Author Topic: Jesters Realm Critters  (Read 77237 times)

Offline bhu

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Re: Jesters Realm Critters
« Reply #340 on: July 04, 2024, 07:34:31 PM »
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
« Last Edit: July 05, 2024, 02:35:20 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #341 on: July 04, 2024, 07:34:55 PM »
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
« Last Edit: July 05, 2024, 04:56:25 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #342 on: July 04, 2024, 07:41:35 PM »
CHAMELEON FOLK


   
"Sorry, I forgot I was here."

 Anthropoid chameleons the size of Halflings.  They often forget they are camouflaged while hanging out, leading to hilariously awkward consequences.

CHAMELEON FOLK 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): Chameleons can change color as a Swift Action.  While in any sort of natural terrain, a Chameleon can use the Hide skill even while being observed as long as it remains still.  If it moves, it must take another Swift Action to regain it's camouflage.
·   Assault Tongue (Ex): The Chameleon can make a melee attack with it's tongue at a range of 10 feet.  This is considered a Strength based melee touch attack, and does not provoke an attack of opportunity.  It does 1d3 plus Strength modifier Bludgeoning damage, and the target is considered attached due to the sticky nature of the tongue.  An attached Chameleon is effectively grappling its prey. The Chameleon loses its Dexterity bonus to AC, but holds on with great tenacity. Chameleons have a +12 racial bonus on grapple checks with their tongue. An attached Chameleon can be struck with a weapon or grappled itself. To remove an attached Chameleon through grappling, the opponent must achieve a pin against the Chameleon. This is considered both an unarmed strike and a natural attack for purposes of feats, items, abilities, etc.
·   Wide Angle Vision (Ex): Chameleons have a +4 Species bonus to Spot and Search checks and they can't be flanked.
·   Prehensile Feet (Ex): You can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.
·   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 have a Primary Bite attack doing 1d3 plus one and a half times Str modifier.
·    Chameleon Folk automatically speak Scaly, and Common.  Bonus languages include Buggy, Sylvan, and nearby species.
·   Level Adjustment: +2
·   Favored Class: Ranger

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

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

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

CHAMELEON FOLK CHARACTERS
 You make for good utility characters, or for hidden casters.
 Adventuring Race: Chameleons usually go on adventures out of necessity.
 Character Development: Try to get items or abilities that boost your speed.
 Character Names: Male: Agapito, Bayani, Danilo, Melchor, Nimuel, Zoren.  Female: Alma, Benilda, Diwata, Kristel, Mutya, Sampaguita.  Surnames: Banaag, Cabangon, Dalasay, Galang, Lapitan, Mindanao.

ROLEPLAYING A CHAMELEON FOLK
 After the old world, you were so used to hiding you sometimes forget you have your camo on now.  But you learn a lot being hidden, and you don't intend to give that up.  A little paranoia can be good sometimes as long as you don't let it rule you.
 Personality: Chameleons are pretty live and let live, but they do have a strong streak of anxiety after the War.
 Behaviors: Standing still for hours without blinking is common.  Honestly, you can see why you weird some people out.
 Language: Chameleons speak Scaly and Common.

CHAMELEON FOLK SOCIETY
 Chameleon society is often described as laid back (well, actually they're called lazy) and uncaring.  This is unfair.  The Chameleons aren't uncaring, they just believe in thinking things through rather than reacting immediately.
 Alignment : Chameleons are aggressively Neutral.  As in they really don't want involved in your business.  To the extent they will tongue you in the eye if they have to.
 Lands : Chameleons prefer areas with lot's of places to hide.
 Settlements : But they'll take any Warm land really.
 Beliefs : Chkrr is the primary deity of the Chameleons.
 Relations: The other species like you well enough, but can be weirded out by your behavior.  Sometimes very much so.

CHAMELEON FOLK ADVENTURES
· You're hanging out camouflaged, when you overhear strangers and the town mayor planning to burn the city down for something called 'insurance money'.  Now you have to find some way of stopping it.
· The local crime lord has decided you need to go underground.  You know this because his calling for your death woke you up.  You've been sleeping camouflaged behind some junk in one of his warehouses.  Now you just need to find out why  he wants you gone.
· While hidden, you overhear two drunken Gawds making plans to mes with your home town.  Now what?

CHAMELEON FOLK SPECIES SUBSTITUTION LEVELS

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20 ft.. This bonus improves by and additional 20' for every four levels gained above 3rd (+40 ft. at 7th, +60 ft. at 11th, +80 ft. at 15th, and +120 ft. at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

 Level 8: Replace Camouflage with Improved Camouflage.
  Improved Camouflage (Ex): You may always Take 10 on Hide Checks.
 Level 14: Replace Hid in Plain Sight with Greater Camouflage.
  Greater Camouflage (Ex): You gain a +4 Species Bonus to Hide Checks.

RANGER
 Level 13: Replace Camouflage with Improved Camouflage.
  Improved Camouflage (Ex): You may always Take 10 on Hide Checks.
 Level 17: Replace Hid in Plain Sight with Greater Camouflage.
  Greater Camouflage (Ex): You gain a +4 Species Bonus to Hide Checks.

ROGUE
 Level 10+: You gain a new option with the Rogue's Special Ability: Improved Camouflage.
  Improved Camouflage (Ex): You may always Take 10 on Hide Checks.

CHAMELEON FOLK FEATS

Advanced Tongue Fu
You have mastered the art of Tongue Fu.
 Prerequisites: Tongue Fu
 Benefits: You gain the use of three maneuvers in combat with your tongue:

Blind: Instead of attaching yourself to an opponent with your tongue, you may require him to make a Fortitude Save (Save DC is Strength based) or be Bkinded for 1d4 rounds.

Choke: If you make a successful Grapple Check against an opponent you have attached your tongue to, you may opt to choke them with a successful Grapple Check.  Each round you maintain the choke, the target cannot breathe.

Deflect: You can try to snatch ranged weapon attacks aimed at you with your tongue.  Once per round when you would normally be hit with a ranged weapon, you may snatch it so that you take no damage from it. You must be aware of the attack and not flat-footed.  Attempting to snatch a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be snatched.

Greater Invisibility
You can disappear, but better.
 Prerequisites: Chameleon, 12th Level.
 Benefits: You can cast Greater Invisibility as a Spell-Like ability as a 12th Level Wizard 3/day.

Improved Spectral Skirmisher
You're much better at fighting invisibly.
 Prerequisites: Spectral Skirmisher
 Benefits: You gain a +4 Circumstance Bonus to Hide Checks when Invisible, even against creatures who can see the invisible.

Invisibility
You can disappear.
 Prerequisites: Chameleon, 6th Level.
 Benefits: You can cast Invisibility as a Spell-Like ability as a 6th Level Wizard 3/day.

Long Tongue
Your tongue is longer than normal.
 Prerequisites: Chameleon
 Benefits: Your tongues range is now 15 feet (you may reach out to 20 feet as a Full Attack Action).

Spectral Teleport
You can choose to teleport unseen.
 Prerequisites: Spectral Skirmisher
 Benefits: 1/day, as a Swift Action, when you turn Inivisible, you may also teleport to any unoccupied square within 30 feet.

Superior Invisibility
You can disappear even moar better.
 Prerequisites: Chameleon, 18th Level.
 Benefits: You can cast Superior Invisibility (see Complete Arcane) as a Spell-Like ability as a 18th Level Wizard 2/day.

