', Reach is 5'.
·   Humanoid with the Goblinoid Subtype
·   Base Land speed 30 ft.
·   Dark Vision 60'
·   Reversal (Ex): Nilbogs suffer from an odd condition they refer to as 'the reversal' which can grow to encompass more effects as the Niblog becomes more powerful.  The effects of positive and negative energy are reversed for the Nilbog.  This means that positive energy effects (such as Healing spells) deal damage equal to the amount they would normally heal, and that negative energy effects (such as Inflict spells) heal damage equal to the amount they would normally cause.  A nilbog gains any extra hit points above its normal total as temporary hit points, though it can never have more than twice its normal hit points. (Excess hit points are simply lost.).  The effects of energy drain/negative levels caused by negative energy are also reversed, gaining bonuses instead of penalties (a Nilbog cannot gain spell slots due to this).  If the Nilbog is targeted by a positive energy effect that explicitly removes a specific number of negative levels, the Nilbog instead suffers that number of negative levels.
·   +4 Racial Bonus on Intimidate and Survival Checks
·   The Nilbogs automatically speak Common and Goblin.  Bonus Languages include Elven, Gnoll, Draconic, Giant, and Orc.
·   Level Adjustment:  +1
·   Favored Class: Barbarian

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

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.

NILBOG CHARACTERS
 If you want to play something unusual, you don't get much more unusual than the Nilbog.  And healing for you will be simple.  All you need to do is start a fight.  A few solid axe blows and you're good as new.
 Adventuring Race: Nilbogs commonly go on adventures because they're ordered to by their superiors.  Of those few who are in the business for themselves. they adventure for money and power.  Same as most Goblins would.
 Character Development: Being as damage actually heals you, you are born to be a melee tank.  You may not do as much damage as other tanks, but you can really soak it up.  Just watch out for the Undead.  Their ability to bestow ability damage or negative levels can just ruin your day.
 Character Names: Nilbogs use Goblin names.  But they usually reverse the names as a way of letting other Goblinoids know who they are.

ROLEPLAYING A NILBOG
 You're a hired killer.  A goblin meant to take opponents by surprise, and be able to kill them off before they can figure out why their weapons aren't hurting you.  Nilbogs are still rare, and not many people know about your condition.  Fewer people know how much grief it causes you mentally either. 
 Personality: Nilbogs are without exception twitchy and bad tempered.  The reversal causes many small frustrating events in their lives, and sometimes this frustration boils over leading to temporary fits of madness.  Many Nilbogs also have minor deformities they ted to be touchy about.  they are reclusive, antisocial, and sometimes just shy of suicidal.  Life is not happy for a Nilbog.
 Behaviors: Nilbogs are pretty much like any other Goblin, but with some noticeable mental problems.  Many have what could charitably be called anger management issues, or are at least mildly scizophrenic.  Something about living with the Reversal effect is not mentally healthy to individuals.
 Language: Nilbogs are Goblins, and as such speak and use the Goblin language as usual.

NILBOG SOCIETY
 Nilbogs live among Goblins, and share their culture and society.  They aren't exactly accepted as normal, but they aren't discriminated against either.  Many Goblins hold them in superstitious fear.
 Alignment : Unlike most Goblins, Nilbogs are almost always Chaotic Evil.  Perhaps it's what they went through to gain their powers, or maybe it's because their life has been so screwed over because of said powers.
 Lands : Most Nilbogs live amongst Goblins, which means the majority of them live in Temperate Plains areas. 
 Settlements : Only other Nilbogs, and possibly some Goblins, can possibly understand what the Nilbogs go through, so it's rare that the leave the Goblin homelands.  Plus among Goblins, they're just another Goblin.  Among other people their unusual nature becomes much more readily apparent.
 Beliefs : Nilbogs worship the Goblinoid pantheon like any other Goblin.
 Relations: Much like the other Goblinoids the Nilbogs consider themselves to be almost permanently at war with the other races.

NILBOG ADVENTURES
·   A local gladiator has been killing almost all of his opponents a little too easily.  Magical help is suspected.  Your team has been hired to expose him, and you're being sent into the arena against him because of your unusual abilities.
·   Recently entire villages have been massacred, and giant footprints have been found leading away from the villages.  Giant footprints which eventually begin to shrink.  It is suspected a Greater Nilbog is in the area, and you have been asked to find and recruit him.
·   Recently all of your brothers have lost their powers and become ordinary Goblins.  Most have died not long after.  You must discover why, and how to cure it before the same ailment strikes you.


