Author Topic: Race Revisions  (Read 21415 times)

Offline bhu

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Race Revisions
« on: November 11, 2011, 02:33:28 AM »
Have you ever wanted to play a Race (or monster as a race) but skipped it for one of the following reasons:

It's LA is way off.

It was poorly conceived and written, and it makes creating a PC difficult mechanically?

It's fluff and crunch don't mix?

Then this thread is for you.  Originally it started as my revision of MMII, converting monsters into races and eventually fixing some of the more broken critters.  My intent now is to work on that still, but to also take requests for making races more playable, or making revisions to suit individuals tastes.

Races
Abeil (Vassal) (Page 1)
Asperi (Page 2)
Bladeling (Page 1)
Boggle (Page 2)
Chaond (Page 1)
Crested Felldrake (Page 1)
Grimalkin (Page 2)
Horned Felldrake
Ixitxachitl (Page 1)
Jermlaine (Page 1)
Needlefolk (Page 1)
Nilbog (Page 2)
Pegataur (Page 2)
Spitting Felldrake (Page 1)
Sylph (Page 2)
Vampiric Ixitxachitl (Page 1)
Zenythri (Page 1)

PrC's
Abeil Survivor (Page 1)
Adamantine Warrior (Page 1)
Asperi Mustang (Page 2)
Border Guard (Page 1)
Burglar (Page 2)
Catusuam (Page 2)
Death Ray (Page 1)
Felldrake Bodyguard (Page 2)
Ixitxachitl Mutate (Page 1)
Jermaline Scavenger (Page 1)
Myrmidon (Page 1)
Pegataur Mercenary (Page 2)
Pet (Page 2)
Slaadi Cultist (Page 1)
Sylvan Defender (Page 2)
Tunnel Hunter (Page 1)
« Last Edit: March 23, 2012, 07:50:39 PM by bhu »

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #1 on: November 11, 2011, 02:33:47 AM »
ABEIL (Vassal)


   
"Every society honors its live conformists, and its dead troublemakers."

 Abeil Vassals are elflike bee people standing roughly 7 feet tall. 

Abeil (V) RACIAL TRAITS
·   +2 Dex, +4 Wis, -2 Cha
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Fly speed 60 ft. (Average)
·   Drone (Su): As a Full Round Action an Abeil can beat it's wings creating a buzzing drone that puts any living creature in a 60' spread to sleep (as per the Sleep spell) if it fails a Willpower Save (Save DC is Charisma Based).  This ability does not effect Abeil's, nor does it have a HD limit.
·   Improved Grab (Ex): If the Abeil hits a creature at least 1 Size category smaller than itself with both claw attacks it may immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity.  If the Grapple Check succeeds, it automatically Stings it's opponent.  The opponent takes damage from both claws and the sting as long as the Grapple is maintained.
·   Poison (Ex): Injury, Fortitude Save is based on Constitution, Initial and Secondary Damage is 1d4 Strength.
·   Hive Mind (Ex): All Abeil's within 25 miles of their Queen are in constant mental communication, and if one of them is not flat-footed, none of them are.  Abeil's within Hive Mind range cannot be flanked unless all of them are.  This also means that all Abeil can effectively communicate with each other telepathically so long as they are all within range of the Queen.
·   Abeil have a Primary Claw attack doing 1d4 plus Strength Bonus, and a Secondary Sting attack doing 1d6 plus half Strength Bonus plus Poison.  They get 2 Claw attacks and 1 Sting attack with a Full Attack.  They are proficient with all Simple Weapons and the Flail.
·   Non-humanoid Form: Due to their non humanoid form, armor for Abeils costs twice as much.  Despite having 4 legs it does not get multiple body slots for Feet magic items.  Your multiple legs give you a +4 Racial Bonus to resist Bull Rush and Trip attempts.
·   Automatic and Bonus Languages: Abeil automatically speak Common, Elven, and Sylvan.  Bonus languages: Giant, Gnoll, Gnome, Goblin, Halfling, Orc
·   Level Adjustment: +2
·   Favored Class: Druid

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

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


HEIGHT AND WEIGHT
 Base Height: 6' 6"
 Height Modifier: +2d6
 Base Weight: 200 lbs.
 Weight Modifier: x2d10

Abeil (V) CHARACTERS
 If you want to play a character who can fly and is proficient with Divine Magic, the Abeil will do (although the Charisma penalty limits what type of spellcaster they can be).  Also, if you want to play a societal outcast and loner they fit the bill perfectly.
 Adventuring Race: The Abeil are exceptionally conformist.  For one to go on adventures of any kind he has to have been ordered by his Queen to do so... or he is an exile.  if he is an exile there can be any number of reasons he has gone on the adventuring path, but the most likely will be simple survival.  Adventurers are unusual people, and usually of mixed race and class, which possibly hints they may be more accepting of an unusual race.
 Character Development: Abeil Vassals are manual laborers.  Some will abandon physical work for more political or philosophical endeavors, but the bulk of the Vassals are NPC classes.  If they take levels in a PC class at all (and wish to remain within their society), they will probably become Druids or Healers (although some few of them try for Spirit Shaman as well).  Martial classes designed for combat put them at odds with the Soldier caste, and may get them exiled. Likewise spellcasters other than those mentioned, or classes based on sneakiness (like the Rogue) tend to get them expelled as their fellows think of them as untrustworthy.  Which means if you wish to remain within the hive your abilities will need to be kept secret.
 Character Names: Abeils use Elven names.

ROLEPLAYING AN ABEIL (V)
 As an Abeil your pretty exotic.  This will draw some people to you, and repel others.  Your obvious insectoid heritage will make many nervous, especially if they know about your people.  The Abeil are fairly warlike after all, and many wars have been fought with them by virtually every humanoid species surrounding their territory.  Few will initially trust you once you get expelled from the hive.  You'll need their help to survive possibly, so you'll have to do whatever it takes to ingratiate yourself until you can learn to live on your own, or find new comrades who will accept you.
 Personality: Abeils don't like risk, change, or the unknown.  Which make them a little bit twitchy when it comes to adventuring.  On the good side they tend to plan ahead  for contingencies, even if they are prone to nervousness and depression if they've been separated from the hive.
 Behaviors: Abeil vassals do what they are told.  They aren't there to fight (the soldiers do that), they aren't there to think (the Queen does that), they're there to work.  At least that's what your fellow vassals believe.  If you're any different the odds favor you're not far from being exiled and becoming an adventurer to survive.  Even you tend to work and plan compulsively.
 Language: The Abeil themselves have no language, speaking either Elven or Sylvan amongst themselves, and using the Elvish alphabet.  Common is used to communicate with other races.

Abeil (V) SOCIETY
 The Abeil are a rigid caste hierarchy.  What you are born as defines what you can become, and what function you will perform in society.  Deviation from this norm causes problems.  As long as your aberrant nature is useful it may be permitted as long as no one too powerful objects.  But if you train in something forbidden to your caste, you will most likely be killed or exiled, with little in the way of fair trial. There are a small handful of exiles who become able to return after performing great deeds in the service of their people, but these few tend to be somewhat legendary.
 Alignment : Almost all Abeil are Lawful, and a majority of them are Lawful Neutral.  Lawful Good or Evil are minorities, and other alignments tend to be societal outcasts who inevitably end up exiled (which is considered a death sentence in Abeil society as it means parting from the Queen).  An exiled Abeil must flee beyond his Queen's Hive Mind range as quickly as he can, or he may be slain.
 Lands : The Abeil prefer warmer climes, but will live in temperate ones if they have to.  They also prefer open areas (deserts, plains), but will accept hillier country if it's easily enough defended from outsiders.
 Settlements : The Abeil do not leave their homelands unless forced to, or if population growth has become such that a new Queen is sent to establish a new colony.  Such colonies are usually scouted out and prepared well in advance, and are of a terrain that the Abeil prefer.
 Beliefs :The Abeil have no personal gods or religion.  Most do not consider any being more worthy of affection than their Queen.
 Relations: Relations with other races are strained at best, as the Abeil are highly xenophobic, and regard any race that stands in the way of their species expansion as an enemy to be exterminated.  Some races have been able to make treaties with them, but generally this is because they live in areas the Abeil don't want or need.
Abeil (V) ADVENTURES
·   Due to aberrant behavior (i.e. you aren't Lawful neutral, and you didn't wish to conform) you have been exiled.  Fleeing the hive you come upon a ragtag band of wanderers who are exploring some ruins your people left alone.  Do you join them and risk dying in the ruins?  Or part ways and possibly die alone in the wilderness?
·   Your hive is dying.  Abeil are dropping dead mysteriously in the night for no apparent reason and shriveling away.  The Queen has commanded you to pose as an Outcast, and scout out the cities of nearby races to see if you can determine if they are the cause of this malady.
·   The Queen has gone mad after some sort of Artifact was brought to the hive after being taken from a band of marauders.  It seems to have influenced bot her and the council and they are now acting in unusual ways, and killing any who disagree with them.  As much as it pains you to admit it, if you wish to rescue her you will have to find some outside help...


ABEIL RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Replace Animal Companion with Vermin Companion, Replace Wild Empathy with Vermin Empathy
 level 5: Replace Wild Shape with Wild Shape (Vermin)
  Vermin Companion (Ex):  This is identical to Animal Companion, except the Abeil Druid chooses from the following list: Giant Ant Worker, Giant Bee, Giant Dragonfly, Giant Firefly, Giant Fire Beetle, Monstrous Centipede (Medium or Large), Monstrous Scorpion (Small or Medium), or Worker Termite (See Sandstorm or Arms and Equipment Guide for some of these).  If the Druid wishes to have an improved Vermin Companion it may get one of the following at level 4: Giant Soldier Ant, Giant Bombardier Beetle, Giant Cockroach, Monstrous Centipede (Huge), or Termite Soldier (See Sandstorm or the Underdark).  At 7th level he can get Giant Praying Mantis, Giant Stag Beetle, Giant Wasp, or Monstrous Scorpion (Large).  At 10th level he can get a Giant Ant Lion, or Giant Velvet Worm (see Sandstorm or Lost Empires of Faerun).  At 13th level he can get a Monstrous Scorpion (Huge).  At 16th level he can get a Monstrous Centipede (Colossal).
  Vermin Empathy (Ex): This works exactly like Wild Empathy, but it only affects Vermin.
  Wild Shape (Vermin) (Ex): This works exactly like Wild Shape, but the Abeil may also change into Vermin as well as animals.


RANGER
 Level 1: Replace Wild Empathy with Vermin Empathy
 levels 2,6,11: New options with Combat Style
 Level 4: Replace Animal Companion with Vermin Companion
  Vermin Empathy (Ex): This works exactly like Wild Empathy, but it only affects Vermin.
  Combat Style (Ex): The Abeil has two additional Combat Styles to choose from: Bee, and Wasp.  If the Abeil chooses Bee they get the Following Feats: Earth's Embrace (Level 2, see Complete Warrior), Virulent Poison (Level 6), and Deadly Poison (Level 11, see Savage Species).  If the Abeil chooses Wasp they get the following Feats: Flyby Attack (Level 2), Improved Flyby Attack (Level 6), and Greater Flyby Attack (Level 11, see Savage Species).
  Vermin Companion (Ex): This is identical to Animal Companion, except the Abeil Druid chooses from the following list: Giant Ant Worker, Giant Bee, Giant Dragonfly, Giant Firefly, Giant Fire Beetle, Monstrous Centipede (Medium or Large), Monstrous Scorpion (Small or Medium), or Worker Termite (See Sandstorm or Arms and Equipment Guide for some of these).

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #2 on: November 11, 2011, 02:34:42 AM »
ABEIL SURVIVOR


   
"Life is surprisingly difficult away from the Queen.  If I'd known how difficult I might have hesitated to do this."

 Abeil's who are too different and stand out too much inevitably get singled out by their fellows for persecution until they conform to their societies standards.  If this ends up in the unfortunate social outcast breaking the law (usually because he/she has lashed out in self defense), they risk exile (assuming the Soldiers haven't simply killed them).  They will have to quickly learn to survive on their own, or die.  Most will end up dying as they have no applicable survival skills, and rarely do they find allies willing to help them in time.

BECOMING AN ABEIL SURVIVOR
All you really need to do is be exiled from the hive, and meet a few skill requirements.  Pretty much most nature themed classes can become a Survivor.  Most will either be Druids, Rangers, Rogues, or Scouts.

 ENTRY REQUIREMENTS
   Race:  Abeil
   Skills:  Hide 4 ranks, Knowledge (Nature) 6 ranks, Listen 6 ranks, Move Silently 6 ranks, Spot 6 ranks, and Survival 6 ranks
   Feats:  Eyes in the Back of Your Head (CW), Quick Reconnoiter (CA)
   BAB:  +4
   Special:  Must have been permanently exiled from your hive.


Class Skills
 The Abeil Survivor's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level :  4+ int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +2     +0    A Stab in the Dark +2
2. +1    +3     +3     +0    Tenacious Grappler +2
3. +2    +3     +3     +1    Elusive +2
4. +3    +4     +4     +1    A Stab in the Dark +4
5. +3    +4     +4     +1    Tenacious Grappler +4
6. +4    +5     +5     +2    Elusive +4
7. +5    +5     +5     +2    A Stab in the Dark +6
8. +6    +6     +6     +2    Tenacious Grappler +6
9. +6    +6     +6     +3    Elusive +6
10.+7    +7     +7     +3    Death Sting


Weapon Proficiencies: Abeil Survivors become proficient with all Simple Weapons.  They gain no proficiency with Armor or Shields.
 
A Stab in the Dark (Ex): At 1st level if the Survivor manages to successfully Sting an opponent when he is Flat-footed or denied his Dexterity Bonus to AC the Save DC of the stings poison is increased by +2.

This bonus increases to +4 at level 4, and +6 at level 7.

Tenacious Grappler (Ex): The Survivor has learned to be a ferocious Grappler, and at level 2 it gains a +2 Competence Bonus to Grapple Checks.

This Bonus increases to +4 at level 5, and +6 at level 8.

Elusive (Ex): Due to the Abeil's dislike for Armor they have learned to become adept at dodging blows in combat.  At 3rd level they get a +2 Dodge Bonus to AC.  This stacks with other Dodge Bonuses, and is lost if the Survivor is denied his AC Bonus to AC or Flat-footed, or if he wears armor or carries more than a Light Load.

This Bonus increases to +4 at level 6, and +6 at level 9.

Death Sting (Ex): The Abeil's diet and body take a pounding once they are expelled from the hive.  With their newfound need to expel accumulated toxins from their diet the Abeil's venom become much more toxic.  Initial and Secondary damage becomes 1d6 Constitution.  If the victim is Flat-footed, and rolls a natural 1 on his Saving Throw, he dies instead.

PLAYING AN ABEIL SURVIVOR
 While initially you seem frightening due to your appearance, smart people will be frightened of you when they realize your drive to survive at all costs.  It's a good thing to have you on their side, because as an enemy you have few if any limits to what you will do when it comes to your own survival.  While this extends to your comrades somewhat, you still don't trust them after the bitter betrayal by your own people. 
 Combat: Survivors prefer ambushes to straightforward fighting.  They'll set traps, attack opponents in their sleep, etc.  Whatever it takes to get the drop on them and make sure they come out on top.  There are no rules, or such foolishness ad "fair fights".  They will stay at range as long as possible, grappling and stinging if an opponent gets close.
Advancement: Few Abeil Survivors get the chance to choose another path once they are sent out to exile.  They will most likely never see their home or familiar friends again in their lives, and if they do most likely their former comrades will try to kill them.  This leads many to become bitter and twisted, but others reject their old life and try to make do as best they can with their new one.  If they are accepted by another community and treated well thy may even shake off their depression and become productive members of the community again.
Resources: Abeil Survivors generally have whatever resources they can personally take by force or steal.  Unless they can convince someone to trust them.  Then they have their friends.  But that's still probably pretty small compared to what some more wealthy and accepted classes can come up with.

ABEIL SURVIVORS IN THE WORLD
"Do you think we can trust the bug-man?"
 Initially people are somewhat divided over you being a possible spy, an evil monster, or a cringing lapdog.  Your attempts to curry favor with the locals in order to find a safe have may be misinterpreted as base flattery to get them to lower their guard or cowardice on your part.  Assuming you survive these initial misunderstandings and are given chances to prove  yourself things will get better.  But there will always be some paranoia on your part, never letting you fully trust others.  Which means by default they may never really fully trust you.
 Daily Life: Your life is about living to see tomorrow.  The world is a hostile place, and you aren't very well liked.  There are many enemies out to get you, and you need to be ready for them. If you aren't doing chores, hunting for food, or trying to convince others you mean them no harm, you're getting ready for the day someone inevitably comes for you.
 Notables: Aust (LG Male Abeil Vassal Monk 9/Abeil Survivor 3) was always a sickly child.  A local Healer said he could put Aust through strength training to develop him into a fit worker.  In reality the Healer was a fairly high level Monk who had trained secretly in his youth when separated from his people in a battle.  Upon finding them again decades later he was accepted, but hid his abilities so as not to cause trouble.  Aust was not so wise.  Openly beating a Soldier in public he was exiled.  Drusilia (LE Female Abeil Vassal Rogue 9/Abeil Survivor 3) always wanted to be a Queen.  Since she had no way to vent her jealousy and frustration she took to stealing to see if she could get away with it.  Obviously she didn't.
 Organizations: Abeil Survivors are rare enough, and usually far enough apart that they can't really form any sort of organization.  That doesn't prevent them from joining any that they come across that will accept them, but there aren't really any dedicated to, or formed by, them.

NPC Reaction
 NPC's tend to fear and mistrust you.  If the city is near Abeil territory, the odds are that citizens will have been slain fighting Abeil Soldiers.  So you may need to flee there as well.  If the city is far away, people will only know of you through rumor (usually bad) if they know about you at all.  You're in for a hard life.

ABEIL SURVIVORS IN THE GAME
 Because Abeil Survivors are on the run from the Hive, if you have Abeil in the game adding them will be easy enough as the hives can be in a wide range of territory.  They can encounter a party just aout anywhere.
 Adaptation: This is best for campaigns where the Abeil are a potential menace to other civilizations.  It may also serve as a way to introduce the Abeil to your campaign as the Abeil Survivor may have spoken out against plans to invade into the city the PC's operate from, and is now fleeing for his life because of it.
 Encounters: PC's will almost always encounter Survivors on the run.  Either from tehir own people, from angry mobs, the Law, organized crime, etc.  They tend to get into trouble a lot.

Sample Encounter
EL 12: The PC's are traveling in the forest when they come across a scene of devastation.  The village that was their destination lies burning, and many dead men and insectlike monsters lay dead.  A heavily injured bee man manages to croak out "help me" before losing consciousness.  If the PC's want to know what happened they will have to revive him.  And if they do he seems scared to talk...


Name
LG Male Abeil Vassal Monk 9/Abel Survivor 3
Init +3, Senses: Listen +11, Spot +11,
Languages Common, Elven, Sylvan
------------------------------------------------
AC , touch , flat-footed   (+3 Dex, +6 Wis, +2 Dodge, )
hp 75 (12 HD)
Fort +11, Ref +12, Will +12 
Evasion, Improved Evasion, Still Mind
------------------------------------------------
Speed 60 ft. (6 squares), Fly 60 ft. (Average)
Melee 2 Claws +11 (1d4+1) and 1 Sting +6 (1d6 plus poison)
Melee Unarmed Strike +11/+6 (2d6+1)
Melee Flurry +8/+8/+3 (2d6+1)
Base Atk +8, Grp +11
Atk Options A Stab in the Dark +2, Tenacious Grappler +2
Combat Gear
-----------------------------------------------
Abilities Str 12, Dex 16, Con 14, Int 10, Wis 20, Cha 8
SQ Poison (DC 18), Drone (DC 15), Hive Mind, Improved Grab, Purity of Body, Wholeness of Body, Slow Fall 40 ft, Ki Strike (Magic), Unarmored Speed Bonus, Elusive +2
Feats Eyes in the Back of Your Head, Flyby Attack, Quick Reconnoiter, Superior Unarmed Strike, Weapon Finesse, Combat Reflexes (B), Improved Trip (B), Stunning Fist (B)
Skills Concentration +6, Diplomacy +5, Hide +7, Knowledge (Local, Nature) +6, Listen +11, Move Silently +9, Sense Motive +11, Spot +11, Survival +11, Tumble +7
Possessions



EPIC ABEIL SURVIVOR

Hit Die: d6
Skills Points at Each  Level : 4 + int
A Stab in the Dark The Save DC of the Abeil's poison when his opponent is flat-footed or denied his Dex bonus to AC increases by +2 at level 21, and every 3 levels thereafter.
Tenacious Grappler The Survivors Competence Bonus to Grapple checks increases by +2 at level 22 and every 3 levels thereafter.
Elusive The Survivors Dodge Bonus to AC while unarmored increases by +2 at level 23 and every 3 levels thereafter.
Bonus Feats: The Epic Abeil Survivor gains a Bonus Feat every 5 levels higher than 20th


ABEIL FEATS



Vermin Summoner
You may use your Summoning spells to call up Vermin.
 Prerequisites: Abeil, Augment Summoning, must be able to cast any of the Summon Nature's Ally spells.
 Benefits: You add the following beings you can summon to the list of creatures available in the Summon nature's Ally spells:

I: Axiomatic Giant Fire Beetle, Medium Centipede, Small Scorpion (LN)
II: Phase Wasp (MM2), Axiomatic Giant Bee, Giant Bombardier Beetle, Large Centipede, Medium Scorpion, Giant Ant Soldier
III: Axiomatic Huge Centipede
IV: Axiomatic Giant Wasp, Giant Praying Mantis
V: Axiomatic Giant Stag Beetle, Large Scorpion
VI: Axiomatic Gargantuan Centipede
VII: Axiomatic Huge Scorpion
VIII: Axiomatic Colossal Centipede
IX: Axiomatic Gargantuan Scorpion



Hornet's Favor
The attacks of your summoned vermin are more potent.
 Prerequisites: Abeil, Augment Summoning, Vermin Summoner
 Benefits: The poison attacks of vermin you summon (if any) have a +4 bonus to the Save DC.


