Author Topic: Jesters Realm Critters  (Read 65261 times)

Offline bhu

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


   
"Don't you judge me!"

 These small anthropomorphic Gophers live in underground communities.  Unfortunately, this means they tend to encounter Undead a lot more than average.  As a result, they tend to have a lot of Necromancers as a defense.  On the downside, this has given them a poor reputation.

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

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

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

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

GOPHER FOLK CHARACTERS
 Gophers make decent Wis or Cha based casters for small size builds.
 Adventuring Race: Gophers often go on adventures to find secrets, or keep them hidden.  Lil strange them Gophers...
 Character Development: You're a little slow, so find a way to speed up or defend yourself.
 Character Names: Male: Adi, Alexandru, Andrei, Anghel, Antoniu, Apostol, Aurel.  Female: Adel, Adelina, Adina, Alexandra, Amalia, Anastasia, Andra.    Surnames: Adamache, Adamescu, Adamesteanu, Agarici, Albu, Aldalescu, Andronescu.

ROLEPLAYING A GOPHER FOLK
 You see dead people.  This has made your life...complicated.
 Personality: Gophers are mildly xenophobic, since their communities are often under siege..
 Behaviors: After meeting you're fifth Vampire, you tend to reflexively tend to believe all Humanoids are dead people.
 Language: Gophers speak Furry.

GOPHER FOLK SOCIETY
 Whilst gregarious among their own, Gophers are  suspicious of anyone they don't know.  Especially Humanoids.  You never know when they're gonna drop dead, only to get back up and  start mumbling about brains.
 Alignment : Most Gophers are Neutral, with there being a mild tendency towards Evil due to their association with the Undead.
 Lands : Gophers prefer to live in open plains or forest areas.
 Settlements : Gophers will settle anywhere the truth about them isn't known.
 Beliefs : Most still worship Rabbit, but there are also many temples to Berg.
 Relations: Their racial proclivity for necromancy leads many to avoid the Gophers.

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






GOPHER RACIAL SUBSTITUTION LEVELS


ARCHVIST
 Levels 4: Replace Still Mind with Sealed Heart
  Sealed Heart (Ex):: You gain a +2 Bonus against spells or effects of the Necromancy school.

CLERIC
 Levels 1+: You have a slightly different spell selection.  Choose one 0 Level spell to be replaced by Disrupt Undead.  Choose any 1st Level spells to replace with Dawn Burst, Halt Undead.  Choose any 2nd Level spells to replace with Life Bolt, Shroud of Undeath.  Choose any 3rd Level spells to replace with Greater Disrupt Undead.  Choose any 4th Level spells to replace with Holy Smite.  Choose any 5th Level spells to replace with Imprison Possessor.  Choose any 6th Level spells to replace with Anger of the Noonday Sun.  Choose any 7th Level spells to replace with Sunbeam.  Choose any 8th Level spells to replace with Devastate Undead.  Choose any 9th Level spells to replace with Deadly Sunstroke.

DREAD NECROMANCER
 Level 1: You replace Rebuke Undead with Chastise Undead.
  Chastise Undead (Su):: You can Chastise Undead a number of times per day equal to (1 plus your Cha modifier).  Chastising Undead is a Standard Action, and all Undead within 30 feet of you take 1d6 damage per Dread Necromancer Level.  Undead get a Willpower Save for half damage (Save DC is Ch based).





GOPHER FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

Not So Little Now Am I?
You can biggify yourself.
 Prerequisites: Must be a Race that is Small or smaller.
 Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability.  Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids. 

Punitive Spell (Metamagic)
You can teach Undead a painful lesson.
 Prerequisites: Caster Level 7th, Spell Focus (Conjuration)
 Benefits: Spells you cast from the Conjuration (Healing) school does an additional +1d6 per two spell levels of Positive Energy Damage (i.e., +1d6 for a 1st level spell, +2d6 for a 2nd & 3rd level spell, etc.) to Undead creatures.  A Punitive spell requires a special material component – a small holy symbol inscribed with 25gp per Positive Energy die the spell is to cause. Only someone with this feat can create or use these components, which require an hour each to create. Thus, the extra dice of damage a Punitive spells does is limited by both the spell level and the cost of the material component expended with that spell.  This does not use a spell soy of a higher level.

Pierce Resistance
You can Damage the toughest Undead.
 Prerequisites: Gopher, Turn/Rebuke Undead
 Benefits: If you fail to Turn/Rebuke Undead they are still Dazed for 1 round.

Channel Positive Energy
You have a surprise if the local Wights get frisky.
 Prerequisites: Gopher, Turn/Rebuke Undead
 Benefits: When using your Charnel Touch or Negative Energy Burst abilities, you can choose to use positive energy instead, healing the living and harming the Undead.  Damage remains the same.

Zombie Apocalyptist
You have studied the Undead extensively.
 Prerequisites: Gopher, Dark Knowledge, Knowledge (Religion) 4 ranks
 Benefits:  Choose one of the following aspects of Dark Knowledge: Tactics, Puissance or Foe.  When using these abilities against Undead they are more potent.  If you apply it to Tactics, the Bonus it grants increases by +1 (with a minimum of +1 even if you fail the Check).   If you apply it to Puissance, the Bonus it grants increases by +1 (with a minimum of +1 even if you fail the Check).  If you apply it to Foe, it grants an additional +1d6 damage (with a minimum of +1d6 even if you fail the Check). This Feat can be taken up to three times, and applies to a different use of Dark Knowledge each time.
« Last Edit: February 23, 2021, 10:24:12 PM by bhu »

Offline bhu

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


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

 Small anthropomorphic Sugar Gliders who make other races feel awkward due to their lack of a nudity taboo.  No  one mentions it to them because the Gliders are otherwise adorable.

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

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

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

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

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

ROLEPLAYING A GLIDER FOLK
 You don't know why people keep calling you hyper.  The fact that you vibrate after eating doesn't usually occur to you.
 Personality: Gliders are surprisingly passionate about the evils of slavery.  They do not forgive slave owners, and quite often hang them.
 Behaviors: Gliders realize the bigger folk find them adorable, and they play up to that.  Safety lies in people believing you're harmless.
 Language: Gliders speak Furry.

GLIDER FOLK SOCIETY
 Gliders are generally joiners.  They tend to blend with whatever the local culture is, so long as it doesn't offend them.  Or tell them they have to wear clothes..
 Alignment : Most Gliders are Neutral, with strong tendencies towards Chaos as well.
 Lands : Gliders normally make their homes in forests.
 Settlements : Gliders settle widely due to their curiosity.
 Beliefs : Most Gliders worship Rabbit, though Vernor has churches as well.
 Relations: The twitchy, somewhat hyper nature of the Gliders make relations with less patient races strained.  Your entire diet is sugar after all.

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


GLIDER RACIAL SUBSTITUTION LEVELS


RANGER
 Levels 2, 6 and 11: Gain new options with Combat Style.
  Combat Style::  At 2nd Level you gain Sugar High, at 6th Level you gain Improved Sugar High, and at 11th Level you gain Greater Sugar High.

ROGUE
 Levels 10+: Gain a new option with the Rogues Special Ability.
  Stabby Stabby Stab! (Ex):: When you are on a Sugar High (see Feats below), you get Sneak Attack damage on every attack, not just when they're Denied Dex onus to AC, etc.

SCOUT
 Levels 2 and 11: When you gain Fast Movement you can choose to apply it to your land speed or Glide speed.



GLIDER FEATS

Sugar High
You have a sweet tooth.
 Prerequisites: Glider
 Benefits: An ounce of sugar acts as a Potion of Expeditious Retreat when eaten by you.  At the end of the Sugar High, you become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.  You may nly use this once per encounter.

Improved Sugar High
sugarsugarsugarsugar.
 Prerequisites: Sugar High
 Benefits: Your Sugar High now act like a Potion of Haste.

Greater Sugar High
The Hyper is real.
 Prerequisites: Improved Sugar High
 Benefits: In addition t Haste, you Sugar High also gives you a +4 Bonus on Initiative Checks.

Improved Darkvision
You're better at night than others.
 Prerequisites: Glider
 Benefits:  The range off your Darkvision increases by an additional 60 feet.

Launch
You can leap onto opponents from above.
 Prerequisites: Glider, Dex 15+
 Benefits: As a Standard Action, you can leap from above, and attack your opponent with a weapon, or smash him with your body.  This is effectively a Charge Attack, meaning you must leap from at least 10 feet above your opponent.  Your weapon does +1d6 damage per 10 feet you travel.  You take 1d6 falling damage for every 10 feet you travel past the first 10 feet (i.e. o damage at 10 ft., 1d6 damage at 20 ft., 2d6 at 30 ft., etc.).  If your opponent is one Size Category larger than you or smaller, and you successfully hit, you may make a Trip attempt as a Free Action with a +2 Bonus per 10 feet you travel to the Check.

Scent Communication
You can communicate chemically with others who have this Feat.
 Prerequisites: Glider
 Benefits:  You are capable of Scent Marking.  Effectively this works as being able to cast Arcane Mark at will as an Exceptional Ability, with a few differences.  Only creatures with Scent can perceive the Mark, and obviously it is undetectable by Detect Magic, True Seeing, etc. Only beings with Scent and an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, animals will assume it's a territorial marking and will be able to identify you.  Scent Marks last a number of days equal to 1 plus your Hit Dice divided by 4.

DEFEND THE COLONY!
You are loyal to your neighbors.
 Prerequisites: Glider, Gopher or Rabbit
 Benefits: When you use Aid Another to boost an Ally's attack roll, it is a Move Action instead of a Standard Action.
« Last Edit: February 24, 2021, 07:26:23 PM by bhu »

Offline bhu

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


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

 A small race of Anthropomorphic rabbits who sell other races on their folk wisdom.  Whether or not they possess such Wisdom is sometimes questionable.

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

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

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

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

RABBIT FOLK CHARACTERS
 You do pretty good at Wis based Caster builds.  Which is ironic given your races pretenses..
 Adventuring Race: Rabbits adventure out of necessity.  They really don't like leaving home.
 Character Development: If you're going to share the Rabbit proclivity for fibbing you may want to push your Cha just a little.
 Character Names: Male: Akihito, Daisuke, Goro, Inaba, Junpei, Katsu, Masaru.  Female: Akane, Chihiro, Etsuko, Hana, Junko, Kaori, Manami.   Surnames: Abe, Bessho, Chiba, Ehara, Funai, Goto, Hama.

