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Messages - bhu

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1
September 1776 / Re: Chapter 2: Haxan
« on: July 18, 2024, 06:25:50 PM »
The auction is in 3 days.

"The local inns are where auctions of every sort are normally held, other than slaves.  The locals decided to do away with that when the monsters appeared.  The City Tavern also acts as a local newspaper, gathering place for politicians, and even occasionally a jail.  It holds auction sales and sporting events, for those willing to rent it out.  There's likely some description of whats for sale and by whom in the taverns papers."

2
September 1776 / Re: Chapter 2: Haxan
« on: July 15, 2024, 07:04:07 PM »
In your search you find a newspaper add torn from a local printing.  Circled on it is an advertisement for an auction at the City Tavern (a local inn frequented by your side of things).

The entity they  called down was strong, but a pack of well learned witches should have been enough to handle it.  This narrows the Haxan rogue down to one of their  more powerful members.

The constable nods "I'll only use men from the old town."

3
September 1776 / Re: Chapter 2: Haxan
« on: July 14, 2024, 02:11:41 PM »
The men are scared as hell.  Both the constables and the Haxan have people scouring the alley.  The current theory is that one of the Haxan, for reasons of her own, betrayed her people's truce, and either paid, manipulated or forced some local men to assist her.  The question is why?  Both sides part for the night without further incident.  You are to meet with the Haxan again in 4 days, and your own people the following morning.  No one is happy, as both sides possibly have rogues.

4
BOOBY FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

BOOBY SPECIES TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Prehensile Feet (Ex):
·   Monkeys have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Monkey Folk receive a +8 Species Bonus on Balance, Climb, and Jump Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb and Jump Checks.
·   Automatic Languages: Monkeys speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

5
PUFFER FISH FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

PUFFER FISH SPECIES TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Prehensile Feet (Ex):
·   Monkeys have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Monkey Folk receive a +8 Species Bonus on Balance, Climb, and Jump Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb and Jump Checks.
·   Automatic Languages: Monkeys speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

6
STINK BUG FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

STINK BUG SPECIES TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Prehensile Feet (Ex):
·   Monkeys have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Monkey Folk receive a +8 Species Bonus on Balance, Climb, and Jump Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb and Jump Checks.
·   Automatic Languages: Monkeys speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

7
STICK BUG FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

STICK BUG SPECIES TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Prehensile Feet (Ex):
·   Monkeys have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Monkey Folk receive a +8 Species Bonus on Balance, Climb, and Jump Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb and Jump Checks.
·   Automatic Languages: Monkeys speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

8
September 1776 / Re: Chapter 2: Haxan
« on: July 05, 2024, 06:28:33 PM »
Only one has a face left, and you don't recognize him.  The uniforms are local, but they could be stolen.

The ghouls began running when the shots rang out, and are no longer in sight.  With luck they headed out of town.

9
     https://www.youtube.com/watch?v=In8fuzj3gck

   Jean Jacket
                      Colossal+ Aberration
Hit Dice:             72d8+1116 (1440 hp)
Initiative:           +8
Speed:                Fly 120 ft. (24 squares) (Perfect)
Armor Class:          36 (-16 Size, +4 Dex, +28 Natural), touch 0, flat-footed 32
Base Attack/Grapple:  +54/+109
Attack:               Engulf +73 melee (12d6+52)
Full Attack:          Engulf +73 melee (12d6+52)
Space/Reach:          300 ft./200 ft.
Special Attacks:      Improved Grab, Threat Display, Expectorate, Scoop, Swallow Whole, EMP Field, Wind
Special Qualities:    See in Darkness, Weather Control, Supersonic Flight, Blindsight 1400 ft., Immune to Cold Damage, Fire and Electricity Resistance 20, Don't Look, Vulnerable Internally
Saves:                Fort +39, Ref +34, Will +41
Abilities:            Str 80, Dex 18, Con 40, Int 4, Wis 16, Cha 10
Skills:               Disguise +10 (+30 to Disguise self as a cloud), Hide -4, Intimidate +15, Knowledge (Geography, Nature) +4, Listen +10, Move Silently +11, Spot +15, Survival +9
Feats:                Alertness, Blind-Fight, Diehard, Dodge, Endurance, Flyby Attack, Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility. Stealthy, Toughness x12  Epic Feats: Epic Endurance, Epic Reflexes
Environment:          Any
Organization:         28
Treasure:             None
Alignment:            Always Neutral
Advancement:          73-150 HD (Colossal+)
Level Adjustment:     ---