Droning Master
Your drone attacks are more potent.
 Prerequisites: Abeil, Constitution 13+
 Benefits: The Save DC of your Drone Attacks is based on Constitution instead of Charisma.



Mind-numbing Drone
You may achieve a different effect with your Drone attack.
 Prerequisites: Abeil, Droning Master
 Benefits: Your Drone attack can either mimic the Sleep or Hypnotism spells.



Distracting Buzz
You may achieve a different effect with your Drone attack.
 Prerequisites: Abeil, Droning Master
 Benefits: Your Drone attack can mimic either the Sleep or the Buzzing Bee spells (in the case of the second spell there is no bee that follows the victim, the buzzing keeps echoing in his head).



Swarm Mastery
When you cast the Summon Swarm spell you can direct the Swarm.
 Prerequisites: Abeil, must be able to cast the Summon Swarm spell
 Benefits: When you cast Summon Swarm you summon a Wasp Swarm (see Fiend Folio), and it is under your control.



Improved Swarm Mastery
You may now summon more powerful Swarms.
 Prerequisites: Abeil, Swarm Mastery, must be able to cast Summon Swarm, and Summon Nature's Ally VII
 Benefits: When you cast the Summon Swarm spell you may summon a Hellwasp Swarm instead of the regular Swarm types.  When you cast the spell it uses up a 7th level spell slot.


Shielded Mind
You may hide your thoughts from the Hive Mind
 Prerequisites: Abeil, Base Will Save +4 or Iron Will
 Benefits: You may hide thoughts from the Hive Mind, which will be necessary if you wish to perform activities the Abeil society disapproves of (you lose your Hive Mind Racial Ability while this Feat is in use).  Activating or de-activating this Feat is a Free Action.  Other Abeil assume you were born with some sort of defect.  You also gain a +2 Bonus on Saving throws against any spell, power, or effect that would read your thoughts.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #3 on: November 11, 2011, 02:35:11 AM »
BLADELING


   
"If I were you I'd kill myself to save me the trouble of doing it later."

 Bladelings are a race of ugly humanoid Outsiders with dull metallic skin covered in patches of metal spines, pointed ears, sharp teeth, and white eyes.

BLADELING TRAITS
·   +2 Dex
·   Size Class: Medium
·   Type: Outsider with the Lawful and Native subtypes, giving it 60' Darkvision
·   Base land speed 30 ft.
·   Razor Storm (Ex): Once per day the Bladeling can shed sharp pieces of it's skin, doing 2d6 piercing damage in a 15 foot cone.  Reflex Save for half damage (Save DC is 10 plus half Hit Dice plus Constitution Modifier).  The Bladelings Natural AC Bonus drops to +2 for 24 hours after doing this.
·   The Bladeling have a Primary Spiked Fist attack doing 1d4 piercing damage plus Strength Modifier, and a secondary Bite attack doing 1d4 damage plus half Strength Modifier.  They get 2 Spiked Fists and a Bite with a Full Attack.  Bladelings are proficient with all Simple and Martial weapons
·   +4 Natural Armor Bonus to AC
·   Energy Resistance 5 (Cold and Fire)
·   Immune to Acid damage and rust attacks
·   Damage Reduction 5/Magic and Bludgeoning
·   Automatic and Bonus languages: Bladelings automatically speak Common. Bonus Languages: Infernal.
·   Level Adjustment: +2
·   Favored Class: Fighter

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

AGING EFFECTS
Being Outsiders the Bladelings do not suffer age related penalties, and do not die from old age.

HEIGHT AND WEIGHT
 Base Height: Male: 4' 10"  Female: 4' 5"
 Height Modifier: +2d10
 Base Weight: Male: 130 lb.   Female: 100 lb
 Weight Modifier: x2d6

BLADELING CHARACTERS
 If you want some extra defenses on your tough melee fighter, a Bladeling is a decent choice.  The Damage Reduction is always welcome, and the Energy Resistance is okay too.  Load them up with the right items and tanking is a natural choice for them.
 Adventuring Race: Bladelings tend to go on adventures to acquire wealth and power.  Especially if there's no way they can advance back home.  A few successful expeditions may give them enough magic items to pull off a political coup or assassination if they do really well.  And sometimes they're just fleeing the bad consequences of a moment of anger.  Those moments come often to Bladelings.
 Character Development: Bladelings are martial characters at heart.  they live to fight.  Given a choice most will become Fighters, Samurai, or Barbarians.  If they have the appropriate stats many will also opt for Warblade or Crusader.  Particularly odd individuals who have the right stats will opt for things like Ranger, Hexblade, Duskblade, Monk, or Knight.  Divine spellcasters are virtually unknown among them as they mostly refuse to worship other beings, and Arcane Casters are few aside from warlike types such as the Warmage.  Given a choice of Psionic classes they usually go for Soulknife or Psychic Warrior.  This single mindedness in believing in fighting as the best way to solve all problems is actually quite a setback for their race.
 Character Names: Male: Adamantios, Agapitos, Aristodimos, Athanasios, Demos, Diamantis, Iakovos, Iraklis, Kharalios, Kirios, Kostos, Nikos, Manos, Panagos, Pantelis, Panayotis, Stylianos, Theron.  Female: Androulla, Arhontoula, Glykera, Irini, Kanta, Katingo, Koula, Maro, Megali, Mirsena, Nakova, Nitsa, Polymnia, Rano, Tassina, Tsavena, Vasiliki, Xantho

ROLEPLAYING A BLADELING
 You don't really trust anyone, and as a result they don't really see any reason to trust you.  You're exotic, but not really in a beguiling way.  You look intimidating.  Your culture virtually ensures you will do your best to Be intimidating.  The Bladelings believe terrifying other beings is the easiest way to keep them at bay, and prevent them from causing trouble.  And that works fine when they're on a hostile plane far away, and few care to venture into Ocanthus, let alone deal with belligerent natives.  But when traveling that doesn't work so well, as the rest of the universe now outnumbers you.  And they don't like being told how inferior they are.
 Personality: You don't like things you don't know.  You prefer familiarity, and do your best to avoid change.  Travel may loosen up your racism a little, but you will always have trust issues regarding all beings not of your race.  If you adventure with a party you may come to consider them friends, maybe even family, but everyone else (even their friends and family) is trouble waiting to happen.
 Behaviors: Always make sure your leader is fit to lead.  Look for signs of weakness in others.  Obey the rules when you know or suspect you are being watched.  Do what is necessary to get the job done when you aren't being watched.  Always make sure your enemies are dead, or they will come back to haunt you.  Never trust anyone fully.  Not even family.
 Language: The Bladelings themselves have no real language, or it has been forgotten.  They use the Common tongue and their written alphabet is Infernal.  Some also speak Infernal.

BLADELING SOCIETY
 For a Lawful society the Bladelings can seem incredibly Chaotic.  Outsiders think that their life consists mostly of violent bloodshed.  And it does.  But it follows many rules and rituals, and isn't nearly as random as other races believe it to be.  Strangely enough the many small rules of daily life are what keep the Bladelings a stable society.  An incredibly draconian one full of assassination and murder to be sure, but more stable than it would be if they were allowed to be impulsive.
 Alignment : Almost all Bladelings are Lawful, and the Bulk of them are Evil.  There is a substantial Lawful neutral minority that is looked down upon, and the rare Lawful Good Bladeling is usually killed by his own people.  Their strict adherence to Law is the only reason they still survive, as they might have killed themselves off if it weren't for strict rules about how their own can deal with one another.
 Lands : The Bladelings normally live on Ocanthus, the fourth layer of the realm of Acheron.  They are not natives, but they have lived there so long no one (including themselves) remembers their Plane of origin.
 Settlements : The Bladelings have nomadic tendencies, and they wander a lot.  Permanent settlements are usually in hostile places though.  They prefer Planes that are difficult for races other than themselves to survive as it makes their homes more easily defendable if anyone is foolish enough to go there.
 Beliefs : Some Bladelings may worship deities (particularly Lawful Evil ones) or the more powerful Devils, but their blind hatred for all beings other than themselves tends to make them somewhat atheistic (they know Gods exist, but can't bring themselves to worship one).
 Relations: Bladelings relate to the other races at the point of their swords.  Few races in the Planes are as xenophobic as they are, and even the rare Bladeling of Good alignment still has fairly racist tendencies, or believes in racial stereotypes.  The more evil ones don't see other races as "real", and butchering them is the same as killing animals.  They would see torture, rape, or murder of their own as wrong, but are mostly incapable of seeing how this applies to other peoples.

BLADELING ADVENTURES
·   You were on the losing end of a political dispute, and things went pretty bad.  Everyone you know is dead, and you only escaped by jumping through a portal.  Now you're on the Prime Material Plane, and everyone things you're a hideous monster.  Except a few local monsters who seem to accept you.  They're going on a raid and they'd like you to join. What else have you got to do?
·   Something has made your people ill.  No one knows what's causing it, but the cities top Wizards have found out through divination that the source of the disease seems to have originated on the Prime Material Plane.  Somehow you haven't fallen ill, and they're in a rush to send you off before you do so you can find out what's going on and effect a cure.  of course that means working with...y'know...Them.  Outsiders.  Not gonna be fun...
·   Having pissed off a local Demon Lord, you now find yourself on the run from him throughout the Planes.  Fortunately you've hooked up with a few other travelers he's pissed at too.  Now if only you can all find a way to distract him or take him out.


BLADELING RACIAL SUBSTITUTION LEVELS


FIGHTER
 Level 1: Replace 1st level Feat with Unarmored AC Bonus.
  Unarmored AC Bonus: If the Bladeling is unarmored, not using a Shield and carrying no more than a Light Load it gains a Bonus to it's AC equal to it's Wisdom Modifier plus it's level divided by 5 (round down).  Effectively this is the same as the Monk's AC Bonus.

SAMURAI
 Level 1, 2, 5, 11,17: Replace Feats at these levels with one's appropriate for Falchions.
  Level 1: Instead of Daisho Proficiency you gain the Power Attack Feat.
  Level 2: Instead of Two Swords as One you gain the Improved Sunder Feat.
  Level 5: You still have Iaijutsu Master, but now it is usable only with the Falchion.
  Level 11: Instead of Improved Two Swords as One you now gain the Improved Critical (Falchion) Feat.
  Level 17: Instead of Greater Two Swords as One you now gain the Combat Brute Feat, but only when using your Falchion.

RANGER
 Level 1: Replace Wild Empathy with Monstrous Empathy.
 Levels 2, 6, 11: New Options with Combat Style.
 Level 4: Replace Animal Companion with Monstrous Companion.
  Monstrous Empathy: This is the same as Wild Empathy but works on any Magical Beast with an Intelligence of 3 or less that can be found on the Planes outside the Prime.
  Combat Style: The Bladeling can choose from the Executioner or Gauntlet Styles.  If he chooses Executioner he gets Power Attack at Level 2, Power Critical (Falchion) at level 6, and Improved Critical (Falchion) at Level 11.  If he chooses Gauntlet he gets Multiattack at Level 2, Improved Multiattack at Level 6, and Improved Natural Attack (Spiked Fist) at Level 11.
  Monstrous Companion: This is identical to Animal Companion, except the Bladeling chooses from the following list: Axiomatic Light Warhorse, Axiomatic Wolf, Blood Hawk, Brain Mole, Darkmantle, Krenshar, Skiurid, or Tirbana Eyewing (see Fiend Folio, MMIV, MMV).  If the Ranger wishes to have an improved Vermin Companion it may get one of the following at level 8: Bloodsilk Spider, Death Dog, Phase Wasp, Shocker Lizard, Terlen, or Worg.  At level 14 it may choose an Ankheg, Cockatrice, or Ethereal Marauder. At Level 20 you may choose a Basilisk, or Winter Wolf.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #4 on: November 11, 2011, 02:35:47 AM »
ADAMANTINE WARRIOR


   
"Who needs armor?  Armor is for the lesser beings."

 Adamantine Warriors are warriors who have enhanced their natural defenses and spiny metallic skin through magical rituals.  They are walking suits of armor, eventually becoming psychopathic engines of destruction.

BECOMING AN ADAMANTINE WARRIOR
Adamantine Warriors begins as fighting types of some kind, usually Fighters or Samurai.  The toughest among them either earn the money for the rituals needed to be done, or gain someone willing to sponsor them in return for mercenary work of some kind.

 ENTRY REQUIREMENTS
   Race:  Bladeling
   BAB:  +6
   Feats:  Hardened Skin, Improved Toughness
   Skills:  Intimidate 8 ranks 
   Special: You must find a sponsor or be able to pay 1000 GP in costs per level of this class, as well as endure a 12 hour magical ritual to gain the class abilities of each level.


Class Skills
 The Adamantine Warrior's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), and Knowledge (Local).
Skills Points at Each  Level : 2 + int

Hit Dice: d12

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Armor Skin (AC Bonus)
2. +2    +3     +0     +0    Fortification (25%)
3. +3    +3     +1     +1    Enhanced Toughness
4. +4    +4     +1     +1    Armor Skin (DR Bonus)
5. +5    +4     +1     +1    Fortification (50%)
6. +6    +5     +2     +2    Enhanced Toughness
7. +7    +5     +2     +2    Armor Skin (Energy Resistance Bonus)
8. +8    +6     +2     +2    Fortification (75%)
9. +9    +6     +3     +3    Enhanced Toughness
10.+10   +7     +3     +3    Armored Juggernaut


Weapon Proficiencies: An Adamantine Warrior gains no new weapon or armor proficiencies.
 
Armor Skin (Ex): At 1st level the Adamantine Warriors skin begins to harden, increasing his Natural AC Bonus by an amount equal to his Adamantine Warrior level.

At 4th level the Adamantine Warriors Damage Reduction increases by an amount equal to half his Adamantine Warrior level.

At 7th level the Adamntine Warrior's Fire and Cold Resistance increases by an amount equal to his Adamantine Warrior level.

Fortification (Ex): At 2nd level the Adamantine Warrior has a 25% chance to convert any successful critical hit into a normal hit.  This rises to 50% at level 5, and 75% at level 8.

Enhanced Toughness (Ex): At levels 3, 6, and 9 the Adamantine Warriors hit points increase by +20.

Armored Juggernaut (Ex): At Level 10 the Adamantine Warrior becomes immune to critical hits, cold/fire damage, and stunning, and can no longer be flanked.  If an opponent rolls a natural 1 when he strikes you, you get a Sunder attack against his weapon as a Free Action without provoking an attack of opportunity.  Effectively your skin is so hard he stands a small chance of just breaking his weapon on it.

PLAYING AN ADAMANTINE WARRIOR
 Other beings are beneath you unless they can match you in a fight.  Non warriors are the lowest forms of life.  Even spellcasters, though they may be problematic to deal with.  Despite this you will comport yourself with the law or some personal code of honor.  Unless they provoke you too much...
 Combat: Adamantine Warriors rely on their heavily armored skin to get into melee range so they can begin wailing on opponents with the largest weapon they can find.  They really aren't subtle or complex.  Many rely on charging in, and then smashing away till the opponent is dead.
 Advancement: Most Adamantine Warriors just increase their powers as fast as they (or their sponsor) will allow.  They single-mindedly pursue what they consider perfection in combat, even if that idea of perfection is flawed or not applicable in all situations.
Resources: Adamantine Warriors usually require a sponsor to afford the costs of becoming a member of this class.  They can usually draw upon that sponsor for support as he will be loath to lose the investment he has placed in the Bladeling.

ADAMANTINE WARRIORS IN THE WORLD
"My sword broke on his skull.  How the hell do you damage these things?"
 Adamantine Warriors tend to interact with the world with their swords.  They are consummate professionals as mercenaries, but they have little need for the company of others not of their own kind, and they make it a point to let others know that leaving them alone is the best option if a continued life is something they'd like to have.
 Daily Life: Most of an Adamantine Warriors day is spent doing whatever his sponsor wants of him.  Usually dirty work of some sort, or guarding something or someone of significance.  Unless the Warrior has earned enough XP to level up.  Then he'll be paying the fees to endure the long rituals that will increase his power.
 Notables: Theron (LE Male Bladeling Fighter 6/Adamantine Warrior 4) is an infamous mercenary, and one of the few members of his people to overcome his racial xenophobia if not his lack of morality.  Nakova (LN Female Bladeling Samurai 6/Adamantine Warrior 4) is one of the few Bladelings known to have permanently abandoned her people for a lord among the outside realms.  No one knows why, but there are many atempts on her life because of it.
 Organizations: Many organizations hire Bladeling mercenaries, and the ones with money will also sponsor a few to become Adamantine Warriors.  But there are no real organizations of, or specifically for, Adamantine Warriors.

NPC Reaction
 NPC's regard you with fear and mistrust, most probably since your a sociopathic alien with moderate paranoia and a belief in solving your problems through violence.

ADAMANTINE WARRIORS IN THE GAME
 Bladelings will be difficult unless they play in an all Bladeling or all Evil party.  There are those among their race who overcome their racism and evil tendencies, but the actions of the fellows will make them suspicious in the eyes of others regardless.
 Adaptation: Assuming your campaign is a plane hopping one similar to Planescape, and the PC's end up near Acheron or the lower Planes, this is a nice way to introduce Bladeling PrC's.  If you don't have planar travel, then the Bladeling in question is obviously quite a long way from home, and may be the only one of his kind there.  Making him more than a wee bit twitchy.
 Encounters: Adamantine Warriors are usually encountered as bodyguards, mercenaries, hitmen, hired muscle, etc.  Usually working for whoever can afford the price of their "enhancements".

Sample Encounter
EL 12: The PC's have been asked to take down a group of seemingly invulnerable mercenaries guarding a site for a local warlord.  A warlord who isn't what he seems as his guards definitely aren't from this world...


Theron
LE Male Bladeling Fighter 6(Racial Variant)/Adamantine Warrior 4
Init +2, Senses: Listen +1, Spot +1, Dark Vision 60'
Languages Common
------------------------------------------------
AC 26, touch 18, flat-footed 24  (+2 Dex, +8 Natural, +2 Wis, +4 Deflection)
hp 119 (10 HD)
Fort +12 (+12 w/Cloak), Ref +5 (+7 w/Cloak), Will +4 (+6 w/Cloak)
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +4 Falchion +16/+11 (2d4+3/18-20)
Melee w/Belt +4 Falchion +18/+13 (2d4+6/18-20)
Melee 2 Spiked Fists +12 (1d6+2) and 1 Bite +7 (1d4+1)
Melee w/Belt 2 Spiked Fists +14 (1d6+4) and 1 Bite +9 (1d4+2)
Base Atk +10, Grp +12
-----------------------------------------------
Abilities Str 14 (18 w/Belt), Dex 15, Con 16, Int 10, Wis 12, Cha 8
SQ Razor Storm 1/day (DC 18), Fire and Cold Resistance 5, Immune to Acid and rust, Damage Reduction 8/Magic and Bludgeoning, Fortification 25%
Feats Hardened Skin, Improved Natural Attack, Improved Toughness, Spiny Warrior
Skills Climb +6 (+8 w/Belt), Concentration +7, Intimidate +7, Jump +5 (+7 w/Belt), Knowledge (Local) +4, Ride +5
Possessions +4 Ring of Protection, +4 Falchion, +4 Belt of Giant Strength, Cloak of Resistance +2, True Strike Gauntlets, 125 GP



EPIC ADAMANTINE WARRIOR

Hit Die: d12
Skills Points at Each  Level : 2 + int
AC Bonus The Adamantine Warriors AC Bonus still increases +1 per level.
DR Bonus The Adamantine Warriors DR still increases by +1 every 2 levels.
HP Bonus The Adamantine Warrior gets +20 hit points at level 22, and every 3 levels thereafter.
Bonus Feats: The Epic Adamantine Warrior gains a Bonus Feat every 5 levels higher than 20th



BLADELING FEATS



Spiny Warrior
The spines embedded in your skin are longer and more prevalent, potentially damaging opponents.
 Prerequisites: Bladeling, Improved Natural Attack (Spiked Fists)
 Benefits: Any opponent attacking you with an Unarmed Strike, grapple, or Natural Weapon takes 1d6 plus his own Strength Modifier in Piercing damage.  Your successful Grapple checks do an additional 1d6 piercing damage.



Hardened Skin
Your metallic skin is harder than usual.
 Prerequisites: Bladeling, Improved Toughness
 Benefits: This Feat may be taken multiple times.  Each time your Damage Reduction increases by +1.



Sundering Blow
You may make sunder attacks with your Spiked Fists.
 Prerequisites: Bladeling, Improved Sunder
 Benefits: You may make Sunder attacks with your Spiked Fists which are considered to be Light Weapons, but ignore half Hardness.



Razor Spines
You may wound opponents with your spines, causing them to bleed profusely.
 Prerequisites: Bladeling, Spiny Warrior
 Benefits: If your Spiked Fist attack (or your spiny defense from the Spiny Warrior Feat) does 6 or more points of damage your opponent continues to bleed losing 1 hit point per round until either Healed magically or a DC 15 heal check is made upon him.



Hardened Defenses
Your Energy Resistance improves.
 Prerequisites: Bladeling, Hardened Skin
 Benefits: This Feat may be taken multiple times.  Each tme your Energy Resistance to Fire and Cold increases by +2.



Razor Sniper
As opposed to shedding most of your skin with your Razor Storm attack you can shed it in smaller pieces at a time.
 Prerequisites: Bladeling, Spiny Warrior
 Benefits: You may make up to 4 ranged attacks per day doing 1d6 piercing damage.  Range increment is 50', and every two uses of this ability lowers your Natural AC Bonus by 1 for 24 hours.