Tongue Fu
You are adept at using your tongue in combat.
 Prerequisites: Chameleon
 Benefits: You gain the use of three maneuvers in combat with your tongue:

Reel: If you make a successful Grapple Check against an opponent you have attached your tongue to, you may move it 10 feet closer to you.

Snatch: Instead of targeting your opponent, you may target any item within 10 feet weighing a number of pounds equal to your Strength score or less.  If you successfully strike it with your tongue, you immediately reel it in and take possession of it.  If it is held, you must make a contested Grapple Check to take possession of ti from it's wielder.

Trip: If you make a successful Grapple Check against an opponent you have attached your tongue to, you can pull it Prone (this does not end the attachment).

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

OFTEN FORGET THEY'RE CAMOUFLAGED
The Chameleon Folk are anthropomorphic lizards about the size of halflings.  Originally they remained unseen, setting out the war.  But when they were discovered, they were begged by the Furry Peoples for what would be their invaluable aid as spies and saboteurs.  Mind you, there were some teething pains.  The Chameleons often tended to forget that they had their camo on when they were using it for extended periods of time.  Which was great, as long as they didn't move.

PROFESSIONAL SPIES
Even with the war over, many Chameleons find work as professional snoops.  And lets be honest, they're built for that.  Other employers also fear that they will use their camouflage to goof off.  Which is crap, because they don't goog off as spies.  Well, at least not that anyone can tell...

CHAMELEON FOLK NAMES
Chameleons have fairly conventional naming traditions.

Male Names. Agapito, Bayani, Danilo, Melchor, Nimuel, Zoren.

Female Names. Alma, Benilda, Diwata, Kristel, Mutya, Sampaguita.

Family Names. Banaag, Cabangon, Dalasay, Galang, Lapitan, Mindanao.

CHAMELEON FOLK TRAITS

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

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

Alignment. Most Chameleon Folk are Neutral.

Type. You are a Humanoid.

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

Speed. Your walking speed is 30 feet.  You also have a Climb and Swim speed of 30 feet. 

Chameleon Camouflage. You have Advantage on Dexterity (Stealth) Checks.

Assault Tongue. You can make a melee attack with your tongue.  This uses your Strength or Dexterity for attack and damage rolls, whichever is better.  It has a range of 10 feet, and using it doesn't provoke opportunity attacks.  It does 1d4 Bludgeoning damage, and if the target is a creature it is considered grappled.  You can detach by spending 5 feet of your movement.  A creature, including the target, can use its action to detach you with a successful Strength (Athletics) Check.

Prehensile Feet. As a bonus action, you can use your feet to manipulate an object, open or close a door or container, or pick up or set down a Tiny object.

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

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

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


Vanish.  (Prerequisite: Must be Chameleon Folk, 8th Level)
You can cast Greater Invisibility 1/day without using a spell slot.



Chameleon Folk
"I wonder what the odds the Sheriff will let us speak to this toad fellow?"

Voices From Nowhere
"Especially if he's in jail."

"You fellers aren't here to buy the usual are you?"

"Who is that? Show yourself!"

"Oopsie!  Sorry about that, I forgot I had my camo on."

"Who might you be sir?"

"I'm Jimmy.  Official town watchman."

"So you know the Sheriff then?"


Incorrigible Gossips

"Yeah.  He's a bit grumpy."

"Great.  Just what we needed to hear."

"Good luck!"
« Last Edit: September 23, 2024, 05:00:21 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #343 on: July 04, 2024, 07:41:58 PM »
IGUANA FOLK


   
"DESTROY!"

Anthropomorphic Iguanas that stand a bit taller than an Orc.  Known for basking in the sun, being stubborn, and losing their goddamn minds with the least bit of provocation.

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): A number of times per day equal to your Con modifier, you can move ten twice your normal speed when you make a charge. You can ignore difficult terrain for this charge.
·   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: 14
 Barbarian, Rogue, Sorcerer: +1d4
 Bard, Fighter, Paladin, Ranger: +1d6
 Cleric, Druid, Monk, Wizard: +2d6

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

HEIGHT AND WEIGHT
 Base Height: Male: 5' Female: 4'10"
 Height Modifier: +2d12"
 Base Weight: Male: 160 lbs.   Female: 120 lbs.
 Weight Modifier: x(2d6) lbs.

IGUANA FOLK CHARACTERS
 You were used as heavy infantry in the war, because it's a job you were well suited for.  Some would say their experiences in the war is what led to their infamous tempers.  Others point out they kind of had tempers well before the War, but agree it probably didn't help much.
 Adventuring Race: Iguanas generally adventure out of boredom, or because they're ticked off about something.
 Character Development: You're built for handing out the melee damage, so you'll probably want to focus on that.
 Character Names: Iguanas aren't picky about names.  They generally choose one when they're old enough to talk, and choose just about whatever they feel like.

ROLEPLAYING AN IGUANA FOLK
 You have some anger problems.  You tend to be grumpy on the best of days, and have little patience for others, even your own species.  Some would say especially your own species.
 Personality: There is no problem that cannot be solved by wailing on it repeatedly while screaming obscenities.  Well, except for the reputation you develop while doing so.
 Behaviors: Iguanas enjoy the finer things in life: sunbathing, and swift and blinding violence.  Not necessarily in that order
 Language: Iguanas speak Scaly and Common.

IGUANA FOLK SOCIETY
 You're seen as brutes who spend their time lazing about in the sun when you aren't fighting.  And true, you do a lot of both, but that's not the sum total of your culture.  You're fine taxidermists as well.
 Alignment : Iguana Folk are Neutral, and usually a little Chaotic as well.
 Lands : You prefer warm forests or marshes.
 Settlements : But if you must live elsewhere, warmth and access to water are mandatory.
 Beliefs : Iguana Folk prefer Chkrr, Grandpa Jones and Mary Lou.
 Relations: Due to their overly aggressive nature, Iguanas are avoided by most people, unless talking to them is necessary.

IGUANA FOLK ADVENTURES
· A would be Gawd tries to convert your town so he can ascend.  You quietly kick his butt and ride him back out of town.  So he goes to the next town down the way, and convinces them if they get him revenge he'll shower them with gold when he becomes a Gawd.  You're going to enjoy this.
· A family of Ogre Magi try to take over the village.  Imagine their surprise when you go right for their throats.  Now they're hiding in the mountains nearby planning revenge, and you've decided to get rid of them before they recover and come back for revenge.
· A vampire Lord informs your city that he's their new ruler.  You burn his castle to the ground, and stomp his retainers into the dust.  Surprisingly, this has not dissuaded him.


IGUANA FOLK SPECIES SUBSTITUTION LEVELS

FIGHTER
 Levels 1+: Whenever you can choose a Fighter Bonus Feat, you can choose a Species Feat instead (as well as Multiattack and Improved Multiattack).

RANGER
 Level 2+: Gain a new option with Combat Style: Grappler.
  Combat Style (Ex): At 2nd Level you gain Close Quarters Fighting (see Complete Warrior), at 6th Level you gain Multiattack, and at 11th Level you gain Improved Multiattack.

BARBARIAN
 Level 1: Instead of Fast Movement, Iguana Folk get the Reckless Charge Feat (see Miniature's Handbook).

IGUANA FOLK FEATS

A Savage Beating
You have...well, we'll call it  a 'temper'.
 Prerequisites: Goose or Iguana, 6th Level
 Benefits: On any round in which you succeed in more than one attack roll against a single target, that target takes an additional +1d6 damage.

