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Showing posts with label Racial Class. Show all posts
Showing posts with label Racial Class. Show all posts

Sunday 14 June 2015

Tenderfeet (Nyssian Halflings)

The Halflings found in my world are much the same as the standard ones but they are highly focused on their herbalism and connection to the natural world. For their level abilities, I gave them communication skills, as I wanted them to be the connector between the wild and communities.  It also significantly help in the druid and thieving skills, able to find out useful information even before the adventure starts.

I also prefer the term Tenderfoot over Halfling as they don't believe they are half of anything, It's also a better descriptor of who they are.


Tenderfoot CR 1
NG Small Sized humanoid
Init +3; Perception +5

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, Leather armor)
hp 6   (1d8+1)
Fort +3, Ref +3, Will +0

OFFENSE

Speed 20 ft.
Melee  Knife +3 (1d3)
Melee Crossbow +3 (1d6)

STATISTICS

Str 7, Dex 16, Con 12, Int 10, Wis 11, Cha 13
Base Atk -1; CMB -3; CMD 10
Typical Feat:  Combat Reflexes
Skills Perception +2, Stealth +6, Profession (Farming)+4, Knowledge (Nature)+2
Racial Modifiers +2 Stealth, +2 Perception, +2 Knowledge (Nature)
Languages  Tenderfoot, Common Any bonus languages for high intelligence (Elf, Dwarf, Minotaur)

SPECIAL ABILITIES

Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Green Thumb: +4 Bonus to Farming / Agriculture checks; Knowledge (Nature) +2
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Those with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Level Abilities
3rd level: Gain +4 on reaction rolls w/Plants; Speak with Plants (cast 1+ charisma bonus every day)
5th level: Gain +4 on reaction rolls with Fey; Speak with Fey (cast 1+ charisma bonus every day)
7th level: Cast Expeditious Retreat on oneself (cast 2/day)
9th level: Gain +4 on reaction rolls with Animals and Vermin; Speak with Animals or Vermin (cast 1+ charisma bonus every day)


These are well known diminutive humanoids that resemble human children. Many humans refer to them as Halflings, but they prefer the term Tenderfeet for themselves.

A majority of them reside among other race`s settlements though there are some that live in secretive valleys and other little known locations. Viewed as the best gardeners of the domain, having an affinity for raising crops both in and out of Garden Towers. This is one reason why many people believe that Tenderfeet are inherently lucky, they assure the survival of many communities - many common folk refuse to harm them believing it will bring about a curse to the land. Their skills also deems them useful to evil-aligned groups who often enslaved them to grow their crops. When equal members of a community, they prefer to live in burrows surrounding a garden, farm or Ever-Green Tower.

Their lives revolve around the plant`s cycle, including hibernating during the winter and giving birth in the spring.  Their elders often act as ambassadors to animal and plant spirits at least unofficially, speaking on behalf of a community even without the official leaders knowing about it. They are a harmonious people but they do have opinions and they speak out for themselves and others.

Many of their villages have abundant fey, plant and animal protectors that freely come and go, always willing to protect the Tenderfeet and their ways. Tenderfeet are rarely outwardly religious, they appreciate the powers and knowledge of a druid and their connection with the land's spirits but avoid the formal rituals and prayers of the priestly class. Similarly, while wizards are not unknown among their kind, their lack of Spell Towers means most who want to learn spells need to leave for the human cities, few ever return. These industrious hard working kin have a deep appreciation for the works of the vine, enjoying the fruits of their labors as often as they can.

It has often been believed by many that Tenderfeet rarely adventure, this is not true. Many feel the urge to travel and see wondrous sights, such as the Sea of Stones or the forest valley on the Isle of Oromos. Freeing their own kin from the bounds of slavery prompts many into action - especially as rogue and rangers

Druid, Ranger and Rogue are their preferred classes having no class limitation.
Warrior, Bard, Cleric and Wizard all have a 10th level maximum class potential.

Thursday 28 May 2015

Skin Devils - Ability Score Thieves

Humanoids with light grey skin, large-sized hands, feet and ears - they can usually pass for human in the distance, bad weather or when wearing a cowl. Stronger than average in strength and speed, they don't look particularly threatening. Their palms have small sticky bulbs that instantly attach to any other living flesh in comes in contact with, While this appendage immediately releases, but when it does, they tear away some of their victim's abilities. This body theft is their primary skill focus; they seem to master physical attacks and strategies in order to better steal abilities from their victims.