Improved Razor Storm
Your Razor Storm attack is now more powerful.
 Prerequisites: Bladeling, Spiny Warrior
 Benefits: Your Razor Storm now does 4d6 piercing damage.



Spiny Charge
Your charge attacks can be devastating.
 Prerequisites: Bladeling, Spiny Warrior, Improved Bull Rush
 Benefits: You may slam your body into your opponent on a Charge or Bull Rush attack doing 2d6 piercing damage plus double your Strength modifier.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #5 on: November 11, 2011, 02:36:15 AM »
IXITXACHITL


   
"You will make a useful slave."

 Ixitxachitl are small intelligent rays living in reefs.

IXITXACHITL RACIAL TRAITS
·   +2 Str, +6 Dex, +2 Con, +2 Int, +2 Wis, -4 Cha
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Aberration with the Aquatic Subtype, giving you Darkvision 60'.
·   Base swim speed 30'
·   +2 Natural Armor Bonus
·   The Ixitxachitl has Primary Bite attack doing 1d6 damage plus Strength Bonus.
·   Non Humanoid Form (Ex): The Ixitxachitl's body is nonhumanoid.  Armor for them is 1/10th the normal weight, and they cannot be Tripped.  They have different body slots for magic items than humanoids.  They don't have slots for Arms, Feet, and Hands, but do have a slot for their tail which they can use for rings.  Magic items will need to be specially made for them to account for their body.
·   No Hands (Ex): The Ixitxachitl aren't humanoid and have no hands. They may not make Climb, Craft, Disable Device, Disguise, Forgery, Heal, Jump, Open Lock, Sleight of Hand, Tumble, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor.
·   +8 Racial Bonus to all Swim checks, and can always take 10 on a Swim check.  Can use the Run Action while swimming in a straight line.  In areas where the sea bottom is sandy or has fine silt the Ixitxachitl may make a Full Round Action to disturb the silt and let it settle on top of him after laying down, gaining a +8 Racial Bonus to Hide checks as long as he remains immobile.  Once he moves the silt sloughs off and he is revealed.
·   Automatic Languages: Common and Aquan.  Bonus Languages: Abyssal, Elven, Darfellan, Sahuagin, and Sylvan.
·   Level Adjustment: +2
·   Favored Class: Cleric

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

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: +4d% years
Many Ixitxachitl get bigger with age, becoming Medium size if they live to become Old, and possibly Large when they become Venerable.  They do not take age related penalties to Physical Ability scores.


HEIGHT AND WEIGHT
 Base Length: 2'8"
 Length Modifier: +2d4
 Base Weight: 30 lbs
 Weight Modifier: x1 lb.

IXITXACHITL CHARACTERS
 If you want to play an underwater race as a spellcaster you cant do much better than the Ixitxachitl (assuming its casting ability isn't Charisma Based).  They have a Racial Bonus in every stat except Charisma so they're pretty verssatile.
 Adventuring Race: Ixitxachitl go on adventures for power, wealth, glory, or because their God tells them to (usually because their God tells them to).  They tend towards laziness, so they adventure mostly to achieve a specific goal.
 Character Development: Most Ixitxachitl tend to be Clerics, and others will prefer spellcasting as well.  They can't Turn as well as other Clerics do to their Charisma hit, so try to find another use for that ability via Feats.  Make sure to get Feats or Class Ability Variants, or Racial Substitution Levels that let you get around their lack of hands and unusual body.  If you do go the Melee route, go for Racial Feats for special attacks, or use Feats to get around only having the one attack per round.
 Character Names: Male: Acacitli, Acamapichtli, Acapipilotzin, Achitometl, Acolmiztli, Chimalli, Coyotl, Cuauhtemoc, Cuetlachtli, Huitzilihuitl, Huitzillin, Ilhicamina, Ilhuitl, Mecatl, Meztli, Nezahualcoyotl, Nezahualpilli, Nopaltzin, Tezcacoatl, Tlazopilli, Toltecatl, Xiuhcoatl
Female: Ahuiliztli, Amoxtli, Atl, Chalchiuitl, Chicahua, Citlalli, Citlalmina, Coaxoch, Cozamolotl, Coszcatl, Cuicatl, Etalpalli, Eztli, Ichtacha, Icnoyotl, Ilhuicatl, Itotia, Ixtli, Malinalxochitl, Nenetl, Nochtli, Ohtli, Patli, Quetzalxochitl, Tenoch, Tlalli, Tlachinolli, Xihuitl, Xochitl, Yolotli, Yaotl

ROLEPLAYING AN IXITXACHITL
 The world is doomed.  Demons and Evil Gods will win in the end, and it's damn time everyone else realized it and got on the winning side.  You're sick and tired of being ostracized by pathetic surface worlders who think they're better than you because they wrongly assume they will inherit the world when they refuse to see their own weaknesses.  They aren't willing to do what needs to be done.  They insist on making rules that get in the way of doing what needs to be done.  When they are exterminated eventually whoever is left will thank you one day.
 Personality: You are a sadist, a bully, and a coward.  Massively socially insecure you keep everyone at a distance because everyone else is an enemy out to get you, even if you call them an ally in public.  The Ixitxachitl can't afford to really trust anyone even their "freinds" and families.  This and their tendencies towards spontaneous mutations cause them lives of endless turmoil.  Fortunately they don't consider other species as worthy as themselves and feel no guilt towards killing or torturing them so they have a perfect outlet for stress.
 Behaviors: The Ixitxachitl are often cruel for cruelties sake.  After years of worshiping dark gods they are almost compulsively evil, as any act that could be considered good means they're open to being murdered by their fellows.  So they always feel as if they have to perform ever more vile acts to be considered accepted by their society and their God.
 Language: The Ixitxachitl speak Aquan, and have no written script.

IXITXACHITL SOCIETY
 Ixitxachitl society is based entirely on slavery.  Slaves do all menial or constructive labor so the Ixitxachitl can concentrate on furthering the plans of their evil Gods.  The slaves outnumber their masters 2 to 1 or more, and an Ixitxachitl's social prominence is enhanced by the number of slaves he has, and by how badly he treats them.  They are considered as disposable as the reefs which house the Ixitxachitl.  Their despoiling the area before moving on is one of the key reasons most underwater races are at war with them: if the Ixitxachitl had their way they'd end up wiping out all life in the seas eventually.
 Alignment : Ixitxachitl are exclusively Chaotic Evil.  it is possible due to magical influence or some odd twist of fate for one to become another Alignment (usually Chaotic Neutral), but if such an event occurs that Ixitxachitl must flee or be murdered by his fellows.
 Lands : Ixitxachitl prefer coral reefs where it is easy to hide in and tunnel.  They quickly devastate the local flora and fauna with their carelessness and rapid appetites, and after a decade or so must move to another reef.
 Settlements : Ixitxachitl are always on the move, and prefer easily defended areas.  Coral reefs or sargasso fields are prime real estate for them.
 Beliefs :The Ixitxachitl worship various Chaotic Evil deities (usually Ilxendren) or Demon Princes (usually Demogorgon).
 Relations: All other races besides themselves are slaves or food.  There are no exceptions.  The Ixitxachitl are prolific slavers since slaves do the bulk of work and crafting for them (and because they often work them to death or kill them in fits of pique).

IXITXACHITL ADVENTURES
·   In a vision Demogorgon has commanded you to destroy an Artifact at an undersea temple.  The artifact is linked to a Demonic rival he wishes to punish.  Unfortunately every slave you send in to fetch it doesn't come back.  And you're running out of slaves...
·   Your leader has found an artifact that ca polymorph your people into a member of the land dwelling races.  He wishes you to become one, and go out among their people and learn about them in preparation for raiding them.
·   Your mutations have finally caused you to be rejected by your fellow Ixitxachitl who have exiled you due to madness (i.e. your alignment became something other than Chaotic Evil).  While swimming aimlessly trying to figure out what to do, you come upon a group of surface dwellers looking for a guide to the area. 


IXITXACHITL RACIAL SUBSTITUTION LEVELS


WARLOCK
 Level 1: Incantations
  Incantations (Ex):  The Save DC of the Ixitxachitl Warlocks Incantations are based on his Wisdom Modifier instead of his Charisma Modifier.

BARBARIAN
 Levels 3, 6, 9, 12, 15, and 18: Lose Trap Sense
  Tough Hide (Ex): Your Natural Armor Bonus to AC increases by +1 at levels 3, 6, 9, 12, 15, and 18.

FAVORED SOUL
 Levels 3, 11, 17: Lose Bonus Feats at levels 3 and 11, and Wings at level 17.
  Level 3: You gain Spell Focus (Evil) as a Bonus Feat (see Complete Divine).
  Level 11: You gain Corrupt Spell as a Bonus Feat (see Complete Divine).
  Level 17: At 17th level you gain Spell Resistance equal to 10 plus your Hit Dice.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #6 on: November 11, 2011, 02:36:55 AM »
IXITXACHITL MUTATE


   
"My face is hard to look at isn't it?

 Ixitxachitl Mutates are the odd men out in their species.  Evolutionary dead ends that pop up every so often that are powerful, but infertile.

BECOMING AN IXITXACHITL MUTATE
You don't really become an Ixitxachitl mutate, you're born one. 

 ENTRY REQUIREMENTS
   Race:  Ixitxachitl
   Base Saves:  Must have any Base Saving Throw at +5
   Skills:  Any 3 skills 6 ranks
   Feats:  Whichever 2 Feats are required for their initial mutation.


Class Skills
 The Ixitxachitl Mutate's class skills (and the key ability for each skill) are Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Any)(Int), Listen (Wis), Move Silently (Dex), Spot (Wis), and Survival (Wis)
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Deformity
2. +2    +3     +0     +0    Mutation
3. +3    +3     +1     +1    Enhanced Class Ability
4. +4    +4     +1     +1    Deformity
5. +5    +4     +1     +1    Mutation
6. +6    +5     +2     +2    Enhanced Class Ability
7. +7    +5     +2     +2    Deformity
8. +8    +6     +2     +2    Mutation
9. +9    +6     +3     +3    Enhanced Class Ability
10.+10   +7     +3     +3    Abomination


Weapon Proficiencies: An Ixitxachitl Mutate gains no new weapon or armor proficiencies.
 
Deformity: At 1st level you begin to show physical deformities due to your mutation.  You gain a +2 Racial Bonus to Intimidate checks, and a -2 Racial Penalty to Diplomacy checks.  Your Constitution Score permanently improves by 1.

At 4th level the Bonus/Penalty increases to +4/-4, and your Constitution Score improves by +1 again.

At 7th level the Bonus/Penalty increases to +6/-6, and your Constitution Score improves by +1 again.

Mutation (Ex): The Ixitxachitl are prone to mutations, but these mutations tend to be stable and predictable.  Tend to.  This is not always the case.  The Ixitxachitl has a Mutation of some sort it gains at second level that progresses over time:

Giantism (Prerequisites: Improved Natural Attack, Improved Toughness): At 2nd level you gain the Powerful Build ability (see Expanded Psionics Handbook page 12).

At 5th level you become Medium Size (+2 Str, +2 Con, -2 Dex, Bite now does damage 1 class higher).

At 8th level you become Large Size (+6 Str, +2 Con, -2 Dex, -1 Size Penalty to Attack rolls and AC, increase Natural Armor Bonus to AC by +2, and Bite now does damage 1 class higher).

Electrical Discharge (Prerequisites: Shock, Enhanced Shock): At second level the damage of your Shock Feat ability is 4d6, and your opponent is Stunned for 1 round if he fails his Saving Throw.  You may use Shock one additional time per day.

At 5th level the damage increases to 6d6, and your opponent is Stunned 1d4 rounds if he fails his Saving Throw.  You may use Shock one additional time per day.

At 8th level the damage increases to 8d6, and your opponent is Paralyzed for 1d4 rounds if he fails his Saving Throw.  You may use Shock one additional time per day.

Stingray (Prerequisites: Tail Spines, Venomed Spines): At 2nd level the Initial and Secondary damage of your tail poison becomes 1d6 Constitution.

At 5th level the Save DC of your tail poison gets a +4 Racial Bonus.

At 8th level the Initial Damage of your tail poison is 1d6 Constitution, and the Secondary damage is death.

Devourer (Prerequisites: Hunger, Greater Hunger): At 2nd level the Bonus from your Hunger Feat increases to +3.

At 5th level the Bonus from your Hunger Feat increases to +4.

At 8th level the Bonus from your Hunger Feat increases to +5.

Chameleon (Prerequisites: Lurker, Experienced Lurker): At second level you can become Invisible as per the spell at will as a Full Round Action.  Since this is a color change effect it is still an Ex ability, and See Invisibility still doesn't detect you.

At 5th level you can use Greater Invisibility 3 times per day as a Full Round Action.

At 8th level you can use Superior Invisibility once per day as a Full Round Action.

Spotter (Prerequisites: Alertness, Blind-Fight): At 2nd level you gain Blindsight 30'.

At 5th level the range increases to 60'.

At 8th level the range increases to 120'.

Templar (Prerequisites: Improved Natural Armor x2): At 2nd level you gain DR 2/-.  This stacks with DR/- gained from other class levels.

At 5th level this increases to DR 4/-.

At 8th level this increases to DR 6/-.

Protean (Prerequisites: Endurance, Diehard): At 2nd level you have a 50% chance to change a successful critical hit into a normal one.

At 5th level this increases to 75%.

At 8th level you become immune to critical hits.


Enhanced Class Ability: Choose any 1 Class Ability from one the Base Classes you had levels in before taking levels in this PrC.  Levels 3, 6, and 9 of the Mutate PrC stack with levels of that Class to determine your abilities with that class ability.

Abomination:  A number of times per day equal to your Constitution Modifier you can reroll a failed Saving Throw.

PLAYING AN IXITXACHITL MUTATE
 You are a freak, a monster even among monsters.  No one of your race will mate with you as you cannot produce offspring.  Your deformities in body are sometimes thought of as physical manifestations of mental deformities as well, so rarely are you considered for leadership positions.  In short you get pissed off a lot at social prejudices aimed against you.
 Combat: Combat for a Mutate really depends on what combination of classes and mutations they choose.  It will vary heavily from one individual to another.
 Advancement: Advancement varies just as much as combat technique does.  A Mutates bodily changes will choose his path for him, whether he likes it or not.
Resources: Mutates are often used as soldiers by their people, so they usually have several slaves and some military backup.  Otherwise they're on their own and have whatever resources they can dredge up themselves.

IXITXACHITL MUTATES IN THE WORLD
"What the hell is that?"
 Mutates are left alone, exiles in all but name, until the reef is assaulted, or they are needed to fight.  Then the leaders sooth their anger with many kind words, but after the fighting they are alone again.  Even among a race of sadistic slavers the Mutates are known for mental issues.
 Daily Life: Mutates spend their days in pain as more changes pile up over the years.  They go through many slaves as they often murder them in berserker rages or just because there's nothing else to take their pain out on.
 Notables: Xiuhcoatl (CN Male Ixitxachitl Barbarian 6/Ixitxachitl Mutate 4) is known for his many destructive rages, as well as his increasing size.  Icnoyotl (CE Female Ixitxahcitl Druid 6/Ixitxachitl Mutate 4) is researching using her Wild Shape abilities to invade the land, and thereby gain enough glory to be more than just an outcast.
 Organizations: There are no real organizations devoted to helping Mutates, though there are several that study them.  The Ixitxachitl military sometimes could be considered a loose organization, and many Mutates belong to ti.

NPC Reaction
 NPC's tend to react to Mutates in fear and revulsion.  They aren't pretty to look at, and their impressive tempers don't dissuade people from considering them horrifying monstrosities.

IXITXACHITL MUTATES IN THE GAME
 This class assumes you are having an underwater campaign.  it's possible to use the Mutate out of water, but it still won't do as well on land as in water.
 Adaptation: The Mutate is best used in an all Evil or all Ixitxachitl campaign.  Their mental and physical problems make them unsuitable for much of anything else.
 Encounters: PC's usually encounter Mutates as lone killers, or as shock troops used by the military.  They use them frequently on coastal raids.

Sample Encounter
EL 12: The PC's have been asked to solve the mystery of what has been disrupting a coastal villages fishing industry.  A larger than normal skate has been spotted, and the fishermen assume it has been eating their catches.


Xiuhcoatl
CN Male Ixitxachitl Barbarian 6 (racial variant)/Ixitxachitl Mutate 4
Init +5, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Aquan, Common, Abyssal
------------------------------------------------
AC 24, touch 20, flat-footed 19 (+1 Size, +5 Dex, +4 Natural, +4 Deflection)
AC Raging 22, touch 18, flat-footed 17 (-2 Rage, +1 Size, +5 Dex, +4 Natural, +4 Deflection)
hp 111 (10 HD), 131 Raging
Fort +12 (+14 Raging), Ref +8, Will +3 (+5 Raging)
Uncanny Dodge, Improved Uncanny Dodge
------------------------------------------------
Speed 40 ft. (40 squares)
Melee Bite +17 (1d6+6)
Melee Raging or Belt Bite +19 (1d6+8)
Melee Raging and Belt Bite +21 (1d6+10)
Base Atk +10, Grp +14
Atk Options Rage 2/day
Combat Gear
-----------------------------------------------
Abilities Str 18/22 w Belt (22 Raging/26 w Belt), Dex 20, Con 18 (22 Raging), Int 12, Wis 10, Cha 9
SQ Trap Sense +2, Fast Movement, Illiteracy, Enhanced Class Ability (Rage), Mutation (Giantism), Deformity
Feats Combat Reflexes, Improved Natural Attack (Bite), Improved Toughness, Instantaneous Rage
Skills Concentration +6 (+10 Raging), Diplomacy -5, Hide +9, Intimidate +12, Knowledge (Nature, Geography) +3, Listen +9, Move Silently +7, Spot +9, Survival +9, Swim +21 (+25 Raging)
Possessions +2 Amulet of Mighty Fists, +4 Ring of Deflection, Ring of Avoidance, Mask of Blood, Belt of Giant Strength +4, 2700 GP



EPIC IXITXACHITL MUTATE

Hit Die: d10
Skills Points at Each  Level : 2 + int
Deformity At Level 21 and every 3 levels thereafter your Bonus/Penalty increases by +2/-2, and your Constitution permanently improves by another +1.
Enhanced Class Ability Level 23 and every 3 levels thereafter stack with the levels of your Base Class for whichever ability you first chose for Enhanced Class Ability.
Bonus Feats: The Epic Ixitxachitl Mutate gains a Bonus Feat every x levels higher than 20th



IXITXACHITL FEATS



Tail Spines
You were born with a spiny tail that can be used as a weapon.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: Your tail does 1d6 piercing damage, and criticals on a 19-20.  It is also poisonous: Injury, Fortitude Save DC is (10 plus half Hit Dice, plus Constitution Modifier), Initial and Secondary damage is 1d4 Dex.


Venomed Spines
Your spines venom is much worse.
 Prerequisites: Ixitxachitl, Tail Spines
 Benefits: Initial and Secondary damage becomes 1d4 Con.



Shock
You were born with organs that generate electricity.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: A number of times per day equal to your Constitution modifier you may gerate an electrical pulse that radiates out 5' from your square.  Everything in that area takes 1d6 electricity damage and must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution modifier) or be Dazed 1 round.



Enhanced Shock
Your electrical shock ability is much more powerful.
 Prerequisites: Ixitxachitl, Shock
 Benefits: Range of the electrical shock is now 10', and does 2d6 damage.



Hunger
You were born with certain...issues.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: Whenever you successfully Bite an opponent for the first time you gain a +1 Circumstance Bonus to attack and damage rolls for the rest of the encounter.  This Bonus is cumulative.



Greater Hunger
You could charitably be called a monster.  Even if you weren't an Ixitxachitl.
 Prerequisites: Ixitxachitl, Hunger
 Benefits: The Bonus from your Hunger Feat increases to +2.



Lurker
You were born able to shift the color and texture of your skin a little bit.
 Prerequisites: Ixitxachitl, must be taken at 1st level
 Benefits: If you are unobserved, and take a Full Round Action to make a Hide check, you may hide in an area with no cover (i.e. in plain sight).



Experienced Lurker
Your ability to change colors has improved.
 Prerequisites: Ixitxachitl, Lurker
 Benefits: You gain a +4 Racial Bonus to Hide checks when using your Lurker Feat ability.



Demonic Heritage
You can summon demons for aid due to your parentage.
 Prerequisites: Ixitxachitl, Turn Undead, must have one of the following: The Half Fiend template, the Fiendish Heritage Feat (See Complete Mage), or the Thrall to Demon Feat (See Hordes of the Abyss, must be bound to Demogorgon),
 Benefits: You can expend 1 daily use of your Turn Undead ability to spontaneously cast a Summon Monster spell equal to the highest spell level you can cast.  You may only summon Demons or creatures with the Fiendish template.
« Last Edit: April 05, 2017, 05:37:02 PM by bhu »

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #7 on: November 11, 2011, 02:37:25 AM »
JERMLAINE


   
"Squeak! Squeak I say!"

 Jermlaine's are filthy, big-nosed Fey about the size of cats that live with rats in the sewers of large cities.