The Jean Jacket species is an alien predator that resembles a gigantic, flying jellyfish.  It is rarely seen in this form, theoretically because it make it vulnerable to wind shear or internal damage (or possibly it is reserved for defensive fighting).  Normally it is seen in hunting mode, which is a saucer roughly 330 feet wide by 50 feet thick at it's center point.  It has an opening roughly 50 feet wide on it's bottom, which acts as it's mouth, and which also spits out any indigestible material.  It's single eye also uses this opening as a viewing point.  The creature has electrogenerative organs that it uses for hunting, that are powerful enough to suppress electronic equipment.  Once it closes in, the eye gives visual confirmation, though it can be fooled.  At some point in the film, the protagonists realize it can't tell the difference between a real and a fake horse, and the trigger for it to pounce seems to be looking up at it.

Due to it's ability to manipulate the wind and weather though, it is rarely seen.  It seems to be able to cover itself in a cloud, so the easiest way to spot a hidden one is to look for a cloud that isn't moving.  How it got to Earth is unknown, as presumably it still needs oxygen.  The entire valley it roams is blocked out on Google Earth, so presumably someone in the government knows of it's existence.

Improved Grab (Ex): To use this ability, Jean Jacket must hit with it's Engulf attack (it cannot use Engulf unless it has opened itself up to use it's Threat Display). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If successful, it can Swallow a Huge or smaller opponent on subsequent rounds with a successful Grapple Check.

Threat Display (Ex): Jean Jacket can unsettle foes by unfolding it's body, and making loud noises. Creatures within a radius of 1400 feet are subject to the effect if they have fewer HD than it does. A potentially affected creature that succeeds on a DC 46 Will save (Save DC is Cha based) remains immune to Jean Jacket's frightful presence for 24 hours. On a failure, creatures with 10 or less HD become panicked for 4d6 rounds and those with 11 or more HD become shaken for 4d6 rounds.

Expectorate (Ex): Jean Jacket's stomach acid only works on organic material, and it sits out inorganic remains after it digests a meal.  It ejects them with such force that the leftovers can kill or embed themselves in anything beneath Jean Jacket at the time.  As a Standard action, Jean Jacket spits out bits of debris within a 50 foot radius at it's center.  Anything underneath it in this area must make a DC 81 Reflex Save (Save DC is Str based) or take 6d6 ballistic damage (see d20 modern).

Scoop (Ex): As a Standard Action, Jean Jacket can unleash a tornado underneath it from it's mouth.  This affects an area 50 feet across by 100 ft high.  Anything Huge or smaller within this area must make a DC 81 Reflex Save (Save DC is Str based) or be sucked into Jean Jacket's maw, and swallowed.

Swallow Whole (Ex): Jean Jacket may Swallow anyone it has Engulfed with a Grapple Check.  This is rare, as it must unfold to use it's Threat Display to Engulf opponents.  It's far more common that it Swallows an opponent who fails a Saving Throw against it's Scoop attack.  Once inside Jean Jacket, the swallowed victims take 1d6 points of acid damage per round from Jean Jacket's digestive juices. While this digestive acid is weak, Jean Jacket crushes anything inside it if it fights back (or after it's marinated a few hours or so), doing 12d6+52 crushing damage.  A swallowed creature can cut its way out by dealing 50 points of damage to Jean Jacket’s digestive tract (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Jean Jacket’s gullet can hold 2 Huge, 10 Large, 40 Medium, 160 Small, or 640 Tiny or smaller creatures.

EMP Field (Ex): Jean Jacket radiates a strong electromagnetic field out to 1400 feet.  This effectively acts like Blindsight within this range, as well as temporarily suppressing any device using electricity within this range.

Wind (Ex): Jean Jacket presumably flies by manipulating winds, and because of this (or perhaps due to it's size and speed) it pushes a wall of wind 300 ft. across in front of it out to 50 ft., and beneath it out to 50 feet.  This wind is 75 mph or higher (see the effects of Hurricane Force winds under Wind Effects in the DMG page 95).

See in Darkness (Ex): Jean Jacket can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Weather Control (Su): Jean Jacket can cast Control Weather at will as an Exceptional Ability, but is limited in it's effects.  It can cause it to rain or increase winds, which it usually does to hide itself.  It can also sheathe itself in a cloud, giving itself a +20 Circumstance Bonus to Disguise Checks meant to appear as a cloud.  Caster Level is 20th.

Supersonic Flight (Ex): Jean Jacket has to slow down to hunt, so it uses the speed listed above.  Out of combat,  it's Fly speed is 6600 feet.