NILBOG RACIAL SUBSTITUTION LEVELS


BARBARIAN
 Levels 7, 10, 13, 16, 19: Replace Damage Reduction with Damage Sponge and Improved Damage Sponge at Levels 7 and 13.
  Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's.  If the opponent succeeds with a critical hit he may re-roll 1's and 2's.
  Improved Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's and 2's.  If the opponent succeeds with a critical hit he may re-roll 1's, 2's, and 3's.

Rogue
 Levels 2 and 10: Replace Evasion and the first Rogue's Special Ability with Damage Sponge and Improved Damage Sponge
  Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's.  If the opponent succeeds with a critical hit he may re-roll 1's and 2's.
  Improved Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's and 2's.  If the opponent succeeds with a critical hit he may re-roll 1's, 2's, and 3's.

RANGER
 Level 9: Replace Evasion with Damage Sponge.
  Damage Sponge (Ex): When rolling damage dice your opponent may re-roll 1's.  If the opponent succeeds with a critical hit he may re-roll 1's and 2's.
« Last Edit: April 06, 2017, 10:19:19 PM by bhu »

Offline bhu

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Re: Race Revisions
« Reply #32 on: November 11, 2011, 10:42:09 PM »
PEGATAUR


   
"Are you implying because of my Elven heritage that I can't hold my liquor?"

 Pegataurs are similar to Centaurs except that being a mix of humans and horses they are a mix of Elves and Pegasus.

PEGATAUR RACIAL TRAITS
·   +8 Str, +4 Dex, +4 Con
·   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', Reach is 5'.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 50 ft.
·   Fly speed 90 ft. (Average)
·   +3 Natural Armor Bonus
·   Pegataurs have a Primary Natural Hoof Attack doing 1d6 plus Strength Modifier.  They get two Hoof Attacks when making a Full Attack.
·   A Pegataur has 4 Racial Hit Dice, giving it the following: 4d8 Hit Points, +4 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 Listen, Move Silently, Spot, Survival. It also gets 2 Feats.
.            Non Humanoid Form: The Pegataurs 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 and Bonus Languages: Pegataurs automatically speak Common, Elven, and Sylvan.  Bonus languages: Auran.
·   Level Adjustment: +3
·   Favored Class: Barbarian, Druid, or Spirit Shaman

STARTING AGE
 Adulthood: 30
 Barbarian, Rogue, Sorcerer: +2d6
 Bard, Fighter, Paladin, Ranger: +4d6
 Cleric, Druid, Monk, Wizard: +6d6

AGING EFFECTS
 Middle Age: 75
 Old: 112
 Venerable: 150
 Maximum Age: +3d% years

HEIGHT AND WEIGHT
 Base Height: Male: 6'5" Female: 6'2"
 Height Modifier: + 2d6"
 Base Weight: Male: 2050 lbs.   Female: 1900 lbs.
 Weight Modifier: x (4d6) lbs.

PEGATAUR CHARACTERS
 If you want a character that's big, physically tough, can fly, and yet still looks perversely Elven, the Pegataur is a decent choice.  They also tend to be great if you like playing loud drunks.
 Adventuring Race: Pegataurs often go on adventure as rites of passage, to gain glory or win the hand of a member of the opposite sex, to help the tribe, or just to earn money as mercenaries.
 Character Development: If you go the martial route, make sure to get the most out of your ability to fly (especially if you decide to be a charger).  While many Pegataurs have an inclination towards the Shamanistic or Druidic paths, without a Bonus to Wis/Cha they will need to put a high stat in that slot(s).  Not optimal.
 Character Names: Pegataurs usually use Elven names.

ROLEPLAYING A PEGATAUR
 As a Pegataur you tend to be quite exotic, but standoffish (which will ironically only make the land critters more attracted to you).  You're also good in a fight, so people also want to make sure you get involved on their side anytime there is one.  Typical, really. 
 Personality: Pegataurs don't like people they don't know, and things they don't understand.  Even to some of their lifelong friends of other races can rarely say "I knew him well".  On the good side they're no less eager to help when bad things go down, and can always be counted on to keep their word (unless they think you've betrayed them).
 Behaviors: Pegataurs seem like normal loud, boisterous Barbarians among their own.  They need a sense of humor and community to get by in the harsh climes in which they live.  But among others they tend to clam up, and keep to themselves.
 Language: Pegataurs use the Elven and Sylvan tongues.