JERMLAINE RACIAL TRAITS
·   -8 Str (minimum 3), +6 Dex, -2 Con, -2 Int, +6 Wis, -6 Cha
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character. Space is 2 1/2', Reach is 0'.
·   Fey, giving you Low Light Vision
·   Base speed 40 ft.
·   Speak With Rats (Sp): The Jermlaine may cast Speak With Animals at will, but it may only communicate with rodents (including rodents that are Magical Beasts such as Ash Rats or Cranium Rats) and bats.
·   Wild Empathy (Ex): This works exactly like the Druid Class Feature, except the Jermlaine has a +6 Racial Bonus.
·   Immunities: Jermlaine are immune to non-magical diseases and ingested poisons.
·   Jermlaine are proficient with all Simple Weapons.
·   Automatic and Bonus Languages: The Jermlaine speak Jermlaine.  Bonus Languages include Common, Dwarf, Gnome, Goblin, or Orc.
·   Level Adjustment: +0
·   Favored Class: Rogue or Scout

STARTING AGE
 Adulthood: 5
 Barbarian, Rogue, Sorcerer: +1d2
 Bard, Fighter, Paladin, Ranger: +1d3
 Cleric, Druid, Monk, Wizard: +1d6

AGING EFFECTS
Jermlaine are effectively immortal unless killed (and most are killed long before they reach any great age).

HEIGHT AND WEIGHT
 Base Height: 1' 6"
 Height Modifier: +1d6"
 Base Weight: 6 lbs.
 Weight Modifier: x4 ounces

JERMLAINE CHARACTERS
 If you want a Wisdom based spellcaster that's good at hiding (or just a character that's good at stealth period) Jermlaine fit the bill.  Their small size means they won't be handing out a lot of damage if they aren't a caster, but it does give them other advantages.
 Adventuring Race: Jermlaine go on adventures for wealth, because they've been exiled from their own kind, or for minor fits of personal insanity that lead them to believe they're far more powerful than they really are.  Sometimes they're just curious about event.  There are claims that teams of adventurers have gone for months without realizing a Jermlaine was among them, doing things behind the scenes.
 Character Development: With your incredibly small size it's kind of pointless to make a frontline fighter.  You can't hand out (or take) enough damage.  For melee fighters, Jermlaine are best used as stealthy, light fighters who help out as spoilers.  As Wisdom based spellcasters they are quite good though (but they won't be turning much undead as Clerics). 
 Character Names: Most Jermlaine names sound like variations of squeaking, much like their language.  This causes most other races to call them all Squeak, which doesn't exactly endear them to the Jermlaine's.

ROLEPLAYING A JERMLAINE
 You're damn sick and tired of the other humanoid races calling you ugly.  Where do they get off deciding what's attractive or not?  And since when is height required to be a member of any society that considers itself civilized?  So you steal a little food and spread disease.  Who gives a fuck.  Everyone steals food sometime, and Elves need to get sick every now and then.  Fucking elves.
 Personality: Survival is paramount.  Your own survival first, your race second.  A very close second.  While they are generally evil the Jermlaine's  truly vicious behavior is reserved for the humanoid races taller and prettier than themselves.  They almost consider themselves at war with the humans, elves, dwarves, etc.  Some Jermlaine's believe if it weren't for these races they'd occupy a higher station in the world.  They forget about things like Dragons and Mindflayers and such.
 Behaviors: While the Jermlaine ted to be self-centered and survival oriented, this can be construed to be the natural result of their spending most of their lives getting the short end of things (in more ways than one).  They show little mercy to surface worlders or taller humanoids because those races openly consider them vermin.  When you spend your time watching your race get exterminated you get bitter.  And then you start setting traps...
 Language: The Jermlaine's basic language consists of an odd squeaking that reminds people of rats or bats.  It has no written alphabet.  There are people who say it IS the language of rats, but scholars widely regard these people as retarded.  In public at least.

JERMLAINE SOCIETY
 The Jermlaine have little in the way of permanent society, as they are mostly nomadic tribes, constantly at risk of being wiped out.  While they are as cultured as any surface race, this is rarely seen as instances of their meeting other races are usually violent and end in one sides destruction.  There are those who liken the Jermlaine to the human gypsies, with very close family ties.  But since they rarely communicate with outsiders it's difficult to really tell.
 Alignment : The Jermlaine's are widely regarded as foul.  Whether they began as an evil race, or centuries of being stepped on by bigger races made them so is debatable.  Regardless of that, most Jermlaine now operate on naked self interest, largely being Neutral Evil.  Many of the more remote areas see Neutral or Chaotic Neutral Jermlaine, as they have never met any other races.
 Lands : The Jermlaine share underground caverns with rats and bats, the only members of the animal kingdom willing to accept them.  They defend their underground warrens quite fiercely with traps, which they train the local rodents to avoid.
 Settlements : If Jermlaine venture from more rural areas into the cities they live in cellars and sewers, tunneling where they can.  Anywhere close enough to steal food, but that can be easily concealed.
 Beliefs : Jermlaine sometimes worship neutral Evil deities, but their life is pretty much taken up by the simple act of survival.  Elaborate ceremonies and prayer aren't something they have a lot of time to devote to.
 Relations: The Jermlaine don't much care for other races, especially those bigger than themselves.  And other races return the favor, pretty much regarding the Jermlaine as little more than vermin to be exterminated.  If the Jermlaine were more powerful they'd probably go to war with the larger humanoids, but they seem content to merely steal from them at the moment.

JERMLAINE ADVENTURES
·   While exploring the cities sewers your people have found a horde of alien monstrosities slowly breeding into a massive population.  They feed on your kind now, and you're getting desperate.  So the elders have decided to have you contact surface adventurers somehow and lead them to the lair of the monsters one way or the other in the hopes that they'll wipe them out.
·   A Wizard is kidnapping your people for experiments.  You don't have much of any real defense against him, so it's time to convince the surface worlders he's turning your people into a private army of magically enhanced assassins.  Let's hope they buy it.
·   While exploring a campsite you fall asleep in the travel bags stashed in the groups covered wagon.  Waking up you find yourself alone in a strange place with these odd people.  It looks like you'll have to travel with them till you figure out where you are and how to get back home.  Now if only you can keep them from finding out you're here while you help them along.


JERMLAINE RACIAL SUBSTITUTION LEVELS


DRUID
 Level 1: Lose Wild Empathy
 Levels 5, 8, 11: Wild Shape receives some changes.
  Rat Friend: At 1st level you gain Rat Friend instead of Wild Empathy.  You may spontaneously lose any prepared spell to cast a spell from the Healing subschool of the same level as long as that spell is cast upon a rodent.
  Wild Shape: At 5th level you may become any Tiny or smaller Animal.  At 8th level you can become any Small or Medium Animal.  At 11th level you can become any Large Animal.

RANGER
 Level 1: Lose Wild Empathy, replace it with Scent
 Levels 2, 6, and 11: New options with Combat Style
  Sniffer: Instead of Wild Empathy the Jermlaine gets Scent.
  Combat Style: The Jermlaine may also choose from the Toemasher or AIGH! combat styles.  Toemasher style gives them the Anklebiter Feat at 2nd level, Swarmfighting at 6th level, and Giantbane at 11th level.  AIGH! gives them Dodge at 2nd level, Mobility at 6th level, and Elusive Target at 11th level. (See Complete Warrior


Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #8 on: November 11, 2011, 02:37:55 AM »
JERMLAINE SCAVENGER


   
"I don't understand why anyone would throw away perfectly good food..."

 Jermlaine Scavengers are the scouts and gatherers of their people.  They are sent out to find food and materials, or just find whatever the Jermlaine's want found.

BECOMING A JERMLAINE SCAVENGER
Jermlaine Scavengers usually come from fairly skilled classes such as Rangers, Rogues, and Scouts.  They specialize in finding stuff for hire.

 ENTRY REQUIREMENTS
   Race:  Jermlaine
   Skills:  Appraise 6 ranks, Listen 8 ranks, Search 8 ranks, Spot 8 ranks
   Feats:  Quick Reconnoiter, Track
   Class Abilities:  Skirmish or Sneak Attack +3d6 or Improved Combat Style


Class Skills
 The Jermlaine Scavenger's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Dex), Disable Device (Int), Hide (Dex), Knowledge (Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +0    Improved Movement
2. +1    +0     +3     +0    Improved Stealth
3. +2    +1     +3     +1    Curiosity
4. +3    +1     +4     +1    Improved Movement
5. +3    +1     +4     +1    Improved Stealth
6. +4    +2     +5     +2    Curiosity
7. +5    +2     +5     +2    Improved Movement
8. +6    +2     +6     +2    Improved Stealth
9. +6    +3     +6     +3    Curiosity
10.+7    +3     +7     +3    Sneaky Bastid


Weapon Proficiencies: Jermlaine Scavengers gain no new weapon or armor proficiencies.
 
Improved Movement (Ex):  You are an expert at scurrying about int odd places while avoiding attacks.  At 1st level you do not become Flat-Footed or lose your Dexterity Bonus to Armor Class while using the Balance or Climb skills and you take no penalties to Armor Class when kneeling/sitting/prone. 

At 4th level you may use Accelerated Movement while Balancing or Climbing without taking a penalty to the Skill Checks.  You may also move at Full Speed in a Crawl Navigable or Low space (see Underdark page 111).

At 7th level you gain Improved Evasion (see PHB page 51) if you have Evasion, or gain Evasion if you don't

Improved Stealth (Ex): At 2nd level you gain an Insight Bonus to Hide and Move Silently Checks equal to your Wisdom Modifier.

At 5th level you can move at full speed while using Hide or Move Silently without taking a penalty on the Skill Check.

At 8th level, if your opponent is at least 2 Size Classes larger than you, you may Hide in Plain Sight (see PHB page 48).  You do not need to be in a natural setting, your opponent just has to be much bigger than you.

Curiosity (Ex): You are adept at paying attention to things.  At 3rd level you add an Insight Bonus equal to your Wisdom Modifier to Listen, Search, and Spot checks.

At 6th Level you take no penalty to Listen Checks while sleeping, and no penalty to Listen or Spot checks while Fascinated.

At 9th level you gain Dark Vision 60'.

Sneaky Bastid (Ex): At 10th level if your opponent is Denied his Bonus to AC and is at least 2 Size Classes bigger than you, your attacks are considered to be Touch Attacks.

PLAYING A JERMLAINE SCAVENGER
 You're among the more inquisitive members of your species, and you like seeking out and stealing new and exciting things.  Unfortunately the clan just wants you to snatch food and supplies.  How boring is that?  Why can't you steal artifacts of incredible power and questionable worth?  Why can't you steal things that will improve your peoples lives?  So that one jeweled skull made all the dead in a 5 mile radius walk.  What's one little mistake?
 Combat: You aren't really a fighter.  You track things down, hunt for food or valuables, and maybe sabotage the efforts of others.  But you aren't built for standing toe to toe with opponents. 
 Advancement: Scavengers tend to be skill based.  They influence things quietly, by monkey wrenching opponents or helping out allies.  Keeping that in mind most tend to advance their skillsets towards this goal, and avoid anything that exposes them to risk (i.e. fighting).
Resources: Jermlaine Scavengers are employed by their people to find whatever is needed, be that food, water, equipment, raw materials, etc.   If the rest of their people aren't about they get first pick of what they find, and are often rewarded by their rulers if they are successful.  But besides that, they only have the resources they can scrounge up.

JERMLAINE SCAVENGERS IN THE WORLD
"OMG there's a weird lil' gremlin critter in mah backpack!!"
 Scavengers generally interact with the world by sneaking into it's house at night and stealing it's shoes.  Or it's corn.  Sometimes it's pet dog.  Whatever isn't nailed down really.  Even what is nailed down if you can find a prybar.  Sometimes you leave a little poop in the corner so they know you stopped by.
 Daily Life: Scavengers tend to spend long periods of time away from their people on solo missions hunting things up.  Or trying to figure out what the newest doodad they've stolen does.
 Notables: Squeak (N Male Jermlaine Rogue 6/Jermlaine Scavenger 6) is his clans top sniffer outer of stuff.  He has an affinity for dealing with humans too.  Squeak (NE Female Jermlaine Scout 6/Jermlaine Scavenger 6) is her clans top finder of people.  She makes sure anyone offending her people is found so they can be dealt with.  permanently.
 Organizations: Scavengers rarely belong to an organization bigger than a small Thieve's Guild or a gang.  They definitely don't have any based on training new Scavengers or supporting existing ones.  It's more of an occasional collection of like minded individuals.

NPC Reaction
 NPC's generally treat you with respect (if they're Jermlaine) or abject horror (if they aren't Jermlaine).  You're like a rat, but with a face and intelligence.  That spooks some people.

JERMLAINE SCAVENGERS IN THE GAME
 This class may tend to make players split from the main party to sneak off on their own because they'll believe they can't be caught.  Which may cause some concern for GM's.
 Adaptation: This is hopefully a decent PrC for sneaky type Jermlaine, and it can pretty much be used in various tones of campaign from humorous to horror.
 Encounters: PC's will usually encounter Scavengers sneaking into their stuff, or someone elses belongings, or breaking into god knows what.  Some of them may target PC's for pranks, and some may come to them if they discover something really bad.

Sample Encounter
EL 12: Opening your backpack you have stowed in the wagon, you find a strange wizened little creature who immediately says "I can explain".


Squeak
N Male Jermlaine Rogue 6/Jermlaine Scavenger 6
Init +7, Senses: Listen +15, Spot +15, Low Light Vision
Languages Jermlaine, Common
------------------------------------------------
AC 29, touch 23, flat-footed 22 (+2 Size, +7 Dex, +6 Armor, +4 Deflection)
hp 42 (12 HD)
Fort +4, Ref +17, Will +9 
Evasion, Uncanny Dodge
------------------------------------------------
Speed 40 ft. (8 squares)
Melee +1 Dagger +17/+12 (1d2-3)
Ranged +1 Dagger +17 (1d2-3)
Base Atk +8, Grp -4
Atk Options Sneak Attack +3d6
Combat Gear
-----------------------------------------------
Abilities Str 3, Dex 24, Con 10, Int 11, Wis 20, Cha 4
SQ Trapfinding, Trap Sense +2, Speak With Rats, Wild Empathy, Immunities, Improved Movement, Improved Stealth, Curiosity
Feats Alertness, Quick Reconnoiter, Spotter, Track, Veteran Spotter
Skills Appraise +8, Balance +15, Climb +4, Disable Device +8, Escape Artist +15, Hide +28, Listen +20, Move Silently +20, Open Lock +15, Search +13, Sense Motive +11, Spot +20, Swim +4, Tumble +15, Use Magic Device +5
Possessions  +4 Ring of Protection, +6 Bracers of Armor, +1 Distance Returning Dagger, Arcane Thieve's Tools, 298 GP



EPIC JERMLAINE SCAVENGER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Class Ability
Class Ability
Bonus Feats: The Epic Jermlaine Scavenger gains a Bonus Feat every x levels higher than 20th



JERMLAINE FEATS



Spotter
Your good at finding stuff.
 Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level.
 Benefits: You may cast Appraising Touch, Instant Search, and Spontaneous Search (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Sniper
You're good at throwing darts.
 Prerequisites: Jermlaine, Spot 4 ranks, Must be taken at 1st level
 Benefits: You may cast Critical Strike, Guided Shot, and Sniper's Shot (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Pest
You're good at annoying people.
 Prerequisites: Jermlaine, Bluff 4 ranks, Must be taken at 1st level.
 Benefits: You may cast Distract, Distract Assailant, and Shock and Awe (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Sneaker
You're good at stealth.
 Prerequisites: Jermlaine, Hide or Move Silently 4 ranks, Must be taken at 1st level
 Benefits: You may cast Camouflage, Remove Scent, and Swift Invisibility (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Spotter
Few things make their way past you.
 Prerequisites: Jermlaine, Spotter, 6th level
 Benefits: You may cast Arcane Sight, Clairvoyance/Clairaudience, and Deeper Darkvision (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Sniper
You are a dart throwing machine.
 Prerequisites: Jermlaine, Sniper, 6th level
 Benefits: You may cast Arrow Storm, Dolorous Blow, and Find the Gap (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Pest
People really, really hate you.
 Prerequisites: Jermlaine, Pest, 6th level
 Benefits: You may cast Flashburst, Stinking Cloud, and Stinking Cloud (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Veteran Sneaker
You aren't here.  Really you swear.
 Prerequisites: Jermlaine, Sneaker, 6th level
 Benefits: You may cast Forestfold, Invisibility Sphere, and Phantasmal Decoy. (see Spell Compendium) once per day as Spell-Like Abilities.  Caster level is equal to half your Hit Dice.


Wisdom of the Fey
You don't need to be pretty to be good at using weird little magic devices.
 Prerequisites: Jermlaine, Use Magic Device 4+ ranks, Must be taken at 1st level
 Benefits: Use Magic Device is a Wisdom based skill for you.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #9 on: November 11, 2011, 02:38:20 AM »
CHAOND


   
"The next person who calls me "toad" loses a limb."

 Chaonds are lumpy, deformed humanoids that many believe sound toadlike.  Color highlights shift randomly in their gray skin, and colorless hair and eyes.  Despite being stocky to the point of being apelike, they are no stronger than any other human, but much more agile.  They claim to be descended from Slaad blood, but given the Slaads parasitic nature of reproduction this seems unlikely.

CHAOND RACIAL TRAITS
·   +4 Dex, +2 Con, -2 Cha
·   Size Class: Medium
·   Type: Outsider (giving them 60' Darkvision) with the Native Subtype.
·   Base land speed 30 ft.
·   Shatter (Sp): The Chaond may cast Shatter 1/day as a Spell-Like Ability, Caster Level is equal to Character Level.
·   Energy Resistance 5 (Acid, Cold, Sonic)
·   Chaonds receive a +2 Racial Bonus to Escape Artist and Tumble Checks.
·   Automatic and Bonus Languages: Chaond automatically speak Common. Bonus Languages: Abyssal, Celestial, Draconic, Githzerai, Slaadi, Sylvan
·   Level Adjustment: +1
·   Favored Class: The first class taken by a Chaond is it's Favored Class.

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +1d8
 Cleric, Druid, Monk, Wizard: +2d8

AGING EFFECTS
 Middle Age: 45
 Old: 68
 Venerable: 90
 Maximum Age: +3d20

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4'5"
 Height Modifier: +2d10
 Base Weight: Male: 120 lbs.    Female: 85 lbs.
 Weight Modifier: x2d4 lbs.
Chaond Height and weight varies a little each day.  They can gain or lose up to 1d3" in height, and gain or lose up to 10 lbs.

CHAOND CHARACTERS
 If you want to play a native of Limbo or someone with a strong connection to Chaos, the Chaond is one way to go.  Particularly if you want some sort of link to the Slaad or just be exotic and somewhat spooky.
 Adventuring Race: The Chaond's reasons for adventuring vary as much or more as the human races do.  Some do it just on whim because they have nothing else to do, or they're bored and crave some sort of excitement.  Of course a lot go on adventures since they need to leave the local town in a hurry...
 Character Development: Although Classes that require a Lawful alignment are out, that doesn't limit the Chaond's much.  Most prefer versatility and change, so classes that allow they a wide range of abilities or skills tend to draw their attention.  Since many live in the wilderness or less lawful areas, classes with abilities related to nature are common as well.  Many will multiclass quite a bit just to try new experiences or maybe even just because.
 Character Names: Chaonds who were raised by other humans or in human dominant Planes tend to use human names.  Chaonds raised in Limbo tend to use Slaad names.

ROLEPLAYING A CHAOND
 As a Chaond you're a bit off-putting to civilized humanoids.  You resemble a toad in someways, especially your croaking voice, and people just can't help but think of you as some sort of abomination.  You tend to be difficult to peg down or predict, and enjoy how much this makes other nervous.  This is good, as your trust is hard to gain, and the ability to put people off-guard keeps them away long enough for you to evaluate them.
 Personality: Chaonds are excitable, sneaky, hard to predict, and are often thought of as having little in the way of self control. 
 Behaviors: Chaonds never do what they are told, and to be a leader of a group of one of them you have to be more obviously powerful than they are.  It's also difficult to get them to plan or think ahead, or in general organize them in any way.  Chaonds who seem meek and accepting of demands are generally thought of as cowards by their fellows.
 Language: Being as they are humans, Chaonds speak Common, although many speak Slaadi as well.

CHAOND SOCIETY
 The Chaonds don't really have any traditions or culture other than their dedicated non conformity.  Most adopt whatever aspects they personally like of nearby peoples, but most prefer life in the wilderness as solitary hermits, or in small groups if they aren't living on Limbo.  Chaonds living in Limbo tend to adopt the culture of the Slaad (such as it is).
 Alignment : The vast majority of Chaonds are Chaotic Neutral, with a small minority being Chaotic Evil (usually those associating with the Slaad).  Chaotic Good isn't unknown, but non Chaotic alignments would be very unusual, and Lawful is simply unknown.
 Lands : Chaonds live in the ever changing Chaos of Limbo, but can be found just about anywhere that doesn't have a civilized society nearby.
 Settlements : Chaonds who leave Limbo prefer wild, untouched places where they don't have to put up with anyone else's rules or expectations.  They will live virtually anywhere, in any environment so long as there isn't the infuence of Law nearby.
 Beliefs : If the Chaonds worship a God (a good many actively oppose deities just because they can or because many Gods represent the victory of law over Chaos) it will be a Chaotic Neutral deity, though some rare few do worhsip Chaotic Good or Evil gods. 
 Relations: So long as other races aren't Lawful, or don't go out of their way to tell them what they can or can't do the Chaonds don't mind them much.  But the volatile nature of their Heritage makes it difficult for other races to truly befriend a Chaond unless they're pretty chaotic themselves.

CHAOND ADVENTURES
·   The local village of law abiding citizens needs more space and resources, and they've decided to intrude on the swamps to get them.  They're clear cutting trees, and killing off the wildlife.  It's time you taught them a lesson.
·   There are brief moments of stability appearing in Limbo.  Moments where things freeze into place and refuse to change.  You have been sent out with many other groups to see if any of you can find out what the hell is going on.
·   Your daughter is dead.  The arrows in her are  used by the guard in a nearby city.  But the city is a day or two's ride away, and you find it difficult to believe that the guard simply rode here, murdered her, and left without taking anything.  Especially since there aren't any footprints.  It's time you did some poking around...


