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Showing posts with label Hunter. Show all posts
Showing posts with label Hunter. Show all posts

Friday, 22 June 2018

Cat-Kin Humanoid (Cheetarah, Juagarinth, Panthera & z'Rathe)

A long-time ago, I used these in one of my first campaigns. They were probably one of the first things I fully wrote up, because one of the players always took them and pushed my buttons - always stretching what my descriptions described of what they could and couldn't do. Written clarification is good, especially in a game that requires quick thinking and player-DM interaction.

These humanoid cats are humble yet savage, natural hunters who live in small tribes in connection with the land and spirits within. Perfectionists of their arts, they are welcoming and keen in their dedications, but quick to release their inner animal if needed. Devout to their animal spirits who guide and protect them. Often make strong allies with neighboring communities and share in defense and patrols.

Panthera, Cat-Kin CR 2
N Large Humanoid
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5

AC 13, touch 12, flat-footed 12 (+1 Dex, +2 natural)
hp 21 (2d10+10)
Fort +0, Ref +1, Will -1
DR 1 Resist cold 5, fire 5
Weaknesses vulnerable to electricity

Speed 30 ft., (on 2 feet), 40 ft when on four paws
Melee 2 Claws +3 (1d10+5/17-20)

Str 17, Dex 13, Con 15, Int 10, Wis 13, Cha 9
Base Atk +2; CMB -1; CMD 10
Feats Natural Two Claw Attack, Power Attack, Improved Overrun
Skills Perception +4, Survival +5

Languages Cat-Kin Tongue, Common
SQ Darkvision 60 ft., low-light vision, Scent, Thick Fur, Natural Claw Weapons
Climate/Terrain: Plains, Grasslands or Spires
Organization: Patrol (3-8), Tribe (21-120)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Neutral (60% True, 30% Good, 10 % evil)

Advancement Range: By Character Class or by HD.  The default for Cat-Kin is to advance on their HD listing until 9th HD. Individuals can deviate, but if they take non HD levels, they are unable to take additional cat-kins HD levels. NPCs never take class HD levels.

Cat-Kin are a collection of humanoid cat creatures, that split the difference between savagery and civilization. There are four main types, and most exist in combined pride-communities, but the two largest species in both size and physical numbers have smaller communities of only their type. They shun the advanced society trappings such as buildings, metal working, and learned wizardry to live a more natural existence, but individuals often leave to work and learn in cosmopolitan societies. All cat-kin share features, as well as having their own unique traits.

Most non-adventurous cats are crafters, working on one product, then trading with other humanoid communities for items they can chose to not produce themselves. At any time perhaps 10% of the population are in merchant caravans, being away for months at a time. Another large component of their societies are hunters, while cat-kin are omnivores, they prefer to eat freshly hunted meat. All but the elderly try to participate in a monthly hunt, both as an act of survival, companionship and ritual.

Every week a different group will cascade across their territory looking for fresh meat. They do not shun non-cat-kin in their lands, unless they over-hunt, establish permanent communities or commit other unbalancing actions. Cat-Kin’s society tends towards neutral in alignment, and slightly more are good as opposed to evil. While there are some very nasty evil cat-kin, they are the exception, and there are no known evil communities.

Many cat-kin who leave their communities end up destitute in larger human cities. They end up squatting in abandoned buildings, and are treated as scoundrels and unable to find regular employment. This is where many non-adventuring citizens know of the cat-kin people.

Generally Cat-Kin make excellent allies, living and hunting in a large wilderness areas, disdaining raiding from other civilized species and trading with others around them. They can be quite protective of shared sites and willing to do their part in hunting down shared threats. Rangers and druids always have excellent co-operation with them.

Their native communities have beautifully carved mounds (treat as tents), with individual buildings for families and shared ones for group purposes. These mounds are semi-permanent, they can be moved but are often lived in for years at a time. They welcome travelers of any species, both to trade and discuss shared political matters. They never hesitate to help injured people.