PEGATAUR SOCIETY
 Pegataurs are a Clan based society with individual tribes being lead by members of the Clans family, and a council of Druids, Shamans, and elders.  The punishment for severe infractions of the law is exile (it usually leads to death). 
 Alignment : Pegataurs have a strong tendency towards Neutrality and Good, with a substantial minority attracted to Chaos as well. 
 Lands : Pegataurs normally live in high mountain ranges to keep the bad guys away. 
 Settlements : If forced to settle elsewhere or to leave their lands the Pegataurs generally prefer other mountains, or at least hilly plateaus.  Somewhere that's easily defensible against land dwellers.
 Beliefs : In my Campaign the Pegataurs worship the Nature Pantheon.  In other worlds they will tend towards Fey or wilderness deities.
 Relations: Pegataurs are pretty aloof due to leading pretty severe lives of subsistence hunting.  They like the Pegasus and the Elves, and some of the Fey, but they are distant even among them feeling the other Sylvan races don't understand them. 

PEGATAUR ADVENTURES
·   The woman you love, Flower, insists she will marry no man who hasn't proved himself as a warrior on his own outside the tribe.  So now you find yourself with these other three vagabonds of varying race and skill trekking along a dirt road to save a village of potato farmers a horrifying dragon that will probably turn out to be a rather large lizard.  Love sucks.
·   The tribe's crops are having problems, and you aren't sure why.  The village has dispatched you to find outside help, and quite frankly you have no idea where to start.
·   A flock of Roc's has taken up residence in your mountains and every available male (as well as outside help) is required to fight them.  Today is the first day you regret being born without bosoms...

PEGATAUR RACIAL SUBSTITUTION LEVELS


BARBARIAN
 Level 1: Replace Fast Movement with Fast Flight.
  Fast Flight (Ex): You Flight Speed increases +10'.

DRUID
 Level 1: Replace Animal Companion list with new Animals.
 Level 2: Replace Woodland Stride with Wind Stride
 Level 3: Replace Trackless Step with Cloudsight.
  Animal Companion (Ex): Instead of the usual Animal Companions you may choose from the following list:
1st Level Eagle, Hawk
4th Level Dire Bat, Dire Hawk
7th Level Dire Eagle, Guard Bat, Hunting Bat, Pteranodon
10th Level War Bat
13th Level Quetzalcoatlus
16th Level Roc

  Wind Stride (Su): High winds don't bother you as much,  and winds are considered to be 40 mph slower for you than everyone else.
  Cloudsight (Ex): You can see normally in clouds, fogs, mists,etc., whether natural or Supernatural.

SPIRIT SHAMAN
 Level 10: Replace Guide Magic with War Prayer
  War Prayer (Su): When you cast a spell granting an Ally a Bonus to Attack rolls, Damage rolls, or an Ability Score that Bonus is increased by +2.  You may only apply this Bonus to one spell at a time.

« Last Edit: April 05, 2017, 08:43:27 PM by bhu »

Offline radmelon

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Re: Race Revisions
« Reply #33 on: November 13, 2011, 01:54:13 AM »
You're taking requests for races? I will have to think about this...  :plotting

« Last Edit: November 13, 2011, 05:09:39 AM by bhu »

Offline bhu

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Re: Race Revisions
« Reply #34 on: November 13, 2011, 05:09:47 AM »
Will be soon.  I need to finish the lists real quick and follow thru on some promises before i piss people off

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Re: Race Revisions
« Reply #35 on: November 13, 2011, 03:12:25 PM »
That sounds more than fair.

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Re: Race Revisions
« Reply #36 on: November 15, 2011, 04:04:50 AM »
NILBOG MAGEKILLER


   
"Oi!"

 Despite you're difficulties you were raise with a higher purpose: ridding the word of spellcasters.  And you just know you're gonna enjoy this.  At least once your handlers get out of the way and let you have fun.  All this crap about you being a secret weapon.  Feh.  You won't be a secret after the first kill so why wait.

BECOMING A MAGEKILLER
Any Nilbog Barbarian will do.