CHAOND RACIAL SUBSTITUTION LEVELS


Druid
 Level 16: Wild Shape (Elemental) is replaced by Wild Shape (Chaos)
  Wild Shape (Chaos) (Ex):  Instead of using your Wild Shape to become an Elemental you can become any Small, Medium, or Large Aberration or any Outsider whose alignment is Chaotic Neutral.

RANGER
 Level 10: Favored Enemy (Law)
  Favored Enemy (Law) (Su): When you gain your 3rd Favored Enemy you have the option of making your new Favored enemy Law (i.e. any opponent with a Lawful Alignment).

BARBARIAN
 Levels 1, 11, 20: You gain Chaotic Rage instead of Rage.
  Level 1: Instead of the normal Stat bonuses you gain a primary Claw Attack doing 1d6 + Str, and a Secondary Bite Attack doing 1d8 + 1/2 Str.  You can make 2 Claw Attacks and 1 Bite with a Full Attack.
  Level 11: Your Claws increase to 1d8, and your Bite increases to 2d6.  Your natural attacks are considered magical for purposes of overcoming Damage Reduction while Raging.
  Level 20: Your Claws increase to 2d6 and your Bite increases to 2d8. You gain DR 10/Lawful while Raging.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #10 on: November 11, 2011, 02:38:49 AM »
SLAADI CULTIST


   
"your death serves a purpose."

 Slaadi Cultists are willing tools of the Death Slaad, furthering their masters ends by sabotage and assassination through arcane means.  They rarely know why they ae doing what they do, but they know they're rewarded well enough for it.

BECOMING A SLAADI CULTIST
Usually Cultists begin as Clerics who worship an ideal as opposed to a God.  Their ideal just happens to make them attractive for recruitment by the Death Slaadi.

 ENTRY REQUIREMENTS
   Race:  Chaond
   Spellcasting:  Must be able to cast 4th level Divine spells and have access to the Chaos and Limbo Domains
   SKills:  Bluff 4 ranks, Diplomacy 6 ranks, Intimidate 4 ranks, Knowledge (The Planes) 6 ranks
   Feats:  Limbo Native, Planar Summoner
   Saving Throws:  Base Will Save +5


Class Skills
 The Slaadi Cultist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana, Local, the Planes)(Int), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skills Points at Each  Level : 4 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +0     +2     +2    Smite Law
2. +1    +0     +3     +3    +1 level of Divine spellcasting class
3. +2    +1     +3     +3    Summon Help, +1 level of Divine spellcasting class
4. +3    +1     +4     +4    Smite Law
5. +3    +1     +4     +4    +1 level of Divine spellcasting class
6. +4    +2     +5     +5    Summon Help, +1 level of Divine spellcasting class
7. +5    +2     +5     +5    Smite Law
8. +6    +2     +6     +6    +1 level of Divine spellcasting class
9. +6    +3     +6     +6    Summon Help, +1 level of Divine spellcasting class
10.+7    +3     +7     +7    Deathseeker


Weapon Proficiencies: Slaadi Cultists gain no new weapon or armor proficiencies.
 
Smite Law (Su): At 1st level you may expend 1 daily use of your Rebuke Undead ability to cause any one Lawful opponent within 60' to take a -2 to all rolls for the next 24 hours.

At 4th level you may expend 1 daily use of your Rebuke Undead ability to cause any one Lawful opponent within 60' to take a -2 penalty to the Save DC's of all spells, spell-like abilities, or supernatural abilities they posses for the next 24 hours.

At 7th level you may expend 1 daily use of your Rebuke Undead ability to automatically do maximum damage or effect with any spell targeted on a Lawful opponent. 

Summon Help (Su): At 3rd level you may 'lose' any 1 spell you have memorized to spontaneously cast a Summon Monster spell of the same level.  This must be used to summon an Anarchic creature or a Slaad.

At 6th level you may 'lose' any 1 spell of the appropriate level you have memorized to spontaneously cast Lesser Planar Ally, Planar Ally, or Greater Planar Ally (as soon as the spells become available to you).

At 9th level you may 'lose' any 1 spell of 9th level or greater (once you have 9th level spells) you have memorized to spontaneously cast Gate.  But you may only use it for Calling Creatures.  Once you use this you may not use any other abilities granted by your Summon Help class ability for 24 hours.  It summons 1 Death Slaad whose Hit Dice are advance to twice you caster level +1 (i.e. who is not under your control), and who may not be pleased about your screwing up so badly you need his help.  He'll deal with the problem at hand as best he can, but then you have some explaining to do.

Deathseeker (Su): You have learned to use the power of Chaos to bend reality, but at some cost to yourself.  At any time as a Free Action you may force an opponent to reroll any die roll he has just made, but you are stuck with the new result.  You take 1 point of Constitution Drain whenever this ability is used.

PLAYING A SLAADI CULTIST
 You wish to drown all of existence in Death and Chaos.  Diplomacy and bargaining with you are pointless.  Money is useless to you, and so is fame.  All that is important is to watch reality burn.  Even your own life means nothing if it will bring about the Apocalypse.
 Combat: You rely on summoned allies and spells for combat.  There are more important things to do with your talents than brawl with fools.
 Advancement: You advance in whatever direction your Slaadi Lord wishes you to.  If he needs you to do something you will pursue whatever skills or powers are required to get it done.
Resources: You may occasionally call upon the Slaad for help, but you're supposed to be a stealthy agent of sabotage and assassination.  If helping you would reveal their involvement, you're largely on your own.

SLAADI CULTISTS IN THE WORLD
"Why is that guy in the hooded cloak just sitting out there on the road to the city gate?  He's been there for hours."
 You rarely interact with anyone you haven't been assigned to work with.  Sometimes in between assignments you are allowed to pursue your own goals or do what is necessary to support yourself, but you're expected to drop that when your master calls as well.
 Daily Life: Much of your time is spent in study, training, or missions.  You have no time for much of anything else, and wouldn't do anything else if you did.
 Notables: Toad (CE male Chaond Cleric 7/Slaad Cultist 4) is an agent for Ssendam himself.  At least until he provokes his master.
 Organizations: The Slaad couldn't really be called an organized force due to their Chaotic nature, but they can occasionally focus enough to accomplish interesting things.  If you can get their attention they can be quite helpful to you.

NPC Reaction
 NPC's are initially put off by your appearance, and don't change much given your rude discourteous manner.  If they knew what you really were they'd be terrified.

SLAADI CULTISTS IN THE GAME
 This is probably better for NPC's than players.  Your ties to a Slaad might interfere with adventuring unless you're the party leader.
 Adaptation: This is better used for darker campaigns where the Slaad are a significant danger.
 Encounters: PC's could encounter a Slaad Cultist virtually anywhere doing almost anything.  Much of their assignments make no sense even to them.  At least not at the time.

Sample Encounter
EL 12: The PC's are pursuing leads on an assignment to track down a terrorist, when they're beckoned to an alley by a hooded figure.  As they approach large toadlike creatures step out of the shadows.  You'd think the players would know better by now.


Toad
CE Chaond Cleric 7/Slaadi Cultist 4
Init +1, Senses: Listen +8, Spot +4, Dark Vision 60'
Languages Common
------------------------------------------------
AC 23, touch 11, flat-footed 22  (+1 Dex, +12 Armor)
hp 82 (11 HD)
Fort +10, Ref +8, Will +14 
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +1 Anarchic Heavy Mace +10/+5 (1d8+2)
Base Atk +8, Grp +9
Combat Gear 1 Potion of Cure Serious Wounds
Spells Per Day 0: 6+1 (DC 14)
1: 6+1 (DC 15)
2: 5+1 (DC 16)
3: 5+1 (DC 17)
4: 4+1 (DC 18)
5: 2+1 (DC 19)
6: 1+1 (DC 20)
Caster Level 11
-----------------------------------------------
Abilities Str 13, Dex 12, Con 16, Int 10, Wis 18, Cha 10
SQ Energy Resistance 5 (Acid, Cold, Sonic), Shatter, Rebuke Undead 3/day, Domains (Chaos, Limbo)
Feats Augment Summoning, Limbo Native, Planar Summoner, Spell Focus (Conjuration)
Skills Bluff +4, Concentration +7, Diplomacy +6, Gather Information +4, Intimidate +4, Knowledge (The Planes) +6, Listen +8, Sense Motive +8
Possessions Ring of Invisibility, Scry Shroud, Scentblinder, +5 Half Plate, +1 Anarchic Heavy Mace, Gauntlets of Lassitude, Boots of Big Stepping, 1 Potion of Cure Serious Wounds, 188 GP



EPIC SLAADI CULTIST

Hit Die: d8
Skills Points at Each  Level : 4 + int
Spells Your Epic levels continue to increase your caster level, but you don't gain additional spells per day.
Bonus Feats: The Epic Slaadi Cultist gains a Bonus Feat every 3 levels higher than 20th



CHAOND FEATS



Limbo Native
Your can summon natives of Limbo.
 Prerequisites: Chaond, must be able to cast any Summon Monster spell
 Benefits: If your summoning spells allow you to summon Fiendish or Celestial animals or creatures, you summon them with the Anarchic Template instead.


Planar Acquaintances
You have friends in the outside places...
 Prerequisites: Chaond, must be able to cast 4th level spells, Knowledge (The Planes) 8 ranks
 Benefits: You may add Lesser Planar Ally, Planar ally, and Greater Planar Ally to your spell list if you don't already have them, and your spell list goes up to 9th level spells.


Planar Summoner
You can summon monsters regardless of what spellcasting class you are.
 Prerequisites: Chaond, Knowledge (The Planes) 4 ranks, must be able to cast spells
 Benefits: You may add Summon Monster I-IX to your spell list (or if your spell list stops at 4th or 6th level spells you can add Summon Monster I-!V or I-VI).


Anarchic Soul
You are healed by Chaotic spells, as you are able to absorb some of their Chaotic energy.
 Prerequisites: Chaond, must be able to cast spells
 Benefits: Any spell cast on you with the Chaos descriptor heals 1d8 plus the level of the spell in damage, even if the spell is otherwise damaging or malicious to you.


Chaos Engine
Chaotic spells last longer when cast on you, feeding off of your Chaotic Nature.
 Prerequisites: Chaond, Anarchic Soul
 Benefits: Spells with the Chaos descriptor that are cast on you (and have a beneficial effect) are considered to have been cast with the Extend Spell Feat.


Anarchic Metamagician
You are adept at casting Chaotic Magic.
 Prerequisites: Chaond, Chaos Engine
 Benefits: When casting spells with the Chaos descriptor with a Metamagic Feat the level of the spell is increased 1 level less.  For example if you cast a 4th level spell with the Maximize spell Feat it uses up a 6th level spell slot instead of a 7th. 


Shifting Physique
You can alter the density and volume of your body somewhat.
 Prerequisites: Chaond, Base Fortitude or Reflex Save +3
 Benefits: As a Standard Action once per round you may either gain the Powerful Build or Slight Build ability for (3+Constitution modifier) rounds.  You must wait 1d4 rounds before using the ability again once it wears off.


Improved Shifting Physique
You're getting better at changing your body.
 Prerequisites: Chaond, Shifting Physique
 Benefits: As a Standard Action once per round you may change your Size Class up or down one step (i.e. to Small or Large) for (3+Constitution modifier) rounds.  You must wait 1d4 rounds before using the ability again once it wears off.  See MM page 291 and 314 for the effects this has.


Greater Shifting Physique
Your flesh is like putty.
 Prerequisites: Chaond, Improved Shifting Physique, Base Fortitude Save +6
 Benefits: You cannot be flanked and are immune to critical hits.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #11 on: November 11, 2011, 02:39:16 AM »
ZENYTHRI


   
"Ancient laws remain in force long after the people have the power to change them."

 The Zenythri are a race of bluish or purple skinned humanoids who claim descendance from an exemplar race of Lawful beings.  They are perfect in form and speech, and this perfection is their blessing and their curse.

ZENYTHRI RACIAL TRAITS
·   +2 Str, +2 Dex, +2 Wis, -2 Cha
·   Size Class: Medium
·   Type: Outsider (giving them 60' Darkvision) with the Native Subtype.
·   Base land speed 30 ft.
·   True Strike (Sp): The Zenythri may cast True Strike 1/day as a Spell-Like Ability, Caster Level is equal to Character Level.
·   Energy Resistance 5 (Electricity, Fire, Sonic)
·   Zenythri receive a +2 Racial Bonus to Balance and Survival Checks.
·   Automatic and Bonus Languages: Zenythri automatically speak Common. Bonus Languages: Celestial, Draconic, Dwarven, Formian, Goblin, Infernal
·   Level Adjustment: +1
·   Favored Class: Monk

STARTING AGE
 Adulthood: 15
 Barbarian, Rogue, Sorcerer: +1d6
 Bard, Fighter, Paladin, Ranger: +1d8
 Cleric, Druid, Monk, Wizard: +2d8

AGING EFFECTS
 Middle Age: 45
 Old: 68
 Venerable: 90
 Maximum Age: +3d20

HEIGHT AND WEIGHT
 Base Height: Male: 4'10"  Female: 4'5"
 Height Modifier: +2d10
 Base Weight: Male: 120 lbs.   Female: 85 lbs.
 Weight Modifier: x2d4 lbs.

ZENYTHRI CHARACTERS
 If you want to play a character with strong ties to the Law, is somewhat alien, and who isn't necessarily Good, the Zenythri personify Law quite well.  Particularly if you want to play warrior types. 
 Adventuring Race: Zenythri often go on adventures because they're ordered to by an official of the law, or a nobleman (particularly one of hteir own kind), or for a church.  Some also go on adventures to earn money to support Lawful causes, or to help raise lawless cities and towns from their chaotic state.
 Character Development: Classes that require a Lawful alignment or that have abilities/spells with the Lawful descriptor are common to Zenythri, and they tend to shun anything that forbids a Lawful alignment.  They are also obsessed with perfection, and only occasionally multiclass or take a Prestige Class. 
 Character Names: Given that the Zenythris mysterious progenitor race seems to have disappeared they generally use the names of humans or whatever society they were raised in.

ROLEPLAYING A ZENYTHRI
 You're a living example of perfection, with few physical flaws, and this causes quite a bit of jealousy or mistrust in other humanoids.  They assume nothing is perfect, and your appearance makes them keep looking for the flaws hidden within you.  In some ways you don't mind this as it keeps them distanced long enough to learn if their truly worth trusting or working with, or they're overly emotional children like many of the others surrounding you.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Zenythri are almost obsessive compulsive, always tidying up and putting things in order or cataloguing them, or taking notes.  It's enough to drive others mad if they aren't patient.  They obey all orders from authority figures, and expect others to do so as well, unless that authority figure has shown himself incapable of understanding the laws of the land as written. 
 Language: The Zenythri speak Common, and probably the language of whatever race they live near as well.

ZENYTHRI SOCIETY
 The Zenythri do not really have a society as such.  Whatever race mingles with humanity to produce them has long ago left or died off.  If even the Zenythri remember them they do not speak of it.  So they adapt to whatever society or culture they find themselves in, and do their best to live by it's rules.  Many tend to find fault with the rulers of these lands, and strive to replace them to better uphold the laws of their society.  They can easily turn into dictators (benevolent or otherwise) as they attempt to impose order on what they perceive to be the chaos around them.
 Alignment : The majority of Zenythri are Lawful Neutral beings.  There are very small minorities of Lawful Good or Lawful Evil members of their race, but they are politely looked down upon as it is believed that they hold another concept in their minds as equal to or greater than the Law.  Something most Zenythri cannot abide.  If there are any of another alignment it is the result of mental insanity, severe trauma, or some cataclysmic event has altered their perception of reality.
 Lands : The Zenythri have no homeland.  All Zenythri live in settlements or in the cities of other races.
 Settlements : Zenythri  seem to be of one of two minds.  Some prefer to seek out untamed areas to impose order on them (and their definition of untamed extends to what many people would call civilized areas).  The rest prefer highly Lawful urban societies where strict codes of conduct are enforced. 
 Beliefs : The Zenythri believe in the Law over all else.  Those prone to worshiping Gods tend towards Lawful neutral deities.  Some few will worship Lawful God or Lawful Evil ones, but these are very much minorities in their race.
 Relations: The Zenythri do not relate well to other races.  They themselves are free from deformity, with never a hair out of place.  They're like living dolls or statues, and this alienates less perfect looking races who cannot bring themselves to trust these alien beings who may look like them, but are so very different.  While they do their best to assimilate into any society they find themselves in, and work to uphold that societies laws, they are rarely found in any but the most Lawful of areas.

ZENYTHRI ADVENTURES
·   The local High Priest of the Church of St. Cuthbert has asked for your assistance in bringing a local criminal to justice.  A man named Hosk from the local Barbarian tribes has been caught and convicted of murder several times, and has been executed each time.  But every time he is killed and buried he is caught some weeks later slaughtering another citizen...
·   The PC has been asked to help negotiate a treaty between the Formians and a much less Lawful society of humanoids.  Will he remain true to his human employers or sign on with the Formians?
·   An old friend of yours has been seen acting chaotically in public, covered in scars and tattoos, and bearing many self inflicted deformities he has randomly assaulted members of the community for no reason.  You have been asked to find out what is going on since you have a common past.


ZENYTHRI RACIAL SUBSTITUTION LEVELS


MONK
 Level 12: Replace Abundant Step with Trigram of Power
 Level 15: Replace Quivering Palm with Enlightened Judgement
 Level 19: Replace Empty Body with Calling
 Level 20: Modify Perfect Self
  Trigram of Power (Su):  You may cast Order's Wrath once per day, caster level is half Monk Level.
  Enlightened Judgement(Su): You may cast Dictum once per day, caster level is half Monk level.
  Calling (Sp): You may cast Call Marut once per day, caster level is half Monk level.
  Perfect Self: Perfect Self is unchanged except the Zenythri Monk gains DR 10/Lawful, and the Law Subtype.


PALADIN
 Level 1: Replace Smite Evil with Smite Chaos, Alignment, Replace Detect Evil with Detect Chaos, Replace Aura of Good with Aura of Law, Modify Code of Conduct
 Level 6: Replace Remove Disease with Ward
  Alignment: All Zenythri Paladins are the Paladins of Lawful neutral Dieties, and must be Lawful Neutral themselves.
  Smite Chaos (Su): This works exactly like Smite Evil but you may Smite anyone of Chaotic Alignment.
  Detect Chaos (Sp): Works exactly as the Detect Evil ability, but detects Chaos instead.
  Aura of Law (Ex): Works exactly as the Aura of Good ability, but you project a Lawful aligned aura.
  Code of Conduct: The Paladin may not commit a Chaotic act.
  Ward (Sp): Instead of gaining weekly uses of Remove Disease you gain weekly uses of Magic Circle against Chaos.


KNIGHT
 Level 1: Replace Knight's Code with Code of Law
  Code of Law: Whenever you knowingly brak the laws of the city/state/nation you are in, you lose 1 daily use of your Knights challenge ability.  You must do your best to familiarize yourself with the laws wherever you go, and you replace Knowledge (Nobility) with Knowledge (Local) on your class skill list.


« Last Edit: April 03, 2017, 06:14:06 PM by bhu »

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #12 on: November 11, 2011, 02:40:59 AM »
MYRMIDON


   
"I AM THE LAW!"

 Myrmidons are warriors of the Law, champions of the ruling classes.  This does not make them good, or just, or even merciful.  They exist to uphold the rules of society, regardless of what those rules are.  Many are appointed by dictators (even benevolent ones) to be judge, jury, and executioner of the populace under their charge.  They can be useful allies as long as you follow the rules.  But otherwise many consider them more difficult to get along with than Paladins.

BECOMING A MYRMIDON
Most Myrmidons begin as a warrior of some sort that is Lawful.  Typically they are former Knights, Paladins, Samurai, Monks, or Lawful Crusaders.

 ENTRY REQUIREMENTS
   Race:  Zenythri
   Alignment:  Must be Lawful Neutral
   BAB:  +5
   Skills:  Knowledge (Local, Nobility) 4 ranks, Sense Motive 4 ranks
   Feats:  Endurance, Diehard, Improved Toughness


Class Skills
 The Myrmidon's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Local, Nobility, Religion)(Int), Listen (Wis), Ride (Dex), Search (Int), and Spot (Wis).
Skills Points at Each  Level : 2 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Force of Law, Continued Career, Code of Law
2. +2    +3     +0     +3    Shield of Law
3. +3    +3     +1     +3    Legal Prowess
4. +4    +4     +1     +4    Force of Law
5. +5    +4     +1     +4    Shield of Law
6. +6    +5     +2     +5    Legal Prowess
7. +7    +5     +2     +5    Force of Law
8. +8    +6     +2     +6    Shield of Law
9. +9    +6     +3     +6    Legal Prowess
10.+10   +7     +3     +7    Champion of Law


Weapon Proficiencies: Myrmidons gain no new additional weapon or armor proficiencies.
 
Force of Law (Su): At 1st level you gain new options for some of your previous classes abilities.  At 1st level you may expend 1 daily use of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 2 daily uses of your Stunning Fist) ability to add +1d6 Axiomatic damage to all of your attacks for the rest of the encounter.

At 4th level you can expend 2 daily uses of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 3 daily uses of your Stunning Fist) ability to add +1d6 Axiomatic damage to all of your attacks for the rest of the encounter, and increase the critical threat rating of all attacks you make by 1 (i.e. if it used to critical on a 20, now it's a 19-20).

At 7th level you can expend 2 daily uses of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 3 daily uses of your Stunning Fist) ability to add +1d6 Axiomatic damage to all of your attacks for the rest of the encounter, and increase the critical threat rating of all attacks you make by 1 (i.e. if it used to critical on a 20, now it's a 19-20).  If you critical successfully you do extra damage based on the attacks critical multiplier (x2=+1d6, x3=+2d6, x4=+3d6).  If the attack is a spell or ability that does damage but doesn't have additional critical effects it does +1d6 axiomatic damage.