Druids and sorcerers are the two most common types of spell-casters in their communities, but their numbers are quite small. They prefer spells to enhance allies over directly hurting or killing foes. Cat-kin as a whole are communal in nature, and readily share what they have with their communities. While they are happy to compete, cat-kin rarely hesitate to help an ally. Greed is very rare in their communities, and those who are caught are banished for theft or other antisocial actions. Theft from others, even allies, is acceptable - just don't get caught, if the community needs something, do whatever you need.

Common house cats are seen as a kindred spirits, and most cat-kin have these as part of their community. Though they are rarely kept directly as owned pets, but exist as a welcomed animal, free to go into and out of the community. They have the same laws protecting them, as a full-bodied cat-kin.

Shared Traits

Darkvision 90 ft., low-light vision

Scent: All cat-kin have terrific senses, and they are able to recognize when other creatures are near them. (As per the monster ability)

Running on four paws: Cat-kin are upright humanoids by default, however, if they are not carrying medium or heavier armor, and no large weapons or are at no more than their medium encumbrance, cat-kin can start to run on all four paws, granting a +10 to their base movement.

Thick Fur: Except to assist in carrying items, cat-kin do not need to wear clothing, as their thick fur provides them all the protection they need in their normal habitat. This fur is the equivalent of hide armor (+2 to natural AC), and also grants a +5 vs. non-magical cold (+1 vs. magical cold.) Gain +1 AC bonus to natural AC every 3 additional HD or levels gained if not wearing bulky armors.

Claw Weapons: Most adventuring cat-kin do not cut their natural claws, thus they are considered to be naturally clawed, and have a natural attack doing 1d3 dmg. These cat-kin can gain more damage if they learn to better utilize this natural attack.

Ability Boost: Gain +2 to any ability score up to 20

Cheetarah: Slender, five foot tall with white fur with small black splotches. They are the smallest but quickest of the cat-kin. They are always part of ambush teams, stalking foes until they can make a quick back-stab. Rogue or ranger are their preferred classes. They are never found in unique communities, always part of mixed prides.
Gain 8 skill points by HD; Skill selection as Rogue, feats every second level.
+2 to dexterity, +2 to intelligence
Typical Feats:Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Sprint X 4 base movement, can take this action once every hour.
5 HD – Cat Reflexes (Add +4 to initiative checks)
6 HD - Base Speed +10 ft; Ability Boost
7 HD – Sprint X 6 base movement; Can take this action once every hour.
8 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
9 HD – Sprint X 10 base movement, Can take this action once every hour.

Juagarinth: Slender, well built purple furred cat humanoids. Have great agility, and prefer to hunt from the upper levels of mountains or trees. They are hunting specialists, lurking to pounce down on their foes. In terms of population, their number is lowest, so they are always found in mixed prides.
Gain 8 skill points by HD; Skill selection as Rogue or Ranger
+2 on strength & dexterity
+2 on acrobatics & survival
Typical Feats: Point Blank Shot, Precise Shot, Deadly Aim, Rapid Shot

3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD +3 on attack if able to jump down more than ten feet
5 HD – Claw Attacks 1d8 dmg; Ability Boost
6 HD – Jumping Bonus +10
7 HD – +5 on attack if able to jump down more than twenty feet
8 HD – Claw Attacks 1d10 dmg; Ability Boost
9 HD – Soaring Jump +20 on acrobatic checks

Panthera: large white tiger humanoids, standing a minimum of seven feet tall with terrific strength, speed and stamina. These are the brutes of the cat-kin society, as they are master hunters who ferociously patrol and go on week long hunts. Many gain proficiencies to enhance their claw attacks.
Gain 6 skill points by HD Skill selection as Ranger
+2 Strength & +2 Constitution
+2 Intimidate & Survival
Typical Feats Point Blank Shot;  Rapid Shot; Power Attack, Improved Overrun