A Truly Savage Beating
You are a local menace.
 Prerequisites: A Savage Beating
 Benefits: The extra damage the target takes is now increased to 1d6 plus another 1d6 for each successful hit in the round.

Grumpier
"I said, get off my lawn!"
 Prerequisites: Grumpy
 Benefits: When you perform a successful critical hit, you add double your Str modifier in damage.

Grumpy
They won't like you when you're angry.
 Prerequisites: Iguana, Panda or Woodpecker, Str 15+
 Benefits:  You gain a +2 Bonus on damage rolls.

Inflate Dewlap
*inhales*
 Prerequisites: Iguana
 Benefits: As a Swift Action you can inflate your dewlap before roaring, making an Intimidate Check with a +4 Species Bonus.  You may use this to Demoralize opponents as usual, or substitute the roll in place of a Bluff Check when trying to Feint in combat.

Water Wrasslin'
You are well trained at fighting underwater.
 Prerequisites: Booby, Iguana, Platypi, Slug or Turtle, Improved Unarmed Strike
 Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.

Whirling Devastator
"YAH!"
 Prerequisites: Iguana, Improved Multiattack
 Benefits: When making use of your Improved Multiattack Feat, your last attack of the round has a +2 Circumstance Bonus to the roll.


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

OFTEN DESCRIBED AS 'DISGRUNTLED'
The Iguana Folk are anthropomorphic lizards about the size of tall humans.  A primary source of infantry for the War in the areas they lived in, they were excellent fighters if you could rein in their tempers.  Iguanas are infamous for their prickliness, and vie with the Panda and Moose Folk for the title of "most likely to start a fight for being bored".

PROFESSIONAL BRAWLERS
After the war, many Iguanas became wrasslers, bodyguards, hired muscle, etc.  Professions which take advantage of their strength and anger.  A great many entered law enforcement as well, but their tempers aren't as well received there.  Nobody wants the local Sheriff to have hissy fits.

IGUANA FOLK NAMES
Iguanas aren't picky about names.  They generally choose one when they're old enough to talk, and choose just about whatever they feel like.

IGUANA FOLK TRAITS

Ability Score Increase. Increase your Strength by +2, and your Constitution score by +1.

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

Alignment. Most Iguana Folk are Neutral (and maybe Chaotic).

Type. You are a Humanoid.

Size. You are Medium.  You are around 6 to 7 feet tall and weigh around 200 to 300 pounds

Speed. Your walking speed is 30 feet.  You also have a Climb and Swim speed of 30 feet.

Natural Armor. You have an exoskeleton. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Speed Burst. As a Bonus Action, you can move up to your speed, even if you have already moved this turn.  You can do this a number of times per day equal to your Proficiency Bonus.

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

Bite and Claws. You have a sharp bite and sharp claws that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier (whichever is higher) piercing or slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

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


Tail Lash.  (Prerequisite: Must be Iguana Folk)
You can make a Tail Lash attack as a Bonus Action doing 1d8 + Str Modifier Bludgeoning damage.



Iguana Folk
"It's never a good thing when the town watch wishes you luck."

Do Not Provoke!
"Good afternoon sir, might you be the Sheriff?"

"WHAT THE (BEEP) YOU THINK THIS TIN STAR IS FOR SON?"

"Were told you may have one of the toad folk in lockup that we may need to speak to."

"You got a name son?  I gotta lotta toads in lockup."

"Well...no.  We need someone who sells poison, and were told there was this toad fellow in town, and that we should look at the jail for him first."

* narrows eyes* "What you boys want with poison?"

"We're trying to head off a Lich who was thwarted from purchasing poison in Buggytown, and there was a lead that he may have found some here."


Take Everything Too Seriously

"Uh huh..."

"It's a long story."

"Good thing I'm long lived. Start from the beginning..."
« Last Edit: September 23, 2024, 04:52:47 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #344 on: July 04, 2024, 07:43:44 PM »
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
« Last Edit: July 05, 2024, 03:49:16 PM by bhu »

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Re: Jesters Realm Critters
« Reply #345 on: July 13, 2024, 06:47:36 PM »
STICK BUG FOLK


   
I am but a humble tree sapling! IGNORE MEH!"

 Stick bugs are anthropomorphic insects built to resemble tree limbs, saplings or foliage.  This is because in their former home, a great many beasts saw them as food, and it was an arms race to find new ways of fending them off.

STICK BUG SPECIES TRAITS
·   +2 Str, -2 Dex
·   Size Class: Medium
·   Type: Monstrous Humanoid, giving them 60 ft. Darkvision
·   Base land speed 30 ft.
·   Base climb speed 30 ft.
·   Detach Limb (Ex): If Grappled, you can make an Immediate Action to disconnect a limb, and immediately escape the Grapple.  The limb grows back in 1d4 days.  If the Stick Bug loses an arm, it cannot wield two handed weapons or items, and takes a -4 Circumstance penalty on Skill Checks that would require the use of both hands.  If it loses a leg, it's land and climb speeds are reduced by half until the limb regrows.  If it loses both legs, it can crawl at a speed of 10 feet.  The Stick Bug will generally not willingly lose more than one limb, fleeing after it escapes the initial grapple. A Heal, Mass Heal or Greater Restoration spell will regrow the limb immediately.
·   Improved Grab (Ex): To use this ability, you must hit with a claw attack. You can then attempt to start a grapple as a free action without provoking an attack of opportunity.
·   Tremorsense 10 ft.
·   Deaf: You automatically fail Listen Checks, but do not take a penalty to Initiative rolls.
·   Scent
·   +4 Natural AC Bonus
·   A Stick Bug 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, Hide, Move Silently, Spot and Survival. They also get 2 Feats.
·   Stick Bugs have a +8 Species Bonus to Climb and Hide Checks,  and may always Take 10 on Climb Checks.  They also have a +4 Species Bonus to Move Silently and Spot Checks.
·   Stick Bugs have a Primary Claw attack doing 1d6 plus Str modifier damage, and a Secondary Bite attack doing 1d4 plus 1/2 Str modifier damage. They get 1 Bite and 2 Claw attacks with a Full Attack.
·   Automatic Languages: Stick Bugs speak Buggy and Common.  Bonus Languages: Any nearby species.
·   Level Adjustment: +1
·   Favored Class: Scout

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

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

HEIGHT AND WEIGHT
 Base Height: 4'10"
 Height Modifier: +2d12"
 Base Weight: 180 lbs.
 Weight Modifier: x(2d6) lb.

STICK BUG CHARACTERS
 With an LA and Racial HD, you won't make the best of casters, but you can be a pretty sneaky beatstick.
 Adventuring Race: Stick Bugs adventures because they need something (or need to avoid something).
 Character Development: You're pretty much built for stealth, so whatever class you end up playing be sure to save a few skill ranks for sneakiness.
 Character Names: Stick Bug names are deliberately unpronounceable to other species.  They don't like others knowing their business, not even their name.

ROLEPLAYING A STICK BUG
 You are all about the defense.  Your species mages specialize in developing ways to mutate your people and give them superpowers.  Which leads to some pretty weird stuff.
 Personality: In the old world, many critters saw you as food (and the humans considered you vermin).  This has led to some (un)healthy levels of paranoia.  When it seems like everything wants to eat you, you tend to develop some weird coping mechanisms.
 Behaviors: Stick Bugs are obsessed with not being eaten, and this colors every aspect of their existence.  Many spend hours pretending to be saplings.
 Language: Stick Bugs speak Buggy, and usually Common or one other language.