Continued Career: Your Mymridon class levels stack with the levels of one other class you have levels in for purposes of determining certain class abilities (you may also freely multiclass between these classes and Myrmidon, Continued Career only works with one of these classes and you must choose which as soon as you gain this ability):

Knight: Your Myrmidon and Knight levels stack for purposes of determining how many times per day you may use your Knight's Challenge ability.

Monk: Your Myrmidon and Knight levels stack for purposes of determining how many times per day you may use your Stunning Fist ability and for purposes of determining your Unarmed Strike Damage.

Paladin: Your Myrmidon and Paladin levels stack for purposes of determining how many times per day you may use your Smite Chaos ability.

Samurai: Your Myrmidon and Samurai levels stack for purposes of determining how many times per day you may use your Kiai Smite ability.

Code of Law: You may not willingly violate the laws of the land.  If you do violate the Law you must make suitable restitution and gain an Atonement spell to regain your class abilities.

Shield of Law (Su): At second level you gain an Axiomatic Bonus to your Armor Class equal to your Charisma Modifier.

At 5th level you can expend 1 daily use of your Smite Chaos, Kiai Smite, or Knight's Challenge (or 2 daily uses of your Stunning Fist) ability to increase the Shield or Armor Bonus of your equipment by an amount equal to your Charisma Modifier for 1 round per level of Myrmidon.  If you are unarmored and don't use Shields you gain a Dodge Bonus instead.

Legal Prowess (Ex): At 3rd level you gain an Insight Bonus to all Diplomacy, Knowledge (Local), and Sense Motive Checks equal to your Charisma Modifier.

At 6th level you can always take 10 on a Knowledge (Local) check for purposes of determining what the local laws (and criminal punishment for breaking them) are.

At 9th level you have achieved such fame that you are legally considered a member of whatever form of police or authority exists as long as you are in a Lawful society, and do not yourself violate the Law. 

Champion of Law (Ex): At 10th level you gain the Lawful Subtype, and Damage Reduction 10/Lawful.  You gain an Axiomatic Bonus to all Saves against spells or abilities with the Chaotic descriptor (or against any attack or ability used by opponents with the Chaotic Subtype).

PLAYING A MYRMIDON
 Myrmidons are warriors of the Law.  Good and Evil are pointless exercises in philosophy for them.  Only the Law has meaning.  On the one hand they are adored as they are great foes of Demons and other Chaotic Evil monsters, but on the other they pursue Chaotic Good beings with the same fanaticism.  Once on the trail of something they will pursue it to their own deaths if need be.  Which probably accounts for the astonishingly high amount of casualties they suffer.
 Combat: Myrmidons believe mercy is for the foolish, if you let an enemy live he will come back to cause you grief.  Be smarter than they are, be tougher than they are.  If they have allies or family be sure to put them to the sword as well, for they will return to take the place of those you dispatch.
 Advancement: You try to become as good a combatant as you can, as you never know when Chaos or unrest will strike, and you need to be ready for it.  Most Myrmidons are single minded to the point of obsession when it comes to fighting disorder.
Resources: Myrmidons usually have a patron of some kind.  Most of the time it's the Church of a Lawful deity, or the military, or a nobleman.  They can ask them for resources, but many just tend to requisition what they need from whoever has it if the law allows for it.

MYRMIDONS IN THE WORLD
"The most persistent sound which reverberates through the worlds history is the beating of war drums."
 Myrmidons rarely get along well with anyone but they're own kind, or with others as fanatic in their observance of the Law.  Most consider them stubborn fools who are at best misguided, and at worst dictatorial megalomaniacs.
 Daily Life: Your day is consumed by your mission.  Except for brief moments to eat and bathe, or perform maintenance on your equipment, you must pursue your goal.  You don't have many friends...
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Many Myrmidons belong to various military, religious, or political organizations, and they maintain a loose coalition among themselves.  They infiltrate every Lawful organization they can in an attempt to bring order to the world.

NPC Reaction
 NPC's generally tend to be terrified of Myrmidons as they personify the letter of the Law over it's spirit.  Some of the Myrmidons feel justified in killing the peasantry if they're living in a Lawful Evil country since the law allows for it. 

MYRMIDONS IN THE GAME
 Myrmidons will be difficult to play realistically.  This might be better off for NPC enemies of the party.
 Adaptation: This is a twitchy one for campaigns.  The concept of a Lawful Neutral Paladin type will probably cause as much unrest in parties as traditional Paladins do. 
 Encounters: PC's will usually encounter Myrmidons wherever Chaotic forces have gathered as the Myrmidons will be there to kill them off.  Also, if the PC's break the law, it's possible Myrmidons will be sent ot capture or kill them.

Sample Encounter
EL 12: You're sitting in a local bar when some lunatic man with purple skin tells everyone to cease drinking or face judgment, as the local Duke has just officially outlawed alcohol.  Everyone laughs until 12 of his friends come in and start slaughtering everyone.  Might be time to find the back door...


Name
LN Male Zenythri Paladin 6/Myrmidon 5
Init +0, Senses: Listen +3, Spot +3, Dark Vision 60'
Languages Common
------------------------------------------------
AC 33, touch 13, flat-footed 33 (+3 Axiomatic, +13 Armor, +7 Shield) Shield of Law +3
hp 71 (11 HD)
Fort +13, Ref +6, Will +12
Divine Grace
------------------------------------------------
Speed 30 ft. (6 squares)
Melee +3 Longsword +17/+12/+7 (1d8+6)
Base Atk +11, Grp +14
Atk Options Smite Chaos 3/day (+3 hit, +1d6+6 damage), Turn Undead 6/day, Force of Law
Combat Gear
Spells Per Day 1st: 2 (DC 14)
-----------------------------------------------
Abilities Str 16, Dex 10, Con 13, Int 10, Wis 16, Cha 16
SQ Energy Resistance 5 (Electricity, Fire, Sonic), True Strike, Aura of Law, Detect Chaos, Lay on Hands (18 pts), Aura of Courage, Divine Health, Special Mount, Magic Circle Against Law 1/week, Continued Career, Code of Law, Legal Prowess
Feats Diehard, Endurance, Improved Smiting, Improved Toughness
Skills Concentration +3, Diplomacy +6, Intimidate +7, Knowledge (Local) +7, Knowledge (Nobility) +4, Ride +4, Search +2, Sense Motive +10
Possessions +5 Full Plate, +5 Heavy Steel Shield, +3 Mighty Smiting Longsword, Gloves of Fortunate Striking, Third Eye Improvisation, 865 GP



EPIC MYRMIDON

Hit Die: d10
Skills Points at Each  Level : 2 + int
Continued Career If you would normally gain extra uses per day of your Smite Chaos, Kiai Smite, Stunning Fist, or Knight's Challenge Ability by taking Epic Levels in the appropriate class, you still gain them with Epic levels of Myrmidon (but only in one of those classes).
Bonus Feats: The Epic Myrmidon gains a Bonus Feat every 3 levels higher than 20th




ZENYTHRI FEATS



Perfection of Form
Your body is flawless, even for a Zenythri.
 Prerequisites: Zenythri, must be taken at 1st level
 Benefits: When using any Charisma based skill against an opponent in an opposed skill check (i.e. Bluff vs Sense Motive for example) your opponent must make a Willpower Save (DC is 10 plus half Hit Dice plus Constitution Bonus) or you get a +2 Circumstance Bonus to the check.


Perfection of Mind
Chess matches with you are largely a futile experience for your opponent.
 Prerequisites: Zenythri, Int 15+, must be taken at 1st level
 Benefits: All Intelligence Based skills are considered Class Skills for you regardless of what class you take, and you gain +1 skill point per level (but it must be spent on an Intelligence Based skill).


Emotionless
You have suppressed your emotions to the point that you no longer have any.
 Prerequisites: Zenythri,
 Benefits: You gain a +4 Axiomatic Bonus on all Saving Throws against Mind Affecting Effects.


Perfect Strike
Your proficiency with unarmed strikes is something to behold.
 Prerequisites: Zenythri, Improved Unarmed Strike, Superior Unarmed Strike
 Benefits: You may add your Wisdom Modifier in addition to your Strength modifier to your unarmed strike damage.


Improved Perfect Strike
You can do massive damage with your fists.
 Prerequisites: Zenythri, Perfect Strike
 Benefits: Your unarmed strikes do x3 damage on a successful critical hit.


Superior Perfect Strike
You are a Kung Fu master.
 Prerequisites: Zenythri, Improved Perfect Strike
 Benefits: A roll of "1" is not an automatic miss when you are attacking with your unarmed strikes.


Armor of Law
You are protected from Chaos.
 Prerequisites: Zenythri, must have access to the Law Domain
 Benefits: As long as you have a spell with the Law descriptor available to cast, spells cast within 30' of you that have the Chaos descriptor are cast at -1 caster level.  You also gain a +2 Axiomatic Bonus to AC.


Zeal
You are truly devoted to serving deities of the Law.
 Prerequisites: Zenythri, Law Devotion
 Benefits: You are only required to expend 1 daily use of your Turn/Rebuke Undead ability to gain one additional daily use of your Law Devotion ability.


Tribunus
You are one of the Law's supreme champions.
 Prerequisites: Zenythri, Zeal, Law Devotion, Armor of Law, must have access to 9th level spells.
 Benefits: You may expend 2 daily uses of your Turn/Rebuke Undead ability to affect anything with a Chaotic alignment instead of just Undead.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #13 on: November 11, 2011, 02:41:30 AM »
CRESTED FELLDRAKE


   
"Stare a little harder why don't you.  Yes, that's right the big lizard talks."

 Crested Felldrakes resemble small wingless Green Dragons with a bright orange or yellow crest on their heads.

CRESTED FELLDRAKE RACIAL TRAITS
·   +2 Con, -4 Int, +2 Wis, -2 Cha
· Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5', Reach is 5'.
·   Dragon, giving you Low Light Vision, Dark Vision 60', and immunity to sleep and paralysis effects.
·   Base Land speed 40 ft.
·   +4 Natural Armor Class Bonus
·   Scent
·   Crested Felldrakes have a Primary Bite Attack doing 1d8 plus Strength bonus.
·   A Crested Felldrake has 2 Racial Hit Dice, giving it the following: 2d12 Hit Points, +2 base Attack Bonus, +3 Fort Save, +3 Ref Save, +3 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Jump, Listen, and Spot. It also gets 1 Feat.
.            Non Humanoid Form: The Crested Felldrakes aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get.  Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them.
·   The Felldrakes automatically speak Draconic and Sylvan.  Bonus Languages include Elven, Gnoll, Gnome, Goblin, and Orc.
·   Level Adjustment: +1
·   Favored Class: Scout

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

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


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

CRESTED FELLDRAKE CHARACTERS
 If you wish to play a small race that doesn't take a Strength penalty, or just play a dragon of some sort (no matter what kind), Felldrakes are a decent option for you.
 Adventuring Race: Felldrakes normally go on adventures because they were assigned to by the Elves, the Church of Bahamut, or on rare occasions because their God told them to in their dreams.  Some also get bored when the towns under their care are in no danger anymore because the lawless frontier is no longer so lawless.
 Character Development: Remember that you have a major disadvantage: you have no hands, and you can't stand upright.  At first this won't seem to be too much of a problem (especially if you have a lenient DM), but at times when you need to, say, open a door to save someone it will be immediately apparent there's a significant problem.  Make sure to take steps beforehand.
 Character Names: Felldrakes normally have Elven or Draconic names.

ROLEPLAYING A CRESTED FELLDRAKE
 Make sure your packmates and adopted humanoid family are safe and taken care of.  Make sure everything else is dead, or kept at a respectable distance.  This doesn't mean you have to be deliberately suicidal, but do try to find a way to dispose of threats before they can manifest.   You can always ask for help if said threat is too powerful.  Always try to live up to the standards your Creator has made for you.
 Personality: Felldrakes are loyal and caring to their loved ones, and quick tempered with everything else.  When dealing with them it is wise to remember that they are a supernatural predator species, and despite being intelligent tend to think of others as food, enemies, or pack mates.  Meaning most strangers will have to prove themselves (assuming they get the chance).
 Behaviors: In some ways Crested Felldrakes are almost like hyper aggressive cats.  They get into absolutely everything out of curiosity, and can always be counted on to be spying on something.  It's what makes them decent guardians.  Unlike housecats however, they are very aggressive, and almost always attack before considering the possibilities (i.e. that attacking may not be necessary). 
 Language: Felldrakes normally speak Sylvan or Draconic.  Surprisingly most aren't illiterate given their lack of hands.

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

CRESTED FELLDRAKE ADVENTURES
·   You and your team have been assigned to guard an Elvish noblewoman to a distant town on the border of the badlands, and keep her alive while she negotiates with a newly discovered race of humanoids there.
·   A particularly vile Half-Orc criminal, well known for murder, rape, and just about any other crime imaginable has escaped.  You have been assigned to hunt him down.  bringing him back is unnecessary.  He's escaped several times before, and would do so again if locked up.
·   The town your pack protects has awakened and offended a mysterious tribe of monstrous creatures that live in caverns outside the cities.  You must protect the city at nightfall as the creatures awaken after the sun goes down and try to sneak into town.




CRESTED FELLDRAKE RACIAL SUBSTITUTION LEVELS


RANGER
 Level 1, 6, 11: New Options for Combat Style
 Level 1: Replace Wild Empathy
 Level 4: Replace Animal Companion
  Combat Style (Ex):  Scaly Wolf Style gets Combat Reflexes at 1st level, Improved Trip at 6th level, and Go For the Leg at 11th level.

Pack Hunters get Combat Reflexes at 1st level, Adaptable Flanker at 6th level, and Vexing Flanker at 11th level.
  Draconic Empathy (Su): The Crested Felldrake Ranger gains a +2 Bonus on Diplomacy checks against Dragons or Elves.
  Natural Casting (Su): The Crested Felldrake gains the Eschew Materials Feat as a Bonus Feat.  He may also cast spells from the Ranger list that do not have material of focus components at +1 caster level.


DRAGON SHAMAN
 Level 1: You may choose Platinum as your Totem Dragon (see below).
 Level 4: Draconic Resolve is modified.
  Draconic Resolve (Ex): You become immune to all Fear effects and morale penalties.

Totem Dragon: Platinum
Acceptable Alignment: NG, LG, LN
Class Skills: Bluff, Diplomacy, Gather Information
Breath Weapon: Cone of Cold
Draconic Adaptation (Sp): Vision of Glory, as per the spell (see Spell Compendium), at will.




DRAGONFIRE ADEPT
 Level 19: Replace Immunities
  Immunities: Instead of becoming immune to sleep and paralysis you become immune to fear and morale penalties.



Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #14 on: November 11, 2011, 02:42:02 AM »
BORDER GUARD


   
"And where do you suppose you're going?"

 Border Guards scout the frontiers of elven lands, and guard their outermost towns.  They also occasionally track down fugitives or go on missions for the Elvish government or the Church of Bahamut.

BECOMING A BORDER GUARD
Border Guards are usually a rural warrior type, most commonly a Barbarian, Ranger, or Scout.

 ENTRY REQUIREMENTS
   Race:  Crested Felldrake
   Skills:  Climb 4 ranks, Jump 4 ranks, Listen 4 ranks, Survival 4 ranks
   Feats:  Improved Trip, Track
   Class Abilities:  Must have either Trap Sense +2, Flawless Stride, or Improved Combat Style
   Saves:  Must have a Base Fort or Ref Save of +5


Class Skills
 The Border Guard's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Geography, Local, Nature)(Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 4 + int

Hit Dice: d10

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +0    Takedown
2. +2    +3     +0     +0    Enhanced Senses
3. +3    +3     +1     +1    Favored Enemy
4. +4    +4     +1     +1    Maul
5. +5    +4     +1     +1    Enhanced Senses
6. +6    +5     +2     +2    Favored Enemy
7. +7    +5     +2     +2    Disable
8. +8    +6     +2     +2    Enhanced Senses
9. +9    +6     +3     +3    Favored Enemy
10.+10   +7     +3     +3    Swift Hunter


Weapon Proficiencies: A Border Guard gains no new weapon or armor proficiencies.
 
Takedown (Ex): You no longer take Size Penalties when making Trip Attacks.

Enhanced Senses (Ex): At levels 2, 5, and 8 you may choose one of the following skills: Listen, Search, Sense Motive, Spot, or Survival.  Once chosen, you may always Take 10 on Skill Checks with that Skill.

Favored Enemy (Ex): At level 3 you gain a Favored Enemy (see Page 46 of the PHB).  This stacks with any Favored Enemy Bonuses you gain from the Ranger Class and is identical to that ability.

At 6th level choose any 1 Favored Enemy you have already selected.  You now gain +2 on all Saving Throws made against that enemy. 

At 9th level choose any 1 Favored Enemy you have already selected.  You now gain a +2 on all opposed combat checks (bull rush, grapple, overrun, trip, etc.) made against that enemy.

Maul (Ex): You get a Bonus to damage rolls equal to your Border Guard Level when attacking opponents who are Flat-Footed or Prone.

Disable (Ex): If you successfully Critical on an opponent with your Bite attack when he is Flat Footed or Prone, he must make a Reflex Save (DC is 10 plus half Hit Dice plus Strength Modifier) or be seriously injured.  You may choose to injure an arm, a leg, the body, or the head.  If you choose to injure an arm, that arm is useless for 24 hours, or until the opponent is magically healed.  It cannot even be used to open a door, much less hold a weapon.  You have a 25% chance that any spell with Somatic components will fail.  If you choose a leg, it is useless for 24 hours or until magically healed.  Until then the opponent must crawl or be carried to travel.  If you choose to injure the body the opponent is Exhausted for 24 hours or until magically healed, and he loses his Dexterity Bonus to AC during this time.  If you choose to injure the head, the opponent cannot use skills or abilities that require Concentration for 24 hours or until magically healed.  Creatures immune to criticals are immune to this ability.

Swift Hunter (Ex): The Border Guard gains Skirmish (+2d6, +2 AC), or it's regular Skirmish ability increases by that amount.

PLAYING A BORDER GUARD
 While you aren't seen in the Elven High Court so often, you don't miss the fancy life.  You prefer being in the forests out with the pack.  Court life is too soft for one such as you.  Plus you don't have to worry about people freaking out when they se you eating.  you are a predator after all...
 Combat: You often fight as either part of a pack, or as a spoiler amongst non Felldrakes.  Tactical combat is preferred to simple slash and hack.  Despite your appearance you aren't an animal.  You do have some options available that the beasts of the forest do not.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: Felldrakes usually have their fellows to draw upon for help, as well as the Elven military (or whoever employs you), or the Church.  they are surprisingly resourceful, and should not be underestimated due to their appearance.  They have friends in many places.

BORDER GUARD IN THE WORLD
"You're blasted pet just bit my leg!"
 The Elves and other Dragons know what you are, and you can be yourself among them.  Many outsiders to Elven society assume Felldrakes are dumb reptiles, and who are you to change their view.  It makes them underestimate you more often.  Granted you definitely aren't any sort of genius, but you aren't complete morons either.
 Daily Life: Life varies according to your assignment.  You could be guarding someone of importance, guarding a township, hunting a dangerous fugitive, or even taking part in battles.  Rare is the moment of peace for you, and you wouldn't have it any other way.
 Notables: Aust (NG Male Crested Felldrake Scout 6/Border Guard 3) is a local "captain" of sorts amongst his kind.
 Organizations: Many Felldrakes belong to churches of the Draconic or Elven Pantheons (particularly Bahamut), and often are members of the Elven military.  Many Elvish nobles also use Felldrakes as elite groups of assassins or a personal guard.

NPC Reaction
 Elves tend to immediately think of you as friendly (except Drow of course).  Everyone else assumes you're a potentially dangerous monster.

BORDER GUARD IN THE GAME
 Think a bit before letting players use one of these.  Not having hands may turn out to be complicated than they think, and they're possibly being involved in multiple schemes may be difficult for them.
 Adaptation: This is a good PrC for PC's who wish to play something other than an elf in a primarily Elven campaign.
 Encounters: In the right lands PC's can encounter you just about anywhere doing anything.  Most often of course they'll encounter Border Guards because they've often caught doing something they need a phenomenally good explanation for.

Sample Encounter
EL 12: The PC's are traveling towards an Elvish village on the outskirts of the realm when they are surrounded by Felldrakes.  One (apparently a leader) asks them where they are going and what their intentions are.  He looks pretty serious...


Aust
NG Male Crested Felldrake Scout 6/Border Guard 3
Init +3, Senses: Listen +6, Spot +6, Low Light Vision, Dark Vision 60', Scent
Languages Draconic, Sylvan
------------------------------------------------
AC 24, touch 14, flat-footed 21 (+1 Size, +3 Dex, +4 Natural, +6 Armor)
hp 89 (11 HD)
Fort +11, Ref +12, Will +7 
Uncanny Dodge, Evasion, Battle Fortitude +1
------------------------------------------------
Speed 50 ft. (10 squares)
Melee Bite +14 (1d8+4)
Melee w/Belt Bite +16 (1d8+6)
Base Atk +9, Grp +7
Atk Options Skirmish (+2d6, +1 AC)
Combat Gear
-----------------------------------------------
Abilities Str 14 (18 w/Belt), Dex 16, Con 16, Int 8 (10 w/Stone), Wis 12, Cha 6
SQ Trapfinding, Trackless Step, Fast Movement, Flawless Stride, Takedown, Enhanced Senses (Listen), Favored Enemy (Monstrous Humanoids)
Feats Combat Reflexes, Go For the Leg, Improved Trip, Weapon Finesse, Track (B)
Skills Balance +7, Climb +9, Escape Artist +7, Hide +9, Jump +6, Knowledge (Geography, Local, Nature) +3 (+4 w/Stone), Listen +6, Move Silently +9, Search +5 (+6 w/Stone), Sense Motive +5, Spot +6, Survival +5, Swim +6, Tumble +7
Possessions +6 Bracers of Armor, +2 Amulet of Mighty Fists, +4 Belt of Giant Strength, 2 Ioun Stones (scarlet and blue, Clear)



EPIC BORDER GUARD

Hit Die: d10
Skills Points at Each  Level : 4 + int
Favored Enemy The Epic Border Guard can choose a new Favored Enemy at level 25, and every 5 levels thereafter.
Bonus Feats: The Epic Border Guard gains a Bonus Feat every 3 levels higher than 20th




CRESTED FELLDRAKE FEATS



Go For The Leg
You have learned that no matter how big the opponent, they always fall if you go for the legs.
 Prerequisites: Crested Felldrake, Improved Trip
 Benefits: If the Crested Felldrake succeeds with it's Bite attack it can immediately make a Trip Attack as a Free Action.


