EjoThims
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Grape ape

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The Ferret
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« on: September 07, 2008, 07:00:32 PM » |
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The Clans:The Clans make up the vast bulk of Verold’s population throughout its history. There were originally seventeen Clans including Man, though now only twelve remain. Wolf: Remnants of their shattered packs, Wolves have to hide from society and often have power hungry motivations. Bear: Strong in heart and body, the lumbering Bears are steadfast friends and frightful opponents. Boar: Stubborn and quick to anger, Boars travel in nomadic tribes to avoid long contact with the other Clans. Fox: The quick-witted Foxes use their sharp tongues and affinity with illusion to manipulate the other Clans to their own advantage. Viper: Slim storytellers and musicians, Vipers are the historians of the Clans, and they always seek new tales to tell. Ferret: Not much holds the attention of the hyper and curious Ferrets for long, but even the simplest things can seem an adventure to them. Rat: Preferring shadows and treachery to real companionship, Rats are the bulk of the criminal underworld of the Clans. Tiger: The meditative Tigers seek to balance their minds and bodies into a perfect union to represent the ideal of their naming. Raven: Studious and intelligent, the Ravens are scholars and mages, ever seeking to unlock the next mystery. Coyote: Shameful and withdrawn, the Coyotes blame their gifts to Man for the loss of the fallen Clans. Python: Competition is the ultimate drive for the athletic Pythons. Crane: Bureaucracy and diplomacy has stolen most of the zeal from the once fanatic Cranes, but many still serve their fellows with an unwavering will. Racial Ability Adjustments| Race | Level Adjustment | Favored Class | | Wolf | +2 to any three abilities, LA +1 | Any | | Bear | +2 Str, +2 Con, -2 Int, -2 Dex | Barbarian | | Boar | +4 Con, -2 Int, -2 Wis, -2 Cha | Fighter | | Fox | +4 Cha, +2 Int, -2 Str, -2 Con | Sorceror | | Viper | +2 Cha, +2 Int, -2 Str | Bard | | Ferret | +2 Dex, +2 Int, -2 Str, -2 Con, -2 Wis | Rogue | | Rat | +4 Dex, +2 Cha, -2 Str, -2 Con | Hexblade | | Tiger: | +2 Dex, +2 Str, +2 Wis, -2 Cha | Monk | | Raven | +4 Int, +2 Wis, -2 Cha | Wizard | | Coyote | +4 Wis | Druid | | Python | +2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis | Monk | | Crane | +2 Dex, +2 Wis, +4 Cha, -2 Con | Paladin | All Clans:All Clans can switch between their Human and Animal forms as a standard action. In Animal form they retain all class abilities, as well as the ability to speak, though they cannot normally cast spells. All armor and equipment is incorporated into the animal form, though only magic items are still useable. Magic armor and equipment worn provide all their magic bonuses, though none of their mundane bonuses are transferred. One available melee weapon transfers its magic bonuses to the Animal form's natural attacks. Each Clan can also communicate with natural animals of its type, and has a +4 on all Charisma based checks in relation to such animals. Only Wolves start play with the ability to take a Hybrid form. In Hybrid form, all equipment resizes to accommodate their new form, but they can choose to still have one available melee weapon meld into their form, transferring its magic bonuses to the Hybrid form's natural attacks. The Clans do not transmit Lycanthropy with a bite, either to each other or to outsiders, nor can they contract the disease. Cursed Lycanthropes:The Clans are the only Lycanthropes native to Verold, however more traditional Lycanthropes (such as those in the Monster Manual) are occasionally found scattered across the land. Whether bitten or born before arriving, the Clans refer to them as “Cursed Lycanthropes” and usually either pity or shun them for the disease they carry. When spending time within Clan cities they are usually found in the company of Rats and making up the bulk of a Wolf’s seedy contingent. Those of a more friendly nature tend to cluster in Coyote or Ferret communities, where their affliction is most easily overlooked. Other Races:Other races have little, if any presence in Verold, and even the most benign of travelers are often treated as monsters and demons, especially humans and those most resembling them. More savage races and those with animal qualities, such as Shifters and Rakshasas are more readily accepted, though they are still viewed as outsiders in even the most forgiving of communities. Vital Statistics:Age: All Clans age at roughly the same rate as Gnomes, and use their tables for starting age and aging effects. Height and Weight: You can choose your character’s height and weight based on the ranges below, or you can randomly generate them. Random Heights and Weights:| Race | Base Height | Height Modifier | Base Weight | Weight Modifier | | Wolf, male | 5’10” | +2d6 | 140 lb | x (2d4) lb | | Wolf, female | 5’4” | +2d6 | 110 lb | x (2d4) lb | | Bear | 7’ | +1d12 | 340 lb | x (2d10) lb | | Boar, male | 3’8” | +3d4 | 240 lb | x (4d4) lb | | Boar, female | 3’8” | +3d4 | 180 lb | x (3d4) lb | | Fox | 2’10” | +1d4 | 30 lb | x 1 lb | | Viper, male | 2’ | +1d6 | 10 lb | x 1 lb | | Viper, female | 1’10” | +1d4 | 10 lb | x 1 lb | | Ferret, male | 3’ | +1d10 | 15 lb | x 1 lb | | Ferret, female | 2’8” | +2d6 | 12 lb | x 1 lb | | Rat, male | 4’8” | +2d4 | 180 lb | x (2d4) lb | | Rat, female | 4’10” | +1d8 | 170 lb | x (1d6) lb | | Tiger, male | 7’4” | +2d4 | 150 lb | x (2d6) lb | | Tiger, female | 6’10” | +1d10 | 140 lb | x (2d4) lb | | Raven, male | 3’ | +1d12 | 50 lb | x (1) lb | | Raven, female | 3’4” | +1d6 | 45 lb | x (1) lb | | Coyote, male | 5’2” | +1d4 | 140 lb | x (2d4) lb | | Coyote, female | 5’4” | +1d6 | 90 lb | x (1d4) lb | | Python | 7’6” | +1d8 | 140 lb | x (2d10) lb | | Crane, male | 5’6” | +1d4 | 60 lb | x 1 lb | | Crane, female | 5’4” | +1d4 | 80 lb | x (1d4) lb |
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« Last Edit: November 02, 2008, 01:07:35 AM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #1 on: September 07, 2008, 07:01:05 PM » |
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Wolves:Personality: Wolves have grown distrustful and reclusive, often shattering their once dominating ability to work flawlessly as a pack. They have retained a basic understanding of these tactics, but seldom are in a position to use them. Most Wolves blend with the fringes of society, trying not to draw too much attention to themselves, yet seldom willing to bow down and submit to the rules that have formed in the wake of their downfall. They interact with society mainly through the Rats, who are the only other Clan that is usually comfortable with the knowledge of working for a Wolf. Wolves are powerful allies to those who they see advantage in working with, and even more powerful enemies, despite their underground existence. Physical Description: In their Human form, male Wolves stand between six and seven feet tall, with female Wolves about half a foot shorter on average. They are built about the same as the Humans of old, and were the most capable of blending into such crowds. They tend to have sharp canines and long hair, usually of a faded brown, gray, or black color, though occasionally a stark white or silver is seen. Their Hybrid form is taller and sleeker, sometimes leading others to believe that it is physically weaker, though this is hardly the truth. In this form, their hair grows to cover their whole body, and those with especially long hair in human form will have a mane of sorts. The fangs are quite pronounced, and the posture is slightly stooped, and, when needed, they can hunch further and use their hands and claws to achieve astonishing speeds. The Wolves' Animal form is that of a powerfully built animal wolf with elongated paws that give the appearance of fingers. Relations: Wolves deal well with each other, though any large group will quickly develop a pack hierarchy. Wolves can tolerate the presence of Rats, and any they feel will be useful to them, though they always seek to dominate the other canine Clans. Clans other than the Rats will seldom begin to trust a Wolf, even if it has proved its loyalty time and time again. The other canine Clans fear and loathe Wolves more than anyone else, and if given the opportunity, even a Coyote will often bully and harass a Wolf. Alignment: Wolves are usually lawful, as they follow strictly the rules of their pack and their own society, though it often conflicts with those of the larger world. Most Wolves are lawful evil; using others for their own benefit with no care to dangers they put them in. Some are lawful neutral, working to restore the "balance" that is Wolf mastery of the Clans. Few good Wolves are found, as they are outcast not only from the wider world, but also from the Wolves and Rats that previously would have sheltered them. These Wolves are those most commonly found in an adventuring party, as they have the most to prove and the most benefit to gain from a close-knit group of compatriots with no real place in the world. NPC Wolves will almost never be good, however. Wolf Lands: The Wolves have few true settlements of their own, but at least a few can be found in most Rat districts by those who truly wish to go looking. Many who do never get the chance to tell the local authorities. Religion: Like all the Clans, the Wolves worship the Creators, specifically their own Creator God, Vargr Flamepaw, though usually only to one or the other of his dualistic aspects. Evil Wolves usually honor Alpha Vargr, while the rare good Wolf most often worships Vargr of the Hunt. Wolves of the Flamepaw pack tend to be especially religious, often holding the name they share with their Creator as a sign of divine favor. Language: Wolves speak Lupine, a derivative of Canine. Any speaker of another Canine derivative can attempt an Intelligence check (DC 20) to determine the general idea being conveyed or can attempt to understand the full message (DC 25-35 depending on complexity). Wolves can similarly try to understand any other Canine language. Wolves also speak Common and Moridane, the language of the Rats. Names: A Wolf has two names, a personal name and a pack name. The pack name is commonly used to identify Wolves to each other, while outsiders are given the personal name. Pack Names: Silverfoot, Quickfang, Steeljaw, Swiftpaw, Fireeyes, Nightstalk, Flamepaw, Blacktongue Male Names: Moriineas, Gavalin, Taylens, Haarun, Bihcane, Thynian, Cahriteas, Malaki Female Names: Linnea, Analees, Byahcana, Taylana, Ahvala, Theala, Diania, Azhali Adventurers: Wolves adventure mainly to provide themselves with a place in the world, preferably at the top. They constantly seek to further their own status, but more importantly, their control of those around them. A good Wolf seeks adventure for a slightly different purpose, and they often attempt to redeem the name of Wolves in general so that they can once more reclaim their peaceful, balanced place in society. Wolf Racial Traits:• Humanoid(Shapechanger)• +2 to any three abilities: Wolves are a varied and adaptable race. • +4 to Survival and Listen Checks: Wolves have to be able to live without interaction with others, even of their own kind, and they need to be aware of those who may have discovered their identity. • Scent• Low Light Vision: A Wolf can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Bonus Feat at 1st Level• 4 bonus skill points at 1st level and 1 bonus skill point at each additional level• Dominance: Wolves add their character level as a bonus when intimidating a non-Wolf canine (including Coyotes and Foxes). Wolves also suffer a penalty to Diplomacy checks equal to their Character level. • Hybrid Form: For every character level a Wolf possesses, he can assume Hybrid form for a total number of minutes equal to his base Con mod + character level. This time can be divided into individual rounds as he sees fit, but each change into and out of Hybrid form takes a standard action. • +2 to Disguise and Bluff Checks: Wolves have learned to blend into the fringes of society, passing themselves off mainly as large Coyotes or dogs. This bonus only applies when trying to hide their identity as a Wolf. • Pack Fighting: When a Wolf and an ally flank an opponent, the Wolf gains a +4 flanking bonus, instead of the standard +2, in addition, if a Wolf's allies are flanking a target that the Wolf also threatens but is not currently flanking, the Wolf still gains the standard +2 flanking bonus. • Automatic Languages: Common, Lupine, Moridane Bonus Languages: Any other Clan's • Favored Class: Any • Level Adjustment: +1 Human Form:• Medium• Base Speed: 30'Animal Form:• Medium• Base Speed: 50'• +2 Str, +4 Dex, +2 Con: This is in addition to the +2 that all Wolves receive to any three abilities. • +2 Natural Armor Bonus• Natural Attack: Bite for 1d6 damage. • Trip: A Wolf that hits with a melee attack in animal or hybrid form can attempt to trip the opponent without making a touch attack or provoking an attack of opportunity. If the attempt fails, the Wolf cannot be tripped in turn. This ability stacks with Improved Trip. Hybrid Form:• Medium• Base Speed: 30'• Hunched Charge: In Hybrid form a Wolf with at least one hand free can move at a base speed of 50' feet, though they must move at least 50’ when doing so. • Dominance: Wolves in Hybrid form add their character level as a bonus to all Intimidate checks. If a Wolf in Hybrid form successfully intimidates a non-Wolf Canine (including Coyotes and Foxes) to demoralize, that Canine is cowering instead of merely shaken. • +2 Str, +4 Dex, +4 Con: This is in addition to the +2 that all Wolves receive to any three abilities. • +4 Natural Armor Bonus• Natural Attack: Bite for 1d6 damage, 2 claws for 1d4 damage each. • Fast Healing: Starting at 5th level, as long as a Wolf remains in hybrid form, he regains one hit point per round for every four levels that he possesses. • Trip: A Wolf that hits with a melee attack in animal or hybrid form can attempt to trip the opponent without making a touch attack or provoking an attack of opportunity. If the attempt fails, the Wolf cannot be tripped in turn. This ability stacks with Improved Trip. Wolf Savage Progression:For players that would like to use the Wolf in first level campaigns, this progression breaks the abilities down over two levels. Both levels must be taken before any other class levels or hit dice gains. 1. 1st Class Level, Scent, Low Light Vision, +2 to any 2 abilities, Bonus Feat, 4 bonus skill points, +2 to Disguise and Bluff Checks, +4 to Survival and Listen Checks 2. +1 LA, Hybrid Form, Pack Fighting, +2 to any 3rd ability, Dominance
Wolf Racial Substitution Classes:Wolf Binder Racial Substitution: Wolves are attracted to the art of Pact Magic because of the power it gives them over the vestiges they make contact with. They learn quickly to force even unwilling vestiges to bind with them, to ignore completely the will of the vestiges they bind, and eventually even to wrestle permanent control of a small portion of a vestige's power for their own use. BAB Fort Ref Will Abilities 2. +1 +3 +0 +3 Pact Augmentation (1 ability), Ignore Special Requirements 4. +3 +4 +1 +4 Ignore Influence 6. +4 +5 +2 +5 Binder's Bondage (1st level vestige) 9. +6 +6 +3 +6 Binder's Bondage (2nd level vestige) 13.+9 +8 +4 +8 Binder's Bondage (4th level vestige) 19.+14 +11 +6 +11 Binder's Bondage (6th level vestige) Ignore Special Requirements: Wolves do not heed the needs of others, and their Binders are no different. At 2nd level, a Wolf Binder gains the Ignore Special Requirements feat. This replaces the normal Binder's Suppress Sign ability. Ignore Influence: Wolves do not bow to the demands of others, not even the vestiges they make pacts with. Starting at 4th level, in place of a bonus feat, a Wolf Binder can ignore the influence of vestiges he binds without taking the normal penalty. Binder's Bondage: Wolves who seek to rule do so with an unyielding and iron fist. Starting at 6th level, and again at 9th, 13th, and 19th, Wolf Binders learn to do so with the vestiges they bind. In a special ceremony of intense concentration, they permanently steal a piece of a vestige's power, making it their own. Doing so requires a binding check with a -5 penalty, 24 hours of uninterrupted concentration, and the sacrifice of half his maximum hit points in damage caused to himself as part of the ritual. If the ritual is successful, the Wolf Binder may choose any vestige two or more levels lower than the maximum he can bind and pick any one ability that vestige grants to gain permanently, never again needing to make binding checks to gain it and not consuming an available slot for actually binding vestiges, however, he always thereafter shows the sign of the vestige. If unsuccessful or interrupted, he must try again, spending another day and sacrificing his health all over again. Each time he gains this ability after the first, he may also replace one lower level power granted by this ability in the same ceremony. This replaces the soul guardian class feature and all of it's improvements. Wolf Warmage Racial Substitution: Wolves are especially adept at causing destruction and fear, and their Warmages take great pride in excelling even more than most in these fields. They learn to make their spells more effective through force of will, not intellect, to increase the effectiveness of their spells more often, and eventually to dish out small amounts of destruction with literally no more than a thought. BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Armored Mage (Light), Warmage's Force 8. +4 +2 +2 +6 Sudden Renewal 16.+8 +5 +5 +10 Easy Destruction Warmage's Force: Wolf Warmages exploit their intense force of personality to enhance the destruction of their spells, instead of applying keen intellect to make them more effective as other Warmages do. Starting at 1st level, they add their Cha bonus, not Int, to the hit point damage caused by all spells they cast as a Warmage. Sudden Renewal: Wolf Warmages take far greater glee and pride in their destructive work, and forgo training in heavier armor for more flexibility in spellcasting. Starting at 8th level, they may use all of the Sudden Metamagic feats granted by their Warmage class levels once per encounter instead of once per day. This replaces the Armored Mage (Medium) ability. Easy Destruction: With a practiced ease and a simple wave of a hand, a Wolf Warmage can wreak minor havocs on those around him. He gains the Sudden Quicken Metamagic feat. Additionally, any spell he casts whose level is 5 or more lower than the highest level spell he knows and whose cast time is one full round or less, he can now choose to instead cast as a swift action.