ROLEPLAYING A RABBIT FOLK
 You like to utter vague platitudes that sound intelligent.  Being formerly enslaved has made them tend to put up smoke and mirrors when meeting outsiders.
 Personality: You can be kind of grumpy and direct among your own.   The woo woo nonsense is for others.
 Behaviors: You play up being weird forest mystics who know 'the wisdom of nature'.   People rarely kill their advisers, or at least that's the theory.
 Language: Rabbits speak Furry.

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

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


RABBIT RACIAL SUBSTITUTION LEVELS


DRUID
 Levels 1+: Replace one spell on your spell list of each Level with a spell from the Sorcerer list.  You may only choose spells of the Illusion school of the same spell level.

SHUGENJA
 Levels 1+: Replace one spell on your spell list of each Level with a spell from the Sorcerer list.  You may only choose spells of the Illusion school of the same spell level.

SPIRIT SHAMAN
 Levels 1+: Replace one spell on your spell list of each Level with a spell from the Sorcerer list.  You may only choose spells of the Illusion school of the same spell level.




RABBIT FEATS

Rabbit's Paw
It really is good luck.
 Prerequisites: Rabbit, Cha 15+
 Benefits: You gain a +2 Luck Bonus to AC.

Scamper
"Outta the way!".
 Prerequisites: Rabbit, Dex 15+
 Benefits: Your base land speed increases by +10 feet.  This feat stacks, and may be taken multiple times.

Rabbit's Paw
"I'm late!"
 Prerequisites: Rabbit, Rabbit's Paw
 Benefits: Your Luck Bonus increases by +1 per 10 feet moved on any round you move.  This only lasts the round, so if you want too keep it you need to keep moving.

Easter Bunny
You may hide small objects in such a way that they can only be found by the person you intend to find them.
 Prerequisites: Rabbit, Must be able to cast at least one spell from the Illusion school
 Benefits:  When you hide any object you can designate someone who is able to find it.  Anyone who is not this designated finder gets a -10 Penalty on all Search or Spot Checks meant to find it.  If someone else manages to find it, the item immediately teleports up to 30' away to a random place, but only once.  This is a Supernatural Ability.

Ninja Bunny
You are a sneaky bunny.
 Prerequisites: Rabbit, Improved Feint
 Benefits: If you successfully Feint in combat you do +2d6 damage if your subsequent strike is successful.

Bunny Kick
You're kicks are a blur.
 Prerequisites: Rabbit, Snap Kick, Superior Unarmed Strike
 Benefits: When making a Full Attack using your Unarmed Strike you get two additional attacks per round at your (highest BAB -2).

Bunny Radar
You hear all.
 Prerequisites: Rabbit, Must be able to cast one spell from the Divination school
 Benefits: You may "lose" a spell you have prepared to gain Blindsight with a range of 30 feet.  This lasts for (level of spell lost) minutes.

Shadow Master
You have master shadow magic.
 Prerequisites: Rabbit, Must be able to cast one of the following spells: Shadow Conjuration, Greater Shadow Conjuration, Shadow Evocation, Greater Shadow Evocation, Shades
 Benefits: The damage percentage of Shadow Conjuration, Greater Shadow Conjuration, Shadow Evocation, Greater Shadow Evocation, or Shades spells you cast increase by +10% (or is 10% stronger for other effects).
« Last Edit: February 24, 2021, 08:05:55 PM by bhu »

Offline bhu

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


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

 These anthropomorphic Ferrets were once used as trackers and assassins against the other Furry people by Humans.  Most of them were mind controlled, but people still hold grudges.

FERRET FOLK RACIAL TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Predator Burst (Ex): At will, a Ferret can gain the benefits of the Haste spell for 5 rounds.  At the end of this time it is Fatigued for the rest of the encounter.  It may do this once per encounter.
·   Slow Fall (Ex): When you take falling damage, you are treated as though your fall was 20 ft. shorter than it was.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Ferret Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
·   Ferret Folk receive a +4 Racial Bonus to Balance, Climb, Escape Artist, Listen and Spot Checks. 
·    Ferret Folk automatically speak Furry, and Common.  Bonus languages include Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Rogue

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

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

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

FERRET FOLK CHARACTERS
 Regardless of class, most Ferrets go for combat builds.  After being enslaved once they have no intention of going back.
 Adventuring Race: Revenge is a popular option.  Testing ones own mettle or fighting tyrants are others.
 Character Development: If you're going to be a melee critter, be sure to take some of your Racial Feats.
 Character Names: Male: Alan, Barclay, Diarmid, Ewan, Fergus, Gavin, Lachlan.  Female: Annag, Catrina, Donella, Effy, Fiona, Isobel, Kirstie.  Surnames: Abernathy, Balfour, Blackie, Carnie, Dougal, Ferguson, Galloway.

ROLEPLAYING A FERRET FOLK
 You keep the old skills sharp just in case.  You never know when bad men may come calling.
 Personality: Ferrets come across as paranoid survivalists, and given their past they should be.
 Behaviors: Ferrets are fond of preparing for emergencies.  They are always planning for trouble.
 Language: Ferrets speak Furry.

FERRET FOLK SOCIETY
 Ferrets are fairly militant.  They promote the right to bear arms for civilians, the outlawing of slavery, and sometimes the outlawing of Enchantment magic as well.
 Alignment : Ferrets are generally Chaotic Neutral.
 Lands : Ferrets prefer forested areas.
 Settlements : Ferrets were once widely enslaved, and as a result are found in many places..
 Beliefs : Most Ferrets worship Rabbit.
 Relations: Ferrets do not always get along with the other furry races due to the years they spent as slaves to their enemies.  They really dislike humans.

FERRET FOLK ADVENTURES
·   Someone has discovered the old magic used to keep you people controlled, and you need to find them before they use it.
·   A noble is pushing for disarming the citizenry, and that will not stand.
·   Ghosts from the war have been talking to you at night.  They foretell of coming tragedy, right before trying to guilt you into doing something about it.  Do you trust them?



FERRET RACIAL SUBSTITUTION LEVELS


BARBARIAN
 Levels 1+: Ferrets use the Whirling Frenzy variant of Rage.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Predator
  Combat Style: You gain Improved Predator Burst at 2nd Level, Greater Predator Burst at 6th Level, and Superior Predator Burst at 11th Level.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

ROGUE
 Level 10: You gain an additional option with the Rogue's Special Ability, Favored Enemy.  This is identical to the Ranger Ability of the same name, and may be chosen multiple times.



FERRET FEATS

Improved Predator Burst
You're feisty.
 Prerequisites: Ferret or Owl
 Benefits: When using your Predator Burst, your Bonus to attack rolls improves to +2.

Greater Predator Burst
You're a tad more than feisty...
 Prerequisites: Improved Predator Burst
 Benefits: When using your Predator Burst, your Dodge Bonus to AC and Reflex Saves improves to +2.

Superior Predator Burst
You're one foaming at the mouth sumbitch.
 Prerequisites: Greater Predator Burst
 Benefits: When using your Predator Burst, you gain a +2 Bonus to damage rolls as well.

Shimmy
You're better at climbing than usual.
 Prerequisites: Ferret, Climb 1 rank
 Benefits: You gain a Climb speed of 20 feet.

Digger
You were trained to dig into the hideouts of other Furry Folk..
 Prerequisites: Ferret, Str 15+
 Benefits: You gain a Burrow seed of 10 feet.

Puff Up
You are quite intimidating.
 Prerequisites: Ferret, Cha 13+
 Benefits: If you successfully Demoralize an opponent via the Intimidation skill, they are Shaken for 1d4 rounds.

Scent Communication
You can communicate chemically with others who have this Feat.
 Prerequisites: Glider or Ferret
 Benefits:  You are capable of Scent Marking.  Effectively this works as being able to cast Arcane Mark at will as an Exceptional Ability, with a few differences.  Only creatures with Scent can perceive the Mark, and obviously it is undetectable by Detect Magic, True Seeing, etc. Only beings with Scent and an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, animals will assume it's a territorial marking and will be able to identify you.  Scent Marks last a number of days equal to 1 plus your Hit Dice divided by 4.

Musk
When you get spooked, the stank flows freely.
 Prerequisites: Ferret, Scent Communication
 Benefits: When a Ferret is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Ferrets) within 30 feet of a Ferret must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Ferret’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
« Last Edit: February 24, 2021, 09:26:07 PM by bhu »

Offline bhu

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


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

"AAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHH!"

The Possums are a race of anthropomorphic Opossums who want to live life to the fullest.  Unfortunately, polite society frowns on their antics.

POSSUM FOLK SPECIES TRAITS
·   +2 Cha
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Base climb speed 20 ft.
·   Tail (Ex): You can use your tail as an extra "hand." It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply. If you have two hands, your tail counts as a third hand for the purpose of the Multiweapon Fighting feat and all other feats for which it is a prerequisite. You can also use your tail to assist with grapple checks and Climb checks. You gain a +2 competence bonus on all such checks when using your tail to assist.
·   Slow Fall (Ex): When you take falling damage, you are treated as though your fall was 20 ft. shorter than it was.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Possum Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier, and a Secondary Claw attack doing 1d3 plus half Str modifier (1 Bite and 2 Claws with a Full Attack).
·   Possum Folk receive a +4 Racial Bonus to Balance, Escape Artist, Jump, Listen, Move Silently and Spot Checks.  They also have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.
·    Possum Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +2
·   Favored Class: Jester

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

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

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

POSSUM FOLK CHARACTERS
 You excel at Cha builds, especially those that use it for negative purposes.
 Adventuring Race: Possums generally go on adventures out of petty spite, revenge, on a whim, or because of promises made when they were drunk.  Some also go because they need to skip town.
 Character Development: Given your races penchant for insults, it might be best to always have an escape planned.  Or at least invest in your species feats that allow you to pretend t be dead.
 Character Names: Male: Billy, Bob, Calvin, Emmett, Huck, Ira, Jackson.  Female: Amelia, Alice, Celia, Daisy, Dixie, Ella, Hattie.  Surnames: Colt, Hayes, Jackson, Jefferson, Lee, Montgomery, Sterling.

ROLEPLAYING A POSSUM FOLK
 You don't take crap from anyone, you don't care how big or rich they are.  You are a rascal and proud of it.
 Personality: Possums are renowned for their sass, and nonconformity.  And for holding ragers that get swiftly out of hand..
 Behaviors: Possum past times include public freakouts, drunken binges, screaming incoherently, and eating new and exciting things.  They don't believe in living life quietly.  Their main goal seems to be becoming meme-worthy.
 Language: Possums speak Furry.