STICK BUG SOCIETY
 Stick Bugs spend most of their life pretending to be plants, nibbling on plants, or researching new ways they can mutate themselves defensively.  They're an odd bunch.
 Alignment : Stick Bugs are Neutral.  They try not to get involved in other people's bidness.
 Lands : Stick Bugs live just about anywhere there is appropriate amounts of vegetation.
 Settlements : Stick Bugs are already just about everywhere.
 Beliefs : Timmy is the overwhelmingly popular Gawd.
 Relations: Being former prey, other species tend to make Stick Bugs unnecessarily nervous.  They tend to live alone.

STICK BUG ADVENTURES
· A local noble finds out your people have been his defacto garden for the last 20 years.  Alas, he is an entomophobe, and now you lead your people on a quest for safety since thee eviction.
· The local association of would be Screwball Mages is advertising for Minions.  Gain super powers it says.  Be the best you can be it says.  Your brother applied weeks ago, and hasn't been seen since.
· You take the chance of revealing yourself to a beloved local monk one day, and surprise him so badly that he dies of heart failure.  Now you're back in hiding, listening to plans by evil monks to take over the town now that he is gone, and the locals fretting about 'demons in the night'.


STICK BUG SPECIES SUBSTITUTION LEVELS

Scout
 Levels 1, 3, 5, 7, 9, 11, 13, 15, 17, 19: Replace Skirmish with Ambush
  Ambush (Ex): In any round in which the Scout makes an attack against an opponent who is Flat-Footed or unaware of his presence he does +1d6 damage. He also gets this bonus to ranged attacks performed on any round in which he does not move. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 3rd level, the applicable range for your Ambush attack increases by +20 ft.. This bonus improves by and additional 20' for every four levels gained above 3rd (+40 ft. at 7th, +60 ft. at 11th, +80 ft. at 15th, and +120 ft. at 19th level).

A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. If she gains the skirmish ability from another class, the bonuses stack.

RANGER
 Level 2+: Gain a new option with Combat Style: Grappler.
  Combat Style (Ex): At 2nd Level you gain Close Quarters Fighting (see Complete Warrior), at 6th Level you gain Multiattack, and at 11th Level you gain Improved Multiattack.

ROGUE
 Level 10+: When choosing the Rogue's Special Ability, you may now choose Camouflage (identical to the Ranger ability of the same name).  Once you have Camouflage, at Level 16 or Higher you may also take Hide in Plain Sight (which is also identical to the Ranger ability of the same name).


STICK BUG FEATS

Chameleon
You can change color.
 Prerequisites: Stick Bugs
 Benefits: You can always Take 10 on a Hide Check.

Crush 'Em
You can smoosh people.
 Prerequisites: Stick Bug, Str 15+
 Benefits: You can do 1d6 plus Str modifier damage with a successful Grapple Check.

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

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

Not A Snack
You taste awful.
 Prerequisites: Stick Bugs, Con 15+
 Benefits: You can leak blood and other bodily fluids as an Immediate Action.  For the next 10 Minutes, any creature that can taste you (making a bite attack for example), must make a Fortitude Save (Save DC is Con based) or be Nauseated for 1d4 rounds.  If the save is successful, they are Sickened until the beginning of your next turn instead.

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

Power Vomit
You have a nasty defense.
 Prerequisites: Stick Bugs, Con 15+
 Benefits: You can vomit up the contents of your stomach as a Standard Action (you must have eaten at least 4 hours earlier).  This is a 15 ft. Cone doing 3d6 acid damage unless the creatures within the area of effect make a successful Reflex Save (Save DC is Con based).  It does half damage on a successful Save.  If the Save fails, the targets also take 1d6 acid damage per round for the next two rounds.  Once used, you must eat a meal and wait 4 hours to use it again.

Spiderclimb
You can crawl up walls and ceilings.
 Prerequisites: Caterpillars, Fleas, Flymen, Roaches, Roaches (big), Slugs, Stick Bugs, Stink Bugs
 Benefits: You permanently gain the benefits of the Spiderclimb spell, but you can move at your full climb speed.

Wings
You can fly.  Sort of.
 Prerequisites: Stick Bugs, Con 15+
 Benefits: You gain a Fly speed of 20 ft. (Average)


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

A SPECIES OF MUTATIONS
The Stick Bug Folk are anthropomorphic insects about the size of tall humans.  A primary target of carnivores (apparently they taste like sugar), they ended up being eaten by humans as emergency rations.  Fortunately (?) they had a cadre of Screwball Mages on their side, and a willingness to be experimented upon.  And thusly, they now resemble plants well enough to be mistaken for them while standing still.  The issue,of course, is that plants are still edible.  But they still pursue their dreams even to this day.

PROFESSIONAL BUSHES
For now the Stick Bugs act as guards, a role they are well prepared for.  Once the Mages get their stuff together, they hope to be superheroes!  They've already learned the basics of changing color and sweating out their internal fluids to avoid being eaten.  Surely the ability to cough up lightning s just around the corner.

STICK BUG FOLK NAMES
Stock Bug names are deliberately unpronounceable to other species.  They don't like others knowing their business, not even their name.

STICK BUG FOLK TRAITS

Ability Score Increase. Increase your Strength by +2, and your Wisdom score by +1.

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

Alignment. Most Stick Bug Folk are Neutral.

Type. You are a Humanoid.

Size. You are Medium.  You are around 6 to 7 feet tall and weigh around 150 to 200 pounds

Speed. Your walking speed is 30 feet.  You also have a Climb speed of 30 feet.

Natural Armor. You have an exoskeleton. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

False Appearance. While you] remain motionless, you are indistinguishable from vegetation.

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

Immune to Deafness. You are immune to Deafness, but you also can't hear.

Bite and Claws. You have a sharp bite and spiny limbs that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.  If the target is a creature, it is considered  Grappled.

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


Mutation.  (Prerequisite: Must be Stick Bug Folk)
This Feat an be taken more than once.  Each time it is taken, chose one of the following options:

Chameleon. (Prerequisite: 12th Level) You can spend 1 round to change your color to match your background.

Once you are camouflaged in this way, you can try to hide as a bonus Action. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Foul Taste. You can bleed strange fluids from your pores as a Reaction when another creature bites or tastes you.  They must make a Constitution Saving Throw (Save DC is Con based), or be Incapacitated until the beginning of your next turn due to retching.

Scream. (Prerequisite: 8th Level) You can scream as an Action. Each creature of your choice that is within 30 feet of you and aware of you must succeed on a Wisdom saving throw or become frightened for 1 minute (Save DC is Constitution based). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your scream for the next 24 hours.

Spiderclimb. You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Vomit. Once per day you can vomit up the contents of your stomach as an Action (you must have eaten at least 4 hours earlier).  This is a 15 ft. Cone doing 3d6 acid damage unless the creatures within the area of effect make a successful Dexterity Save (Save DC is Con based).  It does half damage on a successful Save.  If the Save fails, the targets also take 1d6 acid damage per round for the next two rounds.

Wings. When you fall at least 10 feet above the ground, you can use your reaction to extend your wings to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide.


Stick Bug Folk
"What's so special about this tree anyway?"

Just A Tree
"That's no tree..."

"DAMMIT RALPH! Yer not supposed ta blow my cover!"

"Good evening sir or madam.  We are looking for Bugtown."

"I'm a sir.  Isn't it obvious?"

"You were obviously a plant till I saw you up close."

"Fair enough.  State yer business in our town."