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« Last Edit: May 05, 2010, 02:23:47 AM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #2 on: September 07, 2008, 07:02:06 PM » |
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Bears:Personality: Bears are kind natured and trusting. They make friends easily, and their good spirits often spread to those around them. They tend to be optimistic, at times even slow to grasp the dangers in a situation or person. Once a Bear has been alerted to such, however, their ire is swift, falling on their enemies like an avalanche. Bears hold a grudge that is outlasted only by those of Boars and only rarely by the object of their discontent. Physical Description: Bears in Human form are stout, well muscled, and somewhat hairy. Their hair tends to be dark brown to black, and short but abundant. Bears have broad shoulders, thick chests, and large hands and feet. They stand between seven and eight feet tall with little variation in height or weight between males and females. Their voice tends to be deep and rocky, though is often cheerful despite this. In Hybrid form Bears grow even larger and bulkier, sometimes upwards of thirteen feet tall and weighing over a ton. Their hair spreads further, becoming fur. Claws develop, and their voice becomes a deep bellow, often indistinguishable from a roar. This form is often confused with the Bear's animal form, but the hybrid form is in fact larger, and those who look closely will notice claw-like hands instead of front paws. Relations: Bears find deep companionship with all Clans but the Rats and the Wolves, though more reserved Clans, like the Boars, Ravens, and Tigers, may be offset by their initial overly friendly approach. Bears tolerate each other's presence just as well, though large groups are rare, as space and resources can become strained. Most Bears will have a large group of friends from other Clans, and only a few meaningful relations with other Bears. Bears are one the few clans that can readily tolerate the hyper, ultra-curious nature of the Ferrets, and the combination of the Bear's lumbering strength and the Ferret's quick, agile nature often makes for a powerful team. Alignment: Most Bears are good, and though they seldom have the rebellious nature of a chaotic character, they tend to neutrality more often than lawfulness. Bears are not usually strict by nature, but instead impart their goodwill to those who need it most; evil is seldom seen in the large hearts of the Bears. Bear Lands: While mixed throughout the population of Verold due to their slavery under the Wolves, the majority of Bears are found in hills and valleys bordering the Olesa Mountains. Wholly Bear communities have small populations, but are wide and sprawling, making much use of hillside caves, though never delving deep under the earth. In other communities, Bears tend to take up a lot of space, and a Bear's home is usually easy to identify in the midst of a bustling town. Religion: Bears pay homage first to Jarndir, also known as Leashed-Fury, their own Creator God. Though, when appropriate they give praise to the other Creators, even Vargr and Rekar, Man's Creator God. Language: Bears speak Ursine, a low, rumbling language that many mistake for either gentle yawns or ferocious growls. They are also familiar with Common and Furone, the language of Ferrets. Names: Bears usually have a single name, consisting of a group of words describing their strength, either physically or in personality. These names can change over time and while picked by the Bear it belongs to, is almost always influenced by the thoughts and cares of those close to him. Common names include things like Thick-Wall-of-Stone, Unmoving-Mountain, Advancing-Thunder, or Avalanche-of-Fury. Other Clans often shorten these to Stone, Mountain, Thunder, and Avalanche respectively. Bears in a community consisting mostly of other Clans will often go by these shorter, one word names. Adventurers: Most Bears adventure to protect those close to them, often because those that could be in danger will go and put themselves at risk whether the Bear is along or not. Bears also adventure to protect their communities and the region as a whole, and many Bears might be driven by the chance to finally end a nearby Wolf threat, however, most Bears care little for treasure and personal glory. Bear Racial Traits:• Humanoid(Shapechanger)• +2 Str, +2 Con, -2 Int, -2 Dex: Bears are strong and sturdy, but they tend to be slightly slower of body and mind. • +4 to Swim Checks: There are many rivers and small lakes throughout the Bears' lands, and they are comfortable in them for purposes of both hunting and play. • Scent• Improved Grapple: Bears are clever wrestlers and often catch their opponents off-guard. They are thus able to start a grapple without provoking an attack of opportunity and gain a +4 to all grapple checks. • Automatic Languages: Common, Ursine, Furone Bonus Languages: Any other Clan's • Favored Class: Barbarian Human Form:• Medium• Base Speed: 30'• Powerful Build: Due to their hefty nature, whenever a Bear is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks) the Bear is treated as one size larger if doing so is advantageous. A Bear is also considered one size larger when determining whether a creature's special attacks based on size can affect him. Bears can use weapons designed for a creature one size larger without penalty. However, his space and reach remain that of a creature his actual size. These benefits stack with the affects of powers, abilities, and spells that change the subject's size category. Animal Form:• Medium• Base Speed: 40'• Powerful Build: Due to their hefty nature, whenever a Bear is subject to a size modifier or special size modified for an opposed check (such as during grapple checks) the Bear is treated as one size larger if doing so is advantageous. A Bear is also considered one size larger when determining whether a creature's special attacks based on size can affect him. Bears can use weapons designed for a creature one size larger without penalty. However, his space and reach remain that of a creature his actual size. These benefits stack with the affects of powers, abilities, and spells that change the subject's size category. • +4 Str, + 4 Con: This is in addition to the initial ability modifiers listed above. • +5 Natural Armor Bonus• Natural Attack: Bite for 2d6, two claws for 1d8 each. Hybrid Form: Bears do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Large: As Large creatures, Bears receive a -1 size penalty to their AC and attack rolls, as well as a -4 size bonus on Hide checks, but use larger weapons than Medium creatures, and their lifting and carrying capacity is twice that of a Medium creature. Bears do not have Powerful Build when in Hybrid form. Bears do not gain extra bonus Strength simply for being Large creatures. • Reach: When using any large or larger one or two-handed weapon, a Hybrid Bear has a 15-foot reach. • +6 Str, +4 Con: This is in addition to the initial ability modifiers above. • +6 Natural Armor Bonus• Natural Attack: Two claws for 1d10 each. Bear Racial Substitution Classes:Bear Barbarian Racial Substitution: A Bear that chooses to become a Barbarian is a force of pure destruction. Little on Verold can stop the wall of fur and muscle that embodies a Bear’s anger. Many Bears choose to further emphasize their strengths by focusing on enhancing their already durable bodies over their other senses. BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind Fortification: A Bear’s thick folds of fur, hide, and muscle help pad their vitals and grant them extra protection against otherwise devastating attacks. At 2nd level whenever a critical hit, sneak attack, or sudden strike is scored against a Bear Barbarian, there is a 25% chance that it is negated and damage is instead rolled normally. At 5th level this chance increases to 50%. This benefit replaces the standard Barbarian’s uncanny dodge and improved uncanny dodge abilities. Natural Armor: As a Bear’s hide and muscles continue to thicken; they slow and turn aside additional blows. Starting at 3rd level, a Bear Barbarian's Danger Sense ability provides a +2 bonus to natural armor instead of a +1 dodge bonus to AC. This natural armor bonus improves by +1 every three levels (to +7 at 18th level). Body over Mind: At 14th level a Bear that has focused entirely on strength of body over enhancing other senses gains a unique ability. If having taken all three levels of the Bear Barbarian Racial Substitution levels, a Bear can apply its Constitution modifier to all Reflex and Will saves when raging. This ability replaces the standard Barbarian’s Indomitable Will ability. Bear Crusader Racial Substitution: Bear Crusaders embody unrelenting and forceful dedication to their causes. They are less aggressive than other Crusaders, but can not only suffer more wounds, but can turn those wounds into an impressive defense for themselves or even to the boon of others. BAB Fort Ref Will Abilities 1. +1 +2 +0 +0 Furious Defenses, Steely Resolve 10, Stout Crusade 3. +3 +3 +1 +1 Zealous Determination 10.+10 +7 +3 +3 Allied Defenses Steely Resolve: A Bear Crusader can soak up damage massive amount of damage in their thick and well protected bodies. His Steely Resolve is 5 higher at all levels than indicated on the Crusader chart. Furious Defenses: A Bear Crusader does not channel his Steely Resolve into striking at his enemies, but rather at preventing his enemies from harming him further, even in other ways. Instead of adding to his attack and damage, it adds to his AC and all saves, and it reaches a maximum of +7 instead of +6. This replaces Furious Counterstrike. Stout Crusade: A Bear Crusader looks forward to a long career of the testing of his body's physical endurance for pain, so he trains it from the start to handle such punishment. Each time a Bear takes a level of this Crusader substitution class, he gains a d12 hd instead of a d10. Zealous Determination: A Bear Crusader's endless dedication allows him to power through and overcome just about any situation, provided he is able to fuel his will with his own body. As long as he has hit point damage stored in his delayed damage pool, he may delay the non-hp damage affects of any one attack, spell, or condition. He may continue to delay the same affect round after round, or he may choose to begin delaying a new one. This replaces Zealous Surge. Allied Defenses: A Bear Crusader's devotion extends to his allies and seeing them through to the end. He may, each round, apply his Furious Defense bonus to up to 5 allies instead of to himself. This replaces Die Hard. Bear Druidic Avenger Racial Substitution: Bear Druidic Avengers rely on their solid natures and brutish strength to fuel their connection with the wilds around them. They are even more furious combatants than most, but miss out on some of the subtleties. BAB Fort Ref Will Abilities 1. +0 +2 +2 +2 Nature Sense, Wild Dominance, Rage 1/Encounter 5. +3 +4 +4 +4 Aspect of Nature (Stage 1), Improved Bull Rush, +1 Bull Rush, Rage 2/Encounter 13.+9 +8 +8 +8 Bear Wrestling, Aspect of Nature (Stage 3), Aspect of Nature (Stage 4) Wild Dominance: Bear Druidic Avengers can improve the attitude of an animal, though they rely on fear and displays of physical strength. Instead of using the Diplomacy skill, they use Intimidate. They do not suffer the -4 penalty most Druidic Avengers do, and add half their Str bonus, but this ability suffers all the standard drawbacks of using Intimidate to influence another. This replaces Wild Empathy. Improved Bull Rush: Bear Druidic Avengers know how to shove smaller creatures and opponents around in the woods. They gain Improved Bull Rush as a bonus feat at 5th level, even if not meeting the prerequisites. Additionally, each time a standard Druid would gain an extra use of the Wild Shape ability, Druidic Avenger's gain a cumulative +1 bonus to all attempts to Bull Rush a creature through a woodland environment. This replaces the Track feature most Druidic Avengers gain. Improved Grab: Bear Druidic Avengers wrestle their foes around the forest's floor with a terrifying power. When an opponent is pinned, they can deal 2d8 damage (or claw damage, if they possess it and it is greater) with a successful grapple check. If they possess claw or bite attacks, they also gain the improved grab ability with those attacks. This replaces A Thousand Faces.