POSSUM FOLK SOCIETY
 Possums live in places where there aren't so many rules (i.e. rural areas) so they can indulge their whims without being told to to 'keep it down'.  Also, they prefer the country life because it means fewer witnesses for their shenanigans.
 Alignment : The bulk of the Possums are Chaotic Neutral.  They don't like rules, or people snooping in their bidness.
 Lands : Possums will live anywhere there is food.
 Settlements : Possums will settle where ever they can find acceptance.
 Beliefs : Most Possums worship Rabbit or the Pantheon of Vice.
 Relations: Possums generally have a bad rep due to their eating habits and whimsical natures.  But they're pretty cool once you get to know them.

POSSUM FOLK ADVENTURES
·   You wake up from a bender to discover the entire town is now nude, and not only doesn't realize it, but doesn't realize it hasn't always been that way.  And you can only think: why should I do anything about this?  And then you notice the flaming squid...
·   A noble is hellbent on killing you after last nights performance, and you need to skip town.
·   You wake up in a freshly dug grave after faking your death to avoid arrest.  Some idiot screams "zombie", and you get the feeling running might be a better option this time.



POSSUM SPECIES SUBSTITUTION LEVELS


JESTER
 Levels 2 and 5: You get different Bonus Feats: At 2nd Level you gain Intimidating Strike.  At 5th Level you gain Combat Panache as long as you meet the prerequisites (or at whatever Level you do meet the prerequisites).
 Level 1: Replace Calming Performance with Inspire Riot
  Inspire Riot (Su): This works like Taunt, with two exceptions: Every creature within 60 feet must make a Willpower Save, and if that Save is failed they are affected as if by a Taunt, but their focus is the nearest perceived enemy rather than the Jester.

ROGUE
 Levels 10+: Gain a new option with the Rogue's Special Ability, Tailhanger (Ex): Your tail is now strong enough to support you're whole body weight, and you can fight while hanging with it wrapped around something.  Due to it's exceptional Strength, weapons wielded off-hand with it get a +2 Bonus to damage rolls.

SPELLTHIEF
 Levels 1, 5, 9, 13 and 17: Replace Sneak Attack with Arcane Feint.
  Arcane Feint (Su):: At 1st Level, your class abilities depend on you making a successful Feint instead of a Sneak Attack.  At 1st Level you may Feint as a Swift Action.   At 5th Level, you gain Concealment if you successfully Feint until the beginning of your next turn.  At 9th Level, if you Feint successfully, the next spell you cast is at +1 Caster Level.  At Level 13, if you Feint successfully, your next melee attack is considered a touch attack.  At Level 17, if you Feint successfully, your opponent is Stunned for 1 round.



POSSUM SPECIES FEATS

Feign Death
I'm dead.  Yup.  Yup.  Go 'way now.
 Prerequisites: Possum
 Benefits: As an immediate action, you can enter a catatonic state in which you appear to be dead. While feigning death, you cannot see or feel anything, but you retain the ability to smell, hear, and otherwise follow what is going on around you. While under the effect of this ability, you are immune to all mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability drain, negative levels, and death effects. Attempts to resuscitate you, such as raise dead or reincarnation, automatically fail, though resurrection and true resurrection immediately end your feign death ability.  Spells and other effects that assess your current condition, such as status and deathwatch, indicate that you are dead. However, a character who succeeds on a Heal check (DC 15 + 1/2 your Hit Dice + your Con modifier) can discern that you are actually alive. You can remain in the catatonic state indefinitely, though you still require food, water, and air. Emerging from feigned death is a standard action.

Poison Resistance
Snakes don't like you.
 Prerequisites: Possum, Con 13+
 Benefits: You are immune to non-magical Poison.

Disease Resistance
Eating trash has it's advantages.
 Prerequisites: Possum, Con 13+
 Benefits: You are immune to non-magical diseases.

Death Fart
When you unexpectedly drop dead, you unleash a horrific stench that tells Animals and Vermin you are not edible.
 Prerequisites: Possum, Feign Death
 Benefits: When you Feign Death, you secrete an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except Possums) within 30 feet of you must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Possum’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Tick Killer
You're don't like ticks.
 Prerequisites: Possum
 Benefits: You gain a +2 Bonus on damage rolls and Survival Checks against Vermin.

Panic Scream
You freak people out hen you get freaked out.
 Prerequisites: Possum, Feign Death
 Benefits: As a Standard Action you can unleash a hellish scream, and the nearest opponent of your choice must make a Willpower Save (Save DC is Cha based) or be Frightened one round.  If he succeeds, he is immune to your scream for 24 hours.  This can be combined with Feign Death, and you can do both as a Standard Action to make your 'death' seem realistic.

Incoherent Rant
You have a habit of keeping people away by acting crazy.
 Prerequisites: Possum, Persuasive Feat
 Benefits: You can make an opposed Intimidate vs the modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear) against everything in 30 feet as a Full Round Action.  Opponents you succeed against will not approach within 10 feet of you as long as you continue the rant (which is a Full Round Action each of your turns).

Improved Incoherent Rant
You may have bought you're own press and actually be crazy.
 Prerequisites: Possum, Incoherent Rant, must be able to cast spells
 Benefits: Opponents you successfully intimidate via your rant are now also Fascinated for the duration of the rant.




POSSUM FOLK
Before fleeing to the Jester's Realm, the Furry races (including Possum Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

REJOICE IN LIFE!
The Possum Folk are anthropomorphic Opposum's about the size of Gnomes.  They tend to be jovial, and  sarcastic.  Possum Folk always try to look on the positive, even in the bleakest situations, and are known for their dark sense of humor.  They live for experiencing new things.

AAAAAAAAAAAHHHHHHHHHHHHH!
Possum Folk are stereotyped by others as being low-brow, rule breaking, and stubborn.  Even in their homeworld they faced some prejudice.  Mostly because they have no patience for bs.  If you're straight with them, they're straight with you.  If you aren't...well, they tend to know where people like you live....

Possum Folk tend to prefer rural villages, or the slums of big cities.  Mostly because both of these locales tend to be less strict in their laws, and with less people trying to put their nose in the Possum's business.  Many get involved in the entertainment business, as it's a safe way of speaking truth to power.  Well, mostly safe.  The Possum Folk can be blunt, even to those who could easily overpower them.  Many are also involved in semi-legal or sketchy businesses, not because they are criminal, but because they have difficulty getting hired due to their straight foward nature.

POSSUM FOLK NAMES
Awakened Spells borrow names from whatever culture they adopt, leading them to be quite variable.

Male Names. Billy, Bob, Calvin, Emmett, Huck, Ira, Jackson.

Female Names. Amelia, Alice, Celia, Daisy, Dixie, Ella, Hattie.

Family Names. Colt, Hayes, Jackson, Jefferson, Lee, Montgomery, Sterling.

POSSUM FOLK TRAITS

Ability Score Increase. Increase your Charisma by +2, and your COnstitution score by +1.

Age. Possum Folk reach adulthood in their late teens and live less than a century.

Alignment. Most Possum Folk are Neutral, and a good many are Chaotic as well.

Type. You are a Humanoid.

Size. You are Small.  You are between 3 and 4 feet tall and weigh around 40 pounds

Speed. Your walking speed is 30 feet, and you have a climbing speed equal to your walking speed.

Feign Death. Beginning at 5th Level you can cast Feign Death three times per long rest without using a spell slot (you may also cast Feign Death using spell slots if you take levels in a spellcasting class). 

Prehensile Tail. You can grasp things with your tail, and you can use it as a third limb for climbing (or hanging from limbs of trees). It has a reach of 5 feet, and it can lift a number of pounds equal to five times your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature; open or close a door or a container; grapple someone; or make an unarmed strike. Your DM might allow other simple tasks to be added to that list of options. It can't wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell.

'Food' Resistance: You have advantage on saving throws against poison damage, the poisoned condition and diseases.

Keen Smell. Thanks to your sensitive trunk, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.

Nibbler. You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Languages. You speak, read and write Furry, and any one other language of your choice.



IMPROVED FEIGN DEATH   (Prerequisite: Must be able to cast Feign Death
You may now cast Feign Death without material components as a Reaction to taking damage.  Instead, you scream horrifically, and vomit blood and less identifiable substances from all your bodily openings.  The stench is horrific, and you look like the victim of some sort of poisoning/plague.  This causes two effects: The first is that adjacent creatures must make a Wisdom Save (DC is 8 plus your Proficiency Bonus plus your Charisma modifier) or be Frightened of you for 1 round.  They must also make a Constitution Save (DC is 8 plus your Proficiency Bonus plus your Constitution modifier) against poison.  On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.


Possum Folk
"Fred's Stabity Emporium...well I guess this is it.."

A Reputation For Trouble That Is Only Somewhat Deserved
"Are we sure cornering the proprietor of a magic weapons store is a sound idea?"

"Walking in the front to chat is probably better than yelling 'Hey You!' as he exits for the day."

"Howdy, I'm Fred of Fred's Stabbity Emporium.  You two clearly aren't from here.  Are you from the Frost Giant Maia?  Tell Boss Mjolnir I have his money, I just haven't had time to drop by."

"Do we look like leg breakers?"

"We would like to ask you some questions though."

"I didn't know she was married or a powder leaf fiend, I swear."

"We're looking for a man named Cohle."

"We should have led with that"

"Oh.  Well, that's a relief.  Hold on, I'll get you an address.  Billy! Billy, show 'em the wares whilst I get their info."


Public Rants Are A Sport For Them

"I feel like I should stress we mean you no harm."

"We aren't here on behalf of the Law or revenge.  We just need to speak to Cohle."

*Hi, I'm Billy!  Are you into stabbity devices, or is you more like whack  'em sorta folks?*

"I'm a Wizard."

"We have a wonderful wand selection right this way.  We have a sale going on Wands of Take Your Hands Off Me You Sick Freak."

"Is there a lot of need for that?"

"You'd be surprised."
« Last Edit: March 19, 2024, 08:13:15 PM by bhu »

Offline bhu

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


   
"A thief believes everybody steals."

 Packrats greatly resemble the Rat Folk, whom they are not fond of.  They were virtually unknown till the Rat Folk betrayed them.

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

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

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

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

PACKRAT CHARACTERS
 Packrats were born to be Rogues or Scouts.  Even if they weren't, society pushes them into that role.
 Adventuring Race: Packrats adventure because circumstances force them to.
 Character Development: Try working on increasing your land speed.
 Character Names: Male: Arthur, Albert, Charles, Edward, Frederick, James, William.  Female: Alice, Dorothy, Edith, Elizabeth, Gladys, Mary, Winifred.  Surnames: Baker, Brown, Cooper, Dickens, Griffiths, Sayer, Shaw.