"Might be best we wait to do that till we meet someone higher up."


Obsessed With Getting Super Powers

"Yer not here for the snake oil are ya?"

"Alas, we are not."

"Aw crap.  Ralph, run ahead and let people know we're coming."
« Last Edit: August 27, 2024, 07:15:45 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #346 on: July 13, 2024, 06:54:57 PM »
STINK BUG FOLK


   
*rapid pantomiming*

 You appear to be a Brown Marmorated Stink Bug the size of a Gnome.  And you have hands.  Which, honestly, does nothing to set anyone nearby at ease.

STINK BUG 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 climb speed 20 ft.
·   Base fly speed 20 ft. (Clumsy)
·   Chemical Speech (Ex): You are capable of Scent Marking.  Effectively this works as being able to cast Arcane Mark at will as an Exceptional Ability, with a few differences.  Only creatures with Scent can perceive the Mark, and obviously it is undetectable by Detect Magic, True Seeing, etc. Only beings with Scent and an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, animals will assume it's a territorial marking and will be able to identify you.  Scent Marks last a number of days equal to 1 plus your Hit Dice divided by 4.  Your species method of speech requires pheromones and movement, therefore anyone wishing to understand you must have Scent, be able to see you, be within 60 feet, and understand your language.
·   Unleash Hell (Ex): A number of times per day equal to your Con modifier you can unleash a cloud of stench.  All living creatures (except Stink Bugs) within 30 feet of a Stink Bug must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Stink Bug’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.   The Stench lasts a number of rounds equal to your Constitution modifier.  The area in which you released your Stench ability can be smelled up to 5 miles by other Stink Bugs, and they always know what direction it lies in.
·   Stench Immunity (Ex): You are immune to Stinking Cloud, Troglodyte Stench and similar abilities.  Smells that would normally cause a penalty to rolls meant to detect creatures via Scent don't work on you either.
·   Scent (Ex): This is identical to the ability listed in the Monster Manual.
·   +3 Natural AC Bonus to Armor Class
·   Stink Bugs have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Stink  Bug Folk receive a +8 Species Bonus on Climb, Jump and Spot Checks.  They may always Take 10 on a Climb Check.
·   Automatic Languages: Stink Bugs speak Stink Bug, and also understand Common or Buggy.  Bonus Languages: Bonus languages generally depend on who or what lives nearby, and are required to be some type of sign language as the  Stink Bugs have no vocal chords. 
·   Level Adjustment: +2
·   Favored Class: Druid

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

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

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

STINK BUG CHARACTERS
 LA is bad for casters, but with the Chemical Warfare Feat you can be a nasty gish.
 Adventuring Race: Stink Bugs go on adventures out of curiosity, or for food and shelter.  They don't care about things like wealth or fame..
 Character Development: Try to alleviate your movement speed issues.
 Character Names: Stink Bug names are a mix of scent/sign language, and thusly difficult for other species.

ROLEPLAYING A STINK BUG
 You tend to be seen hanging out a lot, apparently doing nothing.  You're actually communicating with your fellows, but most other species have no way of determining that.
 Personality: The Stink Bugs are generally pretty decent, helpful folk.  Unless they get scared or angry.  Then they turn the area around them into a chemical hell.
 Behaviors: Your species tends to be obsessed with food and shelter, and constantly looks for/studies both.
 Language: Stink Bugs cannot speak, so their language is a mishmash of scents and sign language.

STINK BUG SOCIETY
 Stink Bugs are very communal.  When one of them finds something 'good', they swiftly inform everyone else.  They want to make sure their neighbors share in their successes.  Many see themselves as being responsible for the territories under their control.
 Alignment : Stink Bugs tend towards Neutrality.
 Lands : Stink Bugs are found in just about any warm or Temperate land other than deserts.
 Settlements : Stink Bugs will settle anywhere the food is plentiful.
 Beliefs : Timmy and Idrista are popular Gawds.
 Relations: The Stink Bugs primary method of defense is NOT popular.  As a consequence, they are looked upon not so fondly.

STINK BUG ADVENTURES
· Humans squished your wife, and now you're tracking the scent she sprayed them with to get revenge.
· You've lost control over you're own personal stench.  The local Cleric needs a special ingredient to heal you, so off you go.
· You and your buddies have been hired as guards for a local Wizard.  You have...seen things that disturb you.  The only question is what you can do about it.




STINK BUG SPECIES SUBSTITUTION LEVELS

SCOUT
 Level 3+: When you get Fast Movement, you can choose to apply it to your Fly speed instead of your land speed.

RANGER
 Level 4: Replace Animal Companion with Chemical Warfare, which you get at 11th Level as a Bonus Feat.

DRUID
 Level 1: Replace Animal Companion with Chemical Warfare, which you get at 5th Level as a Bonus Feat.

SPELLCASTERS
Stink Bug casters do not need to be able to make the verbal components of spells to get them to work.  But they cannot use the Still Spell Feat.

STINK BUG FEATS

Burning Stank
Your stench is quite acidic.
 Prerequisites: Skunk or Stink Bug
 Benefits: Creatures other than Stink Bugs inside the area of effect of your Unleash Hell ability take 1d3 Acid damage per turn.

Chemical Warfare
You combine spells and chemical spray to devastating effect.
 Prerequisites: Skunk or Stink Bug, Caster Level 5th
 Benefits: If stinking Cloud is not on your classes spell list, it is added.  As a Full Round Action you may simultaneously cast Stinking Cloud on your own position, and use a daily use of your Unleash Hell ability.  The Save DC of both increases by +1 (this stacks with Feats like Ability Focus).  Unleash Hell also lasts as long as Stinking Cloud, and creatures in the area of effect must save against both your ability and the spell.  Stinking Cloud's radius increases to  be the same as Unleash Hell.

Defensive Stank
Your stench is automatically released under certain circumstances.
 Prerequisites: Skunk or Stink Bug
 Benefits: You can use Unleash Hell as a Free Action when you are subjected to the following Conditions: Confused, Disabled, Dying, knocked Unconscious, subjected to any Mind-Affecting Fear Effect, or successfully Grappled.  This does not count toward your daily limit of uses of Unleash Hell.

Excess Stank
You can use your special defense more often.
 Prerequisites: Skunk or Stink Bug
 Benefits: You can use Unleash Hell an additional 2 times per day.

Extend Stank
Your stench lasts longer.
 Prerequisites: Skunk or Stink Bug
 Benefits: Your Unleash Hell ability now lasts a number of rounds equal to your Hit Dice.

Stank Focus
You smell worse than usual.
 Prerequisites: Skunk or Stink Bug, Con 15+
 Benefits: The Save DC of Unleash Hell increases by +1 (this stacks with other Feats).

Sticky Stank
Your stench adheres to things
 Prerequisites: Extend Stank
 Benefits: When using Unleash Hell, you can opt to target an object or person, making a ranged attack roll (range is 20 feet).  If successful, the target is marked by your stench for a number of days equal to your Con modifier.  If it is a creature it must make a Fortitude Save (Save DC is Con based) or be Sickened for this duration.  It gets a new saving throw at the beginning of each day, ending the Sickened Condition on a successful Save.  Any creature coming closer than 20 feet of the scent marked creature or object must also make a Fortitude Save, or be affected by Unleash Hell as usual.  Creatures who can Track via Scent have a +8 Circumstance Bonus to do so against your target.