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« Last Edit: April 29, 2010, 08:17:58 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #3 on: September 07, 2008, 07:03:17 PM » |
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Boars:Personality: Boars are a stubborn and proud Clan. Honor is heavy amongst their concerns, and a Boar will seldom do anything to go against such. If convinced to do so, Boars are likely to make their disagreement with such acts known at every opportune moment. However, Boars stick to their course of action once it has started; the only thing harder than convincing a Boar to start something is convincing him to stop. Boars are quick to anger, and though this leads them to start many fights, in which they are seldom the brightest or wisest, Boars do not let this anger control them once a fight begins. They instead rely on their stubborn, often literal minded nature and great endurance to carry them through rough times, even those of their own making. Physical Description: Boars are short and broad. They usually stand between four and five feet tall, and are often nearly as wide, though female Boars tend to be slimmer. A boar's hair is short and bristly, and usually colored a light tan to a dark brown, often with tints or streaks of red. Neither sex is able to grow a beard in Human form, but when taking Hybrid form their hair spreads to form a shaggy mane, giving the impressions of an untrimmed beard. Large tusks and a short snout also develop, though there is otherwise little difference in the two forms. In animal form a Boar looks like a sturdier version of its protected animal, though its tusks are much larger. Relations: The Boars' stubborn, reclusive nature makes relations with other Clans difficult, but those that learn to accept these traits quickly come to find great value in the Boar's solid nature, both in a fight and as a companion. They make friends slowly, but in the end a Boar will greatly treasure anyone who roughs out a Boar's abrasive nature, though a Boar will rarely, if ever, let this knowledge be known. Due to this, many Boars find themselves forming long friendships with Ferrets, for, though a Ferret will annoy a Boar to no end, their curiosity and naivety make them the most likely to stick with a Boar long enough to actually form such a friendship. In the old days before the First Great War, Boars often formed friendships with the patient and gentle Deer, and it was often reported that the benign nature of the Deer was one of the few things that could not only calm a Boar's hot head but also bring him to see the folly in an errant path. Alignment: Boars tend towards lawfulness and will stubbornly stick by the rules and their honor, even when highly inconvenient. Most Boars are neutral, as they are too self absorbed and reclusive to feel compassion and outwardly aid others, though they will seldom pass up those in true need. A Boar whose coarse nature has caused many to turn their back on, or even against, the Boar can begin to find the apathy and cruelty of evil tempting. Those who do so will still rarely act to dishonor themselves, but they do sometimes have others act towards such ends. Boar Lands: Boar territory originally overlapped with that of both the Bears and the Deer. Where the Bears often lived in shallow caves, the Boars lived on the sides of the rolling mountains and the bordering forests. With the destruction of the Deer and the slavery of all the Clans under the Wolves, Boars have drawn away from the other Clans even more, and now mainly roam the vast forests in small, nomadic communities. A Boar community knows when its time to move again because too many travelers have settled down amongst them. Often a Boar community will pick up and move out overnight, somehow coming to a consensus on the issue without ever officially discussing it. Those others who have moved into the community are often left behind in a deserted area, the Boar's tents and huts vanished like they were never there. Ferrets that have grown attached to a Boar or Boars in a community often tag along with this movement, so a group of Ferrets moving into town is often the signal for the Boars to pack up. Religion: Boars worship their own Creator, Gulvur, almost exclusively. Some Boars with exceptional battle prowess will worship Jarndir, and especially good-natured Boars will pay homage to Er, the Creator God of the fallen Deer. A few evil Boars may worship Alpha Vargr, being drawn by his will to dominate without care. Language: Boars speak Common and Sudine, a language of squeals and grunts. There is an even more guttural form, Susine, that is never taught to outsiders and is mainly used to communicate between fellow Boars without being overheard, often when planning to soon move their community. Any non-Boar who understands Sudine can attempt an intelligence check DC 25 to attempt to understand the general message being conveyed, but without actual knowledge the details are a mystery. This is likely how Ferrets are able to follow a moving Boar community. Names:Boars are originally given names by their parents, but as part of establishing identity, young Boars soon choose their own name. These names can be as varied and wide as the personality of the Boars and can be inspired by anything, from a description of the Boar's skill to a word or sound that the Boar just happens to be particularly found of. Especially flighty names are rare, however, due to the tendency of Boar's to have a literal, grounded nature. Adventurers: Boars often adventure to restore some fault to their honor, real or imagined. Because of this, a Boar will go far out of his way to protect any of the friends he has come across. Long adventures are often fueled by a Boar's tenacity and inability to let something drop without seeing it through to the end. Great fights and powerful magic items can increase a Boar's standing, but wealth is seldom a driving factor. Boar Racial Traits:• Humanoid(Shapechanger)• +4 Con, -4 Wis, -2 Cha: Boars are tough and hearty, but they are neither especially quick witted or wise. Their coarse nature leaves interpersonal skills lacking. • +2 Initiative: A Boar is quick to anger, and this often drives them to land the first blow in a fight. • Scent• Ferocity: A Boar is such a tenacious fighter that is continues to fight without penalty even when disabled or dying. This ability fulfills any prerequisites requiring the Diehard feat. • Endurance: Boars are stubborn and tough, and they will plod through nearly any task without a thought of rest. Boars gain a +4 to Swim checks to avoid nonlethal damage, Con checks to keep running, avoid nonlethal damage from forced marching, hold their breath, and avoid nonlethal damage from starvation, Fort saves to avoid nonlethal damage from hot or cold environments and suffocation. Boars are also able to sleep in medium and heavy armor without becoming fatigued. This ability fulfills any prerequisites requiring the Endurance feat. • Stability: Boars are exceptionally stable on their feet, and gain a +4 bonus on ability checks to resist being bull rushed, overrun, or tripped while standing on their feet. This bonus also applies to a Boar's attack roll when setting a weapon against a charge. • Automatic Languages: Common, Sudine, Susine Bonus Languages: Any other Clan's • Favored Class: Fighter Human Form:• Medium• Base Speed: 20', however, Boars in human or hybrid form can move their full speed even when wearing medium or heavy armor or carrying a medium or heavy load. Animal Form:• Medium• Base Speed: 40'• Powerful Charge: A Boar in animal or hybrid form can attempt to perform a Bull Rush as a free action as part of a charge attack. This attempt provokes no attack of opportunity, and if the Boar uses its Gore attack as part of the Charge, he deals double damage and can push his target twice as far as the Bull Rush result would normally allow. • Ground: Boars in animal or hybrid form can set their tusks against a charge, just like a spear. The Boar’s +4 stability bonus applies to their attack roll when doing so. • +2 Str, +6 Con: This is in addition to the initial ability modifiers listed above. • +6 Natural Armor Bonus• Natural Attack: Gore for 2d8 Hybrid Form: Boars do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Medium• Base Speed: 30', however, Boars in human or hybrid form can move their full speed even when wearing medium or heavy armor or carrying a medium or heavy load. • Powerful Charge: A Boar in animal or hybrid form can attempt to perform a Bull Rush as a free action as part of a charge attack. This attempt provokes no attack of opportunity, and if the Boar uses its Gore attack as part of the Charge, he deals double damage and can push his target twice as far as the Bull Rush result would normally allow. • Ground: Boars in animal or hybrid form can set their tusks against a charge, just like a spear. The Boar’s +4 stability bonus applies to their attack roll when doing so. • +4 Str, +6 Con: This is in addition to the initial ability modifiers listed above. • +8 Natural Armor Bonus• Natural Attack: Gore for 2d8 Boar Racial Substitution Classes:Boar Fighter Racial Substitution: Boars are stubborn, reclusive, and quick to anger. Many Boar fighters exemplify these traits even more than many others in their Clan. They are trained to attack before others are even aware a conflict has occurred, to channel the pain of their wounds into a destructive energy, and to never change their course, even in the face of tricks and magic. BAB Fort Ref Will Abilities 1. +1 +2 +0 +0 Sudden Attack, Improved Unarmed Strike, Weapon Focus 2. +2 +3 +0 +0 Fury of the Beast, Sneak Attack 3. +3 +3 +1 +1 Weapon Aptitude 6. +6 +5 +2 +2 Headstrong
Sudden Attack: Trained to react instantly to any sign of danger and strike with deadly force. At 1st level a Boar gains a +4 bonus on initiative checks, additionally, a Boar's sneak attack damage increases by 1d6. This ability replaces the Weapon Aptitude other fighters gain at 1st level. Boar Fighters instead gain Weapon Aptitude at 3rd level, in place of Exemplar Aptitude. Starting at 4th level, a Boar Fighter can choose to gain Exemplar Aptitude in place of a Fighter Bonus Feat. Fury of the Beast: At 2nd level, a Boar fighter becomes enraged each time he takes damage, even if it's self inflicted. This rage increases his Strength by 2 and lasts for a number of rounds equal to his Con modifier. Multiple enrages stack, but a Boar can never be affected by more enrages than he has Fighter levels. This benefit replaces the normal fighter’s 2nd level bonus feat. Headstrong: At 6th level a Boar fighter’s stubbornness is honed to a near perfect inability to be moved from his goals. The Boar uses his fortitude save in place of a will save. This ability replaces the bonus feat normal fighters get at 6th level. Boar Totemist Racial Substitution: Boar Totemists focus not on borrowing the souls of magical beasts, but on using the energy of those souls to turn their own into one like it. They grow more and more distant from their own kind over time, until eventually they actually become a strange new beast composed of the pieces of others they have imitated. BAB Fort Ref Will Abilities 2. +1 +3 +3 +0 Totem Chakra Bind (Beast Mind) 3. +2 +3 +3 +1 Totem's Disguise 12.+9 +8 +8 +4 True Beast, Totem Chakra Bind (+1 capacity) Totem Chakra Bind (Beast Mind): A Boar Totemist begins to think like a beast very early. Starting at 2nd level, if they have a soulmeld bound to their totem chakra, their mind alters as a result. They suffer a -4 penalty to all Cha-based skills involving interaction with humanoids, but can communicate with any magical beast with an intelligence of 3 or more, and gain a +4 to wild empathy checks with all magical beasts, instead of just those associated with the bound soulmeld. This delays the improved essentia capacity of the totem chakra to level 12. Totem's Disguise: Instead of pursuing protection from the magical beasts they emulate, a Boar Totemist seeks to become them. At 3rd level, they can choose to appear as the type of magical beast associated with the soulmeld bound to their totem chakra, albeit potentially with some abnormalities from the other soulmelds they are using. At will, they may make a Disguise check with a +15 bonus, and anyone attempting to discern their true nature, even through spells such as true seeing, must see past this disguise to do so. This disguise lasts until the Boar Totemist chooses to dispel it. This replaces the Totem's Protection ability most Totemists gain. True Beast: A Boar Totemist eventually alters his mind and soul so thoroughly that he actually becomes one with the beasts he channels. His type changes to magical beast. This grants him Darkvision 60' (or improves any Darkvision he has by 30') and means that spells and abilities that specifically target humanoids no longer work on him. He retains all armor and weapon proficiencies he may have, but the change permanently lowers his Int by 2. This delays his ability to rebind his totem soulmeld a 2nd time per day until 16th level. At 20th level he can rebind it only 3 times per day. Boar Ardent Racial Substitution: Boar Ardents tap into the core philosophies and guiding tenets of the Boar Clan, and they are often leaders and elders in their settlements. They help to ensure continuity in Boar traditions, and place a strong emphasis on the communities of the Boars, as well as the personal courage and stubborn pride of each individual member. BAB Fort Ref Will Abilities 1. +0 +0 +0 +3 Assume Psionic Mantle, Boar's Mantle (Community) 2. +1 +0 +0 +3 Assume Psionic Mantle, Boar's Mantle (Courage) 5. +3 +1 +1 +4 Assume Psionic Mantle, Boar's Mantle (Pride) Assume Psionic Mantle: Boars are only able to choose one psionic mantle at 1st level. Boar's Mantle: At 1st level, in addition to the one mantle chosen, Boars have an innate connection to the philosophy by which their Clan as a whole directs it's life. They are granted access to the Boar mantle, and it is always considered one of their two primary mantles. It grants them access to more abilities and powers as the Boar's level increases. - Community:
- Granted Ability:
When dealing with Boars, you gain a +2 bonus on your Bluff, Diplomacy, Intimidate, Perform, and Sense Motive checks when psionically focused, and, at will when dealing with a Boar, can expend your focus as a free action to gain a +6 bonus on any single check with these skills. - 1 Telempathic Projection
1 Empthay 2 Detect Hostile Intent 2 Tongues 3 Realized Potential 4 Correspond 6 Energy Nullification Field 8 Astral Seed 9 Psychic Chirurgery
- Courage:
- Granted Ability: While you are conscious, you radiate a field of bolstering impulses that grant all allies within 10' (your self included) a +4 morale bonus on saving throws against fear effects.
- 2 Infinite Bravery
3 Darkvision, Psionic 5 Adapt Body 7 Fate of One 8 Iron Body
- Pride:
- Granted Ability: Whenever you roll a 1 on a saving throw, you can immediately reroll the save. You must keep the result of the second roll, even if it is another 1.