Maul
Prone opponents are so much easier to kill
 Prerequisites: Crested Felldrake, Go For the Leg
 Benefits: You automatically threaten a critical when attacking a Prone opponent.


Ambush
Surprise attacks can always even the odds a little.
 Prerequisites: Crested Felldrake, Hide 6 ranks
 Benefits: If your opponent is flat-footed, you automatically threaten a critical if you successfully attack.


Pack Attack
Friends are always good to have, especially when you're fighting...
 Prerequisites: Crested Felldrake, Swarmfighting
 Benefits: When using the Aid Another option to increase an allies Attack Rolls, you may increase it by an additional +1 for every ally also threatening his opponent.


Pack Defense
Always make sure to back up your packmates.
 Prerequisites: Crested Felldrake, Pack Attack
 Benefits: When using the Aid Another option to increase an allies AC, you may increase it by an additional +1 for every ally also threatening his opponent.


Pack Intimidation
Boo.
 Prerequisites: Crested Felldrake, Pack Attack
 Benefits: When you make an Intimidate check against an opponent, you gain a +1 Bonus to the roll for every ally within 30'.


Keen Sight
You definitely have a Dragon's enchanted sight.
 Prerequisites: Crested Felldrake, Spot 6 ranks
 Benefits: Your Dark Visions range increases +30 ft.


Keen Ears
Your sense of hearing is among the best.
 Prerequisites: Crested Felldrake, Listen 6 ranks
 Benefits: You do not take penalties to Listen checks when sleeping or Fascinated.


Keen Scent
You have a nose that puts some bloodhounds to shame.
 Prerequisites: Crested Felldrake, Survival 6 ranks
 Benefits: You gain a +4 Racial Bonus on all Survival checks made to Track by Scent.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #15 on: November 11, 2011, 02:42:27 AM »
VAMPIRIC IXITXACHITL


   
"Your life goes to feed a greater cause: me."

 Vampiric Ixitxachitl are the leaders (sometimes) of their more normal brethren.

VAMPIRIC IXITXACHITL RACIAL TRAITS
·   +2 Str, +6 Dex, +2 Con, +2 Int, +2 Wis, -4 Cha
·   Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Aberration with the Aquatic Subtype, giving you Darkvision 60'.
·   Base swim speed 30'
·   Energy Drain (Su): Any living creatue successfully bitten by a Vampiric Ixitxachitl gains a negative energy level, and the VI gains 5 temporary hit points.  The Save DC for the Vampiric Ixitxachitl's Energy Drain is Constitution Based.
·   Fast Healing (Ex): Vampiric Ixitxachitl have Fast Healing 3.
·   +2 Natural Armor Bonus
·   The Ixitxachitl has Primary Bite attack doing 1d6 damage plus Strength Bonus.
·   A Vampiric Ixitxachitl has 2 Racial Hit Dice, giving it the following: 2d8 Hit Points, +1 Base Attack Bonus, +0 Fort Save, +0 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are LHide, Knowledge (Nature), Listen, Spot, Swim, and Tumble.
·   Non Humanoid Form (Ex): The Ixitxachitl's body is nonhumanoid.  Armor for them is 1/10th the normal weight, and they cannot be Tripped.  They have different body slots for magic items than humanoids.  They don't have slots for Arms, Feet, and Hands, but do have a slot for their tail which they can use for rings.  Magic items will need to be specially made for them to account for their body.
·   No Hands (Ex): The Ixitxachitl aren't humanoid and have no hands. They may not make Climb, Craft, Disable Device, Disguise, Forgery, Heal, Jump, Open Lock, Sleight of Hand, Tumble, or Use Rope checks. They are also limited in the type of Perform skills they can get. They cannot wield weapons. If someone is willing to help them in and out of it they can wear armor.
·   +8 Racial Bonus to all Swim checks, and can always take 10 on a Swim check.  Can use the Run Action while swimming in a straight line.  In areas where the sea bottom is sandy or has fine silt the Ixitxachitl may make a Full Round Action to disturb the silt and let it settle on top of him after laying down, gaining a +8 Racial Bonus to Hide checks as long as he remains immobile.  Once he moves the silt sloughs off and he is revealed.
·   Automatic Languages: Common and Aquan.  Bonus Languages: Abyssal, Elven, Darfellan, Sahuagin, and Sylvan.
·   Level Adjustment: +3
·   Favored Class: Cleric

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

AGING EFFECTS
 Middle Age: 175
 Old: 263
 Venerable: 350
 Maximum Age: ?
Vampiric Ixitxachitl get bigger with age, becoming Medium size if they live to become Old, and Large when they become Venerable.  They do not take age related penalties to Physical Ability scores.  Theoretically unless killed they are nearly immortal.  There are rumors of incredibly ancient Vampires that are over 20' wide.


HEIGHT AND WEIGHT
 Base Length: 2'8"
 Length Modifier: +2d4
 Base Weight: 30 lbs
 Weight Modifier: x1 lb.

IXITXACHITL CHARACTERS
 If you want to play an underwater race that can use Energy Drain, or has some sort of connection to negative energy the Vampiric Ixitxachitl work nicely.
 Adventuring Race: Vampiric Ixitxachitl are usually jockeying for leadership position, or fighting to keep one.  This leaves little time for adventuring, but many ousted leaders go on adventures to gain power for revenge.
 Character Development: Most Ixitxachitl tend to be Clerics, and others will prefer spellcasting as well.  They can't Turn as well as other Clerics do to their Charisma hit, so try to find another use for that ability via Feats.  Make sure to get Feats or Class Ability Variants, or Racial Substitution Levels that let you get around their lack of hands and unusual body.  If you do go the Melee route, go for Racial Feats for special attacks, or use Feats to get around only having the one attack per round.
 Character Names: Male: Acacitli, Acamapichtli, Acapipilotzin, Achitometl, Acolmiztli, Chimalli, Coyotl, Cuauhtemoc, Cuetlachtli, Huitzilihuitl, Huitzillin, Ilhicamina, Ilhuitl, Mecatl, Meztli, Nezahualcoyotl, Nezahualpilli, Nopaltzin, Tezcacoatl, Tlazopilli, Toltecatl, Xiuhcoatl
Female: Ahuiliztli, Amoxtli, Atl, Chalchiuitl, Chicahua, Citlalli, Citlalmina, Coaxoch, Cozamolotl, Coszcatl, Cuicatl, Etalpalli, Eztli, Ichtacha, Icnoyotl, Ilhuicatl, Itotia, Ixtli, Malinalxochitl, Nenetl, Nochtli, Ohtli, Patli, Quetzalxochitl, Tenoch, Tlalli, Tlachinolli, Xihuitl, Xochitl, Yolotli, Yaotl

ROLEPLAYING AN IXITXACHITL
 The world is doomed.  Demons and Evil Gods will win in the end, and it's damn time everyone else realized it and got on the winning side.  You're sick and tired of being ostracized by pathetic surface worlders who think they're better than you because they wrongly assume they will inherit the world when they refuse to see their own weaknesses.  They should be little more than food for you and your Masters, and it's time they learned that.
 Personality: You are a supernatural predator.  You have allies of convenience, and food.  You don't see any being that isn't more powerful than yourself in any other way. Powerful beings are just stepping stones to be conquered.  Some Vampires even see the Gods in this way.  Hubris is a problem in the species.
 Behaviors: The Ixitxachitl are often cruel for cruelties sake.  After years of worshiping dark gods they are almost compulsively evil, as any act that could be considered good means they're open to being murdered by their fellows.  So they always feel as if they have to perform ever more vile acts to be considered accepted by their society and their God.
 Language: The Ixitxachitl speak Aquan, and have no written script.

IXITXACHITL SOCIETY
 Ixitxachitl society is based entirely on slavery.  Slaves do all menial or constructive labor so the Ixitxachitl can concentrate on furthering the plans of their evil Gods.  The slaves outnumber their masters 2 to 1 or more, and an Ixitxachitl's social prominence is enhanced by the number of slaves he has, and by how badly he treats them.  They are considered as disposable as the reefs which house the Ixitxachitl.  Their despoiling the area before moving on is one of the key reasons most underwater races are at war with them: if the Ixitxachitl had their way they'd end up wiping out all life in the seas eventually.
 Alignment : Ixitxachitl are exclusively Chaotic Evil.  it is possible due to magical influence or some odd twist of fate for one to become another Alignment (usually Chaotic Neutral), but if such an event occurs that Ixitxachitl must flee or be murdered by his fellows.
 Lands : Ixitxachitl prefer coral reefs where it is easy to hide in and tunnel.  They quickly devastate the local flora and fauna with their carelessness and rapid appetites, and after a decade or so must move to another reef.
 Settlements : Ixitxachitl are always on the move, and prefer easily defended areas.  Coral reefs or sargasso fields are prime real estate for them.
 Beliefs :The Ixitxachitl worship various Chaotic Evil deities (usually Ilxendren) or Demon Princes (usually Demogorgon).
 Relations: All other races besides themselves are slaves or food.  There are no exceptions.  The Ixitxachitl are prolific slavers since slaves do the bulk of work and crafting for them (and because they often work them to death or kill them in fits of pique).

IXITXACHITL ADVENTURES
·   In a dream you have had a vision of a lost temple to the Ixitxachitl deity, carved with massive reliefs of Vampiric Ixitxachitl.  You believe it holds some secret power, but the fact that you know it's location from a dream disturbs you.  Time to do some research.
·   Your slaves have been stolen by a rival.  Upon arriving with a vengeful army at his abode, you find it completely destroyed.  obviously you do not wish to share his fate, so you must find out what happened with all due haste.
·   You awake one day with no memory of who you are, or where you are.  You seem to be in a cage, surrounded by strange beings who don't speak your language.  And you seem to think of them as food.  But if that's so, why are you the one in the cage?  And who are those weird freaks in the cages next to you?



VAMPIRIC IXITXACHITL RACIAL SUBSTITUTION LEVELS


WARLOCK
 Level 1: Incantations
  Incantations (Ex):  The Save DC of the Ixitxachitl Warlocks Incantations are based on his Wisdom Modifier instead of his Charisma Modifier.

DREAD NECROMANCER
 Levels 1+: Spellcasting and clasd abilities
  Tough Hide (Ex): Your spellcasting and the Save DC's of your class abilities are Wisdom based instead of Charisma based.

FAVORED SOUL
 Levels 3, 11, 17: Lose Bonus Feats at levels 3 and 11, and Wings at level 17.
  Level 3: You gain Spell Focus (Evil) as a Bonus Feat (see Complete Divine).
  Level 11: You gain Corrupt Spell as a Bonus Feat (see Complete Divine).
  Level 17: At 17th level you gain Spell Resistance equal to 10 plus your Hit Dice.


Editor's Note: Vampiric Ixitxachitl can use Racial Feats specific to Ixitxachitl.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #16 on: November 11, 2011, 02:43:11 AM »
DEATH RAY


   
Am I afraid of death?  I am Death!"

 It all started during feeding one day.  You bit down into a nice fleshy human slave, and got more of a rush than usual.  You skin took on a slightly phosphorescent look despite it darkening and eventually turning black.  Everything you touched started to fall ill, and eventually wither and die.  After it became clear that your merest touch could cause death your court fled, and left you alone to haunt your reef.  You left it without looking back.  No point in having an empty kingdom.  Now you wander the oceans in despair and madness wondering what could have caused you to come to this.

BECOMING A DEATH RAY
It is unknown how one becomes a Death Ray exactly, for there are many who meet the criteria who do not become one.  It is possibly a genetic mutation.

 ENTRY REQUIREMENTS
   Race:  Vampiric Ixitxachitl
   Domains:  Death, Suffering
   Base Saving Throws:  Base Fort and Will Saves of +5
   Feats:  Death Devotion, Holy Potency (see Complete Champion)


Class Skills
 The Death Ray's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Hide (Dex), Intimidate (Cha), Knowledge (Religion)(Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skills Points at Each  Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +0    +2     +0     +2    Improved Energy Drain, +1 Level of Divine Spellcasting Class
2. +1    +3     +0     +3    Power of Darkness
3. +2    +3     +1     +3    +1 Level of Divine Spellcasting Class
4. +3    +4     +1     +4    Improved Energy Drain, +1 Level of Divine Spellcasting Class
5. +3    +4     +1     +4    Power of Darkness
6. +4    +5     +2     +5    +1 Level of Divine Spellcasting Class
7. +5    +5     +2     +5    Improved Energy Drain, +1 Level of Divine Spellcasting Class
8. +6    +6     +2     +6    Power of Darkness
9. +6    +6     +3     +6    +1 Level of Divine Spellcasting Class
10.+7    +7     +3     +7    True Vampire, +1 Level of Divine Spellcasting Class


Weapon Proficiencies: Death Rays gain no new weapon or armor proficiencies.
 
Improved Energy Drain (Su): At 1st level the Death Ray may use his Energy Drain with a Grapple or as a Touch Attack (this can be combined with spell attack or supernatural ability with a range of touch).

At 4th level anyone attacking the Death Ray with a successful Natural Weapon, Unarmed Strike, or Grapple is affected by it's Energy Drain.

At 7th level anyone attacking the Death Ray with a successful melee attack is affected by it's Energy Drain.

Power of Darkness (Su): At 2nd level the Save DC's of the Death Ray's Domain spells, Inflict spells and Energy Drain gain a +2 Profane Bonus.

This bonus increases to +4 at 5th level, and +6 at 8th level.

True Vampire (Ex): At 10th level the Death Rays ability to drain life becomes so strong that it takes the Ixitxachitl's own life.  He gains the Undead Type, and all the abilities/disadvantages that come with it.  The Save DC of any abilities it has that are Constitution based are now Charisma based, and the Save DC of it's Energy Drain increases by an additional +2.  If the Death Ray has been damaged, the hit points gained by it's Energy Drain are not temporary, and they heal damage it has taken.

PLAYING A DEATH RAY
 Death Rays are Vampiric Ixitxachitl whose ability to drain the life force from beings around them has not only gotten increasingly powerful, it has begun to get beyond their ability to control it.  They rarely have followers like other Vampiric Ixitxachitl, and swim the oceans alone leaving a trail of dead bodies in their wake.
 Combat: Death Rays are fairly good in combat considering as most of their opponents have few ways to avoid their life being ripped from them.  If the Death Ray should encounter things like Undead which are immune to it's abilities it usually flees.  Why risk fighting an opponent who can fight back when you're potentially immortal.
 Advancement: Death Rays rarely have any choice about their path, and almost all are forced to be nomadic outcasts.  More than a few are insane as well from the loneliness, and some study magic to create undead imply so they have someone to talk to.
Resources: Death Rays have whatever they can carry.  Even their own kind don't want anything to do with them.

DEATH RAYS IN THE WORLD
"Oh shit."
 Assuming that most creatures he meets are living, the Death Ray sends them to their grave fairly quickly.  The more powerful it gets, the more likely that nothing living is willing (or even able) to approach him.
 Daily Life: The Death Rays days generally consist of drifting aimlessly through the ocean, killing what it meets for sustenance, and occasionally having moments of insane fury.
 Notables: Toltecatl (CE Male Vampiric Ixitxachitl Cleric 6/Death Ray 1) is a broken ruler who now roams the sea in a state of madness.
 Organizations: There are some organizations devoted to exterminating Death Rays, but none devoted to supporting them.  Although they'd willingly finance one that would cure them if they could.

NPC Reaction
 NPC's generally flee in terror if they know what you are.  If not they probably flee the moment they see everything you touch shriveling up and dying.

DEATH RAYS IN THE GAME
 This is probably better for NPC's than players given the Death Rays "personal issues".
 Adaptation: This is meant for a darker campaign obviously. 
 Encounters: PC's will probably encounter Death Rays in remote open spaces of the deep sea.

Sample Encounter
EL 12: The PC's here singing in the distance underwater.  Coming upon a Sahuagin city (or whats left of it), they find a large black ray singing horribly disturbing songs, while blackened wasted corpses float around him in the water.  Spotting the PC's he stops singing and watches them for a moment before saying "I am Ozymandias, King of Kings.  Look on my works ye mighty and know despair."  Then it begins laughing maniacally...


Toltecatl
CE Male Vampiric Ixitxachitl Cleric 6/Death Ray 1
Init +4, Senses: Listen +9, Spot +9, Dark Vision 60'
Languages Common, Aquan, Abyssal, Sahuagin
------------------------------------------------
AC 22, touch 20, flat-footed 18 (+1 Size, +4 Dex, +2 Natural, +4 Deflection, +1 Insight)
hp 49 (9 HD)
Fort +8, Ref +6, Will +14 
------------------------------------------------
Speed Swim 30 ft. (6 squares)
Melee Bite +9 melee (1d6 plus Energy Drain)
Base Atk +5, Grp +1
Atk Options Energy Drain (DC 15), Turn Undead 3/day
Spells Per Day 0: 6 (DC 14)
1st: 5 (DC 15)
2nd: 4 (DC 16)
3rd: 3 (DC 17)
4th: 2 (DC 18)
Caster Level 7th
-----------------------------------------------
Abilities Str 10, Dex 18, Con 12, Int 15, Wis 19, Cha 10
SQ Fast Healing 3, Domains (Death, Suffering)
Feats Corpsecrafter, Death Devotion, Holy Potency, Weapon Finesse
Skills Concentration +7, Hide +13, Intimidate +4, Knowledge (History, Religion) +8, Listen +9, Spellcraft +8, Spot +9, Swim +8, Tumble +9
Possessions +4 Ring of Protection, Ioun Stone (Orange, Dusty Rose, Dark Blue), Pearl of Power (1st level)



EPIC DEATH RAY

Hit Die: d8
Skills Points at Each  Level : 2 + int
Spells Epic levels continue to increase te Death Rays caster level, but he does not gain extra spells per day.
Bonus Feats: The Epic Death Ray gains a Bonus Feat every 3 levels higher than 20th
« Last Edit: April 03, 2017, 06:15:02 PM by bhu »

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #17 on: November 11, 2011, 02:44:03 AM »
SPITTING FELLDRAKE


   
"You should be more polite at this range."

 The Spitting Felldrakes are larger, more snakelike cousins of the Crested Felldrake.  it sort of resembles a wingless serpentine Copper Dragon with bronze scales.

SPITTING FELLDRAKE RACIAL TRAITS
·   +4 Str, +4 Dex, +2 Con, -2 Int, -2 Cha
·   Size Class: Medium
·   Dragon, giving you Low Light Vision, Dark Vision 60', and immunity to sleep and paralysis effects.
·   Base Land speed 40 ft.
·   +4 Natural Armor Class Bonus
·   Spit Acid (Ex): The Spitting Felldrake can spit Acid as a Standard Action, doing 2d4 Acid damage out to a range of 30' with no range increment.
·   Spitting Felldrakes have a Primary Bite Attack doing 1d6 plus Strength bonus.
·   A Spitting Felldrake has 3 Racial Hit Dice, giving it the following: 3d12 Hit Points, +3 base Attack Bonus, +3 Fort Save, +3 Ref Save, +3 Will Save, and (6 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Jump, Listen, and Spot. It also gets 2 Feats.
.            Non Humanoid Form: The Spitting Felldrakes aren't humanoid and have no hands.  They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get.  Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. They cannot wield weapons.  If someone is willing to help them in and out of it they can wear armor. Armor is double the cost but half the weight for them.
·   The Felldrakes automatically speak Draconic and Sylvan.  Bonus Languages include Dwarf, Elven, Gnoll, Goblin, and Undercommon.
·   Level Adjustment: +2
·   Favored Class: Ranger


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

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

HEIGHT AND WEIGHT
 Base Length: 4'10"
 Length Modifier: +2d12"
 Base Weight: 150 lbs.
 Weight Modifier: x 2d6 lbs.

SPITTING FELLDRAKE CHARACTERS
 If you want to play a Ranger that can specialize in tunnel fighting the Spitting Felldrake is a decent choice.  Without Racial Feats or PrC's it's ranged abilities are limited though, so that skews your choices a little.
 Adventuring Race: Felldrakes normally go on adventures because they were assigned to by the Elves, the Church of Bahamut, or on rare occasions because their God told them to in their dreams.  Some also get bored when the towns under their care are in no danger anymore because the lawless frontier is no longer so lawless.
 Character Development: Remember that you have a major disadvantage: you have no hands, and you can't stand upright.  At first this won't seem to be too much of a problem (especially if you have a lenient DM), but at times when you need to, say, open a door to save someone it will be immediately apparent there's a significant problem.  Make sure to take steps beforehand.
 Character Names: Felldrakes normally have Elven or Draconic names.