ROLEPLAYING A PACKRAT
 You spend equal amounts of time fighting against societal stereotypes of the Rat Folk, and fighting against the stereotypes of your own people once it's found out you're a different species.
 Personality: Your people thrive on trade and negotiation.  Unlike the Rats, who occasionally lean towards intimidation, Packrats rely on being hagglers.
 Behaviors: You tend to always snag anything that might be potentially useful in the future.
 Language: Packrats speak Furry.

PACKRAT SOCIETY
 Packrats hide underground in the country, and below the streets in cities.  They're rough treatment by other races has left them scarred, and few know any details of their world.
 Alignment : Packrats strongly tend towards Neutrality.
 Lands : Packrats live just about anywhere they can hide.
 Settlements : Packrats settle where ever they can remain hidden.
 Beliefs : Most Packrats worship Rabbit.  Those who are actual thieves worship Sheila.
 Relations: There is a lot of racial prejudice against Packrats due to the stereotype of them being born thieves.

PACKRAT ADVENTURES
·   You go on a horrific public rant when someone mistakes you for a Rat for the umpteenth time.  Your mistake means you'll have to flee.
·   People have been acting weird since you're latest heist.  You quickly twig to the fact there's something up with your latest haul.  Now you just need to figure out what part of it, and what it's significance is.
·   Vampires have hired you to retrieve their daughter who is being held  hostage.  There's no way this ends well.



PACKRAT RACIAL SUBSTITUTION LEVELS


BARD
 Levels 1+: You can replace some of the spells on your spell list. You can swap any 1st Level spells from the Bard list for any of the following: Instant Locksmith, Instant Search, Jump, Lightfoot, Rooftop Strider or Silent Portal.  You can swap any 2nd Level spells from the Bard list for any of the following: Marked Object, Smoke Stairs or Veil of Shadow.  You can swap any 4th Level spells from the Bard list for any of the following:  Shadow Form

FACTOTUM
 Level 4: Replace Cunning Strike with Cunning Flight
  Cunning Flight (Ex): Beginning at 4th Level, you may spend one Inspiration point to increase one Movement speed by +30 feet for 1 round.

ROGUE
 Level 10: You gain an additional option with the Rogue's Special Ability:  Wallbreaker (Sp):  You can cast Passwall 1/day as a Spell-Like ability.






PACKRAT FEATS

Gnaw
You have sharp teeth.
 Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
 Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

Improved Gnaw
Your teeth hurt
 Prerequisites: Gnaw
 Benefits: Your bite attack does x3 damage on a confirmed critical.

Supreme Gnaw
You go through wood like butter.
 Prerequisites: Improved Gnaw
 Benefits: Your bite threatens a critical on an 18-20.

Not So Little Now Am I?
You can biggify yourself.
 Prerequisites: Must be a Race that is Small or smaller.
 Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability.  Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids. 

Trap Shy
You are used to dodging Traps.
 Prerequisites: Must be a Mouse, Rat or Packrat.
 Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

Improved Trap Shy
You are used to dodging Traps.
 Prerequisites: Trap Shy.
 Benefits: You gin a +2 Dodge Bonus against Traps that make an attack roll.

Greater Trap Shy
You are used to dodging Traps.
 Prerequisites: Improved Trap Shy.
 Benefits:  If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead.  If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4).  If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal).  If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward

EEK! A MOUSE!
People are unreasonably terrified of you..
 Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
 Benefits: You do not take Size Penalties to Intimidate Checks.

LEGERDEMAIN
You're quite talented.
 Prerequisites: Packrat, Sleight f Hand 4 ranks
 Benefits: When you make a Sleight of Hand Check as a Free Action, the Penalty is now only -10.  You may also perform a Check as a Swift Action, but take a -5 Penalty.
« Last Edit: February 25, 2021, 05:25:22 PM by bhu »

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


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

 The Raccoon Folk were among the greatest heroes of the war against humankind.  Their spookity mind powers often carried the day.

RACCOON FOLK RACIAL TRAITS
·   +2 Dex, +2 Int
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base Climb speed 20 ft.
·   Base Swim speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Raccoon Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, and a Secondary Bite attack doing 1d4 plus 1/ Str modifier.  They get Claws and 1 Bite on a Full Attack.
·   Raccoon Folk receive a +4 Racial Bonus to Balance, Listen and Search Checks.  They also have a +8 Racial Bonus on Climb and Swim Checks. They may always Take 10 on Climb and Swim Checks.
·    Raccoon Folk automatically speak Furry, and Common.  Bonus languages include Feathery, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Lurk

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

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

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

RACCOON FOLK CHARACTERS
 Raccoons make pretty decent Int based casters or manifesters.
 Adventuring Race: Raccoons adventure for many reasons, most commonly lewt, glory and curiosity.
 Character Development: You're kind of slow, so try to get that speed up a bit.
 Character Names: Male: Bemomahla, Gawi, Kalozimuk, Kwatis, Madahodo, Pebon, Niben.  Female: Abazenoda, Awosizwit, Hejokon, Nadogwsis, Nitsakaso, Sigwon, Tagwogo.  Surnames: Raccoons don't use surnames.

ROLEPLAYING A RACCOON FOLK
 That banana over there wants to be eaten by you.  Your dreams will literally be haunted by that banana if you don't eat it.Right now they're haunted by the pissed off looking Orc, who is staring at you as if daring you to take the banana.
 Personality: You want what you want, when you want it.  Why can't people  understand this..
 Behaviors: You are quite fastidious, and conscious of personal hygiene.
 Language: Raccoons speak Furry.

RACCOON FOLK SOCIETY
 Raccoons live in a highly individualistic society.  They don't like limits of any kind being placed on them.
 Alignment : Raccoons are mischievous, and thus are mostly Chaotic Neutral.
 Lands : Raccoons live every where.
 Settlements : Raccoons have no real home land, they live everywhere.
 Beliefs : Most Raccoons worship Rabbit.
 Relations: Raccoons have an iffy relationship with more Lawful or serious races.

RACCOON FOLK ADVENTURES
·   There's an old human on the edge of town who gives free sausages to the kits.  The town council is trying to push him out.  Lo, they have stepped in it now.
·   The local townsfolk have a 'no raccoons' sign at their gate.  In retrospect, pelting them with Otyugh poop might have escalated things a tad.  You may have to release the Otyughs as cover to jailbreak yer buddies.
·   There's been a zombie outbreak, and the humans are using them for pit fights despite you're protests that this is an obviously horrible idea.



POSSUM RACIAL SUBSTITUTION LEVELS


LURK
 Level 15: Replace Slippery Mind with Stubborn.
  Stubborn (Ex): At 15th Level you can re-roll a failed Saving Throw 1/day.

PSYCHIC ROGUE
 Levels 11+: Gain a new option with the Rogue's Special Ability: Mettle (Ex): This is identical to the Hexblade Ability of the same name.

RANGER
 Levels 2, 6, 11: Gain a new Combat Style option: Saboteur
  Combat Style: You get Quick Draw at 2nd Level, Flick of the Wrist at 6th Level, and Tunnelfighter at 11th Level.
 Level 4: Replace Animal Companion with Self-Sufficient
  Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.




RACCOON FEATS

Persistent Saboteur
You never give up.
 Prerequisites: Raccoon, Disable Device 4 ranks, Open Lock 4 ranks
 Benefits: You can always try again on a failed Disable Device check, and you know whether or not the roll was successful.  Note that traps set off by failed rolls still go off.  You gain a cumulative +1 on Open Lock Checks when you try again on the same lock.

Well Rounded
You are an easy learner.
 Prerequisites: Raccoon, Int 13+
 Benefits: Choose any 3 Skills you have no ranks in.  Those Skills are now permanently considered Class Skills for you.

A Lie Repeated Often Enough
You are persistent in your fibbery.
 Prerequisites: Raccoon, Bluff 4 ranks, Diplomacy 4 ranks
 Benefits:  You can try again on Bluff or Diplomacy Checks at no penalty. 

Wriggly
You may be boneless.
 Prerequisites: Raccoon, Dex 13+
 Benefits: You gain a cumulative +1 on Escape Artist Checks when you try again to escape the same ropes/manacles/tight spaces/grapple etc.

Mislead
You dabble in magic a bit.
 Prerequisites: Raccoon, 12th Level.
 Benefits: You can cast Mislead as a Spell-Like ability as a 12th Level Wizard 1/day (use Int for the Save DC).

Misdirection
You lead others astray.
 Prerequisites: Raccoon, 3rd Level.
 Benefits: You can cast Misdirection as a Spell-Like ability as a 3rd Level Wizard 1/day (use Int for the Save DC).

Mirror Image
You have  cunning plan...
 Prerequisites: Raccoon, 3rd Level.
 Benefits: You can cast Mirror Image as a Spell-Like ability as a 3rd Level Wizard 1/day (use Int for the Save DC).

Polymrph
You are a shapeshifter.
 Prerequisites: Raccoon, 9th Level
 Benefits: You can cast Polymrph (on yourself only) as a Spell-Like ability as a 9th Level Wizard 3/day.
« Last Edit: February 25, 2021, 06:35:57 PM by bhu »

Offline bhu

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


   
"Silence is the sleep that nourishes wisdom."

 The Owl Folk are small flightless humanoid Owls.  Largely untouched by the war due to their predilection for vengeance, people leave them alone.  Except for a group of weird human women who find them adorable.

OWL FOLK RACIAL TRAITS
·   +2 Wis, +2 Cha, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Type: Monstrous Humanoid, giving them 120 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Predator Burst (Ex): At will, an Owl can gain the benefits of the Haste spell for 5 rounds.  At the end of this time it is Fatigued for the rest of the encounter.  It may do this once per encounter.
·   Light Sensitivity (Ex): Owls are dazzled in bright sunlight or within the radius of a daylight spell.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Owl Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, and a Secondary Bite doing 1d3 plus 1/2 Str modifier, with 2 Claws and 1 Bite on a Full Attack.
·   Owl Folk receive a +4 Racial Bonus to Balance, Hide, Listen, Move Silently, and Spot Checks.  They also have a +8 Racial Bonus on Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Owl Folk automatically speak Feathery, and Common.  Bonus languages include Furry, Sylvan, and nearby races.
·   Level Adjustment: +1
·   Favored Class: Druid

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

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

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

OWL FOLK CHARACTERS
 Owls are built to be Wis or Cha based casters, especially the feisty kind who get into fights.
 Adventuring Race: Vengeance is a common reason, as well as protecting those under your care.
 Character Development: Try to find some way to alleviate your Light Sensitivity.
 Character NamesMale: Aidan, Cian, Cilliam, Liam, Niall, Sean, Shay.  Female: Aisling, Ciara, Caoimhe, Eimear, Fladh, Sadhbh, Shannon.  Surnames:  O'Ceallaigh, O'Conchobhair, O'Cuinn, O'Dochartaigh, O'Dubhghall, O'Murchadha, O'Sullivan.