- 5 Shatter Mind Blank
6 Mind Over Body 7 Fission 9 Reality Revision
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« Last Edit: April 29, 2010, 08:23:13 PM by EjoThims »
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EjoThims
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Grape ape

Posts: 1945
The Ferret
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« Reply #4 on: September 07, 2008, 07:03:44 PM » |
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Foxes:Personality: Foxes have a reputation for being quick-witted and greedy. They tend to be self-centered, often only interacting with others to take advantage of them, though few actively seek to harm others. Their "quick-wit" relies far more on their ability to talk fast and use fuzzy logic to confound slower understanding Clans into agreeing with them than on true understanding. Few trust Foxes, though their quick insight can be a welcome addition to a group. Foxes are especially fond of illusion, using it to warp situations to better suit their manipulation and confounding. Physical Description: Foxes stand about three feet tall, with little variance in height between Clan members, even of opposite sex. They are slight of frame and never quite settle into place, though unlike a Ferret's hyper curiosity, Foxes are always on the lookout for either someone to take advantage of or a source of potential threats. Foxes have long hair, usually red or red-brown, and many sport a single white stripe in their hair. In Hybrid form they have short fur covering their body, and unlike the Wolves, they never develop a mane, even when wearing their hair particularly long in Human form. Their ears grow much larger, and the tail that they grow is tipped with a patch of white fur. Their animal form is that of a quick red fox, though they have inordinately large tails and ears, as well as eyes that glow slightly red. Relations: Foxes are trusted little by all but the most gullible of those around them, and even then a Fox will quickly wear away its trust. A Fox seeks companions mainly for convenience and seldom thinks twice about casting them aside or putting them in harm, as long as the outcome of such will benefit the Fox. They are egotistical and self-centered, though they pour flattery on those they are trying to manipulate. Even Ferrets find little reason to form a lasting bond with a Fox, and Foxes consider themselves too good to work with the Rats. They are too scared to work with Wolves, though Wolves sometimes seek out and coax a Fox into performing a task that requires their set of skills. Foxes do not work well with each other either, as each seeks the upper hand in a partnership built almost solely on lies and manipulation. Alignment: Foxes do not like rules or honor codes that stifle their ability to con and deceive those that surround them, but they are not especially restless. They tend towards neutrality, and are at best chaotic. Few are chaotic evil, and neutral evil is a common alignment, especially for the more cruel and mean-spirited Foxes. A good Fox is even more rare than a good Wolf, because their actions are still accepted, if just barely, by the rest of society. Fox Lands: Foxes tend to live on the outskirts of the forests, setting up small burrows where they can keep an eye on their neighbors. In communities, and especially cities, Foxes are more than comfortable taking small, cramped quarters as long as it puts them in an area where they have easy access to those they can take advantage of. Recently many Foxes have begun gathering in larger communities, as it allows them the easiest way to advance themselves at the expense of others. Religion: Foxes rarely offer prayers even to their own Creator God, Agremt, though they offer praise to any Creator God when they think it will give them some kind of advantage. Language: Foxes speak Vulpine, a derivative of Canine. Any speaker of another Canine derivative can attempt an Intelligence check (DC 20) to determine the general idea being conveyed or can attempt to understand the full message (DC 25-35 depending on complexity). Foxes can similarly try to understand any other Canine language. Names: Foxes are given a single name by their parents, and they keep this name throughout life. This name is prefixed with either "A" for males, or "Ab" for females. Names: Corda, Hiim, Jolop, Lenca, Reen, Dodcar, Morel, Gust, Dolas, Indoren, Dolar, Forma, Tilam Adventurers: Foxes most often adventure to gain power, wealth, and fame. Even more importantly to some, however, is simply taking advantage of people. Neutral evil Foxes often seek adventure just to be able to get others to do as they want, and often use this end to intentionally cause someone harm. Foxes of other alignments act similarly, though their motivations and end goals will usually be different. Fox Racial Traits:• Humanoid(Shapechanger)• +4 Cha, +2 Int, -2 Str, -2 Con: Foxes are egotistical, inspiring, and quick witted, though weaker and frailer than other Clans. • +4 to Bluff: Foxes are quick talkers and know how to manipulate others. • +6 to Sense Motive Checks: A Fox's skill at talking quickly makes them easily recognize when a similar trick is being used against them. This bonus only applies when opposing a Bluff check. • Eschew Materials: Due to their affinity for Illusions, Foxes are able to cast any illusions that normally have a material component of less than 1 GP cost without need for that component. • Deceitful Spellcasting: Foxes are able to disguise their spellcasting. They make a Bluff check with a -10 penalty against their opponents’ Sense Motive. If successful, their opponent is unaware of a spell being cast, is caught flat-footed against any appropriate attack, and suffers a -4 to any Reflex save. Each level of the spell induces an additional -1 penalty, and lacking a material, somatic, or verbal component gives the Fox a +5 bonus to their Bluff check. A spell lacking two of these components gives a +7 bonus to the Bluff check, while lacking all three gives a +10 bonus. An opposed spellcaster can use Spellcraft instead of Sense Motive, but this check is separate from any attempts to identify the actual spell. • Spell Focus: Any illusion a Fox casts has a +2 to the DC to resist or overcome. • Scent• Automatic Languages: Common, Vulpine Bonus Languages: Any other Clan's • Favored Class: Sorceror Human Form:• Small: As Small creatures, Foxes gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 20'Animal Form• Small: As Small creatures, Foxes gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 40'• +4 Dex, +2 Charisma: This is in addition to the initial ability modifiers listed above. • +4 to Listen Checks• +1 Natural Armor Bonus• Natural Attack: Bite for 1d4 Hybrid Form: Foxes do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Small: As Small creatures, Foxes gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 30'• +6 Dex, +4 Cha: This is in addition to the initial ability modifiers listed above. • Greater Spell Focus: Any illusion a Fox casts while in Hybrid form has a +4 to the DC to resist or overcome. • +3 Natural Armor Bonus• Natural Attack: Bite for 1d6 Fox Racial Substitution Classes:Fox Sorceror Racial Substitution: Fox Sorcerors tend to focus on their natural affinity to illusions. They are tricksters who specialize in manipulating the senses of those around them. BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Practiced Illusionist 5. +2 +1 +1 +4 Sight Shaper 7. +3 +2 +2 +5 Dedicated Illusions Practiced Illusionist: By dedicating time to the practice of creating better illusions, a Fox Sorceror learns how to enhance them without spending extra effort. Starting at 1st level he can modify illusion spells with metamagic without increasing the casting time of the spell. This allows him to benefit from the feat Quicken Spell. By learning this ability, however, the Fox Sorceror is limited to choosing illusions as his 1st level spells known at first level. Sight Shaper: Fox Sorcerors can learn how to trick the senses even when not using magic. Starting at 5th level, Hide and Move Silently become class skills. Also starting at 5th level, any time a Fox Sorceror casts an illusion spell, he gains a bonus to Bluff, Hide, and Move Silently equal to the spell’s level. This bonus lasts for as long as the spell is still in effect (minimum of one round). Additionally, the Fox learns two new 2nd level spells at 5th level, instead of the usual one, but both must be illusions. Dedicated Illusions: A Fox Sorceror who dedicates himself to illusions learns to call upon them without taxing his system nearly as much. If he has taken all three levels in the Fox Sorceror racial substitution, starting at 7th level, he can, once per encounter, cast any illusion spell he knows without consuming any spell slots as a swift action whenever casting any other spell. Fox Wilder Racial Substitution: Fox Wilders focus on directly manipulating the thoughts and beliefs of those around them for their own petty ends, and doing so through the sheer force of their own strong and malicious personalities. BAB Fort Ref Will Abilities 2. +1 +0 +0 +3 Elude Persuasion 4. +3 +1 +1 +4 Surging Euphoria +1, Cunning Euphoria 5. +3 +1 +1 +4 Charming Mind (+2 Cha) 9. +6 +3 +3 +6 Charming Mind (+4 Cha) 13.+9 +4 +4 +8 Charming Mind (+6 Cha) 17.+12 +5 +5 +10 Charming Mind (+8 Cha) Elude Persuasion: Starting at 2nd level, a Fox Wilder's intuition and desire drive her past influence. She adds her Cha bonus to saves she makes against any mind-affecting effects she suffers. This replaces the Elude Touch ability. Cunning Euphoria: Fox Wilders drive the thrill of their wild surges into their crafty and devious natures. Starting at 4th level, she applies double the bonuses of Surging Euphoria to checks with Bluff, Diplomacy, Intimidate, and Sense Motive for a number of minutes equal to the number of rounds the Euphoria lasted. Charming Mind: At 5th level, a Fox Wilder's mind becomes a beacon of manipulative charm and flattery deceptive to anyone touching it. When any telepathy power or other effect designed to read her thoughts or mood affects the Fox Wilder, the Fox Wilder gains a +2 bonus to Cha for all purposes relating to the effect's originator for a number of rounds equal to the Fox Wilder's class level. At 9th level, this bonus becomes +4, at 13th it becomes +6, and at 17th it increases to +8. This replaces the Volatile Mind ability and it's improvements. Fox Favored Soul Racial Substitution: Fox Favored Souls superficially channel the divine energy of Agremt, but most actually tap the latent energies in the very notion of self. They take the importance and progression of self to a vast extreme, placing their own well being and status above and beyond that of anyone else. BAB Fort Ref Will Abilities 1. +2 +3 +0 +0 Favor of Self 3. +3 +3 +1 +1 Assurance of Self (10, +2) 12.+5 +4 +1 +1 True Self Devotion 14.+5 +4 +1 +1 Assurance of Self (20, +4) 20.+5 +4 +1 +1 Perfect Self Favor of Self: Fox Favored Souls gain nothing that can't be drawn from their own substantial will, and he is beholden to no deity. The difficulty class for his spells is determined by his Charisma, his own body counts as any non-magical divine focus he may need, and he adds his Cha bonus to his hit points at each level in place of his Con bonus, but does not gain proficiency with any additional weapons. Assurance of Self: A Fox Favored Soul is so assured of his own abilities and potential that he need never strain them under ordinary circumstances. At 3rd level, he may take 10 on all caster level checks, regardless of the situation. Additionally, each time he fails a caster level check against an effect or a creature's spell resistance, he gains a +2 bonus to his caster level for a number of rounds equal to his class level. At 14th level he may take 20 on caster level checks (without the check taking 20 times as long), and the bonus increases to +4. This replaces the Deity's Weapon Focus ability. True Self Devotion: At 12th level, a Fox Favored Soul gains a new understanding of what it means to self devoted. Each time he casts a targeted spell that includes himself among the targets, he casts it at a +2 caster level. Each time he casts a targeted spell that does not include himself among the targets, he casts it at a -2 caster level. Spells that do not have targets are not affected by this ability. This replaces the Deity's Weapon Specialization ability. Perfect Self: A Fox Favored Soul's constant introspection and self worship actually causes him to become a quasi-deity, a perfect representation of his own self image at 20th level. He is immortal, unable to die of natural causes and does not need to eat, sleep, or breathe. He can still be slain through violence, however. He also becomes immune to transmutation, disease, and poison, and his hit points are equal to the maximum for his Hit Dice plus his Cha bonus. This replaces the Damage Reduction ability.
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« Last Edit: April 29, 2010, 08:25:49 PM by EjoThims »
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EjoThims
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Grape ape

Posts: 1945
The Ferret
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« Reply #5 on: September 07, 2008, 07:04:07 PM » |
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Vipers:Personality: Vipers have a strong love of art, especially music and dance. This love often places them as the keepers of history, as the Clans all have a strong tradition of storytelling through these mediums. Vipers tend to be withdrawn and introverted when first introduced to a situation, but once comfortable with a situation often become the center of attention. Vipers are always seeking to expand their knowledge base, and because of this, they are a veritable wellspring of facts, most useless in even the oddest of situation. Physical Description: Vipers are small and quick, though physically weak. They stand between two and two and a half feet tall, and are quite slender. They lack any hair, and their skin tends to be slightly dry and most often a single color with slight variances, though individuals display a wide diversity in what this color may be. Their limbs and neck are slightly elongated. In Hybrid form their arms and neck grow more sinuous, and their legs merge with their trunk to form a tail, though they remain about the same size. Their tongues become long and forked, and they grow large, poisonous fangs. In Animal form they take the shape of a large viper, and are one of the hardest races to distinguish from the true animal. Relations: Vipers have strong personalities when not absorbed in their studies, and they often take charge of a group or discussion. They don't do this aggressively, however, and will usually yield to those with more expertise. They have little trouble getting along with other Clans, even the likes of the Foxes and the Rats, though like most they are highly intolerant of Wolves. Unlike many, however, they will allow the Wolves a chance to prove themselves as allies, for better than others they know of those few Wolves since the First Great War who were at odds with their brethren. Vipers get along especially well with Pythons, as they are the only two remaining reptile Clans. Alignment: Vipers tend to be more concerned with collecting and retelling the past than with either current events or the details of life around them, and this focus keeps most of them in a neutral range. They tend towards chaos more often than law, not out of a rebellious nature, but because they simply don't often concern themselves with the finer points of the legal system. Most are able to talk and entertain their way out of such situations as they might get into, anyway. Viper Lands: Vipers are wanderers, traveling in small family units from city to city. There are a few Viper cities scattered around the continent, mostly at the borders of forests and bodies of water, especially in slightly swampy areas. These cities rival the Crow Aviaries in knowledge, and are the greatest source of purely historical information. Every few years the wandering Viper families make a pilgrimage to these cities for a season or two, to meet and exchange new tales and findings, and occasionally to split, merge, or create family units. The Viper cities are already a swarming extravaganza of music, dancing, story-telling, and general fanfare, but these months send them into a whirlwind of color, overwhelming the entire city in a festival of epic proportions that lasts through the entire season. Religion: Hlykkjas, the Viper’s Creator God and patron of storytelling is often called upon by the Vipers, though in the retelling of history and legend, all the Creator Gods are given their due and equally respected, even Vargr and Rekar. Language: Vipers speak Common and Viprine, a musical language of hisses and clicks that incorporates gesticulation into the language itself, especially to show particular moods. Names: A viper typically has three names. A Viper's personal name comes last and is given by the parents, and the first two names are either directly the parents' personal names, or derivatives thereof. A female viper takes her mother's personal name, followed by her father's, then her own, and male vipers take their father's first. Male Names: Cairo, Caleb, Ecru, Ende, Gish, Haydn, Kylo, Kiri, Lazuli, Nisus, Sahl, Zane Female Names: Lucregia, Cholea, Caire, Cybil, Delia, Devina, Emelle, Zelah, Indite, Indira, Inavan, Deaj, Latja, Talulu Adventurers: Adventuring Vipers mostly seek to expand their vast base of historic knowledge, though many also adventure for the rare opportunity to share that knowledge with those who have not yet been exposed to it. Even more than most, they thrill at the chance to perform for any who are interested. Viper Racial Traits:• Humanoid(Shapechanger)• +2 Cha, +2 Int, -2 Str: Vipers have strong personalities and are quick of thought, but they don't have the strength of some other Clans. • +4 to Knowledge (History): Vipers have a strong general knowledge of the Clans' history. • Natural Performer: Vipers gain a +6 to either Perform(Sing) or Perform(Dance) and +2 to any other Perform skill of their choice. Additionally, Vipers may use their hypnotic dance for special abilities that rely on continuously generated sound (such as Bardic Music or an uplifting speech). This does not apply to verbal components of spellcasting. All affected by the ability must have line of sight; breaking this has the same effect as no longer being able to hear the original effect. Vipers can switch to this option or back an unlimited number of times, but each switch requires a move action. • Low Light Vision: A Viper can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Viper's Wriggle: Pythons can move their tiny, snakelike bodies in complex ways. They gain a +4 bonus to all tumble checks and a +6 bonus to all Escape