Because of their reputation as body thiefs, Gleshialis or Skin Devils as they are usually called, spend their lives as highway brigands trying to stay ahead of lawful forces that hunt them down, They often lurk outside dungeons in small groups, scouting for potential victims who are about to go inside or leave- but they rarely go inside dungeons themselves. Most are evil and greedy but not particularly bloodthirsty despite their reputations. They will sometimes use the threat of permanently stealing a creature's abilities in order to extract information. They are notorious drunks, few of them are able to handle strong alcohol, and get addicted quickly to almost any foreign substance which is one of many reasons why their leaders avoid cities if they can make their profits in raiding or on the road.

Skin Devils
CR 2
NE         Humanoid
Init +0; Perception +5

DEFENSE
AC 16, touch 15, flat-footed 14 (+4 Armor, +1 natural)
hp 15 (2d10+4)
Fort +3, Ref +1, Will +1

OFFENSE
Speed 30 ft.
Melee Long sword +3 (1d8+3)
Special Absorb Touch +14 vs CMD

TACTICS
Skin devils are masters of melee combat, and quickly attempt to tear down their foes. Usually found in small groups, they disdain range combat with intelligent creatures, as they need to be able to touch an opponent in order to temporarily absorb a feature or ability the creature has.

Morale 15 (As the default save, if they are inflicted in the middle of a group.)

STATISTICS
Str 12, Dex 13, Con 14, Int 8, Wis 9, Cha 8
Base Atk +2; CMB 13 CMD 21
Feats Weapon Focus (Long sword), Combat Expertise
Skills Perception +5, Craft (Armor or Weapons) +5, Acrobatics +5, Survival +5
Languages Common, Dwarven or Minotaur
SQ Absorb 1 Feature

Absorb: Skin Devils have the unique ability to absorb other creature's abilities, ability scores, specific skills, class features or even spells. In order to do this they must touch the creature they wish to absorb the feature. While some believe that this absorption steals the feature, this is not true, it enables the skin devil to borrow it temporarily. They are able to steal from any physical ability score (strength, constitution, dexterity or charisma), Their victim must make a fortitude save to suffer half the absorption, their ability score loss returns in 24 hours. Once a victim has an ability score stolen from them, they are immune to other thefts of the same ability score for the next twelve hours.

Absorb:  Gain 1d6 at 2 HD, lasts one hour
               Gain 1d8 at 5 HD or 1 Spell Level (2/day), lasts six hours
               Gain 1d6 X 2 at 8HD or 2 Spell Levels or 1 Class Feature (3/day), lasts 12 hours
               Gain 1d6 X 3 at 12HD or 4 Spell Levels or 1 Class Feature or 1 Racial Feature (5/day) lasts                                 24 hours

By Racial Levels
2 HD  Absorb 1 feature, +2 Str, +2 Con, + 2 Dex; +1 AC
3 HD SR 5, Immune to Poison, Resist 5 cold, acid & Electricity
4 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat; +1 AC
5 HD Absorb 2 feature, Immune to Polymorph, Resist 5 cold, acid & Electricity
6 HD SR 10, Uncanny defence; +1 AC
7 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat
8 HD Absorb 3 features,  ; +1 AC
9 HD SR 15, Immune to Petrification, Resist 10 cold, acid & Electricity
10 HD +2 str, + 2 Con, + 2 Dex; Gain 1 Feat; +1 AC
11 HD Gain 1 Feat; +1 AC
12 HD Absorb 4 features, SR 20; +1 AC
+1 HD or Level: Gain +1 on SR by HD or level   

Skin Devils can veer away from these racial levels by taking a standard class, but if they do they cannot increase in their natural humanoid racial levels.

Side Note: Unlike a lot of other humanoids I post, I wouldn't really want this as something available for players. It makes a great threat, but nothing that works as a player character, at least a regular character but possible for a short term game sessions.


Friday 20 March 2015

Vottinna - Blue Skinned, Magic-Item Destroying Humanoid Monk

This creature was slowly developed as an antidote for magical trapped areas in my dungeon, essentially if using standard rules, either the traps would be too much why would the areas still be around? This race is a way for lower level adventurers can go through these areas because the Vottinna cleared the magical traps. They are sometimes still in the dungeon but most often as strangers to this world, they reside in monasteries where they may be expected to follow the rules but not to talk a lot, which helps them to avoid giving unpopular information.