 ENTRY REQUIREMENTS
   Race:  Nilbog
   Feats:  Instantaneous Rage, Mad Foam Rager, Mage Slayer
   Class Abilities:  Rage 2/day
   Skills:  Knowledge (Arcana) 2 ranks, Spellcraft 4 ranks


Class Skills
 The Magekiller's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con, Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana)(Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +2    Punishing Reversal, Rage
2. +2    +3     +0     +3    Antimagic Combat
3. +3    +3     +1     +3    New Mutations
4. +4    +4     +1     +4    Punishing Reversal
5. +5    +4     +1     +4    Antimagic Combat
6. +6    +5     +2     +5    New Mutations
7. +7    +5     +2     +5    Punishing Reversal
8. +8    +6     +2     +6    Antimagic Combat
9. +9    +6     +3     +6    New Mutations
10.+10  +7     +3     +7   Master Killer

Weapon Proficiencies: Magekillers gain no new weapon or armor proficiencies.
 
Punishing Reversal (Su): At Levels 1, 4, and 7 you gain 1 daily use of this Special Attack.  You must declare you are using it before making a melee attack, and you only expend one of your daily uses if the victim fails it's Saving Throw.  At Level one if you successfully attack an opponent that can cast spells or use Spell-Like or Supernatural Abilities, it must make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier), or for a number of rounds equal to your Charisma Modifier they are affected by the Reversal.  Spells, Spell-Like Abilities, or Supernatural Abilities that would heal damage cause a similar amount instead.  Spells, Spell-Like Abilities, or Supernatural Abilities that cause damage heal a similar amount instead.  You take no effects from these Spells or Abilities at all while the Reversal is in effect.

At Level 4 you may choose between two effects.  The second effect is that all Spells, Spell-Like Abilities, or Supernatural Abilities that do Ability Damage or Drain give an Enhancement Bonus instead (and obviously anything giving an Enhancement Bonus likewise does an equal amount of Ability damage.

At Level 7 you may choose between three effects.  The third effect is that all Spells, Spell-Like Abilities, or Supernatural Abilities that provide a Bonus to Saving Throws or Armor Class of any kind provide penalties instead (and vice versa).

Rage: Your Magekiller and Barbarian Levels stack for purposes of determining how many times per day you can rage.

Antimagic Combat (Su): At Levels 2, 5, and 8 you gain one of the following combat maneuvers:

Dampen Caster Level: A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action.  The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or his Caster Level is -4 for 1d6 rounds.

Arcane Critical: Despite the name this works on all spellcasters.  Whenever you successfully perform a critical hit your opponent must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or lose one spell slot or spell per day from the highest level he can cast.

Ruin Concentration A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action.  The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or automatically fail all Concentration Checks and be unable to concentrate on spells for 1d6 rounds.

Ruin Defense A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action.  The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be unable to cast defensively for 1d6 rounds.

Concussion A number of times per day equal to your Charisma Modifier you may declare you are using this ability after a successful attack roll as a Swift Action.  The opponent you attacked must make a Fortitude Save (DC is 10 plus 1/2 HD plus Cha Modifier) or be unable to use Metamagic enhanced spells for 1d6 rounds.

New Mutations: At levels 3, 6, and 9 the Magekiller gets a Nilbog Racial Feat listed below.

Master Killer (Su): The Save DC's of your Antimagic Combat maneuvers increase by +4.

PLAYING A MAGEKILLER
 You're a frothing madman who takes on people capable of altering reality, and you're damn proud of it.  You find something endlessly delicious about a semi-educated mook destroying those who think they're so far above you because they had fancy schooling.  And powers.  Lets not forget them powers y'all.  Them powers what works on everyone but you.
 Combat: You generally try to close as quickly as possible.  Once your in melee or grapple range you have your target where you want him.    If he escapes of into the distance he could fly or teleport meaning you'll have to find him again.
 Advancement: Advancement depends much on your employer/creators whims, your personal mutations and eccentricities, and a lot more on your self control or lack thereof.
Resources: Resources will depend on the wealth of who or whatever created you.   Otherwise you have what you can steal or forcibly take.

MAGEKILLERS IN THE WORLD
"There's something just wrong about this..."
 You enjoy a certain amount of infamy, being as you're basically an uneducated lowlife thug who kills famous, well learned wizards.  Or at least you're portrayed as such.  Obviously you don't get sent to assassinate really powerful mages at first.  You get sent for the little guys, but once your abilities get better who knows.
 Daily Life: Your days are spent training, being experimented upon, recovery, and then testing your new abilities if you survive recovery.  You...may have some anger management issues...
 Notables:
 Organizations: Some few organizations exist devoted to creating and perfecting Nilbogs, but most people feel you're better off left alone.