Artist checks, including those to escape a grapple. • Scent• Automatic Languages: Common, Viprine Bonus Languages: Any other Clan's • Favored Class: Bard Human Form:• Small: As Small creatures, Vipers gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 20'• Breath Weapon: With a standard action, a Viper in Human or Hybrid form can spit a glob of poison every 1d4 rounds as a ranged touch attack with a range increment of 20'. It deals 1d6 Con initial damage. A fortitude save negates the effect. The save DC is 10 + ½ the Viper's character level + the Viper's Con modifier. • Slight Build: The physical stature of Vipers in Humanoid or Hybrid form lets them function in many ways as if they were one size category smaller. Whenever a Viper is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Viper is treated as one size smaller if doing so is advantageous to the character. A Viper is also considered to be one size smaller when "squeezing" through a restrictive space. A Viper can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Viper remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category. Animal Form:• Tiny: As tiny creatures, Vipers gain a +2 size bonus to their AC and attack rolls, as well as a +8 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is half that of a Medium creature. • Base Speed: 20', climb 20', swim 20'• +6 Dex: This is in addition to the initial ability modifiers listed above. • +3 Natural Armor Bonus• Natural Attack: Bite for 1d4. A Viper in Animal or Hybrid form delivers poison with a bite. It deals initial and secondary damage of 1d6 Con. A fortitude save negates the effect. The save DC is 10 + ½ the Viper's character level + the Viper's Con modifier. Hybrid Form: Vipers do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Small: As Small creatures, Vipers gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 30'• +6 Dex, +2 Cha, +2 Con: This is in addition to the initial ability modifiers listed above. • +5 Natural Armor Bonus• Breath Weapon: With a standard action, a Viper in Human or Hybrid form can spit a glob of poison every 1d4 rounds as a ranged touch attack with a range increment of 20'. It deals 1d6 Con initial damage. A fortitude save negates the effect. The save DC is 10 + ½ the Viper's character level + the Viper's Con modifier. • Natural Attack: Bite for 1d4. A Viper in Animal or Hybrid form delivers poison with a bite. It deals initial and secondary damage of 1d6 Con. A fortitude save negates the effect. The save DC is 10 + ½ the Viper's character level + the Viper's Con modifier. • Slight Build: The physical stature of Vipers in Humanoid or Hybrid form lets them function in many ways as if they were one size category smaller. Whenever a Viper is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Viper is treated as one size smaller if doing so is advantageous to the character. A Viper is also considered to be one size smaller when "squeezing" through a restrictive space. A Viper can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Viper remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category. Viper Racial Substitution Classes:Viper Bard Racial Substitution: Dedicated to the keeping of the Clans’ history more than any other group, the Vipers lend themselves well to the lifestyle and skills of a Bard. Many of them choose to bend those talents to their own interests even further, focusing on their pursuit of history and it’s retelling through song and dance over other areas. BAB Fort Ref Will Abilities 1. +0 +0 +2 +2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1, Bardic History, Dance with Me 6. +4 +2 +5 +5 Otto's Irresistible Dance 15.+11 +4 +9 +9 Inspire Heroics, Great Heroes through the Ages 18.+13 +6 +11 +11 Mass Otto's Irresistible Dance Bardic History: While Vipers gather interesting tidbits of all information they can find, they focus on learning the history of the Clans. A Viper Bard can take 10 on all Bardic Knowledge checks that involve historic events, people, items, or stories, but they lose the standard Bard’s +2 bonus on Bardic Knowledge checks from having five or more points in the Knowledge(history) skill. Dance with Me: Some Viper Bards learn to use their innate talents for dancing even better than others, allowing them to use the fascinate ability of their Bardic Music during combat. To do so, they must have used a move action to use dance as part of the current Bardic Music ability. It otherwise functions exactly as the standard Bard’s fascinate, except that it requires line of sight to maintain the effect. Vipers who take this option can later choose to cast Otto’s Irresistible Dance in Place of Suggestion and Mass Suggestion, affecting the same number of targets and at the same range but only if having used dance to fascinate the targets. Great Heroes through the Ages: With a dramatic retelling of some of the Clan’s greatest heroes, Viper Bards can inspire such acts in those around them. Starting at 15th level, a Viper Bard can use Inspire Heroics and Inspire Greatness with the same single use of Bardic Music, however, doing so consumes three of their daily uses of the Bardic Music ability. Viper Binder Racial Substitution: Viper Binders draw on vestiges to become one with the stories and legends they have lived and to bring a part of that distant life to those around them. They willfully invite these strange beings into their bodies and minds in return for drawing on a deeper understanding of the vestiges themselves. BAB Fort Ref Will Abilities 2. +1 +3 +0 +3 Pact Augmentation (1 ability), Stories from Beyond the Stars 4. +3 +4 +1 +4 Council of Minds 6. +4 +5 +2 +5 Living Memories (Cause Fear) 9. +6 +6 +3 +6 Living Memories (Crushing Despair) 13.+9 +8 +4 +8 Living Memories (Hallucinatory Terrain) 19.+14 +11 +6 +11 Living Memories (Nightmare) Stories from Beyond the Stars: A Viper Binder learns to listen more closely to the haunting whispers and the cryptic messages given by the vestiges he hosts, though he foregoes learning to hide their signs as he does so. Over time, he pieces these into great legends and stories which hide valuable information regarding various topics, and starting at 2nd level, he can call upon this information much as a Bard would. This functions exactly as Bardic Knowledge, except that the Viper Binder adds Cha modifier in place of Int, and if he has made a good pact that day with all of his vestiges, he gains a +2 bonus. This replaces the Suppress Sign ability. Council of Minds: At 4th level, while other Binders learn to better control the vestiges within them or the power they grant, a Viper Binder is already opening their minds to even greater influences in exchange for otherworldly insights. If he makes a good pact with a vestige, he may choose to still allow it to exert it's influence over him, and he gains a +1 bonus on attack rolls, saves, and checks for each such vestige. After this decision is made, however, if he then goes against that influence, this bonus is replaced with the normal -1 penalty. This takes the place of the bonus feat most Binders receive at 4th level. Living Memories: A Viper Binder can share the memories and experiences of the vestiges that influence him and can even make his enemies relive the most horrible sufferings and mind breaking sights of those alien entities. Starting at 6th level, the Viper Binder can call these memories up once per encounter for each vestige who influences him. This replaces the soul guardian class feature and all of it's improvements. At 6th level, these memories manifest as the spell cause fear, except they may affect any creature with no more HD than half again the Viper Binder's level (9 HD at level 6, for example). At 9th level, the Viper Binder can consume two uses of Living Memories to instead cause the horrible nightmares of the vestige to create a crushing despair affect. By spending two uses of Living Memories, the Viper Binder can, at 13th level, cause the memories to manifest as a hallucinatory terrain, with the addition that each round the illusion automatically casts confusion on anyone within it's area that fails to disbelief it's existence. At 19th level, he can, by spending three uses of Living Memories, drive the most horrifying and alien sights experienced by the vestiges into the minds of his enemies. This acts a weird, except that it does Wis damage instead of Str, and all targets, regardless of disbelieving the illusion, are also affected by insanity from the terrible images they see. Viper Swashbuckler Racial Substitution: Viper Swashbucklers take the Viper's knack for wordsmithing and their flair for drama to an insultingly tactical extreme. They can fluster their opponents and strike with an arrogant confidence at their enemy's weaker moment. BAB Fort Ref Will Abilities 3. +3 +3 +1 +1 Slick Strike 4. +4 +4 +1 +1 Sticks and Stones, Dodge bonus +1 7. +7 +5 +2 +2 Biting Tongue, Razor Wit, Acrobatic Charge Slick Strike: A Viper Swashbuckler doesn't decide where to place his blows based on where they will hurt the most; he is simply confident that where he places his blows is exactly where they need to be to hurt the most. Instead of adding his Int bonus to damage with finessable weapons, he adds his Cha bonus. Sticks and Stones: A Viper Swashbuckler knows that words indeed can hurt, even if just one's pride, and he uses them to do just that. He gains the Goad and Improved Feint feats as bonus feats at 4th level. Biting Tongue: A Viper Swashbuckler's insults take on a supernatural harshness at 7th level. As a standard action, if he has a melee weapon in hand, he can direct a harsh deluge of verbal abuse and threatening gestures towards a target within 60'. The target takes sonic damage equal to the damage the Swashbuckler would have done had he hit with his melee weapon and is dazed for one round. A Will save DC 10 + 1/2 Viper Swashbuckler's level + Cha halves the damage and negates the daze. Additionally, the Viper Swashbuckler can Goad and Feint against the target in the same action, despite any distance between them. Razor Wit: A Viper Swashbuckler always has a clever retort handy to infuriate or surprise an opponent. Starting at 7th level, he can use Goad and Feint as immediate actions. If he has already used his swift action for the turn, he can still use them as move actions as well.
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« Last Edit: April 29, 2010, 08:32:11 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #6 on: September 07, 2008, 07:04:39 PM » |
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Ferrets:Personality: Ferrets are hyper and curious, and they will brave any danger just to catch a glimpse at something new and exciting, especially if it happens to be shiny. Every opportunity provides them with adventure, and every adventure is a new opportunity. There are very few tasks a Ferret will shy from, though their tendency of easily becoming distracted causes them to leave many unfinished. Because of this they can easily fill many roles in both a society and party, though they have a tendency to want to drift from role to role, often to the annoyance (or danger) of those around them. Physical Description: Ferrets are small and wiry, standing between three and four feet tall, and usually only weighing about twenty or thirty pounds. Their fingers are thin and nimble, and their eyes alight with curiosity. Ferrets have large, pointed ears and even when mingling with and taking the styles of other cultures often sport at least one ear piercing. Their hair, which varies greatly in style from one to the next, is usually brown, sometimes with lighter streaks or even tints of red, and a few have hair dark enough to be mistaken for black. In Hybrid form Ferrets grow a short tail and become slightly taller and thinner, causing them to roughly maintain their weight. They grow fur and razor sharp teeth, and their joints and muscles become far more flexible. In Animal form they resemble greatly oversized ferrets, and their hands sport a fully opposable thumb. Relations: Ferrets get along well with most other Clans, as they make friends quickly and are loyal to a fault, even if their immediate interest is stolen by something else. They can squirm their way into any societal niche, and a Ferret is often a small community's "jack-of-all-trades." Some of the stuffier Clans can take offense at a Ferret's overt friendliness and curiosity, especially when concerning their own possessions. Boars and Tigers are especially offset by this overly extroverted activity, but Rats often mistrust Ferrets as well, because of the Ferrets natural propensity to stick his nose where it does not belong, at least where the Rat is concerned. Ferrets only fear Wolves, though if a Wolf proves itself a Ferret will bond with it just as quickly as with anyone else. Alignment: Ferrets tend to be kind and good, wanting to help those around themselves as much as advance their own end, but their natural flightiness and short attention spans often keeps them from the rigors of a strictly lawful outlook. Ferret Lands: The largest Ferret communities exist in rolling, lightly forested foothills, often near or amid Bear communities. Ferrets spread easily amongst the Clans however, as their size and industrious work ethic allow them to do many things others either cannot or will not do. A community made solely of Ferrets has trouble getting anything off the ground as they all seek to do everything at once, but the spectacles and efforts they will go through are a constant attraction and source of entertainment, especially for other Ferrets. Religion: Ferrets worship their own Creator God Fretta Bricklayer and often give up offerings of shiny baubles and other interesting things they have found or created in their labors. Most statues that can be found in praise of any of the Creator Gods was made by Ferrets, especially if it is extremely gaudy and disorganized. Language: Ferrets speak Furone, a fast-paced, chattering language that most others have a hard time understanding. They also speak Common and Ursine, but other Clans often have trouble understanding even when a Ferret speaks either of these, as they have a tendency not to acknowledge any punctuation until they absolutely have to take a breath. Names: Ferrets are given only one name, though as they gather nicknames from friends and compatriots (and occasionally rivals), their name grows in length. A Ferret's name may be different each time it is given, and occasionally includes names that have been made up on the spot. It will almost always include the nickname with which they are currently most pleased, and their given name is usually in their somewhere as well. Male Names: Ulton, Boo, Cadel, Garret, Milby, Rosborn, Eldun, Havilar, Kalin, Que Female Names: Katylin, Aissel, Tempany, Nalita, Sanka, Jasta, Taywin, Enion, Kema, Jubala Nicknames: Cointosser, Sunnyglade, Netsetter, Whisperpaw, Shadowsweep, Fiddlesticks, Bricklayer, Trapspringer, Verminscourge, Pursesnatcher, Bristlebutt, Fleetfoot, Underfoot Adventurers: Ferrets adventure mainly to sate their intense curiosity about the world and everything in it. The mere act of adventuring is enough to motivate most ferrets, and there seems to be nothing they won't do and nowhere they won't go for excitement and wonder. In most social circles, the Ferret that has traveled and seen the most is the most respected, though an especially exciting adventure or discovery can outweigh a slightly smaller bulk of experience. Ferret Racial Traits:• Humanoid(Shapechanger)• +2 Dex, +2 Int, -2 Str, -2 Con, -2 Wis: Ferrets are quick and agile in mind and body, through their strength in either is a bit lacking. • +4 to Escape Artist, Tumble, and Sleight of Hand: Ferrets have especially flexible bodies and limbs that they can move in unexpected ways. • +2 Morale Bonus on Saving Throws vs Fear: There are few things that cause a Ferret more fear than curiosity. • Low Light Vision: A Ferret can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Graceful Strike: Ferrets are apt at using their natural grace to place blows upon their enemies, and with any finesseable weapon can choose to apply their dexterity modifier instead of strength to their attack and damage rolls. Even if a weapon allows two-handed use with Weapon Finesse, a Ferret only adds their dexterity bonus to damage once. This ability acts as Weapon Finesse for a prerequisite to other feats, and cannot be used in conjunction with Power Attack. • Dodge: Ferrets are quick and agile, and they often do not move as they are expected to and receive a +1 Dodge bonus to AC. • Automatic Languages: Common, Furone, Ursine Bonus Languages: Any other Clan's • Favored Class: Rogue • Diversification: Ferrets can choose a second favored class that does not count towards penalties for multiclassing, can designate one skill every five levels that is always a class skill from then on, and can use any skill check untrained, but any Ferret that does not have a second class (a Prestige Class is fine too) by 10th level suffers a 5% penalty to XP as the urge to learn new and fascinating things fights with the desire for focus. At 15th level they suffer this penalty if they have not picked up a third class, or a 10% penalty if they still have only one class. This progression continues every five levels henceforth. In addition, after 15th level, the Ferret suffers a 5% penalty to XP if more than half of its levels are in the same class. These penalties stack if applicable. Human Form:• Small: As Small creatures, Ferrets gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 20'Animal Form:• Small: As Small creatures, Ferrets gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 40'• +4 Dex, +2 Int: This is in addition to the initial ability modifiers listed above. • +2 Natural Armor Bonus• Scent• Tool Use: Ferrets in Animal Form have a fully opposable thumb, and can thusly use any tools they would be able to in Human Form, though they do so awkwardly unless using smaller items. Ferrets in Animal Form can use weapons and shields as Tiny creatures. Other tools (such as hammers or lockpicks) sized for tiny creatures can be used as well, or a Ferret's standard Small sized tools can be used with a -4 penalty. • Natural Attack: Bite for 1d6. Due to its sharp, piercing nature, a Ferret's bite in Animal or Hybrid form causes a wound that bleeds and causes 1 damage per round until healed with a successful heal check (DC = 15+Ferret's Dex) or by magic. Up to 5 bites can affect a creature at a time, but one healing removes the continuing damage from all of them. • Slight Build: The physical stature of Ferrets in Animal or Hybrid form lets them function in many ways as if they were one size category smaller. Whenever a Ferret is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Ferret is treated as one size smaller if doing so is advantageous to the character. A Ferret is also considered to be one size smaller when "squeezing" through a restrictive space. A Ferret can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Ferret remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category. Hybrid Form: Ferrets do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Small: As Small creatures, Ferrets gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 40'• +6 Dex, +2 Int: This is in addition to the initial ability modifiers listed above. • +4 Natural Armor Bonus• Natural Attack: Bite for 2d4. Due to its sharp, piercing nature, a Ferret's bite in Animal or Hybrid form causes a wound that bleeds and causes 1 damage per round until healed with a successful heal check (DC = 15+Ferret's Dex) or by magic. Up to 5 bites can affect a creature at a time, but one healing removes the continuing damage from all of them. • Slight Build: The physical stature of Ferrets in Animal or Hybrid form lets them function in many ways as if they were one size category smaller. Whenever a Ferret is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Ferret is treated as one size smaller if doing so is advantageous to the character. A Ferret is also considered to be one size smaller when "squeezing" through a restrictive space. A Ferret can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Ferret remain those of a creature of their actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size category. Ferret Racial Substitution Classes:Ferret Rogue Racial Substitution: Ferrets in Verold find work and fun doing just about anything you can imagine. They pick up a plethora of skills, know a vast number of people, and are fond of tinkering with anything they can get their hands on. BAB Fort Ref Will Abilities 1. +0 +0 +2 +0 Sneak Attack +1d6, Social Sense, Hide in Plain Sight 4. +3 +1 +4 +1 Interesting Tidbit, Deceive Item, Combat Style 8. +6 +2 +6 +2 Structural Weakness, Special Ability, Improved Combat Style