Vottinna                                                                                    CR 5
Medium-Size Humanoid LN 
Init +7; Perception + 8

DEFENSE

AC 18 (+3 dexterity, +4 wisdom, +1 Monk AC Bonus), 18 Touch, 18 Flat-foot
hp 32  (5d8+10)
Fort: +6 Ref + 7 Will + 7
Morale 16

OFFENSE

Speed 40 ft.
Attack: +3 Unarmed Strike (1d8)
Full Attack: +2 Unarmed Strike X 2 (1d8)
Special Attacks: Stunning Attack, Ki Strike (Silver, Magic)

STATISTICS

Abilities: Str 10, Dex 16, Con 14, Int 10, Wis: 18, Cha 12
Base Atk +3; CMB 13 CMD 16
Feats: Blind Fight, Improved Initiative, Dodge
Skills Appraise +5, Diplomacy +10, Perception +8, Disable Device +8, Sense Motive +5, Knowledge (Arcana) + 5
Special Qualities: Nullify Magic, Evasion, Still Mind, Pure Body, Curse Magic and Drain Magic
Languages: Common, Elf

ECOLOGY

Environment: Monastery or Obelisk
Organization: Solitary or Band (2-7)
Treasure: Half Standard

The Vottinna are an elusive and mysterious light blue-furred race with a severe hatred of magical items. Most have long, overflowing bluish-black hair, large ears tipped both on top and below, and small black orbs for eyes. Their long arms end in hands, whose fingers are always curled, they are unable to straighten them. They are able to mate with almost any other humanoid, but their children are never Vottinna half-breeds, only when two Vottinna mate does the blood line run true.

They are often trusted members of peaceful monastic or religious orders, but few people suspect their motivation. They usually have complex plans to cause misery to the cause of arcane magic but strangely not to individual casters of magic. Adventures may encounter a Vottinna if they acquire a cursed magic item and need to rid it from their possession.  Many times there is a trade-off, getting paid in a powerful arcane item in payment for retrieving a cursed item.  While they abhor a wizard’s created items, they sometimes use clerical ones in the most dire of circumstances, but they will feel need to purge their bodies of the unholy action.

Generally, they are peaceful and friendly but they never willingly share information or their beliefs. It is strongly assumed they come from another world or dimension, and they gravitate towards monasteries because those places are open to strangers.

Combat
They fight as monks at the same level as their HD. They use their stunning blow as often as possible, and never hesitate to use their unique abilities to counteract magic.

Nullify Magic: Each spell has a maximum potency (DC or effective level), if a Vottinna can overcome this by making a full round attack and treating this as a target AC, they cancel the spell effect out immediately. A 10th level wizard, with a 16 intelligence casting a 2nd level spell will have a normal DC of 15; this would be the target AC the Vottinna would have to beat. Any feats or magical devices which increase the DC, likewise increases the DC the Vottinna needs to beat.

Curse Magic: Any item used on to cast a spell on a Vottinna has a chance to be temporarily cursed to either backfire or simply not work (DM to decide, based what is the worst possible outcome.) The likelihood is a Will DC based on the level of the Vottinna (10+ effective level of the Vottinna.) There is no effect on passive magic items, such as a sword or item of protection.

Drain Magic: Once a day, if a Vottinna can grasp an item for one full minute, they can permanently drain the magic from the item. There is no save if the item has an effective level less then the Vottinna. Otherwise, it is a power check based on the Vottinna’s level.

Friday 27 February 2015

Lizardith (Lizard Man PC)

One of the racial monsters I have long used is the Lizard Man. Just love these as the alternative main racial class in direct opposition to humans, not as a foe but someone able to compete with them. The way I've always pictured it: Elves are our higher level cousins, Dwarves are the lower level ones, but neither are really at the par as humans and their complexities. The Lizardith are our true competition. Civilization as broad and a culture as varied, they are just a threat on the high and low scale, wielding magic or in waves of numbers. When players see them their adventuring teams in dungeons, they can be a threat or potential ally. (And I have role played a hissing Lizardith scenario trying to communicate with players so many different times.)


Lizardith (Lizard Men)
Personality: Perhaps next to only humans, Lizardith are the most varied peoples of the domain. It is next to impossible to judge a Lizardith’s motivations before observing one. Every moral habit, weakness or strength is found within these cold-blooded peoples. While they are not xenophobic, they are wary of strangers because of their history.

Physical Description: Semi-aquatic reptilians weighing between 200 – 250 pounds with a 3-4 foot long non-prehensile tail. As they age, many seasoned warriors often sharpen their bodies, so that almost every body part becomes a weapon (claws, teeth & tail.) Most are covered by mottled light green scales, with dark patches of yellow, red or brown depending upon their tribe and homeland.