Spiderclimb
You can crawl up walls and ceilings.
 Prerequisites: Caterpillars, Fleas, Flymen, Roaches, Roaches (big), Slugs, Stick Bugs, Stink Bugs
 Benefits: You permanently gain the benefits of the Spiderclimb spell, but you can move at your full climb speed.

Widen Stank
Your stench covers a bigger area.
 Prerequisites: Skunk or Stink Bug
 Benefits: This feat can be taken multiple times.  Each time it is taken, the area of effect of your Unleash Hell ability increases by +5 ft.


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

DO WE MAKE YOU NERVOUS
The Stink Bug Folk are anthropomorphic insects about the size of Gnomes.  They cannot speak, and communicate via sign language and pheromones.  It is very difficult for other species to learn this language.  Despite their fearsome reputation, Stink Bugs are homebodies.  They rarely involve themselves in the affairs of others.  As a result, people tend to leave them alone.  The sane ones anyway.

COMMUNICATION NETWORK
During the War, the Stink Bugs became invaluable for passing on coded messages that the humans couldn't understand.  Between that and their other abilities, they redeemed themselves of their negative reputation.  After all, the Skunk Folk were accepted, and they used stink as a weapon too.  Little known to outside species is that your stench includes a homing pheromone that can draw others of your kind.  Meaning help is always a fart away.

STINK BUG NAMES
Stink Bug names are indecipherable to other species.

STINK BUG TRAITS

Ability Score Increase. Increase your Strength by +2, and your Constitution score by +1.

Age. Stink Bugs reach adulthood in their late teens and live less than a century.

Alignment. Most Stink Bugs are Neutral.

Type. You are a Humanoid.

Size. You are Small.  You are around 3 to 4 feet tall and weigh around 60 pounds

Speed. Your walking speed is 30 feet.  You also have a Climb speed of 30 feet.

Scent Communication. You are capable of Scent Marking. Effectively this works as being able to Mark a person, place or object for 24 hours. Only creatures with Keen Scent can perceive the Mark. Only beings with Keen Smell and an Int of 3 or greater can perceive any message you leave with the 6 characters available to you, and animals will assume it's a territorial marking and will be able to identify you.  Your species method of speech requires pheromones and movement, therefore anyone wishing to understand you must have Scent, be able to see you, be within 60 feet, and understand your language.

Immunity to Stench. You are immune to Stinking Cloud, Troglodyte Stench and similar abilities.  Smells that would normally cause a penalty or Disadvantage to rolls meant to detect creatures via Scent don't work on you either.

Unleash Hell. A number of times per day equal to your Con modifier you can unleash a cloud of stench.  All living creatures (except Stink Bugs) within 30 feet of a Stink Bug must succeed on a Constitution save or be Poisoned for 1 Minute. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same Stink Bug’s stench for 1 hour.  The Stench lasts a number of rounds equal to your Constitution modifier.  The area in which you released your Stench ability can be smelled up to 5 miles by other Stink Bugs, and they always know what direction it lies in.

Keen Sight and Smell. Thanks to your sensitive eyes and nose, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight and Smell.

Quiet Casters. Stink Bugs can ignore hte Verbal component of spells, but they can never ignore the Somatic or Material components for this reason, even if a class ability or Feat would allow them to do so.

Natural Armor. You have an exoskeleton. When you aren’t wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

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

Languages. You speak Stink Bug, and understand any one other language of your choice.


Defensive Stank  (Prerequisite: Must be Stink Bug Folk)
You can use Unleash Hell as a Reaction when you are subjected to the following Conditions: Frightened, Grappled, Restrained, Unconscious, or whenever you are reduced to 0 hit points/killed. This does not count toward your daily limit of uses of Unleash Hell.


Stink Bug Folk
"And here we are, on a side quest again."

Secret Communications
"At least it's related to our primary mission."

"Hold up, there's some large insects ahead."

"Well, we are headed for a place called Bugtown."

"Hello little fellow.  What's your name?"


Don't Squish Them

"Uh  oh.  You don't have Comprehend Languages memorized do you?"

"Wouldn't make a difference it doesn't work on sign language."

"He seems to want us to follow him to that tree over there."
« Last Edit: August 14, 2024, 07:18:22 PM by bhu »

Offline bhu

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Re: Jesters Realm Critters
« Reply #347 on: July 13, 2024, 06:55:40 PM »
PUFFER FISH FOLK


   
"Don't you bite me!"

 The Puffer fish are small fish people the size of portly halflings.  They have teeth fused into plates, and are renowned for the toxins they carry in their bodies.  Touching them is okay.  Biting them is right out.

PUFFER FISH SPECIES TRAITS
·   -2 Dex, +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 with the Aquatic and Amphibious, giving you Darkvision 60 ft.
·   Base land speed 20 ft.
·   Base swim speed 20 ft.
·   Poison (Ex): Your skin and organs are saturated with the toxins you eat (you are immune to poison).  If a creature bites you it must save versus poison.  Ingested, Fortitude Save (Save DC is Con based), Initial damage is 1d6 Dex damage, Secondary damage is Paralysis for 2d6 minutes.
·   Inflate (Ex): When you make an opposed Grapple Check to escape a Grapple, you may inflate your body suddenly to give yourself a +8 Species Bonus to the roll until you deflate.  You may remain inflated for a number of rounds equal to your Con Modifier. These rounds do not need to be consecutive.
·   Chameleon (Ex): Due to being able to change color, you can always Take 10 on a Hide Check.
·   Puffer Fish have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Puffer Fish receive a +8 Species Bonus on Swim Checks.  They may always Take 10 on a Swim Check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
·   Automatic Languages: Puffer Fish speak Scaly and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +1
·   Favored Class: Psychic Warrior

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

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

HEIGHT AND WEIGHT
 Base Height: Male: 2'8" Female: 2'6"
 Height Modifier: +2d4"
 Base Weight: Male: 35 lbs.   Female: 30 lbs.
 Weight Modifier: x1 lb.

PUFFER FISH CHARACTERS
 Others who know what you are will be extremely reluctant to touch you.  Take advantage of that.
 Adventuring Race: Puffers go on adventures because something has offended them, they need some excitement, or on rare occasion, revenge.
 Character Development: Remember your team mates probably think touching you is deadly.  Try to nix that out of the gate.
 Character Names: Male: Ambrose, Autumn, Jasper, Saffron, Summer, Winter.  Female: Aurora, Bella, Eden, Indigo, Violet, Winona.  Surnames: Puffer Fish don't use surnames.

ROLEPLAYING A PUFFER FISH
 You're fairly happy go lucky, trying not to remember the bad times in the old world.  The humans used to kill you for your poison (which they used to kill the other Furry Species), and that was a fairly dark time.  But now that it's over, it's time to enjoy life again.
 Personality: Puffer Fish are energetic and playful, and generally a joy to be around.  As long as you maintain a safe distance.  They can be paranoid.
 Behaviors: You hide a lot.  Rumor has it among the other species they can get high by licking you, and you know better than to let this rumor go unchecked, but you still don't want to expose yourself.
 Language: Puffer Fish speak their own dialect of Scaly, and usually know Common too.

PUFFER FISH SOCIETY
 Puffer Fish are playful and happy among themselves.  Strangers cause them to stress.
 Alignment : Most Puffer Fish are Neutral, and fairly evenly distributed amongst the other alignments.
 Lands : You live in just about any aquatic area.
 Settlements : You try to live in places where you can hide from pitchfork mobs.  They seem to be a common occurrence when anyone near you dies of poison.
 Beliefs : Most Puffer Fish prefer Variel, though some few worship Barbara.
 Relations: Given that other species believe your mere touch can paralyze them, your relations with them are iffy sometimes.  They don't necessarily hate you, you just make them crap themselves in fear.