Skills: A Ferret Rogue is able to bend their natural aptitude and curiosity further than most others, and gains 10 skills points instead of the standard 8 each time he takes a level of the Ferret Rogue Racial Substitution class. Social Sense: Ferret Rogues are comfortable maneuvering in social situations. Starting at 1st level, a Ferret can always take 10 on Bluff, Gather Information, and Sense Motive checks. Additionally, a Ferret Rogue gains a bonus to these abilities from his Danger Sense ability. This ability replaces the Trapfinding ability, though a Ferret Rogue has the option to gain Trapfinding in place of one of the Special Abilities they gain starting at 6th level. Interesting Tidbit: A Ferret Rogue knows all variety of random knowledge, though usually nothing that can actually be deemed useful in it’s own right. A Ferret Rogue of 4th level and higher adds his class level any time he makes a knowledge check. Additionally, if successful by 10 or more on any Aid Other check not made in combat, the ally adds half the Ferret Rogue’s class level instead of the usual +2. This ability replaces Uncanny Dodge. Structural Weakness: Ferret Rogues are used to building and creating; they leave enough projects in ruins to find the weak spots in another’s. A Ferret Rogue ignores hardness when attacking inanimate objects and can make critical hits and sneak attacks against constructs. This ability replaces the Improved Uncanny Dodge class feature. Ferret Psionic Artificer Racial Substitution: Ferret Psionic Artificers use their psionic energies to craft assistants out of thin air, instead of laboriously constructing them with raw materials. This gives them greater flexibility and freedom, but in exchange they give up some of the benefits of more dedicated magical Artificers. BAB Fort Ref Will Abilities 4. +3 +1 +1 +1 Astral Construct, Bonus Feat 8. +6 +2 +2 +6 Double Trouble 12.+9 +4 +4 +8 Craft Staff, Triple Threat Astral Construct: Instead of gaining the Craft Homunculus ability, the Ferret Psionic Artificer gains the ability to use the Astral Construct power at will as a psi-like ability, though it manifests at -2 ML. The Astral Construct summoned by the Ferret Psionic Artificer has a permanent duration and can be dispelled at will, but, the Ferret Psionic Artificer must wait for 1d4 rounds before summoning another Astral Construct in it's place. He also gains an Ectopic Form feat as a bonus feat. Double Trouble: At 8th level, instead of gaining a general bonus feat, a Ferret Psionic Artificer can have a second astral construct in existence at the same time as the first, though the second manifests at -6 ML. He also gains another Ectopic Form feat as a bonus feat. Triple Threat: At 12th level, the Ferret Psionic Artificer gives up another bonus feat for the ability to create and maintain a third Astral Constructs simultaneously, though the third manifests at -10 ML. Additionally, he gains a third Ectopic Form feat. Ferret Warlock Racial Substitution: A Ferret Warlock is a mischievous creature, full of curiosity and unanswerable questions. Many let this curiosity take them where it will, and still others seek answers beyond the initial pacts they make. They also retain much of their desire to shape and build, and many satisfy this by creating elaborate pranks. BAB Fort Ref Will #Inv Abilities 2. +1 +0 +0 +3 2 Unearthly Eyes (Curious Critter) 4. +3 +1 +1 +4 3 Deceive Item, Cunning Craft 10.+7 +3 +3 +7 6 Boon (lesser), Wandering Pact Unearthly Eyes (Curious Critter): Seeking to sate the intense curiosity natural to them, a 2nd level Ferret Warlock is granted the ability to see the nature of those around him and his sight is drawn to the places where secrets are hidden. Instead of gaining a pact-based benefit with Unearthly Eyes, the Ferret Warlock instead additionally detects alignment and secret doors. Crafty Pact: At 4th level, instead of turning away from bodily worries, the Ferret learns to turn the powers of his pact into creative efforts. He learns a unique invocation, Eldritch Crafting, which he can use to mimmic the Mage Hand, Wood Shape, Stone Shape, Stick, and Animate Rope spells. Wandering Pact: At 10th level, a Ferret Warlock can abstain from channeling the powers of his Pact with a touch and instead seek knowledge from another Pact. Each morning, he chooses one Pact other than his own and gains the Pact, Eldritch Blast, and Covenant's Vulnerability abilities specific to the Pact. He may also choose Boons specific to another Pact, though he only gains it's benefits if he chooses it as his Wandering Pact for that day.
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« Last Edit: June 24, 2011, 04:29:16 PM by EjoThims »
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EjoThims
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Grape ape

Posts: 1945
The Ferret
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« Reply #7 on: September 07, 2008, 07:05:09 PM » |
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Rats:Personality: Rats look out merely for their own good, and they will go to almost any length to secure themselves a higher position. They plot and scheme, and when necessary work with others, though they would rather use them. Rats are more mean-spirited than Foxes and will often go out of their way to cause lasting harm to others, especially one seen as having insulted them. Many Rats who develop such vendettas will forget about advancing their own position in life and strive solely to bring pain and suffering to others or even to one specific individual. They are under-handed and sneaky, doing their best to never fight fair, and they will often lick their weapons, infecting them with the diseases they carry. Physical Description: Rats stand roughly five feet tall, are sleek and stealthy, and even in human form they have a slightly rat-like appearance to their face; an elongated nose and incisors, with tufts of sparse facial hair giving the appearance of whiskers. Their hair doesn't grow very long and tends to be gray or brown in color. In Hybrid form their hair spreads to cover their entire body, and their legs and arms grow longer. They grow a long, hairless tail and their face stretches further and grows true whiskers. Their Animal form is that of a quite large, tailless rat with green, glowing eyes and a puss-like liquid coating their teeth. Relations: Rats are the only ones who will willingly deal with a Wolf that has yet to prove its intentions, and the fact that they will not only do so willingly, but readily as well, is the Wolf Clan's last link to the power they once had and the main thing keeping them alive. Rats will associate with anyone and anything as long as they gain in the end, though they most often have contact with Foxes, Wolves, Ferrets, and Ravens. If they think success likely they will not hesitate to turn their back on or even betray former allies or pawns. Alignment: Rats tend towards evil, and they often chafe at the restrictions of even basic laws and codes. Especially cruel Rats will have a random, chaotic nature to their plans and actions, and occasionally a particularly benign Rat will be neutral and uncaring of others, even as tools. Rat Lands: Rats tend to live wherever they can scrounge up a decent and powerful living, especially if they can do so without exposing themselves greatly. They form much of the underground side of a community, and almost every community has its fair share of Rats causing at least some bit of trouble. Anywhere with a large circle of Rats is bound to attract a few Wolves who will use them as go-betweens, and any prosperous setting with people to be taken advantage of and hurt will attract a large circle of Rats. Religion: Rats worship even their own Creator God, Svikari, mainly from habit and desperation, and they most commonly refer to any of the other Creators in epitaphs or insults. Language: Rats speak Moridane and Common, though they make it their business to know the languages of those they might be in contact with, including Wolves. Names: Rats are given a true name, though they soon begin to take various different pseudonyms that they give out to others. Rats have as many pseudonyms are as convenient at a particular time, though they are careful not to give the same one to two that should not know of their mutual association to the same Rat. A Rat never willingly gives out its true name, and one of the few things that will truly impress a Rat and gather its respect is knowledge of its real name. A Rat's pseudonym at a particular time can be anything they feel is appropriate, and their real name can have just as much variance, though it is often something both meaningful and not especially common. Adventurers: Rats adventure for new opportunities to further themselves, and for many Rats the thought of bringing harm to others at the same time is a just further incentive. In the end, however, their own survival and gain is usually more important. Rat Racial Traits:• Humanoid(Shapechanger)• +4 Dex, +2 Cha, -2 Str, -2 Con: Rats are dexterous and sleek both in how they move and talk, but they are somewhat frail and weak. • +8 to Swim and Climb Checks: Rats can find their way into and out of almost any situation. Additionally, they add their Dex instead of Str as a bonus to Swim and Climb checks. • +4 to Move Silently and Hide Checks: Rats are at home in the quiet and dark, and they know well how to avoid being detected. • Low Light Vision: A Rat can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Scent• Weapon Finesse: Rats can use their Dexterity modifier instead of their Strength modifier on attack rolls when using light weapons and other finesseable weapons. • Infested: Rats carry terrible diseases from the sewers and other hidden places they inhabit, and in any form transmit it with a bite. This diseases sickens for one round any target that fails a Fort save at a DC of 10 + ½ the Rat's level + the Rat's Con modifier. In human form a rat can coat a light weapon with enough saliva to transmit this disease with a successful attack for 1d3 rounds, and in hybrid form can coat a one handed weapon with enough for 1d3 rounds, or a light weapon for 2d4. This takes a move action and can be done a number of times per day equal to the Rat's Con modifier. • Automatic Languages: Common, Moridane, and one additional Bonus Languages: Any other Clan's • Smatterings: A Rat can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d6 days of listening to a new language, a Rat knows enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, the Rat needs only 1d4 days to regain that knowledge. • Favored Class: Hexblade Human Form:• Medium• Base Speed: 30'Animal Form:• Medium• Base Speed: 40', climb 20', swim 15'• +6 Dex, +2 Con: This is in addition to the initial ability modifiers listed above. • +3 Natural Armor Bonus• Natural Attack: Bite for 1d4. Hybrid Form: Rats do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Medium• Base Speed: 40', climb 20', swim 15'• +6 Dex, +2 Con, +2 Cha: This is in addition to the initial ability modifiers listed above. • +5 Natural Armor Bonus• Natural Attack: Bite for 1d6. Rat Racial Substitution Classes:Rat Hexblade Racial Substitution: Rats focus on using a Hexblade’s abilities to aid in their underhanded, deceitful exploits. They excel at bending the Hexblade’s power to bully weaker opponents and overwhelm more powerful foes. BAB Fort Ref Will Abilities
1. +1 +2 +0 +2 Hexblade's Curse 1/Encounter, Armored Spellcasting, Wily Skills, Diseased Familiar 4. +4 +4 +1 +4 Summon Familiar, Diseased Familiar (Contagion), Wily Skills 7. +7 +5 +2 +5 Greater Hexblade's Curse, Assassin's Grace, Wily Skills Wily Skills: A Rat who takes the 1st level of the Hexblade substitution class adds Hide and Move Silently to his list of class skills. Additionally, each time the Rat takes a level of this Hexblade substitution class, he gains bonus skill points equal to his Cha modifier. Diseased Familiar: A Rat’s familiar is Infested just as the Rat is. The Rat’s familiar can transmit it with a bite, or use its own move action to poison a light weapon for the Rat a number of times per day equal to twice the Rat’s Con modifier. Additionally, starting at 4th level, a Rat Hexblade can magically enhance the diseases his familiar has contracted from him. He can expend a 2nd level or higher spell slot to cast Contagion, as the spell, with the exception that his familiar must be designated to deliver the touch attack for him. If the Rat Hexblade has the Dark Companion alternate class feature he can still use this option (though the Dark Companion has no attack to transmit Infested itself), provided the Dark Companion is occupying the Rat Hexblade's space at the time. The touch attack that the Dark Companion makes for Contagion uses the Rat's BAB and adds his Cha bonus (if any). Assassin’s Grace: At 7th level a Rat can choose to learn any spell on the Assassin’s spell list as if it were on the Hexblade spell list at the same level. Rat Rogue Racial Substitution: Rats often focus on making themselves familiar with poison and disease and it's uses to wear down opponents, and eventually build up such a diverse tolerance to it that they are personally unaffected even by unfamiliar poisons. BAB Fort Ref Will Abilities 1. +0 +0 +2 +0 Sneak Attack +1d6, Hide in Plain Sight (cover), Poison Use 4. +3 +1 +4 +1 Swift Application, Poison Strike, Deceive Item, Combat Style 8. +6 +2 +6 +2 Special Ability, Improved Combat Style, Free Application, Poison Familiarity Poison Use: Rat Rogues are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade. This ability replaces the Trapfinding ability, though a Ratt Rogue has the option to gain Trapfinding in place of one of the Special Abilities they gain starting at 6th level. Swift Application: Rat Rogues can apply poisons as a swift action, including the disease from their Infested racial ability. This ability replaces Uncanny Dodge. Poison Strike: Rat Rogues quickly learn how to best utilize their poisons. They gain the Poison Strike feat as a bonus feat. Additionally, they are always treated as having sacrificed to the feat 1d6 more sneak attack damage than they actually, even if actually sacrificing 0. Free Application: Rat Rogues can apply poisons as a free action, including the disease from their Infested racial ability. This ability replaces Improved Uncanny Dodge. Poison Familiarity: A Rat Rogue becomes so familiar with poisons that he builds up a total tolerance to them and can create them with ease. He is immune to all mundane and supernatural poisons and venoms, and when crafting poisons takes only half as long. Rat Psychic Warrior Racial Substitution: Rat Psychic Warriors do not focus as much on pure martial prowess, but instead use their psionic abilities to make themselves powerful and flexible combatants. BAB Fort Ref Will Abilities 1. +0 +2 +0 +0 Mind Blade, Shape Mind Blade 5. +3 +4 +1 +1 Unstable Power 11.+8 +7 +3 +3 Shifting Prowess Mind Blade: In place of learning an extra feat of skill or power, a Rat Psychic Warrior learns to condense his psionic energies into a potent weapon. This ability functions as the Soul Knife ability of the same name, except as follows. The Rat Psychic Warrior's Mind Blade starts at level 1 with a +1 enhancement bonus. It increases by +1 for every two class levels, to a max of +10 at level 19. Any weapon special ability can be applied in place of a numeric bonus, but they must still follow all applicable rules. Each time the Mind Blade is summoned, the bonuses can be chosen anew. If he has the Two-weapon Fighting feat, he may create a mind blade for both his main-hand and his off-hand, and the bonuses to each need not be the same (if he has multiple off-hand progressions, he may create one for each, though they all share the same total bonus). Shape Mind Blade: A Rat Psychic Warrior can choose the form of his Mind Blade just as he chooses the benefits manifested by it. Each time he summons his Mind Blade, he can choose for it to take the form of any weapon with which he is proficient, doing appropriate damage for that weapon according to his size and gaining any special abilities or attack options of the weapon, as well as being an appropriate target for any feats or abilities he has which requires that weapon. Unstable Power: At 5th level, a Rat Psychic Warrior passes up another opportunity to lock himself into a particular path of training to instead focus on flexibility in the face of changing circumstances. Instead of a gaining a bonus feat, he instead may, each day choose to learn a new power in place of one he already knows. The new power's level must be the same as the power it is replacing, and the Rat Psychic Warrior cannot replace powers of the highest level he knows. Shifting Prowess: A Rat Psychic Warrior passes up specialization for increased diversity once more as he gains power. At 11th level, in place of gaining a bonus feat, he instead gains the ability to change all of his bonus feats granted by the Psychic Warrior class. Doing so requires 8 hours of sleep or meditation.