Relations: Lizardith are reclusive, simply because they have fought for so long and hard, they do not trust anyone fully, even their own people. Instead, a lizardith will judge the individual carefully before making a conclusion, and this is only about the individual, never their race. The individual human, elf or dwarf may earn their living in a lizardith community, just as easily, they may be killed for crimes against the lizardith people.

Alignment: As a race, they generally tend towards neutrality. But individuals may by as holy as saints or as evil as scoundrels.

Lands: Their original swamp cities are in tropical lands far south of the Phastian desert but they have expanded to everywhere including vast territories in the under-earth, caverns beneath the frozen domain.

Religion: While many are strongly druidic there is a small but fervent number of clerics in larger communities gathered around obelisks. Most druids worship Zeyla, the Egg-Mother while clerics worship idealistic gods similar to human faiths.

Language: They speak lizardith which mirrors Dragon linguistically. Individuals often learn dwarf, tenderfoot, callanna, faerie and yuan-ti. Some who travel in the frozen north, may speak a local human tongue but it is a minority.

Adventurers: Many differing lizardith heed the call for adventure. Some seek fame, wealth or power, while others live to serve their deity.

Racial Traits
+2 attack bonus if fighting 50% submerged vs land-based creatures
+3 attack bonus if fighting 100% submerged vs land-based creatures
Hold breath 10 X Constitution
+2 skill bonus to Balance, Perception & Swim

Level Adjustment: +0

Preferred Classes: Any

Lizard Men (Lizardith)
NG humanoid 
Init +1; Senses darkvision 60 ft., low-light vision; Perception +2

DEFENSE
AC 13, touch 8, flat-footed 13 (+4 armor, –1 Dex, +0 natural
hp 5 (1d8+1)
Fort +2, Ref +1, Will +0

OFFENSE
Speed 30 ft. (Swim 40 ft.)
Melee greatclub +1 (1d8)
Ranged javelin +1 (1d8)

STATISTICS
Str 11, Dex 12, Con 11, Int 9, Wis 9, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats: Toughness
Skills Climb +7, Perception +5
Languages Lizardith

Standard Lizardith Tribal Advancement
2 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
3 HD Increased Natural Weapon Damage (1d6 Claws); +1 in Natural AC
4 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
5 HD Increased Natural Weapon Damage (1d8 Claws); +1 in Natural AC
6 HD +2 to any attribute; +7 in skills; Gain Lesser Feat
7 HD +1 in Natural AC; Gain Bite Attack (d4 / 19+)
8 HD +7 in skills; Gain Greater Feat
9 HD +2 to any attribute; +1 in Natural AC
10 HD +7 in skills; Increase Natural weapon Threat Range (17-20), Gain Greater Feat
11 HD Increased Natural Weapon Damage (1d10 Claws / 1d6 Bite); +1 in Natural AC
12 HD +5 to any attribute scores (no more than +2 to any individual) +3 in Natural AC; Gain Greater Feat, +7 in skills

+1 HD Add as per character classes

Lizardith can gain standard class levels at any point but if they do they are then unable to advance in their Racial Lizardith abilities. Many tribes will have individuals of both racial and class levels. This may

Base Skills: Acrobatics, Balance, Climb, Diplomacy, Handle Animal, Jump, Knowledge (geography, history, local, tribe), Perception, Stealth, Survival, Swim

Typical Lesser Feats: Power Attack, Multiattack, Natural Armor (+2), Tail Attack, Improved Initiative, Camouflage (+5 hide bonus in one environment), Improved Climb (+6), Increase Swimming Speed

Advanced Feats (Higher than 8 HD) Improved Camouflage (+10 hide bonus in one environment), Imp Natural armor (+4), Increase Claw Critical, Stunning Head-Butt, Breathe Underwater, Swing Tail, Advanced Swimming Speed

Breathe Underwater: A Lizardith grows gills and can breathe underwater

Tail Attack: Gain an attack at the same range as their primary claw attack. Can be used in any round during their primary attack focus if an enemy is immediately behind them. Does the same damage as their bite. They are unable to score critical attacks with a tail attack.

Tail Swing: If they have have Tail Attack, they can choose this as an advance feat. They attack every creature behind them, they cannot omit anyone, if they swing their tail they potentially attack everything. They roll one attack roll at a -2 penalty.

Increase Speed: Add +10 to their swim speed
Advanced Speed: Add another +10 to their swim speed

Camouflage is an auto-defense that happens when a Lizardith is in a natural environment, as their skin blends in if they are moving at less then half their maximum speed.