PUFFER FISH ADVENTURES
· Local bullies (The Dolphin Boys) have fallen for the disinformation that people can get high by licking you.  You have been asked to 'persuade' them to move on.
· A crazed madman who might be a Lich says he needs your poison for an alchemical process.  He'd like to 'squeeze' it out of you, which he assures you won't hurt.  Right.
· A nearby humanoid town has visited yours without understanding that some of your people are easily spooked.  There is now a full on street brawl.



PUFFER FISH SPECIES SUBSTITUTION LEVELS

PSYCHIC WARRIOR
 Level 1+: When you get to choose a Bonus Feat, you can also choose from your Species Feats as well.

RANGER
 Level 4: Replace Animal Companion with a Species Feat.

DRUID
 Level 1: Replace Animal Companion with a Species Feat.


PUFFER FISH FEATS

Amphibious Casting
You can cast spells or other abilities with verbal components or use Bardic Music in either air or water
 Prerequisites: The Aquatic or Amphibious Subtypes, the ability to cast Spells, Utterances, or any other Spell-Like or Supernatural Ability with a verbal component.
 Benefits: Pretty much what the description says.

Deadly Poison
Your Poison is potentially lethal.
 Prerequisites: Strong Poison, Con 19+
 Benefits: If an opponent fails a Save against the Secondary damage of your Species Poison by 5 or more, it dies.

Improved Spiny Defense
Your skin has bigger spikes.
 Prerequisites: Spiny Defense
 Benefits: Your spines do an additional +1d6 damage.

Poison Focus
Your Poison is pretty strong.
 Prerequisites: Puffer Fish, Con 15+
 Benefits:  The Save DC of your Species Poison ability increases by +1 (this Feat can be taken multiple times).

The Rumors Are True!
Due to the Caterpillars magical efforts, you really are deadly to the touch.
 Prerequisites: Puffer Fish, Con 17+, Level 12+
 Benefits:  In addition to being bitten you can Poison others with a touch (or if they touch you).  Your Poison is now Contact instead of Ingested.

Spiny Defense
Your skin has spikes.
 Prerequisites: Puffer Fish, Con 15+
 Benefits: When a corporeal creature attacks you with an unarmed strike, natural attack or grapple, it takes it's own Str  modifier in piercing damage.

Strong Poison
Your Poison is very strong.
 Prerequisites: Poison Focus
 Benefits: If an opponent takes Dexterity damage from your Species Poison ability, it takes an additional +1 Dexterity damage (this Feat can be taken multiple times).

Toxic Mage/Psychic
You gain access to the Poison spell.
 Prerequisites: Puffer Fish, Caster or a Manifester Level capable of Manifesting 4th Level Powers
 Benefits: You add Poison to your spell list and to the spells you know as a 3rd Level spell.  It does not count towards the limit of spells you can know, if any.  Optionally if you are a Manifester, you can add the Truevenom or Truevenom Weapon Power to your power list (and it doesn't count towards the limit of Powers you may know).



Puffer Fish
"So this is rainbow's home..."

No, You Can't Get High By Licking Them
"It looks like an abandoned shack"

"That's what it was before he moved in.  Let me do the talking, he has firearms."

"WHO'S OUT THERE? I HAVE A GUN!"

"An auspicious beginning."

"It's me Rainbow.  I brought some adventurers to talk to you about that weird guy."

"THEY JUST WANNA SQUEEZE ME FOR MY JUICES!"

"Squeeze?"

"His skin is toxic... They don't want yer juices Rainbow, they just want information on the bad man who did."

"He's not a man anymore, he's a Lich."


But DO NOT Bite Them

"I shot everyone the bad man sends! He told me he found a more willing subject, and left me alone.  Now git!"

"Well, that explains all thee freshly dug graves."

"What other source of poison would be nearby?"

"Probably Scalytown, it's off to the South a little."
« Last Edit: September 21, 2024, 03:52:23 PM by bhu »

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Re: Jesters Realm Critters
« Reply #348 on: July 13, 2024, 06:56:17 PM »
BLUE-FOOTED BOOBY FOLK


   
*blank uncomprehending stare too*

 Booby's are anthropomorphic seabirds with blue faces and legs, white bodies, and brown arms.  They are known for their lack of fear as they had no natural predators until the War.

BOOBY SPECIES TRAITS
·   +2 Dex, -2 Int
·   Size Class: Small.  +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
·   Monstrous Humanoid, giving you Darkvision 60 ft.
·   Base land speed 30 ft.
·   Base swim speed 30 ft.
·   Hold Breath (Ex): A Booby can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
·   Booby's have a Primary Bite Attack doing 1d3 plus one and a half times Strength Modifier.
·   Booby Folk receive a +8 Species Bonus on Spot and Swim Checks.  They may always Take 10 on a Swim Check, and may use their Dex Modifier instead of their Str modifier for Swim Checks.
·   Automatic Languages: Booby's speak Feathery and Common.  Bonus Languages: Bonus languages generally depend on who or what lives nearby.
·   Level Adjustment: +0
·   Favored Class: Scout

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

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

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

BOOBY CHARACTERS
 If you need a semi aquatic species with good perception, the Booby's are a great choice.
 Adventuring Race: Booby's adventure because they can.  They sometimes feel a stubborn need to raise a little sand.
 Character Development: People think you're a dimwit.  Weaponize that as much as you can.
 Character Names: Male: Cesar, Gustavo, Joaquin, Mateo, Matias, Omar. Female: Fiorella, Karina, Lorena, Lucero, Sandra, Ximena. Surnames: Aguilar, Aquino, Cardenas, Condori, Huaman, Mamani.

ROLEPLAYING A BOOBY
 Everyone thinks you're stupid because you don't show fear.  They don't realize how intimidating that can be, when you face down a powerful monster and appear completely unconcerned.  They should wonder why you don't show concern.  And it's be a hoot if the aforementioned monsters did that too...
 Personality: You tend to be vicious when it comes to argument, and once you begin you never give up.  You'll get your opponent to ragequit first.  Otherwise you tend to hang out with a vacant stare.
 Behaviors: You like to reinforce people's negative perceptions of you, so that they continually underestimate you.
 Language:  Booby's speak Feathery, and one other language of a nearby species.

BOOBY SOCIETY
 Booby's are hangers on, often having a subculture of their own while living among other species.  They tend to be loud, raucous and lack a filter.
 Alignment : Booby's are usually Neutral.
 Lands : Booby's prefer tropical or subtropical coasts.
 Settlements : It takes a great deal to convince a Booby to move from their home.
 Beliefs : Popular Gawds include Boris, Shiela, and Scooby.
 Relations: Booby's generally like everyone as long as they don't make trouble.  Their quarrels are generally confined to their own families.

BOOBY ADVENTURES
· A man asks you to move over.  You tell him to (beeeeeeeeeeeeeeeeeeeeeeeeeep).  He asks "Do you know who I am?"  You repeat your previous torrent of profanity.  A minute later you're fleeing the city as his gang have decide that plucking you clean is a fun time.
· A newcomer to town calls you a slur, and implies you're stupid.  A day later the police are looking for you in connection to a fire at his lodgings.  Shame that happened.  Be less of a shame if you knew who you could thank for doing it.
· A deranged Deva invades the town and begins setting up shop.  He tells you to bow.  You piddle on his shoes.  You wake up in a cage with other political prisoners, and decide to lead them in a riot.



