Blog Archive

Showing posts with label Wild. Show all posts
Showing posts with label Wild. 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.

Saturday, 3 June 2017

Claw Steed - Wild equine beasts, tooth maw and sharp claws instead of hooves

One of the oldest creatures I ever statted, as the preferred steed in wild regions of my world.

Claw Steed   CR 5
XP 1,600
N Large Animal
Init +4 Senses Low-light vision; Perception +8

AC 17 touch 9, flat-footed 17 (+8 natural, -1 size)
hp 47hp (5d8+25 con)
Fort +9, Ref +4, Will +1
Defensive Abilities    Immune to Charm & Hold Spells, +4 on cold or ice spell saving throws

Speed 30 ft.
Melee 2 Claws +7 (1d8+5/18-20),  Bite +4 (d6+2) or Tail +4 (1d4)
Special Attacks: Tail +7 - Back Attack only 1d4 dmg, Stampede

Str 20, Dex 11, Con 20, Int 6, Wis 11, Cha 11
Base Atk +3 CMB +9 CMD 19
Feats Improved Initiative, Multi-Attack, Imp Critical (18+ double dmg with claw)
Skills +8 Climb, +8 Perception , +5 Swim, +5 Survival, +16 Jump
Other Gear Lone Claw Steeds may have barding

Environment      Grasslands
Organization      Herd (15 - 90)
Treasure Value   None
Advancement     6-12 HD (Large)

Wild equine beasts, whose natural environment are on the Kazurn plains, but they roam throughout the domain. They have a tooth filled maw; a long whip like tail and short heavy fur allows them to survive extremely cold temperatures. Their coats mimic the same as horses but it is much thicker and harder to work with. Their wickedly sharp claws enable travel in rocky terrain, capable of them climbing vertical surfaces, graze thru ice & seize medium sized and smaller creatures.

These steeds are the preferred mounts for those who shun air travel or hunt on the wasteland. Their unique features enable these creatures to thrive in environments that leave most creatures defenseless. Much better in combat than flying animals and able to withstand the cold. But they cannot be breed in captivity, thus only adventurers are ever able to find one to be their steed.

Tribal druids may sometimes beseech these creatures into service, but only if the tasks helps both the tribe and the claw steed herd. Many of these same tribes hunt these beasts for meat, fur, bones and blood, not out of disrespect, but desperation. Upon success, the tribe always thanks the spirit totem for the sacrifice.

Claw Steeds raise their front claws and attack in a claw, claw bite format, using their tail to eliminate sneak attacks. They have incredibly sharp claws (improved critical), which can seize foes or rip them to shreds. When these wild beasts have a rider, they will follow their master’s attack to compliment the combat style.

Stampede (Attack): This attack is determined by herd size, at least 15 claw steeds must be present to form a stampede.For every three members add +1 to the base attack, +1d6 to damage and +1 on the DC for reflex saving throw.  Herds with 90 or more members have the following combat stats: +37 Attack, 30d6 damage, DC 40, Ref save for half damage. They usually do this only once per attack sequence- stampeding a foe then running off.

Tail Attack  Claw Steeds are always aware of creatures at its backside, getting an attack with their razor sharp tail - lashing anything behind them. This is a free attack, it does not count towards the creatures maximum allowed with their claw and bite routine. Their tail is a thick black whip with small sharp shards, it is constantly swaying back and forth.

The herd is the only society for claw steeds. They run with their herd and follow the oldest and strongest member. Individual claw steeds can part from the herd for a variety of reasons. The most obvious is during a stampede, an individual may have lost footing or wounded and are unable to keep up to the herd. Some hear the call of the divine and leave to become the personal mount for a devout paladin, ranger or druid.

Hunted endlessly, lone members become targets for those seeking a strong and unforgettable mount. Due to their wild natures, a claw steed is immune to all charm and hold spells. A handle animal (DC 40) skill check is required once the creature is subdued but not injured. As a wild, magical beast, claw steeds cannot mate in captivity.

Tuesday, 24 May 2016

Vined Soldier

These are among the most simplistic servants used by druids. Created from fallen soldiers, they arise from the power of the forest, serving their druidic masters in simple tasks. They appear as skeletons with small green vines covering their bones, similar to a living bodies blood vessels. Since they are not the reanimated bodies or spirits, they are not undead, they are animated through the plants.

Vined Soldier

N Medium Plant
Init -1 Senses Low-light vision; Perception +X
AC 11 touch 9, flat-footed 11 (-1 Dex, +2 natural)
hp 9 hp (2d8)
Fort +3, Ref -1, Will +0 
Speed 30 ft.
Melee Slam +2 (1d6+1)
Ranged Net +0 (1d2), Range 20 ft, Ref DC 11 to avoid or escape
Str 13, Dex 9, Con 10, Int 4, Wis 10, Cha 4
Base Atk +1 CMB +2 CMD 11
Feats Power Attack
Skills +4 climb, +2 Perception , -1 Stealth
Environment     Druids Grove
Organization     Solitary or Clan (3-6)
Treasure Value  Quarter or less
Advancement Range: 3 or 4 HD; +1 level as Barbarian or Fighter Class

Appear as a zombie or skeleton with small, thin but very visible green vines covering them, quite similar to blood vessels but these vines are what is causing the dead skeleton to move, thus this is actually categorized as a plant and not a true undead. They are one of the most common servants that druids use, as they are from living creatures killed in a forest, most often from armies that invade the forest. These corpses are then buried in or near a druid's grove and are raised by the magic of the forest. The vines that surround the dead, act a bit like living blood vessels, but these spread the magic that enables the vine zombie to act, the only requirement for the corpses is that they are complete corpses.  Most druids will tear off the faces of these zombies so they are unrecognizable.

A Vined Soldier is treated as a plant, though most often seen as undead by those unfamiliar with them. However, they can be turned if they are in dungeons as undead, but at +4 bonus to resist. Near a druid's grove, they cannot be turned.

Though rare it is sometimes possible for long-serving vine soldiers to gain sentience, as the vines cognizance combines with the memories of the dead to become more than either alone. Still loyal to the druids cause but they have their own purposes. For this reason, many druids retire them after a few years as these mixed beings are sorrowful creatures, unable to fit in either with the living, the dead or other sentient plant creatures,