NPC Reaction
 NPC's think you're a weird looking goblin.  Until you whip out the mutant freak powers they aren't really afraid of you.

MAGEKILLERS IN THE GAME
 A melee class meant for killing mages will be hopefully interesting (assuming I can pull this off).   
 Adaptation: This is good in silly or serious campaigns.
 Encounters: Magekillers will generally be encountered if the PC's are hired to protect a mage or help take one down.

Sample Encounter
EL 12: The PC's hav been hired to protect a mage from 'an invincible goblin'.  Seriously, wtf?


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC NILBOG MAGEKILLER

Hit Die: d12
Skills Points at Each  Level : 2 + int
Punishing Reversal You gain an additional daily use of this ability at Level 21 and every 3 levels thereafter.
Antimagic Combat At Level 22 and every 3 Levels thereafter you can choose a new Antimagic Combat ability, or gain the Epic version of one you already know:

Epic Dampen Caster Level: Your opponent is now -8 to Caster Level if he fails his Save.

Epic Arcane Critical: Your opponent no longer gets a Save vs this ability.

Epic Ruin Concentration Your opponent now loses the ability to Concentrate for the duration of the encounter.

Epic Ruin Defense Your opponent now loses the ability to Cast Defensively for the duration of the encounter.

Epic Concussion Your opponent now loses the ability to use Metamagic for the duration of the encounter.

Bonus Feats: The Epic Nilbog Magekiller gains a Bonus Feat every 4 levels higher than 20th



NILBOG FEATS


Ability Reversal
Your Reversal effect has begun to expand.
 Prerequisites: Nilbog, Cha 15+
 Benefits: Effects that would cause you Ability Damage give you an Enhancement Bonus to that Ability instead.  Effects that give you an Enhancement Bonus to an Ability Score cause Temporary Ability damage.

Damage Reversal
Your reversal has new and odd effects.
 Prerequisites: Nilbog, 4 or more Nilbog Racial Feats
 Benefits: When struck by any attack or effect that would normally do lethal damage to the nilbog, it actually gains hit points equal to the damage the attack or effect would have otherwise dealt (gaining temporary hit points as normal for the reversal racial feature if applicable).  Attacks and effects that do nonlethal damage or directly change the hit point total still take effect normally.  The nilbog is now damaged by all spells and effects that heal damage, even if they aren't positive energy effects (this includes natural healing).  All healing spells and effects deal damage equal to the amount they would normally heal.

Defensive Reversal
Your reversal has new and odd effects.
 Prerequisites: Nilbog, Cha 15+
 Benefits: Effects that give a Bonus to your Armor Class cause a Penalty instead, and vice versa.

Offensive Reversal
Your reversal has new and odd effects.
 Prerequisites: Nilbog, Cha 15+
 Benefits: Effects that give a Bonus to your Attack and Damage rolls cause a Penalty instead, and vice versa.

Speed Reversal
Your reversal has new and odd effects.
 Prerequisites: Nilbog, Cha 15+
 Benefits: Effects that give a Bonus to your Movement Speed cause a Penalty instead, and vice versa.  In addition if a Haste Spell is cast on you you receive the Penalties of a Slow Spell instead, and vice versa.

Improved Defensive Reversal
Your reversal has new and odd effects.
 Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
 Benefits: Effects that give a Bonus to your Saving Throws cause a Penalty instead, and vice versa.

Life Reversal
Your reversal has new and odd effects.
 Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
 Benefits: Death Effects restore you to full hit points instead.  If you are dead they return you to life (9th Level Death Effects mimic True Resurrection, 7th-8th level Death Effects resemble Resurrection, and 6th Level or less resemble Raise Dead).  True Resurrection casts on you effects you as if it were Power Word Kill.  Resurrection resembles Symbol of Death.  Raise Dead resembles Finger of Death.

Paralysis Reversal
You're difficult to peg down.
 Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
 Benefits: If you fail a Save against any effect causing Paralysis or an inability to move like Hold Person, you instead gain the benefits of a Freedom of Movement spell for the duration.  If Freedom of Movement is cast on you, you are Paralyzed for the duration of that spell instead.