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« Last Edit: June 24, 2011, 05:42:08 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #8 on: September 07, 2008, 07:06:09 PM » |
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Tigers:Personality: Tigers have a strict and balanced outlook on life, and while they try to hold themselves above the petty squabbles of the other Clans around them, they often sympathize with the plights of the less fortunate. Tigers understand the necessary balance in the world, and they spend much time either absorbed in meditations on the world's nature or seeking to restore its balance to a proper level. Physical Description: Tiger males stand between seven and a half and eight feet tall, with females tending to be about six inches shorter. They have short hair that is often red or orange, and their teeth tend to be slightly pointed. They lack facial hair, and are often adorned with many tattoos. Their skin is a soft rone color, and their eyes are usually green. In Hybrid form, they gain long, sinuous tails and develop wicked claws in place of their fingers, with their hair spreading to fur. In Animal form, they appear as a tiger with no stripes and a tail two to three times longer than the norm. Relations: Though they value good friendships and traveling companions, Tigers are aloof and solitary much of the time. Because they value the balance of the world, Tigers disdain Wolves for upsetting it, though they will allow a Wolf to prove itself after a very long and rigorous testing and close scrutiny. The reserved nature of Tigers makes them uncomfortable with the outward friendliness of Bears and Ferrets, but allows them to deal exceptionally well with Boars. Alignment: Tigers understand the need for balance and strife in the world, and seek to protect it. This makes many of them favor neutrality in at least one aspect, but many also value good and aiding the impoverished. Most tigers shy away from true chaos and the unbalance it can lead to, preferring the rigors of a strict and balanced outlook on life. Tiger Lands: Tigers congregate in loose communities throughout Verold, but especially in the warmer forests. There they spend time studying and meditating, and many learned members of other Clans come to share in their wisdom, as well as to impart some of their own. Many of these communities are martial, using physical exercise and controlled bodies to further achieve the balance Tigers strive for in the world and in themselves. Religion: Tigers worship their own Creator God, Karlinn as a master of balance and insight. They praise each of the Creators as a part of the balance in nature, with Karlinn's ultimate balance being the goal of many enlightened Tigers. Language: Tigers speak Tigrine, a language of soft grows and loud hisses, as well as Common. Names: The eldest member of the community names Tigers, and Tiger parents often endure long treks to return to a nearby Tiger village to have their child properly named. A Tiger's name is both a way for the young Tiger to be identified and a goal for them to aspire to, such as Patience, Virtue, Watcher, Guardian, or Charity. These names are most often presented in their Tigrine forms, though some will translate it to Common when traveling. Tigers who blatantly reject their teachings and the guide of their name are stripped of it, and thereafter become nameless. A nameless Tiger suffers a -5 penalty to all Charisma based skill checks involving another Tiger. Adventurers: Tigers care little for material possessions or wealth, and will distribute most of what they find either to other party members or to others in need. Tigers adventure mainly for personal enlightenment, though they often seek to restore some imbalance in the world as well. Some also quest to right perceived wrongs or to free those being oppressed. Tiger Racial Traits:• Huamnoid(Shapechanger)• +2 Dex, +2 Str, +2 Wis, -2 Cha, -2 Int: Tigers are quick, strong and wise, though their withdrawn nature makes dealing with others and dealing with new information difficult at times. • +4 to Balance, Tumble, and Jump Checks: Tigers are absolutely sure of the balance within their own bodies, and can take 10 on checks with these skills even when they would not normally be able to. • +4 to Move Silently Checks: Tigers can move with deathly silence, and take only half penalties for accelerated movement when doing so. • Scent• Pounce: Tigers can always make a full attack action after charging, but they suffer a -2 penalty to attacks and AC (on top of the modifiers from charging) when choosing to do so. • Automatic Languages: Common, Tigrine Bonus Languages: Any other Clan's • Favored Class: Monk Human Form:• Medium• Base Speed: 40'Animal Form:• Medium• Base Speed: 40'• +2 Dex, +4 Str: This is in addition to the initial ability modifiers listed above. • +5 Natural Armor Bonus• Natural Attack: Two claws for 1d6 each, Bite for 2d4. Hybrid Form: Tigers do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Medium• Base Speed: 40'• +4 Dex, +4 Str, +2 Con, +2 Wis: This is in addition to the initial ability modifiers listed above. • +6 Natural Armor Bonus• Natural Attack: Two claws for 1d8 each. Tiger Racial Substitution Classes:Tiger Monk Racial Substitution: Tigers often focus on achieving a perfect balance within themselves, caring little for besting others. They seek the monk’s training not for competition, but for a better understanding of their own lives and the world around them. BAB Fort Ref Will Abilities 1. +1 +2 +2 +2 Bonus Feat, Flurry of Blows, Unarmed Strike, Expanded Senses 4. +4 +4 +4 +4 Ki Strike (magic, aligned) 5. +5 +4 +4 +4 Purity of Body, Erratic Advance, Blindsense 20' 9. +9 +6 +6 +6 Balance of Mind 10.+10 +7 +7 +7 Ki Strike (any mundane substance, ghost touch, overcome hardness), Blindsight 40'
Expanded Senses: A Tiger Monk that knows the value of moving with a slow, deliberate purpose can expand his senses, reaching into the surrounding world to find what others would overlook. By giving up the Fast Movement class feature, a Tiger Monk instead gains a cumulative +1 to Spot, Listen, and Sense Motive checks for each time a standard Monk’s Unarmored Speed would increase, and he can make active Spot and Listen checks as a free action once a round. Additionally, he gains Blindsense 20' at 5th level and Blindsight 40' at 10th level. Balance of Body: While some Monks focus on controlling their speed after a fall, many Tiger Monks focus their training on simply not falling. Starting at 4th level, a Tiger Monk gains a +2 bonus on all checks to maintain their balance, including checks to resist being knocked prone. Every two levels thereafter this bonus increases by +1, to +10 at 20th level. Also at 20th level, a Tiger Monk can never be knocked prone while conscious. This replaces the standard Monk's slow fall ability. Balance of Mind: By focusing the mind, many Tiger Monks learn to shrug off effects that would distort the balance of his mind. Any Will save that has a reduced effect after a successful save instead has no effect at all. Additionally, each round while under the influence of a continuing mind affecting effect, the Tiger can make another save to attempt to end the effect. This replaces the Improved Evasion ability most Monks get at 9th level. Tiger Swordsage Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Poison Use, Poison Strike 3. +3 +3 +1 +1 Swift Application 5. +5 +4 +1 +1 Poison Familiarity 14.+14 +9 +4 +4 Free Application FXXX: AAAties. XXX: AAA XXXd: AA. Tiger Paladin Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind FXXX: AAAties. XXX: AAA XXXd: AA.
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« Last Edit: May 16, 2011, 09:21:34 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #9 on: September 07, 2008, 07:06:21 PM » |
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Ravens:Personality: Ravens are curious and intellectual, and the arts of research and magic draw their attention almost exclusively. Ravens also love riddles and puzzles and anything else that challenges their mental capacities, and when they fail to figure something out it simply makes them that much more curious. A Raven can easily become lost in studies and ideas, sometimes not resting for weeks when a new line of research catches their fancy. Physical Description: Ravens are relatively short, measuring anywhere between three and four feet tall, though their slightly slouched stature makes them appear shorter. Their light bones makes them frail, and many are skinny as well. Their hair is worn in varying lengths and styles, though it is always nearly pitch black, and a Raven's skin is usually quite pale. They have large noses that become a beak in Hybrid form. In this form their hair spreads down their arms and becomes feathers, developing into rudimentary wings, and their hands and their fingers become long and sharp. In their Animal form, in addition to being as large as eagles, they retain the claws on the ends of their wings, while their feet are distinctly lacking claws. Relations: Ravens tend to worry more about their studies then friendships, and in social situations they are usually a bit shy. Their academic interests makes them quick friends with Vipers and other Ravens, as they each share their particular studies in detail, but they often feel uncomfortable around more physical races like Bears and Tigers, and the random and hyper nature of Ferrets can make them quite nervous, especially when delicate equipment might be on the line. Alignment: Ravens are interested in their research and the laws of magic and nature above almost anything else, so they tend towards both lawfulness and neutrality, though many Raven researchers that have discovered especially new and unique ideas had a more chaotic nature. A Raven that has been rejected by society may become jaded and turn to researching ways of taking revenge, embracing evil in the process. Many new poison and weapon advances are discovered because of Ravens who have chosen this path. Raven Lands: Ravens have several treetop cities, many of which have developed into forests of towers as the need for more solid, stone structures grew with the dangerous nature of experimentation and storage limits. Every large Raven city has at least one library where all the data collected nearby is cataloged and stored. Raven cities are often centers of learning, and many who wish an education in the arcane arts flock to them. Religion: Ravens worship their Creator God Hrafn as a patron of magic and science, and many of their journals, books, and experiments begin with a brief prayer for luck or insight. Other Creators are honored as their prospective fields contribute, but most Ravens are too involved with intellectual study to be deeply religious. Language: Ravens speak Corvine, a harsh, squawking language with little fluff, and Common, though most Ravens know several other languages as well. Names: Ravens are given a proper name by their parents, and in addition they have a family name. The family name is taken from the parents, and when mating the two family names are combined and adopted by both parties as well as their children. Proper Names: Azerkum, Abebi, Kifle, Misrak, Adeona, Keus, Weyden, Leverink, Chiyonoura, Harucha Family Names: Harbin, Plzen, Pobeda, Wessey, Lude, Brugge, Abetti, Hidesan, Jarmila, Jansmit Adventurers: Ravens adventure mostly for rare materials or references for their research. They will often try to bring whole labs with them for experimentation in the field, and they will insist on taking and keeping the most valuable of items locked in research and testing for years. Raven Racial Traits:• +4 Int, +2 Wis, -2 Cha: Ravens learn and remember well, but they are more used to laboratories than social settings. • +2 to Spot and Search Checks: Ravens are used to digging through cluttered workspaces. • Dedicated Research: Ravens get a +4 bonus to any two knowledge checks of their choice. In addition, with these two Knowledge categories, Ravens gain an additional bonus equal to the total ranks invested in the skills. • Low Light Vision: A Raven can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Magic Familiarity: All Ravens are familiar with the basics of magic, and know a total number of 0 and 1st level Wizard spells equal to their Int bonus. Each day, a Raven has a number of spell slots to spend on these spells equal to 1/2 (rounded down) their Int bonus. A 0 level spell takes 1 of these slots, while a 1st level spell consumes two. These spells are cast spontaneously. Each time a Raven gains a level, he can choose to exchange one known 0 level and one known 1st level spell for any other appropriate spell. The CL for these spells is 1/2 your Character Level. This spellcasting familiarity is not sufficient to qualify for prerequisites that require spellcasting, however. • Tireless Research: A Raven can work on magical research or designs constantly, without rest, for a number of days equal to its Con modifier. If able to complete the task within this time, they are able to ignore ½ (rounded down) of either the gold or experience cost. • Automatic Languages: Common, Corvine Bonus Languages: Any other Clan's • Favored Class: Wizard Human Form:• Small: As Small creatures, Ravens gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 20'Animal Form:• Small: As Small creatures, Ravens gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 20', fly 40' (average)• +2 Dex, +2 Int, +2 Wis: This is in addition to the initial ability modifiers listed above. • +2 Natural Armor Bonus• Natural Attack: Two claws for 1d3 each. Hybrid Form: Ravens do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Medium• Base Speed: 20', fly 30' (clumsy)• +4 Dex, +6 Int, +2 Wis: This is in addition to the initial ability modifiers listed above. • +4 Natural Armor Bonus• Improved Magic Familiarity: In hybrid form a Raven’s caster level and the DC of all the Raven’s spells increases by two. • Natural Attack: Two claws for 1d4 each. Raven Racial Substitution Classes:Raven Wizard Racial Substitution: Ravens approach the arcane with a studied, scientific patience, and they can its forces in ways others cannot as a result of this detailed knowledge. BAB Fort Ref Will Abilities 1. +0 +0 +0 +2 Lingering Spell, Scribe Scroll 1. +1 +0 +0 +3 Summon Familiar 6. +3 +2 +2 +5 Studious Metamagic 10.+5 +3 +3 +7 Rigorous Casting Lingering Spell: Starting at 1st level, a Raven Wizard adds his Int bonus (in the applicable unit; rounds, minutes, etc) to the duration of all spells with a duration other than instantaneous or permanent, even those spells that are normally limited to only concentration for their duration. Discharged spells still end as soon as discharged. This ability causes the Raven to treat his Wizard level as one level lower for all purposes relating to his familiar, delaying his ability to acquire one until 2nd level. Studious Metamagic: At 6th level, Raven Wizards learn to adapt spells with metamagic as they are being cast. A number of times per day equal to half his Int bonus (minimum 1), he can spontaneously apply any metamagic feat he knows to any spell without changing the spell’s level or cast time, even if the spell was prepared normally. Choosing this option permanently reduces the number of spells the Wizard can cast of his highest two levels by 1 per day. Rigorous Casting: Ravens have learned to combine the energy from weaker spells, bending their magic to fuel far more powerful spells. Unfortunately, much energy is also lost in the process. Starting at 10th level, a Raven Wizard can use a higher level spell by sacrificing twice as many spell levels from spells of a lower level. An 11th level Raven, for example, could sacrifice 10 combined spell levels from spell slots of levels one 1 through 4 to cast a 5th level spell, even if he could not normally cast any more 5th level spells that day. This ability replaces the bonus metamagic feat normally granted at 10th level. Raven Archivist Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Poison Use, Poison Strike 3. +3 +3 +1 +1 Swift Application 5. +5 +4 +1 +1 Poison Familiarity 14.+14 +9 +4 +4 Free Application FXXX: AAAties. XXX: AAA XXXd: AA. Raven Factotem Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind FXXX: AAAties. XXX: AAA XXXd: AA.