3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Fearsome Presence +5 on intimidation checks;
5 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
6 HD – Two Claw Style: Gain two weapon attacks with claw weapons
7 HD - Roar: +15 to intimidate checks as per fearsome presence (1+cha bonus / day)
8 HD – Natural Claw Attacks 1d10 dmg; Ability Boost
9 HD – Add +3 on critical hit range for natural claw attacks

z'Rathe: Large lion humanoids, with golden or white fur. They stake larger territories to hunt, but are charismatic and honourable creatures, known for making allies with non-cat-kin. They are incredibly fast to react, being able to sense traps or deception, they make excellent rangers. Least likely to be found in other humanoid territories.
Gain +6 skill points by HD Skill selection as Ranger
+2 to strength and dexterity
+2 on survival and perception checks.
3 HD – Natural Claw Attacks 1d6 dmg; Ability Boost
4 HD - Faster Reactions: Receive double dexterity bonus on initiative checks
5 HD – Natural Claw Attacks 1d8 dmg; Ability Boost
6 HD – Gain +6 Bonus on Sense Motive Check
7 HD - Danger sense: + 10 on perception checks
8 HD – Natural Claw Attacks 1d10 dmg; Ability Boost
9 HD - Gain +12 Bonus on Survival checks

These are the natural HD bumps for the four sub-species. These are the defaults, but players can pick to go a traditional class but if they deviate they are unable to gain new HD levels.

Friday, 6 April 2018

Corrupt Hunter

Imagine you were a soldier, assigned to guard or invade a particularly evil spot, a part of a unit that was attacked by an evil entity. Neither you, nor any of your brothers-in-arms survive, instead you were corrupted into something entirely different, compelled to serve the force you once stood against. You know its wrong, yet you have no control, you exist merely at the whim of this Master, and do its dire bidding. This is the sad story of every corrupt hunter.

Corrupt Hunter

Type Inhuman
LE  Medium Outsider
Init +3; Perception +5

AC 15 touch 15, flat-footed 10 (+1 Dex, +4 Chain Mail ) 
HD 26 hp (4d10+4 con)
Fort +5, Ref +5, Will +0
Init +1, Senses Darkvision 60 ft; Perception +3
Speed 30

BAB +4  CMB +7  CMD 18
Melee  Long Sword +7 (1d6+3)
Range Long Bow +5 (1d6)
Special Qualities Formation Fighting, Detect as Undead
Special Defenses Dmg Reduction 2/Silver or Magic

Str 16 Con 13 Dex 13  Int 7 Wis 7 Cha 8
Typical Skills Handle Animal, Intimidate, Perception, Survival +3
Typical Feats Power Attack, Cleave, Track

Climate: Spirelands or Old South
Organization: Solitary, Group (2-5), Patrol (3-12) or Unit (30-60)
Challenge Rating: 3
Treasure: Half Standard
Alignment: Usually lawful evil
Advancement Range: By Class (Fighter or Barbarian)

Detect as Undead: While they are alive they detect as undead for the purposes of spells, but they cannot be turned, though it is a common next step for clerics once they are detected as such. Creatures still get bonuses for attacking them as undead such as a ranger's favoured enemy bonus.

Formation Fighting: They gain + 2 on combat and moral checks when fighting within 10 ft of another Corrupt Hunter and fighting the same threat. This is for attacks, damage and saving throws.

No Unit is Alone: Suffer a -2 on combat and moral checks if not within 200 feet of another Corrupt Hunter or if they are out of visual sight of another of their kind.

Corrupt Hunters were human soldiers that were lost in dungeons and then corrupted by otherworldly evil. Reappearing weeks after their disappearance, they have been changed and now keep to a strange secretive brotherhood. They exist midway between their past lives and their new evil devotion. It is not known if they actually have died but neither they nor their previous allies wish to be reminded of the past.

Their main task is warding adventurers away from their Masters lair, usually a well known evil location, often a temple, magic tower or place of teleportation streams. They patrol a primary site and keep an unfriendly eye on roadways looking for information and hunting trespassers. While disliked, they are often ignored as they throw around enough coins to be tolerated and help in shared tasks for a region such as patrolling borders or chasing criminals. Even when they help in such a shared task, they do so as a unit, never willingly interact with non-corrupt hunters. There are often rumors that they are involved in vile rituals, but rarely does any proof come to light.

Usually dressed in light chain mail, armed with shield and sword, many still wearing decorations of rank of when they were when alive, though everything they have is in a state of decay. Known for their elaborate formation rituals and keeping their distance from former friends and colleagues. Corrupt hunters that escape service to their Masters, live a life on the run and none speak about the horrors they have encountered.