ROLEPLAYING A OWL FOLK
 Revenge must be swift and cruel.  It ensures that no one else will risk betraying you.
 Personality: The sun is the bane of your existence.  Why does it need to be so darn bright?
 Behaviors: You like to set back and watch whats going on.  You call this common sense.  Others call it creepy.  Whatever.
 Language: Owls speak Feathery.

OWL FOLK SOCIETY
 Owls try to live in harmony with the forest.  Being predators, they have an intuitive understanding of how the balance needs to be maintained. 
 Alignment : Owls are Neutral, with some mild tendencies towards Law.
 Lands : Owls prefer forests.
 Settlements : Owls remain among themselves and do not settle elsewhere.
 Beliefs : Most Owls worship Idrista and the Nature Pantheon.
 Relations: Most races see the Owl Folk as a secretive forest cult, who may or may not be bad news.

OWL FOLK ADVENTURES
·   A local merchant swindles you in a deal.  Quite a shame his grain warehouse was invaded by forest critters.  He blames you for some reason...
·   A local fool came to you for advice, and you told him to leave town because he was outnumbered.  Now the fool is waylaying people outside of town, and worse he's good at it.  So now you've been asked to tell the fool to quit robbing people.
·   There's been a zombie outbreak, and the humans insist on pestering you about it despite the fact that you are neither a Cleric or Necromancer.  Then when you did get involved, they decided you were a witch who need to hang.  And it's only Tuesday.



OWL RACIAL SUBSTITUTION LEVELS


DRUID
 Levels 1+: You replace some of the spells on your spell list, swapping out any spell of the same level for one of the following: Backbiter (1st), Curse of Impending Blades (2nd), Curse of Petty Failing (3rd), Bestow Curse (4th), Mass Curse of Ill Fortune (5th), Eyebite (6th), Destruction (7th), Greater Bestow Curse (8th), Soul Bind (9th).
 Levels 1+: Instead of being able to spontaneously cast Summon Nature's Ally spells, you can cast the alternate spells listed above.

RANGER
 Levels 1+: You replace some of the spells on your spell list, swapping out any spell of the same level for one of the following: Backbiter (1st), Curse of Impending Blades (2nd), Curse of Petty Failing (3rd), Bestow Curse (4th).
 Levels 1+: Instead of being able to spontaneously cast Summon Nature's Ally spells, you can cast the alternate spells listed above.
 Levels 2, 6, 11: Gain a new Combat Style option: Predator
  Combat Style: You gain Improved Predator Burst at 2nd Level, Greater Predator Burst at 6th Level, and Superior Predator Burst at 11th Level.
 Level 4: Replace Animal Companion with Favored Enemy Focus.
  Favored Enemy Focus (Su):: The Save DC's of spells you cast that target Favored Enemies are at +1 (this stacks with Feats like Spell Focus).

SPIRIT SHAMAN
 Levels 1+: You replace some of the spells on your spell list, swapping out any spell of the same level for one of the following: Backbiter (1st), Curse of Impending Blades (2nd), Curse of Petty Failing (3rd), Bestow Curse (4th), Mass Curse of Ill Fortune (5th), Eyebite (6th), Destruction (7th), Greater Bestow Curse (8th), Soul Bind (9th).
 Levels 1+: Instead of being able to spontaneously cast Summon Nature's Ally spells, you can cast the alternate spells listed above.




OWL FEATS

Improved Predator Burst
You're feisty.
 Prerequisites: Ferret or Owl
 Benefits: When using your Predator Burst, your Bonus to attack rolls improves to +2.

Greater Predator Burst
You're a tad more than feisty...
 Prerequisites: Improved Predator Burst
 Benefits: When using your Predator Burst, your Dodge Bonus to AC and Reflex Saves improves to +2.

Superior Predator Burst
You're one foaming at the mouth sumbitch.
 Prerequisites: Greater Predator Burst
 Benefits: When using your Predator Burst, you gain a +2 Bonus to damage rolls as well.

Silent Stalker
You rarely make a sound.
 Prerequisites: Owl, 6th Level
 Benefits: You take no penalty to Move Silently Checks from your own movement speed, even while Running or Charging.

Wide Angle Vision
You have wide angle vision.
 Prerequisites: Owl, Spot 6 ranks
 Benefits:  You are not subject to flanking.

Binaural Hearing
You're hearing is something else.
 Prerequisites: Owl, Listen 6 ranks
 Benefits:   Owls can sense all foes within 40 feet as a sighted creature would. Beyond that range, they rely on their other senses as normal.  Owls are susceptible to sound based attacks however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence).. Negating an Owl’s sense of hearing gets rid of this ability until hearing is restored.

Predator Camo
You're sneaky.
 Prerequisites: Owl, 9th Level
 Benefits: You take no penalty to Hide Checks from your own movement speed, even while Running or Charging.

Omen of Death
You're appearance signals bad news.
 Prerequisites: Owl, Spell Focus (Necromancy), 12th Level
 Benefits: Any time a foe succeeds on a Saving Throw against any Death effect you cause via spell or other ability, they still take damage equal to your Effective Character Level.
« Last Edit: February 25, 2021, 07:40:36 PM by bhu »

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

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

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

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

Poison (Ex): Injury, Fortitude Save DC 18 (Save DC is Con based), Initial and Secondary damage is 1d4 Wisdom.

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

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

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

Combat: Therabees are generally non-violent.



Therabee
"I'm not sure how much help these people will be Harlan."

And How Does That Make You Feel?

"We don't have many other potential allies yet Jim."

"Good evening!  I'm Roger, you're resident Therabee.  If you'll take your seats we'll get started."

"You're here to help us with the Bee-Gurl cult?"

"Sort of.  We're hoping you can tell us about them."

"We were hoping you could tell us about them.  Other than them using mutated bees to take on all the other cults out there, we don't know much."


Very Insightful

"And of course, their name."

"We know the name is associated with a destructive religion, but not much else.."

"Odd, considering you're mostly bee-related groups yourselves.."

"So we're all pretty much clueless then?"

"There's a village of their outcasts.  We could ask them."


      Bee Devil 
                      Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             10d8+60 (105 hp)
Initiative:           +4
Speed:                30 ft. (6 squares), Fly 50 ft. (Average)
Armor Class:          24 (-1 Size, +4 Dex, +11 Natural), touch 13, flat-footed 20
Base Attack/Grapple:  +10/+20
Attack:               Claw +15 melee (2d6+6)
Full Attack:          2 Claws +15 melee (2d6+6) and 1 Bite +13 melee (1d8+3) and 1 Sting +13 melee (1d8+3 plus poison)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Spell-Like Abilities, Poison, Summon Devil, Annoying Buzz, Hivemind Ritual
Special Qualities:    DR 10/Good, Darkvision 60 ft., immunity to Fire and Poison, Energy Resistance 10 (Acid, Cold), SR 20, See in Darkness, Telepathy 100 ft.
Saves:                Fort +13, Ref +11, Will +10
Abilities:            Str 22, Dex 18, Con 22, Int 14, Wis 16, Cha 16
Skills:               Concentration +16, Diplomacy +15, Hide +10, Intimidate +13, Knowledge (any two) +12, Listen +13, Move Silently +14, Search +12, Sense Motive +13, Spellcraft +12, Spot +13, Survival +13
Feats:                Cleave, Combat Reflexes, Multiattack, Power Attack
Environment:          Gehenna
Organization:         Solitary, pair, gang (3-5), or squad (6-10)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          11-14 HD (Large); 15-30 HD (Huge)
Level Adjustment:     ---

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

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

Poison (Ex): Injury, DC 21 Fortitude Save (Save DC is Constitution based), Initial and Secondary damage is 1d6 Con.

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

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

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

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

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



Bee Devil
"What goes on here?"

More Servants of Buzzuzu

"You aren't security.  I know security."

"Get out Percival, we have no time for your shenanigans!"

"Shenanigans?"

"Do you have a moment to talk about our Lord and Savior Beelzebub?"

"Who?"


Evangelists among the Demons

"I thought this cult was a demonic one?"

"This isn't a Demon?"

"No sir, Percival is a Devil.  A servant of Buzzuzu."

"I believe he mentioned Beelzebub."

"Beelzebub is the Devil behind Buzzuzu.  He's been trying to convert Demons to Devilkind, and it's causing nothing but an uproar."


      Bee Witch   
                      Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice:             8d8+24 (60 hp)
Initiative:           +3
Speed:                30 ft. (6 squares)
Armor Class:          24 (+3 Dex, +11 Natural), touch 13, flat-footed 21
Base Attack/Grapple:  +8/+11
Attack:               Sting +11 melee (1d6+4 plus poison)
Full Attack:          Sting +11 melee (1d6+4 plus poison)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spell-Like Abilities, Poison, Charm
Special Qualities:    Change Shape, DR 10/Good and Magic, Immunities, SR 20, Darkvision 60 ft.
Saves:                Fort +9, Ref +9, Will +7
Abilities:            Str 16, Dex 16, Con 16, Int 12, Wis 12, Cha 15
Skills:               Bluff +12, Concentration +13, Diplomacy +20, Disguise +12 (+14 acting), Intimidate +12, Knowledge (Arcane, Religion) +11, Listen +7, Sense Motive +11, Spellcraft +13, Spot +8
Feats:                Alertness, Combat Casting, Combat Reflexes
Environment:          Any
Organization:         Solitary or Covey (3)
Challenge Rating:     9
Treasure:             Standard
Alignment:            Always Lawful Evil
Advancement:          9-16 HD (Medium)
Level Adjustment:     ---

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

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

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

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

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

Immunities (Ex): Immune to Poison, Fire damage, Charms, Sleep effects and Fear effects.

Combat: Bee Witches prefer to have Charmed minions fight for them.  If pressed they will use their sting, but generally flee combat.




BIG BEE'S WARDING STING
2nd Level Evocation (Wizard)
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: 1 Minute
You create a stinger the size of a human fist made from pure force.  It attacks anything that attacks you, acting on your turn.  Whenever another creature attacks you, the stinger will pursue, moving up to 6o feet per round.  It will make a melee spell attack against that creature using your attack bonus.  On a successful hit, the opponent takes force damage equal to 1d8 + your spellcasting ability modifier.  If more than on creature has attacked you, you may change the stings target as a Bonus Action. 
  At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the target takes an additional 1d8 damage for a number of rounds for every two slot levels above 2nd.  For example, if cast as a 4th Level spell, the target takes 1d8 damage for two rounds on a successful hit.