BLUE FOOTED BOOBY SPECIES SUBSTITUTION LEVELS

SCOUT
 Level 4+: When you choose a Bonus Feat you may choose a Species Feat instead.  You may also choose from among the following Feats from Stormwrack: Rapid Swimming, Sahuagin Flip, Swim-By Attack, or Toothed Blow.

RANGER
 Level 7: Replace Woodland Stride with any Species Feat as a Bonus Feat.

ROGUE
 Level 10: You gain a new option with the Rogue's Special Ability: you can choose any Species Feat as a Bonus Feat.


BLUE FOOTED BOOBY FEATS

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

Blank, Uncomprehending Stare
You're good at playing dumb.
 Prerequisites: Booby or Sheep, Cha 15+
 Benefits: You may take 10 on all Bluff Checks to look stupid, feign ignorance or claim that you don't know anything.  Opponents have a -2 Penalty on Sense Motive Checks against you (this includes Feint attacks made by you).

I Can't Recognize Death
You aren't afraid of anything.  Whether you're actually brave or too dim to see danger in front of you is a subject of fierce debate.
 Prerequisites: Booby
 Benefits: Despite the name, you get a +2 Bonus on all Saving Throws versus Mind-Affecting Effects (this stacks with Feats like Iron Will).  If you fail by less than 5, the Effect only lasts half it's normal duration (minimum of 1 round).

I Fart In Your General Direction
Your failure to die has engendered in you a sense of hubris.
 Prerequisites: I Can't Recognize Death, Level 6+
 Benefits: You may now take 10 on all Saving Throws against Mind-Affecting effects.

Incoherency
Your rants tend to make people avoid you...
 Prerequisites: Booby or Platypi, Cha 15+
 Benefits: As an Immediate Action you can make an Intimidate Check vs any Charisma Based Skill Check your opponent is making (you get a +2 Competence Bonus to the roll, this doesn't work against Iaijutsu Focus or Use Magic Device) while delivering a psychotic nonsensical rant that has in no way anything to do with a question you've been asked or whatever your opponent is saying.  If you succeed, not only does his check fail, but he has to make a Willpower Save (DC is 10 plus 1/2 HD plus Charisma Modifier) or decide further attempts are pointless as you are far too insane for it to work.

Launch
You can leap onto opponents from above.
 Prerequisites: Booby, Glider or Squirrel, Dex 15+
 Benefits: As a Standard Action, you can leap from above, and attack your opponent with a weapon, or smash him with your body.  This is effectively a Charge Attack, meaning you must leap from at least 10 feet above your opponent.  Your weapon does +1d6 damage per 10 feet you travel.  You take 1d6 falling damage for every 10 feet you travel past the first 10 feet (i.e. 0 damage at 10 ft., 1d6 damage at 20 ft., 2d6 at 30 ft., etc.).  If your opponent is one Size Category larger than you or smaller, and you successfully hit, you may make a Trip attempt as a Free Action with a +2 Bonus per 10 feet you travel to the Check.

Salt Glands
You are resistant to desiccation, and you can drink saltwater.
 Prerequisites: Booby, Con 15+
 Benefits: Normally characters cannot drink sea water to quench their thirst.  No matter how much salt water they drink it won't stave off dehydration, and instead will require them to make a DC 15 Fortitude Save or become Nauseous for 1d4 rounds and take a -2 penalty for 1 hour on Saves to avoid the effects of Dehydration.  With this Feat, your body processes the salt, so you take no ill effects from sea water, and can avoid dehydration by drinking it.  You also have Energy Resistance 3 against Desiccation damage.

Sneeze
You can sneeze sodium.
 Prerequisites: Salt Glands
 Benefits: For every gallon of sea water you drink, you can process enough sodium in 1 Hour to produce a sneeze of toxic salt.  This is a ranged attack, with a range of 5 feet that doesn't provoke an attack of opportunity.  If it is successful, your opponent must make a Fortitude Save (Save DC is Con based) or be Blinded for 1 Minute and take 2d4 desiccation damage.

Water Wrasslin'
You are well trained at fighting underwater.
 Prerequisites: Booby, Platypi or Turtle, Improved Unarmed Strike
 Benefits: You don't take melee attack penalties when fighting underwater, and can Hold your breath for (12 times Con Modifier rounds) before you risk drowning.


BLUE-FOOTED BOOBY FOLK
Before fleeing to the Jester's Realm, the Furry species (including the Blue-Footed Booby Folk) came from a world where Humans and the Furry Peoples were eternally at war.  With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home.  They were quick to accept.

FEARLESS
The Booby Folk are anthropomorphic birds about the size of Halflings.  They made quite the show during the War, due to the fact that they were too lacking in awareness to be afraid of anything.  Which made them excellent fighters.  Just not very tactically oriented ones.  Their best move was leaping off cliffs onto enemy divers in the ocean.

SURPRISINGLY BAD SPIES
The Booby Folk lack fear.  They also lack awareness, self or otherwise, and they consider argument to be a high form of entertainment.  Especially with family.  Learning to argue and fight with family prepares them to fight with the rest of the world.  And fight they do.  For the slightest of reasons.

BLUE-FOOTED BOOBY FOLK NAMES
Booby Folk have fairly common naming traditions.

Male Names. Cesar, Gustavo, Joaquin, Mateo, Matias, Omar.

Female Names. Fiorella, Karina, Lorena, Lucero, Sandra, Ximena.

Family Names. Aguilar, Aquino, Cardenas, Condori, Huaman, Mamani.

BLUE-FOOTED BOOBY FOLK TRAITS

Ability Score Increase. Increase your Constitution by +2, and your Dexterity score by +1.

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

Alignment. Most Booby Folk are Neutral.

Type. You are a Humanoid.

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

Speed. Your walking speed is 30 feet.  You also have a Swim speed of 30 feet.

Lack of Awareness. You have Advantage on Wisdom Saves, and are immune to the Frightened Condition. 

Keen Sight. Thanks to your sensitive eyes, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve sight.

Hold Breath. You can hold your breath for 15 minutes.

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

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


Sneezer  (Prerequisite: Must be Blue-Footed Booby Folk)
You can drink salt water with no effect, as glands sort out the sodium internally, and redirect it to your mouth and nose.  As part of an Attack Action, you may sneeze as one of the attacks.  This is a ranged attack with a range of 5 feet and do not suffer Disadvantage on the attack roll due to being close to a hostile creature.  You use your Constitution modifier for attack and damage rolls.  If successful, the attack does 2d4 necrotic damage, and the target must make a Constitution Save (Save DC is Con based) or be Blinded for 1 minute. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the effect ends.


Blue Footed Booby Folk
"Wait, this mysterious business is the next town over?"

Number Two in Vacuous Stares
"That seems suspicious."

"Why would he want to set up in Bugtown?  The Buggy Folks aren't known as the mercantile sort."

"AH NEEEDS MAH GUNS!"

"We heard you the first time Dewbob."

"What are the Bugs known for then?"

"Snake oil salesmen."

"So they're frauds?"


More Oblivious Than People Give Them Credit For

"No, they quite literally grind up snakes to make oil."

"We need to hire some Adventurers Bugtown doesn't know to check this out."

"Uh  oh."

"Fortunately we have two adventurers right here...."
« Last Edit: August 05, 2024, 06:58:08 PM by bhu »