ROLEPLAYING A SPITTING FELLDRAKE
 You're a professional mercenary whose goal is to seek out, close with, and destroy the enemy (usually an underground enemy).  You may look like a brute animal, but you are quite a bit more intelligent.  Since you will be alone much of the time due to the demands of your profession you try to be as self sufficient as possible.
 Personality: Felldrakes are loyal and caring to their loved ones, and quick tempered with everything else.  When dealing with them it is wise to remember that they are a supernatural predator species, and despite being intelligent tend to think of others as food, enemies, or pack mates.  Meaning most strangers will have to prove themselves (assuming they get the chance).
 Behaviors: In some ways Spitting Felldrakes are almost like hyper aggressive cats.  They get into absolutely everything out of curiosity, and can always be counted on to be spying on something.  It's what makes them decent guardians.  Unlike housecats however, they are very aggressive, and almost always attack before considering the possibilities (i.e. that attacking may not be necessary). 
 Language: Felldrakes normally speak Sylvan or Draconic.  Surprisingly most aren't illiterate given their lack of hands.


SPITTING FELLDRAKE SOCIETY
 The Felldrakes themselves tend not to have a separate culture or civilization.  As per the directives of Bahamut they live with and guard the Elves.  They adopt the ways of Elven society when living among them, and revert to packs in the wild.
 Alignment : As divinely created beings the Felldrakes are always Neutral Good.  There are magics or possible incidents that would change this, but without some cataclysmic event or deliberate intervention a Felldrake will always be Neutral Good.
 Lands : Being the guardians of the Elves, Crested  Felldrakes live wherever the Elves choose to live.  They are a common sight in Elven lands, especially the wilder frontiers, or with Elves who live in/near the Underdark.
 Settlements : Felldrakes tend to follow the Elves, and usually only settle lands if the Elves are moving in as well.
 Beliefs : The Felldrakes worship the Good deities of the Draconic Pantheon, particularly their creator Bahamut.
 Relations: the Felldrakes get along with the Elves, Gnomes, and Halflings particularly well.  unlike other Felldrkaes they get along well with Dwarves, and have a vicious hatred of the Drow and Orcs/Goblinoids.  Humans are considered a mixed bag at best due to their unpredictability.


SPITTING FELLDRAKE ADVENTURES
·   Tunnel openings have appeared recently in the forest leading down into the earth.  Strange noises and lights can occasionally be seen from them.  Your team has been assigned to find out what they are.
·   The Elven Duchess Vadania Starflower has been kidnapped by what are assumed to be Drow.  You are part of an expedition to find and retrieve her (along with possibly finding out why she was taken).
·   The Elves and Derro are at war, for reasons known only to the Derro who recently began attacking.  You are being sent it to help determine what is driving them to attack (and if possible assassinate as many as you can along the way).


SPITTING FELLDRAKE RACIAL SUBSTITUTION LEVELS


RANGER
 Level 1, 6, 11: New Options for Combat Style
 Level 1: Replace Wild Empathy with Draconic Empathy
 Level 4: Replace Animal Companion with Natural Casting
  Combat Style (Ex):  You can choose between Spitter and Biter.  If you choose Spitter you gain Point Blank Shot at Level 2, Defensive Archery at Level 6, and at Level 11 your spit damage increases to 3d4.  If you choose Biter, you gain Weapon Focus (Bite) at 2nd Level, your bite damage increases 1 step at Level 6, and you gain Improved Critical (Bite) at 11th Level.
  Draconic Intimidation (Su): The Spitting Felldrake Ranger gains a +2 Bonus on Intimidate Checks.
  Natural Casting (Su): The Spitting Felldrake gains the Eschew Materials Feat as a Bonus Feat.  He may also cast spells from the Ranger list that do not have material of focus components at +1 caster level.


DRAGONFIRE ADEPT
 Level 19: Replace Immunities
  Immunities: Instead of becoming immune to sleep and paralysis you become immune to fear and morale penalties.


BARBARIAN
 Level 1, 11, 20: Replace Rage with the Whirling Frenzy variant from Unearthed Arcana.

« Last Edit: April 03, 2017, 06:35:44 PM by bhu »

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #18 on: November 11, 2011, 02:44:28 AM »
TUNNEL HUNTER


   
"Let me clear my throat..."

 Tunnel Hunters are professional Spitting Felldrake mercenaries who are veterans of tunnel warfare.  Most are snipers, using their enhanced Dark Vision to surprise the enemy, and then blast it with acid.

BECOMING A TUNNEL HUNTER
Most Tunnel Hunters begin as Scouts or Rangers.  Anything that enhances their stealth abilities.

 ENTRY REQUIREMENTS
   Race:  Spitting Felldrake
   Skills:  Hide 6 ranks, Move Silently 6 ranks, Spot 6 ranks, Survival 6 ranks
   Feats:  Alertness, Quick Reconnoiter
   Class Abilities:  Flawless Stride or Improved Combat Style


Class Skills
 The Tunnel Hunter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering, Nature)(Int), Listen (Wis), Move Silently (Des), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skills Points at Each  Level : 8 + int

Hit Dice: d6

   BAB  Fort    Ref    Will  Abilities
1. +1    +0     +2     +0    Tunnel Fighting
2. +2    +0     +3     +0    Increased Dark Vision
3. +3    +1     +3     +1    Tunnel Sniper
4. +4    +1     +4     +1    Tunnel Fighting
5. +5    +1     +4     +1    Increased Dark Vision
6. +6    +2     +5     +2    Tunnel Sniper
7. +7    +2     +5     +2    Tunnel Fighting
8. +8    +2     +6     +2    Increased Dark Vision
9. +9    +3     +6     +3    Tunnel Sniper
10.+10   +3     +7     +3    Acid Cannon


Weapon Proficiencies: Tunnel Hunters gain no new armor or weapon proficiencies.
 
Tunnel Fighting (Ex): Due to training, specific diet regimens, etc the Tunnel Hunter gains Slight Build at 1st level. 

At level 4 he gains Tunnelrunner as a Bonus Feat (see Underdark).

At level 7 he gains Tunnelfighter as a Bonus Feat (see Underdark).

Increased Dark Vision (Ex): At levels 2, 5, and 8 the range of your Dark Vision increases by +30 ft.

Tunnel Sniper (Ex): At 3rd level the range of your Acid Spit increase to 60' (still without range modifier).  Damage increases to 3d4.

At 6th level it increases to 120'. Damage increases to 4d4.

At 9th level it increases to 240'. Damage increases to 5d4.

Acid Cannon (Ex): Once every 1d4 rounds the Tunnel Hunter can unleash a 60' Line of Acid doing 10d6 damage as a Standard Action

PLAYING A TUNNEL HUNTER
 You are a professional soldier/assassin.  Let the others stand toe to toe with the bad guys while you sneak up on them and take them out.  It's better you remain unseen by the enemy.  After all if they don't know you're about they can't prepare for you.
 Combat: Tunnel Hunters are ambushers who prefer to fight from range, preferably out of their opponents sight.  They try to memorize how far their opponents can see in the dark, and remain outside that range, sniping at will.
 Advancement: Tunnel Hunters do whatever is necessary to succeed in their missions, and will train in whatever manner seems necessary to get the job done.  They'll multiclass if it seems necessary, but otherwise they pursue the class to it's end.
Resources: When on missions for the Elven government the Tunnel Hunters have whatever they need to get things done.  You can still call on them for help on personal quests, but you'd better have done a pretty good job.

TUNNEL HUNTERS IN THE WORLD
"Once my legs regenerate the surface elves will pay for this.  OH HOW THEY WILL PAY!!"
 Nothing makes life better than blasting everyone in sight with your acidic vomit.  You live for this.  Well that and sneaking into the rooms of those snooty Drow Priestesses at night and spiking their wine with laxatives.  Sure you could kill them, but humiliating them is so much more fun...
 Daily Life: Life consists of long boring moments waiting for assignment interspersed with brief moments of hellish violence with you spitting at everything within range.  Still you wouldn't trade the actiony bits for anything.  They help you relieve stress.
 Notables: Tharivol (NG Male Spitting Felldrake Ranger 6/Tunnel Hunter 1) is a recet addition to the Tunnel Hunters, and hopes to prove himself worthy.
 Organizations: The Tunnel Hunters are attached to the Elven Military, and are their preferred units for leading campaigns into the Underdark.

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

TUNNEL HUNTERS IN THE GAME
 This is kind of a wicked class in some ways.  I mean sure you're technically murdering bad guys, but you're still sneaking into people's homes and melting their faces off.  That's gotta make some party members squick.
 Adaptation: This is a good PrC is all the group is in a military campaigns or adventures based in the Underdark.  But otherwise it doesn't get the best use of it's abilities.
 Encounters: Tunnel Hunters are almost always encountered in the Underdark on assassination or sabotage missions.  If not they're seen in elven cities.  They're the scaly vomiting ninjas of the Elven lands.
Sample Encounter
EL 12: The PC's are sitting quietly in the Underdark spying on some Drow warriors waiting for them to sleep.  Just as they pass out some sort of freakish lizard creatures scrambles down out of hiding from a niche and melts their heads one by one.  Then it turns and winks at them before scampering off.  You are so not getting blamed for this.  You're outta here.


Tharivol
NG Male Spitting Felldrake Ranger 6/Tunnel Hunter 1
Init +4, Senses: Listen +10, Spot +10, Low Light Vision, Dark Vision 60'
Languages Draconic, Sylvan
------------------------------------------------
AC 28, touch 18, flat-footed 24 (+4 Dex, +4 Natural, +6 Armor, +4 Deflection)
hp 80 (10 HD)
Fort +11, Ref +14, Will +8 (+10 w/Periapt)
------------------------------------------------
Speed 40 ft. (8 squares)
Melee Bite +13 (1d6+3)
Ranged Spit Acid +14 (2d4)
Base Atk +10, Grp +13
Atk Options Improved Combat Style
Combat Gear
Spells Per Day 1st: 2 (DC 14, DC 16 w/Periapt)
Caster Level: 3
-----------------------------------------------
Abilities Str 16, Dex 18, Con 16, Int 8, Wis 16 (20 w/Periapt), Cha 6
SQ Favored Enemy (Drow +4, Vermin +2), Draconic Intimidation, Natural Casting, Tunnel Fighting (Slight Build)
Feats Alertness, Point Blank Shot, Precise Shot, Quick Reconnoiter, Endurance (B), Eschew Materials (B), Track (B)
Skills Climb +8, Concentration +7, Hide +11, Jump +10, Knowledge (Dungeoneering, Geography, Nature) +2, Listen +10, Move Silently +10, Search +5, Spot +10, Survival +10
Possessions +4 Ring of Protection, +6 Bracers of Armor, +4 Periapt of Wisdom, Clear Ioun Stone



EPIC TUNNEL HUNTER

Hit Die: d6
Skills Points at Each  Level : 8 + int
Increased Dark Vision At level 22 you may now see perfectly normally in regular or magical darkness of any kind.
Tunnel Sniper At level 23 and every 3 levels thereafter the damage of the Tunnel Hunters Acid Spit increases by +1d4.
Bonus Feats: The Epic Tunnel Hunter gains a Bonus Feat every x levels higher than 20th



CRESTED FELLDRAKE FEATS



Potent Spit
Your acid is more damaging than normal
 Prerequisites: Spitting Felldrake, Con 13
 Benefits: Your Acid Spit does +1d4 damage.  This may be taken multiple times, increasing it an additional +1d4 each time.  This Stacks with the damage gained by the Tunnel Sniper ability.


Acrid Spit
Your Acid is incredibly foul smelling.
 Prerequisites: Spitting Felldrake
 Benefits: If you successfully attack an opponent who has Scent with your Acid Spit he loses his Scent ability for 1d4 hours.


Toxic Spit
Your Acid Spit is mildly venomous.
 Prerequisites: Spitting Felldrake, Acrid Spit
 Benefits: Opponents you successfully hit with your Acid Spit must make a Fortitude Save (10 plus half Hit Dice plus Con Modifier) or be poisoned.  Initial and Secondary damage is 1 Strength.


Deadly Spit
Your posionous spittle has gotten worse over time.
 Prerequisites: Spitting Felldrake, Toxic Spit
 Benefits: Initial and Secondary Damage is now 1 Constitution.


Blinding Spit
Always aim for the face
 Prerequisites: Spitting Felldrake, Acrid Spit
 Benefits: Whenever you successfully critical with your Acid Spit attack your opponent must make a Fortitude Save (10 plus half Hit Dice plus Con Modifier) or be Blinded for 1d6 rounds.


Blinding Mist
Your spit is now a stream of fine mist, much easier to get into your opponents eyes.
 Prerequisites: Spitting Felldrake, Blinding Spit
 Benefits: Your opponent must Save to avoid being blinded on any successful hit now, not just criticals.


Toughened
Your scales are more acid resistant due to many fights with your own kind over the years.
 Prerequisites: Spitting Felldrake, Con 15
 Benefits: You gain Acid Resistance 5.


Snipers Endurance
You are used to long hours at work.
 Prerequisites: Spitting Felldrake, Endurance
 Benefits: You gain a +4 Racial Bonus on any Saving Throw against any effect that would cause Fatigue or Exhaustion.


Draconic Endurance
You are an excellent guardian.
 Prerequisites: Spitting Felldrake, Snipers Endurance.
 Benefits: You only need to sleep 1 hour a day, and can recover from being Fatigued Exhausted in one hours time with rest.

Offline bhu

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Re: Races (and Monsters Turned Races)
« Reply #19 on: November 11, 2011, 02:45:00 AM »
NEEDLEFOLK


   
"The Elves...they are not welcome here...except as meat."

 Needlefolk are thin plant beings resembling something of a cross between a humanoid insect and a pine tree or bush with hands ending in large thorns that resemble claws.  Their color changes from season to season to reflect the forest around them, helping them to blend in easier. 

NEEDLEFOLK RACIAL TRAITS
·   +2 Str, +2 Con, -4 Int, +4 Wis, -6 Cha
·   Size Class: Medium
·   Plant, giving it Low Light Vision, doesn't sleep; and is immune to Mind-Affecting Effects, poison, sleep effects, paralysis, polymorph, stunning, and critical hits.
·   Base speed 30'
·   +4 Natural Armor Bonus
·   Natural Camouflage (Ex): Needlfolk have the Camouflage class ability listed on page 48 of the PHB.  They may also Hide in Plain Sight (as per the ability listed on the same page) as long as they remain still, and are somewhere a plant would reasonably grow.
·   Elfsense (Ex): Needlefolk automatically know the presence of any Humanoid with the Elf subtype (including Half Elves) within 1500' of their position.  They are driven to attack them once they are detected, but need not be suicidal.  However they will never accept traveling with one.  If there is a Needlefolk in the party, no one else had better be an  Elf or he'll be murdered eventually.
·   Dormancy (Ex): Needlefolk become dormant during the winter.  When the temperature falls below 40 degrees for more than a week, a Needlefolk must make a DC 25 Willpower Check at the beginning of each day or slip into hibernation.  While hibernating they do not need food or water, as their metabolism slows to a crawl.  They are also immune to damage from exposure to the wind and cold.  They tend o resemble plants more and more once they go into hibernation, and a DC 25 Spot Check is needed to realize they are a dormant plant being as opposed to just a small pine tree or something.  Once the temperature raises to 60 degrees or higher on a daily basis, the Needlefolk re-awakens.  It also immediately wakes up if attacked.
·   The Needlefolk have a Primary Claw Attack doing 1d4 + Str Modifier damage.  it also has a primary Ranged Needle Attack doing 1d12 + Str Modifier damage.  Range Increment is 20', maximum range is 200'.
·   A Needlefolk has 3 Racial Hit Dice, giving it the following: 2d8 Hit Points, +2 Base Attack Bonus, +3 Fort Save, +1 Ref Save, +1 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Hide, Listen, Move Silently, and Spot.  It also gets 2 Feats.
·   Needlefolk gain a +16 Racial Bonus to Hide Checks while remaining stationary within a forest.  This drops to +8 if it moves up to half speed.
·   Automatic Languages: Sylvan  Bonus Languages: It's rare that a Needlefolk has the intellect to speak more than it's native language, and it usually learns the language of a nearby race.
·   Level Adjustment: +2
·   Favored Class: Ranger or Scout

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

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

HEIGHT AND WEIGHT
 Base Height: 4' 10"
 Height Modifier: +2d12
 Base Weight: 150 lbs.
 Weight Modifier: x2d6 lbs.

NEEDLEFOLK CHARACTERS
 If you want a character who fights at range and is at his best in a wilderness setting being all stealthy like, the Needlefolk are for you.  Or if you just want to play something really alien.
 Adventuring Race: Needlefolk usually go on adventures because they are mentally unbalanced.  At least they are in the eyes of their own kind.  Most live the lives of plants.  Somewhat more nomadic, but plants all the same.  Some do adventure for revenge if their comrades are wiped out, and some are serial killers who like eating elves.
 Character Development: Your natural abilities at camouflage make you an excellent choice for stealth characters.  And you have a built in ranged attack, so archery Feats are an obvious choice.  You may also wish to take a racial Feat or two to offset some of your racial disadvantages.
 Character Names: Needlefolk names are unpronounceable by other beings as they include components not based on speech.  They usually choose a name in the language of whatever race they are dealing with if they wish to communicate with them.

ROLEPLAYING A NEEDLEFOLK
 You lack what the humanoid races term 'empathy'.  You do not understand what other beings feel, or why they feel it unless it is something you yourself have experienced.  And since your kind have no real culture or social structure, there isn't much you have experienced.  Initially others see you as being gullible and naive because of this, but the casual way in which you kill enemies soon makes them think twice about attempting to take advantage of you.
 Personality: Needlefolk have little to nothing in the way of personality.  they don't express joy, and rarely seem to express sorrow or regret, or anything resembling a conscience.  Unless Elves are around even anger is an uncommon emotion for them.  Adventuring Needlefolk have the beginnings of some sort of personality, but they are outcast among their own for this who consider them mentally disabled because of it.
 Behaviors: Except for eating, most Needlefolk simply stand underneath the sun like any other plant.  Emotion is almost never seen with the exception of encounters with Elves.  Many compare them to Constructs, and many people believe hey are no more intelligent than animals until it is proven otherwise.
 Language: Needlefolk speak Sylvan.  They rarely have the inclination (or ability) to learn other languages.  They also usually have no need to.

NEEDLEFOLK SOCIETY
 The Needlefolk have no society or culture, and despite their intelligence exist almost like any other tree or bush would.  Most live their lives simply dreaming in the forest, occasionally eating or tending to fellow Needlefolk in trouble.  The only thing that really causes them to show emotion, or that would give outsiders a hint of their intelligence is their undying hatred of Elves, whom they have often conducted shadow wars against.  The reasons for their hatred or their ability to so easily sense the Elves is unknown, and the Needlefolk do not discuss it with outsiders.
 Alignment : Virtually all Needlefolk are True Neutral.  They do not have enough emotion or semblance of a society to have developed ideas like Good or Evil at this point.  This can make them dangerous to deal with, as it makes their thought processes alien to most humanoids.
 Lands : Needlefolk live exclusively in forests, preferably ones far away from humanoid cities where they can avoid the stench and noise of men.  They like unspoiled wilderness, and will leave any area that receives too much pollution from "civilized" beings.
 Settlements : Needlefolk rarely leave the forest, and only to find other forests even then.  Settlement usually only occurs when their current home becomes uninhabitable.
 Beliefs : The Needlefolk have an odd mindset, and are only dimly aware of the idea of worshiping Gods.  Some few have managed to puzzle out what Clerics are, and a very few of their number have actually become one (usually the Cleric of a Neutral nature deity).
 Relations: The Needlefolk do not much understand the other races, and aren't compelled to seek the company of other like humanoids are.  But they will tolerate other races, standing silently hidden in plain sight as they pass by.  Except for the Elves.  They will violently murder Elves without provocation on sight. 

NEEDLEFOLK ADVENTURES
·   Elves have begun settling close to your valley.  More elves than you can kill by yourself.  You must gather others of your kind for the coming slaughter.
·   Bitterleaf, an Elven Ranger who has killed many of your kind over a centuries old grudge (your people killed his family) has joined a local Adventurers Guild.  Since you own a magical item capable of making you look like a humanoid, you have decided to apply to the Guild yourself to find out what his plans are, and possibly murder him if he wishes to continue to destroying your race (there are several groves of you hidden away locally).
·   An Elf with Needlefolk features has appeared, and is leading your people to the slaughter in a pointless fight against a far greater force of Orcs.  For some reason you seem to be immune to whatever power she has over your people, and unless you can find help soon you will be left to confront her alone.


NEEDLEFOLK RACIAL SUBSTITUTION LEVELS


RANGER
 Level 1: Replace Wild Empathy with Plant Empathy
 Level 4: Replace Animal Companion with Elf Hatred
 Level 13: Replace Camouflage with Improved Elf Hatred
  Plant Empathy (Ex): This works exactly like Wild Empathy, but only on Plants with an Intelligence of 2 or less (or that are Mindless).
  Elf Hatred (Ex): Your Favored Enemy Bonus against Elves increases by +2 if you have it (or you gain a +2 Favored Enemy Bonus against Elves if you do not).
  Improved Elf Hatred (Ex): Your Favored Enemy Bonus against Elves increases by +2 again.

SCOUT
 Level 8: Replace Camouflage with Spiny Defense
  Spiny Defense: Opponents who attack you with an Unarmed Strike, Natural Weapon, or Grapple take 1d6 plus their own Strength Modifier in damage.


DRUID
 Level 1: Lose Animal Companion.
 Level 1: Replace Wild Empathy with Plant Empathy.
 Level 6: Gain Green Brother in place of Animal Companion.
 Levels 5 and 12: Wild Shape changes.
  Plant Empathy (Ex): This works exactly like Wild Empathy, but only on Plants with an Intelligence of 2 or less (or that are Mindless).
  Green Brother (Ex): You get a Needlefolk Follower.  His level is half yours, and as you increase in level so does he (when you reach 8th level he is 4th, when you reach 10th level he is 5th, etc).  He is fanatically loyal to you, and has levels in a class of your choice.
  Wild Shape (Su): At 5th level when you gain Wild Shape you may only become Plants.  You cannot become Animals until level 12.