SUMMON BEE
3rd Level Conjuration  (Druid)
Casting Time: 1 Action
Range: 60 feet
Components: V, S. M
Duration: Concentration, up to 1 our
You summon some random Bee friends, roll 1d6 and consult the following chart: 1-2 (2 Bees of Challenge Rating 1 or less), 3-4 (4 Bees of Challenge Rating 1/2 or lower), 5-6 (8 Bees of Challenge Rating 1/4 or lower).  The DM chooses the Bees who appear, and you choose the unoccupied spaces you can see within range where they appear. A summoned Bee disappears when it drops to 0 hit points or when the spell ends.
  At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many Bees. If you cast it using a spell slot of 8th or 9th level, you summon three times as many Bees.  The Bees are an ally to you and your companions. In combat, the Bees share your initiative count, but they take their turn immediately after yours. They obey your verbal commands (no action required by you). If you don’t issue any, they attack whatever is closest to them (even allies).

Bee Witch
"Harlan Jurgens!  I'm calling your old ass out!  We're gonna have us a wizard fight!"

Servants of Buzzuzu

"Ah. my adoring public."

"Friend of yours?"

"No ma'am.  Thankfully I have this Sphere of Annihilation in my Bag of Holding."

"YOU WHAT?"

"Isn't that dangerous Harlan?"


Seducers and Saboteurs

"Relax Jim, I have it under control."

"Really?"

"SECURITY!"

"You're all taking this way too hard.."
« Last Edit: June 11, 2023, 05:30:39 PM by bhu »

Offline bhu

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

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

"How the hell do we cook this thing?"

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

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

Attach (Ex): If a Deel hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached Deel loses its Dexterity bonus to AC and has an AC of 15.  An attached Deel can be struck with a weapon or grappled itself. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.

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

Combat:  Deels open with a charge to toss one opponent away before biting the next one.



Deel
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be looking at the tragically named Deel."

When Owlbears Aren't Good Enough

"So we're looking at another Owlbear type concept...what's the point of this one?"

"Do any of them have a point Jim?"

"Fair enough."


The Weirdest Taste in Durian

"I  understand they can be popular livestock Jim."

"Popular with who?  Madmen?"

« Last Edit: May 29, 2022, 03:57:33 PM by bhu »

Offline bhu

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


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

Cogres are odd magical creatures created via the same magics that made similar abominations such as the Owlbear and Howler Wasp (someone really needs to find a way to occupy bored mages).  Thankfully the Cogre takes after cats, temperament wise, far more than it does Ogres.  They prefer people as food servers rather than food.  And they've learned being cuddly lets them get away with a reasonable amount of shenanigans.

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

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

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

Combat: Cogres are very similar to cats in that they like to pounce and bite.





Cogre
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are visiting Prak the Mad to..."

"Mows."

What Have You Done Prak?

"Sir, can you explain this?"

"My daughter found my lab notes and made herself some friends."

"You have a daughter?"

"Matilda, the Merely Hyper."

"And you have custody?"


A Very Deep Meow

"Now Jim..."

"That's a fair question, given my job."

"What is this?"

"Half cat, half ogre, all appetite."

"That explains the meowing.  It's begging for food."

« Last Edit: June 19, 2022, 08:52:16 PM by bhu »

Offline Psysama

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

Powerful Build ((Ex):

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

Combat:
Signature here.

Offline bhu

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


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

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

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

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

AGING EFFECTS
 Nephilim do not age or suffer aging effects.

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

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

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

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

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

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

Offline bhu

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Re: Jesters Realm Critters
« Reply #213 on: October 07, 2018, 04:13:07 PM »
                      Owl-Honey Badger
                      Small Magical Beast
Hit Dice:             2d10+6 (17 hp, 21 hp when Raging)
Initiative:           +3
Speed:                30 ft. (6 squares), Burrow 10 ft.
Armor Class:          15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
Armor Class (Raging):          13 (-2 Rage, +1 Size, +3 Dex, +1 Natural), touch 124, flat-footed 10
Base Attack/Grapple:  +2/-2 (+4 Raging)
Attack:               Claw +3 melee (1d3)
Attack (Raging):               Claw +5 melee (1d3+2)
Full Attack:          2 Claws +3 melee (1d3) and 1 Bite -2 melee (1d3)
Full Attack (Raging):          2 Claws +5 melee (1d3+2) and 1 Bite +0 melee (1d3+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Rage
Special Qualities:    Superior Low-Light Vision, Scent, Owl-Honey Badger Doesn't Give a Fuck
Saves:                Fort +6 (+8 Raging), Ref +6, Will +1
Abilities:            Str 10 (14 Raging), Dex 17, Con 16 (20 Raging), Int 2, Wis 12, Cha 10
Skills:               Balance +3, Climb +3 (+5 Raging), Escape Artist +7, Listen +11, Spot +6
Feats:                Track, Weapon Finesse (B)
Environment:          Warm Plains and Forest
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          3 HD (Small), 4-6 HD (Medium)
Level Adjustment:     ---

It's unknown who first decided to magically hybridize Burrowing Owls with Honey Badgers, and for their sake it's probably for the best.  The Gnome Wizards from the magical College in Arrival are prime suspects, mostly because they can't stop laughing when the critters are mentioned.

Rage (Ex): An Owl-Honey Badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Superior Low-Light Vision (Ex): An Owl-Honey Badger can see five times as far as a human can in dim light.

Owl-Honey Badger Doesn't Give a Fuck (Ex): An Owl-Honey Badger can scorn death and unconsciousness while in a Rage.  As long as her Rage continues, she is not treated as disabled at 0 hit points, nor is she treated as dying at –1 to –9 hit points. Even if reduced to –10 hit points or less, she continues to fight normally until her Rage ends. At that point, the effects of her wounds apply normally if they have not been healed. This ability does not prevent death from massive damage or from spell effects such as slay living or disintegrate.  During Rage they are also Immune to Mind-Affecting effects, and take no Size Penalties to rolls of any kind.

Skills: Owl-Honey Badgers have a +8 racial bonus on Listen checks and a +4 racial bonus on Escape Artist and Spot checks.

Combat:  Owl-Honey Badgers are most definitely not tacticians and generally jump into the fray without thinking.



Owl-Honey Badger
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are visiting a local competitor of Prak's to see the debut of, let me check my notes...the latest Owlbear variant."

"It's got nothin' ta do wit Bears.  It's a Badger Owl."

Owl-Honey Badger Don't Care

"What kind of Badger?"

"The kind wot likes honey."

"Better get that forcewall up Jim."


No Fear

"What are you lot afraid of, it's just badgers."

"Are you aware of the Honey Badgers reputation?"

"Pffft..it's oversold."

"Look, there's one now!"

"I'm out.  Good luck to ya."

"Wait, you never said what these things were for!"

« Last Edit: June 19, 2022, 09:12:55 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #214 on: March 04, 2019, 09:55:02 PM »
Trash Gryphons

https://www.redbubble.com/people/tillery/works/36304776-trash-gryphons-collection?c=1039487-trash-gryphons

It's unknown where Trash Gryphons come from.  No one takes credit for their creation, and they seem to fill a niche that implies they may have evolved naturally.  There are many species featuring different bird/mammal mixes, all of them living in or near civilized areas.  In theory they may even be domesticable, though they would make difficult pests.

Pigeon Rat
                      Tiny Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +2
Speed:                15 ft. (3 squares), Climb 15 ft., Swim 15 ft., Fly 50 ft.
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-11
Attack:               Bite +5 melee (1d3-4)
Full Attack:          Bite +5 melee (1d3-4) and 2 Claws +0 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Disease Carrier
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Disease
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 2, Dex 15, Con 10, Int 1, Wis 12, Cha 8
Skills:               Balance +10, Climb +10, Hide +17, Listen +3, Move Silently +9, Spot +3, Swim +10
Feats:                Stealthy (B), Weapon Finesse
Environment:          Any except desert
Organization:         Solitary or Pair
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Pigeon Rats get little respect, and many consider them vermin of the sky.

Disease Carrier (Ex): When exposed to disease the Gryphon must make a Fortitude Save as usual.  If it fails it still doesn't suffer the effects of the disease.  It does now carry it as though infected though, so it can pass the disease as appropriate.

Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, and Climb checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: Pigeon Rats are fearless, and will bite anything that gets close.


Sparrow Mouse
                      Diminutive Magical Beast
Hit Dice:             1/4d10 (2 hp)
Initiative:           +3
Speed:                15 ft. (3 squares), Climb 15 ft., Fly 20 ft.
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-16
Attack:               Bite +8 melee (1d2-5)
Full Attack:          Bite +8 melee (1d2-5)
Space/Reach:          1 ft./0 ft.
Special Attacks:      Disease Carrier
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Disease
Saves:                Fort +2, Ref +5, Will +1
Abilities:            Str 1, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills:               Balance +11, Climb +11, Hide +22, Listen +3, Move Silently +10, Spot +3, Swim +11
Feats:                Stealthy (B), Weapon Finesse
Environment:          Warm or Temperate Lands
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Sparrow Mice don't fare much better than Pigeon Rats.

Disease Carrier (Ex): When exposed to disease the Gryphon must make a Fortitude Save as usual.  If it fails it still doesn't suffer the effects of the disease.  It does now carry it as though infected though, so it can pass the disease as appropriate.

Skills: Mice have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A mouse has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Combat: Sparrow Mice generally flee unless they're cornered.


Vulture Opossum
                      Small Magical Beast
Hit Dice:             1d10+2 (7 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft, Fly 60 ft. (Average)
Armor Class:          16 (+1 Size, +2 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-
Attack:               Bite +4 melee (1d3-1)
Full Attack:          Bite +4 melee (1d3-1) and 2 Claws -1 melee (1d2-1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Immune to Disease, Deathwatch, Feign Death, Venom Resistant
Saves:                Fort +4, Ref +4, Will +2
Abilities:            Str 8, Dex 15, Con 14, Int 2, Wis 14, Cha 6
Skills:               Balance +6, Climb +10, Disguise -2 (+6 Feign Death), Jump +2, Hide +6, Listen +4, Move Silently +4, Spot +6, Survival+6
Feats:                Track (B), Weapon Finesse
Environment:          Warm Plains
Organization:         Solitary, Pair or Kettle (3-10)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:    2 HD (Small)

Vulture Opossums are loathed, as they seem to be able to sense death.

Deathwatch Su): Vulture Opossums permanently have the benefits of the Deathwatch spell

Feign Death (Ex): An opossum can play dead with great accuracy. It lies stiffly on its side and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.

A creature examining the opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.