Telepathic Reversal
Sometimes people let you read their minds!
 Prerequisites: Nilbog, 2 or more Nilbog Racial Feats
 Benefits: When people cast Detect Thoughts or use similar effects on you in an attempt to read your mind, you are bale to read theirs in a similar fashion instead for the duration of the spell.  If Mind Blank is cast on you, the caster can instead hear your thoughts for the duration of the spell.
« Last Edit: April 08, 2017, 12:52:24 AM by bhu »

Offline bhu

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Re: Race Revisions
« Reply #37 on: November 15, 2011, 04:05:12 AM »
PEGATAUR MERCENARY


   
"You lookin' for a fight?"

 Pegataurs often hire out as mercenaries in order to gain money to support their communities, and enough glory to woo the mate of their dreams.  Not always necessarily in that order.  Thankfully most species don't require you to go on quests to get kill powerful beings just to get laid.  The world is messed up enough as it is.

BECOMING A MERCENARY
Being a loud, angry Pegataur with a taste for kicking ass is all that's needed. 

 ENTRY REQUIREMENTS
   Race:  Pegataur
   BAB:  +6
   Class Abilities:  Rage
   Feats:  Shock Trooper
   Skills:  Intimidate 8 ranks


Class Skills
 The Mercenary's class skills (and the key ability for each skill) are Intimidate (Cha), Jump (Str), Knowledge (Geography, Nature)(Int), Listen (Wis), Spot (Wis), Survival (Wis)
Skills Points at Each  Level : 4 + int

Hit Dice: d12

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Charging Fury, Rage
2. +2    +3     +0     +0    Death from Above
3. +3    +3     +1     +1    Bonus Feat
4. +4    +4     +1     +1    Charging Fury
5. +5    +4     +1     +1    Death from Above
6. +6    +5     +2     +2    Bonus Feat
7. +7    +5     +2     +2    Charging Fury
8. +8    +6     +2     +2    Death from Above
9. +9    +6     +3     +3    Bonus Feat
10.+10   +7     +3     +3    Mercenary Captain

Weapon Proficiencies: A Mercenary gains no new weapon or armor proficiencies.
 
Charging Fury (Ex): At 1st level you may move through hexes containing other creatures (moving through these squares is double the usual move points) while flying to make a successful Charge attack. 

At 4th Level if you succeed with a Charge Attack you may immediately make a Bull Rush against that opponent as a Free Action without provoking an Attack of Opportunity.

At 7th Level if you succeed with a Charge Attack you may immediately make a Overrun against that opponent as a Free Action without provoking an Attack of Opportunity.

Rage: Your Pegataur Mercenary and Barbarian levels stack for determining how many times per day you can Rage.

Death from Above (Ex): At Level 2 you do an additional +1d6 damage while flying on any turn in which you move 10' (+2d6 if your opponent began the turn at least 10' lower than you).

At Level 5 this increases to +2d6 (+4d6).

At Level 8 this increases to +3d6 (+6d6).

Bonus Feat: At Levels 3, 6, and 9 you may choose a Bonus Feat from the following list (or the Pegataur Racial Feats) that they qualify for:  Blood-Spiked Charger, Brutal Throw, Combat Brute, Extend Rage, Extra  Rage, Far Shot, Fly-By Attack, Frightful Presence, Greater Powerful Charge, Great Flyby Attack, Hover, Hurling Charge, Improved Flyby Attack, Instantaneous Rage, Mad Foam Rager, Penetrating Shot, Plunging Shot, Point Blank Shot, Power Climb, Power Dive, Powerful Charge, Power Throw, Precise Shot, Reckless Charge, Reckless Rage, or Wingover.

Mercenary Captain (Ex): You gain a +4 Competence Bonus on all opposed combat checks (Bull Rush, Disarm, Grapple, Overrun, Trip, etc.).

PLAYING A MERCENARY
 You kick ass.  You have to if you ever want a woman.  Even if you aren't the best looker Pegataur women love a man who can bring home a monster skull.  Without trophies or a mess of Gold people think you're a wimp.  At least till you give em a good kicking.
 Combat: Pegataurs are good at charging into melee so sadly a great deal of their initial strategy involves screaming 'YAAAAAH!' and hurtling headlong into their own damnation.  The good ones live long enough to work out something else.
 Advancement: Advancement depends on the mercenary group you're with but they tend to let you do your own thing if t works and fits in with their schema overall.
Resources: You start out pretty poor but if your company does well you might be worth quite a bit, and have friends in odd places.