Don't Look: Jean Jacket instinctively attacks opponents who look it in the eye.  By remaining still and avoiding looking up at it, one can effectively hide from the creature.  It must make an opposed Spot vs. Hide Check to realize you're there.  Targets can make this Hide Check even if they are standing in an open desert, without any penalties that normally apply to Hide Checks.  Additionally, any potential targets get a +4 Circumstance Bonus to the Hide Check.

Vulnerable Internally: Jean jacket travels in it's hunting form because it protects it's vulnerable internal organs from danger.  Attacks from inside it are automatically confirmed criticals.  On rounds in which it uses it's Threat Display, any hit has a 50% chance of instead becoming a critical hit.

Combat: In hunting form, Jean Jacket will fly by using it's Scoop attack to swallow targets.  Against bigger targets, or potential threats it doesn't understand, it will engulf them in it's tentacles and swallow it if a Threat Display doesn't drive the opponent off.



10
MONKEY FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

MONKEY SPECIES TRAITS
·   +2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Prehensile Feet (Ex):
·   Monkeys have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Monkey Folk receive a +8 Species Bonus on Balance, Climb, and Jump Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb and Jump Checks.
·   Automatic Languages: Monkeys speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Scout

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

11
IGUANA FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

IGUANA SPECIES TRAITS
·   +2 Str, -2 Wis, -2 Cha
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Base swim speed 30 ft.
·   Speed Burst (Ex):
·   Scent
·   +4 Natural AC Bonus
·   An Iguana has 3 Species Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Listen, Spot, Swim and Survival. They also get 2 Feats.
·   Iguanas have a +8 Species Bonus to Climb and Swim Checks,  and may always Take 10 on Climb and Swim Checks.  They also have a +4 Species Bonus to Hide Checks.
·   Iguanas have a Primary Bite attack doing 1d6 plus Str modifier damage, and a Secondary Claw attack doing 1d6 plus 1/2 Str modifier damage, and a Secondary Tail Lash doing 1d8 plus 1/2 Str modifier.  They get 1 Bite, 2 Claws and 1 Tail Lash attack with a Full Attack.
·   Automatic Languages: Iguanas speak Scaly and Common.  Bonus Languages: Any nearby species.
·   Level Adjustment: +1
·   Favored Class: Barbarian

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

12
CHAMELEON FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
·   +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.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 20 ft.
·   Climb land speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Chameleon Camouflage (Ex):
·   Assault Tongue (Ex):
·   Wide Angle Vision (Ex):
·   Prehensile Feet (Ex):
·   Chameleon Folk receive a +4 Species Bonus to Move Silently Checks.  They also have a +8 Species Bonus on Balance, and Climb Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks (whichever is higher).
·    Chameleon Folk automatically speak Scaly, and Common.  Bonus languages include Buggy, Sylvan, and nearby species.
·   Level Adjustment: +2
·   Favored Class: Ranger

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

13
MOOSE FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
·   +8 Strength, +6 Constitution
·   Size Class: Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 40 ft.
·   Base swim speed 30 ft.
·   +4 Natural Armor Bonus.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Hold Breath (Ex):
·   A Moose has 3 Species Hit Dice, giving it the following: 3d8 Hit Points, +3 Base Attack Bonus, +1 Fort Save, +3 Ref Save, +3 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level).  Class skills are Climb, Listen, Spot, Swim and Survival. They also get 2 Feats, and Cold Endurance as a Bonus Feat.
·   Moose Folk receive a +4 Species Bonus on Listen Checks.  Moose have a +8 Species Bonus to Swim Checks,  and may always Take 10 on Swim Checks.
·   Sheep have a Primary Headbutt attack doing 1d8 plus one and a half times Str modifier damage.
·   Automatic Languages: Furry. Bonus Languages: Common
·   Level Adjustment: +2
·   Favored Class: Barbarian

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

14
PORCUPINE FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

PORCUPINE SPECIES TRAITS
·   +2 Wis, +2 CHa, -2 Str
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 20 ft.
·   Base climb speed 20 ft.
·   Base swim speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Quills (Ex):
·   Porcupines have a Primary Bite Attack doing 1d4 plus Strength Modifier, and a Secondary Claw attack doing 1d4 plus 1/2 Str modifier.  They get 1 Bite and 2 Claws with a Full Attack.
·   Porcupine Folk receive a +4 Species Bonus on Listen Checks. They also have a +8 Species Bonus to Climb and Swim CHecks, and may always Take 10 on Climb and Swim CHecks.
·   Automatic Languages: Porcupines speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Swordsage