Tuesday, 2 January 2018

Rhinto - Hunting Hound with a prominent forehead horn

A hunter's hound long feared when they hunt in packs. Long associated with goblins and other evil hunters, but it is more how they are raised than the animal itself. Some are trained to excel in running and have running speeds far beyond what is listed below.

Rhinto (sometimes called Rhint Dog)
CN Medium Sized magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7


AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
+4 on saves vs cold


Speed 40 ft.
Melee gore +5 (1d6+4), bite +3 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, X3 dmg)


Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Weapon Focus (horn)
Skills Perception +4, Survival +3 (+7 in forests)
Languages Understand bits of their master's language


Environment temperate forests
Organization solitary or hunt (3–6)
Treasure none
Advancement: Medium (3 - 6 HD), Large (7-12 HD)


Powerful Charge: If a Rhinto is able to do a full charge on it's first attack, it's gore can do triple damage on a confirmed critical hit.

A Rhinto is thought by many to be a breed of hound breed by goblins to help in their night raids. It appears to be a medium-sized, black skinned hound with a hand sized horn in the middle of it's forehead. It is an aggressive animal that hunts in small packs, what it devours is always the nearest creature in their path. Violent and seemingly always hungry, they are greatly feared by many people. They are taught to rarely bark, they wait until they are in the midst of their attacks.

Yet as harsh as these creatures are assumed are, many rangers have seen a playful, loving side to them. If they are raised properly, around their pack, and given enough food and time to play and learn camaraderie -  another less savage side appears.

Thursday, 22 December 2016

Snow Cloakers aka Wrapping Deaths

Snow Cloakers (Wrapping Deaths)

Medium Size Aberration (Psionic)

Hit Dice: 5d8+5 (27 hp)
Initiative: +6
Speed: 10ft, Fly 40 ft (good)
AC: 18 (+6 natural, +2 Dex), touch 12, flat-footed 16
BAB / CMB / CMD: +3 / +7 / 19
Regular Attack: Tail slap +7 (1d6+5), Bite +3 (1d4+2)
REACH: 5 ft. / 5 ft.
Special Attacks: Engulf, Psionics
Special Qualities: Darkvision 60
SAVES: Fort: +5 Ref: +5 Will: +7
Abilities: Str 19 Dex 14 Con 13 Int 10 Wis 13 Cha 9
Skills: Perception +12,  Move Silently +10, Knowledge (nature) +10, Survival: +10
Feats: Alertness, Combat Reflexes, Imp Initiative 
Climate: Any Cold Forest or Mountain
Organization: Mob (3-6), Flock (7-12)
CR: 6
Treasure: Standard
Alignment: Lawful Evil

Advancement: 6 - 9 HD (Medium) or 10 - 16 HD (Large)

Out of nowhere, the land arises, moaning and comes flying toward you…

Smaller, faster and a more cunning version of the standard cloakers found in the underground. Most have white wings and light gray body, small eyespots cover it’s back. These creatures are highly intelligent and plot ambushes to minute details. They seek both victims to devour as well as treasure, magic and other items.

They live in small communities called flocks, with at least one higher HD leader. They can be hired or bribed by other evil Masters, looking for their services in trapping victims.

Snow Cloakers plan combat, and only attack when they believe they have superiority over their victims. They like areas that are close to civilized areas, but also in proximity to caves or valleys where they can use their flight ability to quickly escape. They begin by using psionics. Once their foes are disoriented at least half their numbers will swoop in, attempting to use their engulfing ability to smother anyone left standing. If their initial foray is not properly executed, many snow cloakers retreat. At heart, they are cowards, and will engage with foes only if they believe they have already won the battle.

Engulf: When Snow Cloakers make a grapple check, they wrap themselves around their victim smothering them into unconsciousness. They inflict 1d6 + (20- touch AC of their victim) each round. Any non-blunt attacks done on the cloaker will inflict ½ damage on the cloaker and ½ damage to the victim.

Psionics: Control Light, Deceleration, Distract, Dimension Door, Ectoplasmic Form, Id Insinuation, Chameleon, Recall Pain, Energy Ray (Cold 1d6, 40 ft, DC 15) DC: 15, PSPs: 25