MERCENARIES IN THE WORLD
"Don't stand in front of him."
 You interact by whoopin' the worlds ass, or being paid to whoop a different part of it.  On bad days the world whoops you.  But you get your choice of hawt women if you can whoop the world back long enough, so it's all good.
 Daily Life: You spend the day doing the usual bragging, brawling and drinking,  Occasionally you train or actually fight.  Even rarer, you get to talk to people of other races and are astonished their women don't make them kill monsters to woo them.  What sluts.
 Notables:
 Organizations: All Pegataur mercs belong to a mercenary company of some kind.  They try to avoid official military's due to too many rules and restrictions.

NPC Reaction
 NPC reactions to you are generally anxiety.  You are big hulking mercenaries after all.

MERCENARIES IN THE GAME
 Pegataurs are out to earn money and glory.  If the group isn't similarly focused they may not gel so well.
 Adaptation: This is good for any style campaign as long as it contains traditional Pegataurs.
 Encounters: Mercenaries can be found in any war, or as guards or competing on treasure hunts/quests.

Sample Encounter
EL 12: The PC's are on hard times and have been accepted as part of a mercenary group in order to have food and shelter.  Their companions are Pegataurs consistently scheming to find what the most powerful local entity is so they can kick his ass.  Gonna be interesting times...


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC MERCENARY

Hit Die: d12
Skills Points at Each  Level : 4 + int
Bonus Feats: The Epic Mercenary gains a Bonus Feat every 2 levels higher than 20th


PEGATAUR FEATS


Pegataur Trample
You like to dance on the prone.
 Prerequisites: Pegataur, Centaur Trample
 Benefits: When using Centaur Trample you now get 3 Hoof attacks.  When making a Full Attack against a Prone opponent you may make 4 Hoof Attacks in addition to 1 weapon attack instead of the usual iterative attacks.

Unmounted Combat
You are used to jousting combat. 
 Prerequisites: Pegataur, Pegataur Trample
 Benefits: You are considered to possess Mounted Combat for purposes of acquiring the following Feats (and Mounted for purposes of combat, so you can always use them): Ride-By Attack, Spirited Charge.

Improved Trample
You like running people down.
 Prerequisites: Pegataur, Pegataur Trample
 Benefits: When you make an Overrun during a Charge Attack (and you have a Feat or Ability allowing you to do an attack during an Overrun) you do an additional 1d6 damage per 10' you moved this round.

Deadly Hooves
You have sharpened your hooves.  Or maybe they're just harder.
 Prerequisites: Pegataur
 Benefits: Your Hoof attack threatens a critical on a 19-20.

Improved Deadly Hooves
You have really nasty horseshoes or something...
 Prerequisites: Pegataur, Deadly Hooves
 Benefits: Your Hoof attack does x3 damage on a successful attack.

Light Armor Specialist
You've trained heavily in Light Armor
 Prerequisites: Pegataur, Proficiency with Medium Armor
 Benefits: While wearing Light Armor your speed is not reduced, nor do you take an Armor Check Penalty

Medium Armor Specialist
You've trained heavily in Medium Armor
 Prerequisites: Pegataur, Light Armor Specialist, Proficiency with Heavy Armor
 Benefits: While wearing Medium Armor your speed is not reduced, and your Armor Check Penalty is reduced by 2.

Heavy Armor Specialist
You've trained heavily in Heavy Armor
 Prerequisites: Pegataur, Medium Armor Specialist, Proficiency with Heavy Armor
 Benefits: While wearing Medium or Heavy Armor your speed is not reduced, and your Armor Check Penalty is reduced by 3. 
« Last Edit: April 05, 2017, 08:24:25 PM by bhu »

Offline bhu

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Re: Race Revisions
« Reply #38 on: November 15, 2011, 04:05:42 AM »
That sounds more than fair.

So what would u like done :D

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Re: Race Revisions
« Reply #39 on: November 15, 2011, 11:43:35 AM »
That sounds more than fair.

So what would u like done :D
I really have no clue. I'll have to think it over. I've been really busy lately working on a homebrew setting of mine. It was generated via the Dawn of Worlds ruleset, with me, jojolagger, Celestial Viscera, koner09, and a few people you don't know as the players.