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

15
HEDGEHOG FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

HEDGEHOG SPECIES TRAITS
·   +2 Wis, -2 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.
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 35 ft.
·   Climb land speed 15 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Spiny (Ex):
·   Roll Up:
·   Hedgehog Folk receive a +4 Species Bonus to Hide and Move Silently Checks.  They also have a +8 Species Bonus on Balance, Climb, and Listen Checks.  They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
·    Hedgehog Folk automatically speak Furry, and Common.  Bonus languages include Buggy, Sylvan, and nearby species.
·   Level Adjustment: +2
·   Favored Class: Ranger

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

16
SKUNK FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
·   +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.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 20 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Spray (Ex):
·   Skunks have a Primary Bite Attack doing 1d3 plus Strength Modifier, and a Secondary Claw attack doing 1d3 plus 1/2 Str modifier.  They get 1 Bite and 2 Claws with a Full Attack.
·   Sunk Folk receive a +4 Species Bonus on Listen Checks.
·   Automatic Languages: Skunks speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Barbarian

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

17
WEASEL FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
Ability Score adjustments
Size Class
Type (and any Subtypes)
Base speed
Alternate movement forms if any
Special attacks and qualities, extra hit dice
Anything related to racial hit dice such as saves, skill points, class skills, etc if necessary
Racial skill bonuses
Automatic and Bonus languages
Level Adjustment (if any)
Favored Class:

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

18
ARMADILLO FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

ARMADILLO SPECIES TRAITS
·   +2 Con
·   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.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 20 ft.
·   Base burrow speed 10 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Hold Breath (Ex):
·   Tremorsense (Ex):
·   +5 Natural AC Bonus
·   Rollup (Ex):
·   Armadillos have a Primary Claw attack doing 1d3 plus Str modifier.  They get 2 Claws with a Full Attack.
·   Armadillo Folk receive a +8 Species Bonus on Listen Checks. 
·   Automatic Languages: Armadillos speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Wrassler

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

19
SHEEP FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

RACE SPECIES TRAITS
·   +2 Dex, +4 Cha, -2 Str, -2 Int, -2 Wis
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Scent Communication (Ex):
·   Scent
·   +1 Natural AC Bonus
·   Sheep have a +4 Species Bonus to Bluff, Listen and Spot Checks.
·   Sheep have a Primary Headbutt attack doing 1d6 plus one and a half times Str modifier damage.
·   Automatic Languages: Sheep speak Furry and Common.  Bonus Languages: Any nearby species.
·   Level Adjustment: +0
·   Favored Class: Bard

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

20
MOLE FOLK


   
Quote of Some Kind by a member of the r   ace!

 A general description of whatever the race is!

MOLE SPECIES TRAITS
·   +2 Str, -2 Dex
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 20 ft.
·   Base burrow speed 10 ft.
·   Scent (Ex): Identical to the ability listed in the Monster Manual.
·   Tremorsense (Ex):
·   Blindsight (Ex):
·   Hold Breath (Ex):
·   Paralytic Saliva (Ex):
·   Moles have a Primary Bite Attack doing 1d4 plus Strength Modifier, and a Secondary Claw attack doing 1d4 plus 1/2 Str modifier.  They get 1 Bite and 2 Claws with a Full Attack.
·   Mole Folk receive a +8 Species Bonus on Listen Checks. 
·   Automatic Languages: Moles speak Furry and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Barbarian

STARTING AGE
 Adulthood:
 Barbarian, Rogue, Sorcerer:
 Bard, Fighter, Paladin, Ranger:
 Cleric, Druid, Monk, Wizard:

AGING EFFECTS
 Middle Age:
 Old:
 Venerable:
 Maximum Age:
 If there are any aging effects that differ from norm list them here.

HEIGHT AND WEIGHT
 Base Height: Male:  Female:
 Height Modifier:
 Base Weight: Male:    Female:
 Weight Modifier:

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

ROLEPLAYING A RACE
 Quick generalization about playing a member of this race.
 Personality: Give general stereotype of the personality of a member of this race and some roleplaying applications.
 Behaviors: Typical behaviors for a member of this race..
 Language:Notes on this races language..

RACE SOCIETY
 Description of this races society, culture, and civilization.
 Alignment : What alignment is common to members of this race and why.
 Lands : Where do they normally live.
 Settlements : Where do they normally live when not in their homelands.
 Beliefs :Typical religious beliefs.
 Relations: How do they relate to other races.

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

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