Venom Resistant (Ex): Opossums have a +2 racial bonus on saves against poison.

Skills: Opossums have a +4 racial bonus on Balance, Spot and Survival checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.

Combat: Vulture Opossums pretend to be dead against obviously powerful foes they can't fly away from, but they can be remarkably brave when hungry enough.


Crow Raccoon
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), 20 ft Climb, Fly 60 ft. (Average)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-
Attack:               Bite +5 melee (1d3-2)
Full Attack:          Bite +5 melee (1d3-2) and 2 Claws +0 melee (1d2-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Bad Omen
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Kleptomania, Immune to Disease/Poison
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills:               Balance +11, Climb +11, Hide +7, Listen +5, Move Silently +5, Spot +5, Survival +6
Feats:                Alertness (B), Weapon Finesse
Environment:          Any land
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Crow Raccoons are considered bad luck, and for once the superstitious mob is right.

Bad Omen (Su): Anything adjacent to a Crow Raccoon is subjected to a Doom spell, DC 12 (Save DC has a +4 Racial Bonus). 

Kleptomania (Ex):  Crow Raccoons are curious and compulsive thieves.  If they see a shiny object or food they must make a DC 15 Willpower Save or try too snatch it and run off.

Skills: Raccoons have a +8 racial bonus on Balance and Climb checks and a +4 racial bonus on Listen and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Combat:  Crow Raccoons go straight for the eyes.  They're mean little bastards.


Ibis Possum
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +3
Speed:                20 ft. (4 squares), Climb 20 ft., Fly 50 ft. (Poor)
Armor Class:          16 (+1 Size, +3 Dex, +2 Natural), touch 14, flat-footed 13
Base Attack/Grapple:  +1/-
Attack:               Bite +5 melee (1d3-2)
Full Attack:          Bite +5 melee (1d3-2) and 2 Claws +0 melee (1d2-2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Wading, Wisdom
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 6, Dex 17, Con 10, Int 3, Wis 15, Cha 8
Skills:               Balance +11, Climb +11, Jump +5, Hide +7, Listen +8, Move Silently +5, Spot +8, Survival +6
Feats:                Alertness (B), Weapon Finesse
Environment:          Warm Forest, Plains or Swamp
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Ibis Possums are prized as pets, as they are considered good luck.

Wisdom (Su): Ibis Possums have a +1 Insight Bonus on Willpower Saving Throws against Illusion spells, and powers/abilities that duplicate their effects.

Wading  (Ex): Although it does not have a swim speed, an ibis suffers no movement penalty when walking through water less deep than the length of its legs.

Skills: Possums have a +8 racial bonus on Balance and Climb checks and a +4 racial bonus on Listen, Spot and Survival checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb or Jump checks.

Combat: Ibis Possums try to flee unless they have no choice


Bluejay Squirrel
                      Diminutive Magical Beast
Hit Dice:             1/4d10 (2 hp)
Initiative:           +3
Speed:                10 ft. (2 squares), Climb 10 ft., Fly 40 ft. (Poor)
Armor Class:          17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:  +1/-
Attack:               Bite +8 melee (1d3-5)
Full Attack:          Bite +8 melee (1d3-5) and 2 Claws +3 melee (1d2-5)
Space/Reach:          1 ft./0 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Servitor of Fiends
Saves:                Fort +2, Ref +5, Will +2
Abilities:            Str 1, Dex 17, Con 10, Int 3, Wis 14, Cha 8
Skills:               Balance +11, Climb +11, Hide +15, Jump +11, Listen +2, Move Silently +3, Spot +2
Feats:                Run (B), Weapon Finesse
Environment:          Warm or Temperate Forest
Organization:         Solitary, Pair
Challenge Rating:     1/3
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Bluejay Squirrels are rumored to be the friends of Fiends.  Probably cause Fiends pop up around them.

Servitor of Fiends (Su): There is a 35% chance when attacked or scared that the Bluejay Squirrel causes a Lemure to appear.  This is otherwise identical to Summon Monster I (Caster Level is 5th).

Skills: Squirrels have a +8 bonus racial bonus on Balance, Climb, and Jump checks. A squirrel can always choose to take 10 on Climb and Balance checks, even if rushed or threatened, and always counts as having a running start when using the Jump skill. A squirrel uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.

Combat: Bluejay Squirrels are notoriously territorial, and dive bomb anyone approaching their nest.


Magpie Skunk
                      Small Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +2
Speed:                20 ft. (4 squares), Burrow 5 ft., Fly 40 ft. (Average)
Armor Class:          13 (+1 Size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple:  +1/-
Attack:               Bite +4 melee (1d3-4)
Full Attack:          Bite +4 melee (1d3-4) and 2 Claws -1 melee (1d2-4)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spray
Special Qualities:    Darkvision 60 ft., low-light vision, scent
Saves:                Fort +2, Ref +4, Will +2
Abilities:            Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 8
Skills:               Hide +6, Intimidate +6, Listen +3, Move Silently +6, Spot +3, Survival +4
Feats:                Skill Focus (Intimidate)(B), Weapon Finesse
Environment:          Warm or Temperate Forest
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Always Neutral
Advancement:          2 HD (Small)
Level Adjustment:     ---

Magpie Skunks are more feared than regular skunks (they can fly after all).

Spray (Ex): Once per round and no more than three times per day, a skunk can emit a line of yellowish sulfuric liquid to a range of 5 feet. A creature in the area must make a successful Reflex save (DC 12) or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus. A delay poison or neutralize poison spell removes the effects from a nauseated creature.

Creatures with immunity to poison are unaffected by the nauseating effects of skunk musk but are still blinded if they fail their save. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with skunk musk. The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear.

Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of skunk musk. The prestidigitation spell cannot clean items stained by skunk musk.

Skills: Skunks have a +4 Racial Bonus on Intimidate and Move Silently Checks.

Combat: Magpie Skunks are generally pretty chill unless you make sudden moves towards them or make loud noises.  Then they spray, spray, spray.


Starling Cat
                      Tiny Magical Beast
Hit Dice:             1/2d10 (2 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Climb 20 ft., Fly 40 ft. (Average)
Armor Class:          14 (+2 Size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:  +1/-
Attack:               Bite +5 melee (1d3-4)
Full Attack:          Bite +5 melee (1d3-4) and 2 Claws +0 melee (1d2-4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., low-light vision, scent, Mimicry
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 8
Skills:               Balance +10, Climb +6, Hide +16, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats:                Stealthy (B), Weapon Finesse
Environment:          Any non-Desert land
Organization:         Solitary, Pair or Flock (10-100)
Challenge Rating:     1/4
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Starling Cats are also popular pets, and quite affectionate.

Mimicry (Ex): The Starling Cat can use Ghost Sound and Ventriloquism at will as Supernatural Abilities.

Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

Combat:  Starling Cats are pretty much like any stray cat really.
« Last Edit: June 25, 2022, 11:01:54 PM by bhu »

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Re: Jesters Realm Critters
« Reply #215 on: March 18, 2019, 09:42:27 PM »
                      Buffalo Chicken
                      Large Magical Beast
Hit Dice:             5d10+15 (42 hp)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          14 (-1 Size, +5 Natural), touch 9, flat-footed 14
Base Attack/Grapple:  +5/+15
Attack:               Peck +10 melee (1d8+9)
Attack:               Peck +10 melee (1d8+9)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Spicy!
Special Qualities:    Darkvision 60 ft., Lowlight Vision, Scent
Saves:                Fort +7, Ref +4, Will +1
Abilities:            Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 6
Skills:               Listen +6, Spot +6
Feats:                Alertness, Endurance
Environment:          Temperate Plains
Organization:         Solitary or herd (6-30)
Challenge Rating:     3
Treasure:             None
Alignment:            Always Neutral
Advancement:          6-10 HD (Large)
Level Adjustment:     ---

Buffalo Chickens are chicken headed bison.  Brought to you by a mage who likes bad puns and has a copy of 'The Owlbear Mechanism: A Step By Step Process To Making Godless Abominations That Will Complicate Your Life'.  They don't have the mindless anger most Owlbears do, but they seem strictly interested in eating powerfully spicy plants.  While it leaves them unaffected, their flesh tastes like burning.  They have no natural predators.

Spicy! (Ex): Buffalo Chickens are awash in potent pain causing toxins.  If they are bitten or Swallowed, their attacker must make a DC 15 Fortitude Save, or suffer a -4 penalty on attack rolls, skill checks, and ability checks for 1 hour (Save DC is Constitution based).  If the Save is successful the penalty only lasts 1 Minute.  Buffalo Chickens themselves are immune to this and other spicy foods.  They can eat pure capsaicin with no effect.

Combat: Charge and peck is the limit of the Buffalo Chickens tactical repertoire.



Buffalo Chicken
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I will be looking at the popular Buffalo Chicken."

Spicy!

"The Buffalo Chicken is yet another mishmash of critters Harlan.  Their tiny wing are too small for them to fly, but they're pretty popular in the local restaurants."

"Aren't they toxic Jim?"

"They are one of the few creatures that can subsist on the chilies that grow here.  The toxins that make those chilies hot suffuse their flesh, making it hot as well."


Don't Copyright Strike Us

"I take it there are few worries about predators then?"

"Carnivores who bite them, only do it once."

« Last Edit: May 22, 2022, 07:52:08 PM by bhu »

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Re: Jesters Realm Critters
« Reply #216 on: May 06, 2020, 07:47:02 PM »
https://www.deviantart.com/katiehofgard/art/KittenBee-in-Autumn-823485607

  Cat-Bee
                      Tiny Magical Beast
Hit Dice:             1d10 (5 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Fly 80 ft. (Good)
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +1/-11
Attack:               Claw +4 melee (1d2-4) or Sting +4 melee (1d3-4 plus poison)
Full Attack:          2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4) or Sting +4 melee (1d3-4 plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison
Special Qualities:    Dark-Vision 60 ft., Low-light Vision
Saves:                Fort +2, Ref +4, Will +1
Abilities:            Str 3, Dex 15, Con 11, Int 3, Wis 12, Cha 10
Skills:               Balance +10, Climb +6, Hide +14, Jump +10, Listen +3, Move Silently +6, Spot +5, Survival +3
Feats:                Weapon Finesse
Environment:          Temperate plains
Organization:         Solitary, buzz (2-5), or hive (11-20)
Challenge Rating:     1/2
Treasure:             None
Alignment:            Neutral
Advancement:          2 HD (Tiny), 3 HD (Small)
Level Adjustment:     ---

Cat-Bee's are an odd combo of Cat and Bumblebee that people find oddly fascinating.  They are fanatically loyal to their 'owners', and generally don't sting unless they (or themselves) are threatened.  In short, beware little old ladies who own honey farms, for they are more protected than they may appear.

Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d3 Con. The save DC is Constitution-based.

Skills:  Cat-Bees have a +4 racial bonus on Climb, Hide, Move Silently and Spot checks and a +8 racial bonus on Balance and Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.  They also have a +4 racial bonus on Survival checks to orient themselves.

Combat: Cat-Bee's fight like plain old housecats, reserving their stings for serious trouble.



Cat-Bee
"So has your daughter done any other works?"

Yes.  Yes She Has.

"Funny you should ask..."

"Are those bees?"

"Cat-Bee's sir Jim.  My daughter is fond of the cats, and they feature prominently in her work."

"Kitties, kitties, kitties!"

"This must be young Mathilda..."

"Sweet Jebus Prak, how old is she 12?"


Fiercely Loyal

"That's old enough to learn the family business."

"Aren't you afraid for her safety?"

"Oh no.  No not at all.  Her critters are very loyal to her.  Everyone's quite jealous of that."



« Last Edit: June 19, 2022, 08:59:03 PM by bhu »

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Re: Jesters Realm Critters
« Reply #217 on: October 28, 2020, 07:57:22 PM »

















Trash Gryphons
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens!  Today on Wild Kingdom Jim and I are on site at Prak's latest laboratory, where he is being accused of malfeasance."

But They're So Adorable!

"Rumor has it the waste from your experiments with the Owlbear formula has spawned a few unplanned critters"

"Look everyone makes mistakes.  Some of the formula leaked, local wildlife got into it...really, it's all under control."

"The newly created critters have caused multiple incidents sir!"

"People are exaggerating the size and scope of things Harlan."

"The skies are black with Weasel Chickens Prak.""


Gotta Catch Em' All

"No worries good sirs, my daughter is on the case.  She wants some new pets."

"CRITTERS!"

"Yeahh, good luck with that...."

« Last Edit: June 26, 2022, 10:32:32 PM by bhu »

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Re: Jesters Realm Critters
« Reply #218 on: February 20, 2021, 07:44:11 PM »
Dragon, Miscreant

Type: Dragon (Fire)
Environment: Urban
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple Standard
Alignment: Always Chaotic Neutral
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Miscreant Dragons aren't interested in great hordes of wealth or ruling the land.  Their obsessions run towards good pipeweed, strong drink, Humanoid tavern wenches, and shenanigans.  Especially shenanigans.  Ask them to steal a famous diamond for the money?  Meh.  Ask them to do it to piss ff the pompous noble who owns it?  Especially if he's a 'true' dragon?  You'll have to turn volunteers away.  They are considered the mutts of the Dragon world, and their appearance varies greatly.

                                                
Age
Size
Hit Dice
STR
DEX
CON
INT
WIS
CHA
BAB/Grp
Atk
Fort
Ref
Will
Breath Weapon
Frightful Presence
1T4d12+4 (30 hp)1110138118+4/-4+6+5+4+42d4 (13)-
2S7d12+7 (52 hp)1310138118+7/+4+9+6+5+54d4 (14)-
3M10d12+20 (85 hp)151015101110+10/+12+12+9+7+76d4 (17)-
4M13d12+26 (110 hp)171015101110+13/+16+16+10+8+88d4 (18)-
5L16d12+48 (152 hp)191017121312+16/+24+19+13+10+1110d4 (21)19
6L19d12+76 (199 hp)231019121312+19/+29+24+15+11+1212d4 (23)20
7H22d12+110 (253 hp)271021141514+22/+38+28+18+13+1514d4 (26)23
8H25d12+125 (287 hp)291021141514+25/+42+32+19+14+1616d4 (27)24
9H28d12+168 (350 hp)311023161716+28/+46+36+22+16+1918d4 (30)27
10H31d12+186 (387 hp)331023161716+31/+50+40+23+17+2020d4 (31)28
11G34d12+238 (459 hp)351025181918+34/+58+42+26+19+2322d4 (34)31
12G37d12+296 (536 hp)371027202120+37/+62+46+28+20+2524d4 (36)33

                  
Age
Speed
Init
AC
Special Abilities
SR
160 ft., fly 100 ft. (average), swim 60 ft.+015 (+2 size,+3 natural), touch 12, flat-footed 15Immunity to Acid, Alternate Form-
260 ft., fly 100 ft. (average), swim 60 ft.+017 (+1 size,+6 natural), touch 11, flat-footed 17-
360 ft., fly 150 ft. (poor), swim 60 ft.+019 (+9 natural), touch 10, flat-footed 19-
460 ft., fly 150 ft. (poor), swim 60 ft.+022 (+12 natural), touch 10, flat-footed 22Misdirection-
560 ft., fly 150 ft. (poor), swim 60 ft.+024 (-1 size,+15 natural), touch 9, flat-footed 24DR 5/Magic17
660 ft., fly 150 ft. (poor), swim 60 ft.+027 (-1 size,+18 natural), touch 9, flat-footed 27Charm Person18
760 ft., fly 150 ft. (poor), swim 60 ft.+029 (-2 size,+21 natural), touch 8, flat-footed 29DR 10/Magic21
860 ft., fly 150 ft. (poor), swim 60 ft.+032 (-2 size,+24 natural), touch 8, flat-footed 32Suggestion22
960 ft., fly 150 ft. (poor), swim 60 ft.+035 (-2 size,+27 natural), touch 8, flat-footed 35DR 15/Magic23
1060 ft., fly 150 ft. (poor), swim 60 ft.+038 (-2 size,+30 natural), touch 8, flat-footed 38Mass Suggestion25
1160 ft., fly 200 ft. (clumsy), swim 60 ft.+039 (-4 size,+33 natural), touch 6, flat-footed 39DR 20/Magic26
1260 ft., fly 200 ft. (clumsy), swim 60 ft.+042 (-4 size,+36 natural), touch 6, flat-footed 42Alarm28


Combat: Miscreant Dragons will first try to Bluff their way out of fights, fleeing if they can't.  Why fight when you're immortal?  You have too much to lose.  Unless there's no other option.  Then it's spray and pray with fire and spells.

Breath Weapon (Su): The Miscreant Dragon's Breath Weapon is a Cone of Fire

Spellcasting: Young Adult 1st, Adult 3rd, Mature Adult 5th, Old 7th, Very Old 9th, Ancient 11th, Wyrm 13th, Great Wyrm 15th.

Alternate Form (Su): A Miscreant Dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.

Spell-Like Abilities (Sp): Miscreant Dragons can cast Misdirection 3/day as a Juvenile, Charm Person 1/day as an Adult, Suggestion 1/day when Old, Mass Suggestion when Ancient, and Alarm 3/day as a Great Wyrm.

Skills: Bluff, Diplomacy and Sense Motive are considered Class Skills for Miscreant Dragons.
« Last Edit: February 25, 2021, 08:08:46 PM by bhu »

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Re: Jesters Realm Critters
« Reply #219 on: February 20, 2021, 07:48:51 PM »
Fire Succubi
                      Medium Elemental (Chaotic, Extraplanar, Evil, Fire, Tanar'ri)
Hit Dice:             6d8+12 (39 hp)
Initiative:           +5
Speed:                40 ft. (8 squares)
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+5
Attack:               Slam +5 melee (1d6+1 plus 1d6 fire)
Full Attack:          2 Slams +5 melee (1d6+1 plus 1d6 fire)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Burn, Aura, Spell-Like Abilities
Special Qualities:    Demonic Resilience, Darkvision 60 ft., Elemental traits, Immune to Electricity and Fire damage, DR 10/Cold Iron or Good, Energy Resistance 10 (Acid), SR 18
Saves:                Fort +7, Ref +7, Will +6
Abilities:            Str 13, Dex 15, Con 14, Int 10, Wis 12, Cha 20
Skills:               Bluff +11, Concentration +4, Diplomacy +11, Intimidate +5, Knowledge (any 1) +2, Listen +3, Search +2, Spot +3
Feats:                Dodge, Improved Invisibility, Mobility
Environment:          Abyss, Elemental Plane of Fire
Organization:         Solitary, Pair or Group (3-6)
Challenge Rating:     7
Treasure:             Standard
Alignment:            Chaotic Neutral or Evil
Advancement:          7-12 HD (Medium)
Level Adjustment:     ---

"So...this is the new hotness..."

Fire Succubi are Demons magically crossed with Fire Elementals, used by Demons to sway said Elementals to their cause.  They appear as bald, nude humanoid women with horns and flaming red skin.  They don't speak much ironically, and aren't as bright as the masters of the Abyss hoped for.  They're still popular due to their Aura though.

Burn (Su):  A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a DC 15 Reflex save or catch on fire. The flame burns for 1d4 rounds.  A burning creature can take a move action to put out the flame. The save DC is Constitution-based.  Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save. Unlike other Fire Elementals, they are not Vulnerable to Cold damage.

Aura (Su): Often referred to as the Aura of Hawtness, any living thing that can see the Fire Succubi must make a DC 18 Willpower Save or want to be with her (Save DC is Cha based).  Generally this means they are compelled to not attack her unless she attacks first (which ends the Aura's effect).  Curiously this does not extend to her Burn ability, as many a would be paramour has hugged a Fire Succubi to death (they do at least get a Save each round they take damage  to end the Aura's effect.  A successful Save means the opponent is immune to this Fire Succubus' Aura for 24 hours.  This is a Mind-Affecting, Compulsion effect.

Spell-Like Abilities (Sp): At will: Charm Monster, Detect Good, Detect Thoughts, Plane Shift, Polymorph, Suggestion. Caster Level 12th.

Demonic Resilience (Ex): All the Fire Succubi Saves are Good Saves.

Combat:  Fire Succubi rely on their Aura.  If that doesn't work they try their SLA's.  Failing that, they Plane Shift.




Fire Succubi
"Good evening, and welcome to Mutual of Gnomeahaw's Wild Kingdom! As always, I'm your host Harlan Jergens! Today on Wild Kingdom Jim and I are visiting local mage "Big Daddy" Faustivus."

Recycled Minions

"We understand you have some new minions for hire?"

"Naw, they're old.  We initially made them to seduce the government of the Elemental Plane of Fire, but since we're cut off from the other Planes we're hiring out to topple mortal governments."

"They look rather intimidating..."

"Harlan, why are we here?  We're a nature show."


Everyone Wants What They Can't Have

"Hey, this here is about nature.  Just of a different sort."

"Mutual of Gnomeahaw wants us to evaluate the threat they represent to policy holders Jim."

"Seriously?"





« Last Edit: June 19, 2022, 09:27:00 PM by bhu »