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« Last Edit: January 21, 2010, 07:36:09 AM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #10 on: September 07, 2008, 07:06:41 PM » |
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Coyotes:Personality: Coyotes are thoughtful and reclusive, preferring the wilderness and solitude to the bustle of a large city. They are often overly conscious of their faults, and many still blame themselves for giving dogs to Man. Coyotes often seem to look for excuses to take the blame for a problem, and even after fixing it many get caught up in what was done wrong instead of what has been done right. Physical Description: Coyotes are about five and a half feet tall in their Human form, with females being a bit taller and slimmer. Their hair tends to be of grays, browns, and occasionally reds, and they often wear it to about shoulder length and decorated in every imaginable way. In Hybrid form they stand a bit taller, and fur spreads to cover their form. The fur is often slightly patchy in coloring, though seldom varies greatly. Unlike Wolves, a Coyote who wears its hair long will not develop a mane in Hybrid form, nor in Animal. A Coyote's Animal form looks like that of a lean dog with oversized ears, and a bushy tail. They are much larger than true coyotes, and far prefer the company of dogs. Relations: A Coyote's best friend is often its dog, and most travel with at least one of the animals. They feel that watching the dogs is their responsibility now that Man is gone. In larger areas this causes no problems, but in the most rural areas dogs are still seen as nearly on par with Wolves for the part they played in the hunting of the Clans in the First Great War. Despite this, when living away from society Coyotes often place themselves next to these small communities for the purpose of getting needed supplies. Alignment: Coyotes tend to distance themselves from the concerns of the world, so they are often neutral in their attitudes. Coyotes are rarely evil, but they are just as likely to be good-natured as chaotic. Coyote Lands: Coyotes live throughout Verold, and don't have many communities to call their own. They most often live in small groups on the outskirts of larger towns and cities, serving jointly almost as a guild of healers or even sometimes as a gathering of "shamans," using the druid skills common amongst them to help handle crops and livestock. Religion: Coyotes are deeply religious, communicating with nature as often as the Creators. They see their Creator God, Tuul, as a nature guardian, and they try to fulfill their role as helpers to this end. The other Creator Gods have their roles as well, and Coyotes seek their guidance and permission to perform such tasks. Language: Coyotes speak Larraine, a derivative of Canine. Any speaker of another Canine derivative can attempt an Intelligence check (DC 20) to determine the general idea being conveyed or can attempt to understand the full message (DC 25-35 depending on complexity). Wolves can similarly try to understand any other Canine language. Coyotes also speak Common, and many also know Druidic and Sylvan. Verold's Druidic is actually a derivative of Larraine, though it is too far removed for most speakers to even notice the similarities. Names: Coyotes are named after someone or several people whom the parents still owe a great debt of honor to. Rather than a way to alleviate this debt, it instead serves as a reminder of what is yet to be repaid. Adventurers: Coyotes often adventure for some feeling of atonement, either for themselves or for their Clan. At other times they adventure to right a wrong that has been done against nature. Coyote Racial Traits:• Humanoid(Shapechanger)• +4 Wis: Coyotes have a deep understanding of the world. • +4 to Survival and Knowledge(Nature) Checks: Coyotes are more at home in the forests and wild than in the cities. • Healing: Coyotes can always use heal, even untrained. They get a +4 bonus to all heal checks, and any healing spell they cast heals an additional hit point per character level of the Coyote. • Animal Empathy: All Coyotes can use Animal Empathy, and they gain +2 on all such checks. • Scent• Low Light Vision: A Coyote can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Dog Companion: All Coyotes can call a dog as an animal companion as a druid of their character level. This ability is separate from all other such abilities, though it can be used to qualify for any PrCs or feats that require an animal companion. • Automatic Languages: Common, Larraine Bonus Languages: Any other Clan's, Sylvan • Favored Class: Druid Human Form:• Medium• Base Speed: 30'Animal Form:• Small: As Small creatures, Coyotes gain a +1 size bonus to their AC and attack rolls, as well as a +4 size bonus on Hide checks, but use smaller weapons than Medium creatures, and their lifting and carrying capacity is three-quarters that of a Medium creature. • Base Speed: 40'• +4 to Listen Checks• +2 Str, +4 Dex, +2 Wis: This is in addition to the initial ability modifiers listed above. • +4 Natural Armor Bonus• Natural Attack: Bite for 1d6. Hybrid Form: Coyotes do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Medium• Base Speed: 40'• +4 to Listen Checks• +2 Str, +4 Dex, +4 Wis: This is in addition to the initial ability modifiers listed above. • +6 Natural Armor Bonus• Natural Attack: Two claws for 1d3 each. Bite for 1d6. Coyote Racial Substitution Classes:Coyote Druid Racial Substitution: Many Coyotes who become Druids choose to focus on their ability to call for the aid and enhance the skills of the animals they otherwise protect. These Coyotes see themselves as the protector for an extended pack of summoned and awakened animals, and often end up becoming the leaders of Druid groups. BAB Fort Ref Will Abilities 4. +2 +4 +4 +4 Greater Summons, Aspect of Nature (Stage 1) 5. +2 +4 +4 +4 Faithful Summons 9. +4 +6 +6 +6 Aspect of Nature (Stage 2) 13.+6 +8 +8 +8 Call of the Pack, Aspect of Nature (Stage 3), Aspect of Nature (Stage 4)
Greater Summons: Coyote Druids that anticipate calling for aid from the animals can plan ahead to gain extra benefits when doing so. Starting at 4th level a Coyote Druid that casts a prepared summoning spell gains the benefits of the Augment Summoning feat, even if not meeting the prerequisites. Coyotes who choose this option lose the standard Druid’s Resist Nature’s Lure. Faithful Summons: By retuning his connection to nature, a Coyote Druid loses the ability to become like an animal himself, but can win even greater loyalty from the animals he summons. By taking this option at 5th level, a Coyote Druid can prepare any Summon Nature’s Ally spell in such a way that either it’s duration is doubled or that it only takes a standard action to cast, however, the Druid loses the Aspect of Nature for that level and the Venom Immunity ability. Call of the Pack: A Coyote Druid who has shown a great dedication to protecting and living with nature can call more of its beasts to his aid when needed. At 13th level, if having taken all three of the racial substitution levels and not having given up his animal companion, any time a Druid casts a Summon Nature’s Ally spell, the number of creatures that answer the call is doubled. This replaces the Druid's A Thousand Faces ability. Coyote Ranger Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Poison Use, Poison Strike 3. +3 +3 +1 +1 Swift Application 5. +5 +4 +1 +1 Poison Familiarity 14.+14 +9 +4 +4 Free Application FXXX: AAAties. XXX: AAA XXXd: AA. Coyote Dread Necromancer Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind FXXX: AAAties. XXX: AAA XXXd: AA.
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« Last Edit: January 13, 2010, 09:53:45 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #11 on: September 07, 2008, 07:07:19 PM » |
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Pythons:Personality: Pythons are highly competitive. They seek to excel in every form, and they will attempt to test any they think worthy of a challenge, but they do not resent those who beat them. Though Pythons constantly strive for the top, they will not take anything they have not worked hard in earning, and there is nothing lower in their eyes than a cheater, except, perhaps, one who never had to struggle at all. Physical Description: Pythons stand nearly eight feet tall, with long, slender bodies, and even longer arms and legs. Their skin is a usually a light brown to green, with occasional patterns of a similar color. Most wear some way of keeping track of their victories were all can see, though each Python has a unique way of doing so. When they take Hybrid form, their legs and torso merge into a long tail, and their arms and neck elongate further. In animal form they resemble large constrictor snakes, but they have a pair of tiny arms, useless for grasping even the smallest of instruments. Relations: Defeating a Python at their favorite event is one of the only ways to earn their lasting respect, but only if you can keep it up as they hone their skills in the hopes of eventually gaining the upper hand. Pythons do not resent being defeated, and they will often seek to learn from those who have bested them. To a Python there is no better compliment than asking to be taught. Alignment: With their strict adherence to rules and fairness, almost all Pythons are lawful in attitude. Those who are chaotic often do not lose this, however, they instead just seek more diverse ways to express it. Pythons are as likely to be neutral as good, as they are not especially kind hearted, but they are more often than they are they cruel and dominating. Python Lands: Pythons have several large cities near the rainy forests where they border the swamps, though the amount of others drawn by the spectacle created by a Python city is massive. There are dozens of tournaments and competitions at any one time, everything from board games and riddles to combat arenas and endurance sports. Wherever they congregate in other cities they establish similar events, and in most cities arena areas are in large part maintained, run, and used by Pythons. Religion: Pythons thank their Creator God, Kyrnslaga the Great Victor, for their existence, and the other's for their part in the world. They do not spend their time praying for help or calling for favors, as they would rather do it themselves or with the help of worldly aid. Language: Pythons speak Moreline, a language similar in sound and look to Viprine, but with a completely different grammar, as well as Common Names: Pythons name themselves by the honors they have won, and in individual contests they often take the name of the one they have defeated as further reward. Pythons who have yet to win anything will sometimes use their parents’ least prestigious victory as an identifier, though those who do so for too long are looked down upon. Adventurers: Pythons adventure for new challenge and opportunity. Each encounter is a chance for a Python to test and prove its strength, as well as to improve that which it finds lacking. A Python will often push a group that would be safer biding their time. Python Racial Traits:• Humanoid(Shapechanger)• +2 Str, +2 Dex, +2 Con, -2 Int, -2 Wis: Pythons are strong, quick, and sturdy, but they focus more often on the physical aspects of challenge. • +4 to Climb, Jump, and Swim Checks: Many of the challenges and tournaments young Pythons engage in test these skills. • Python Wrestling: Pythons can move their long limbs in complex ways. They gain a +4 bonus to all grapple checks and a +4 to all Escape Artist checks, including those to escape a grapple. • Skilled Intimidate: As a full round action, a Python can attempt to Intimidate a foe, using the modifier from its highest ability score. Success leaves the opponent shaken for one minute. • Battle Senses: Pythons can make an additional attack of opportunity each round, and they gain a +4 on Sense Motive checks to evaluate an opponent. • Scent• Automatic Languages: Common, Moreline Bonus Languages: Any other Clan's • Favored Class: MonkHuman Form:• Medium• Base Speed: 30'Animal Form:• Medium• Base Speed: 20', climb 20', swim 20'• +4 Str, +4 Con: This is in addition to the initial ability modifiers listed above. • +4 Natural Armor Bonus• Improved Grab: A Python in Animal form that hits with its bite attack can attempt to start a grapple as a free action without provoking attacks of opportunity. • Constrict: On a successful grapple check, including that used by Improved Grab, a Python in Animal form deals 2d6 damage or unarmed attack damage, whichever is greater. • Natural Attack: Bite for 1d8. Hybrid Form: Pythons do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Large: As Large creatures, Pythons receive a -1 size penalty to their AC and attack rolls, as well as a -4 size bonus on Hide checks, but use larger weapons than Medium creatures, and their lifting and carrying capacity is twice that of a Medium creature. • Base Speed: 40'• +4 Str, +4 Con, +2 Wis: This is in addition to the initial ability modifiers listed above. • +6 Natural Armor Bonus • Improved Grab: A Python in Hybrid form that hits with its bite attack or an unarmed attack can attempt to start a grapple as a free action without provoking attacks of opportunity. • Constrict: On a successful grapple check, a Python in Hybrid form deals 2d8 damage or unarmed attack damage, whichever is greater. • Natural Attack: Bite for 2d6. Python Racial Substitution Classes:Python Monk Racial Substitution: Some Pythons who follow the teaching of a Monk focus on embracing and enhancing their serpentine nature through a unique set of abilities first taught to them by a Viper amongst their arenas. BAB Fort Ref Will Abilities 4. +4 +4 +4 +4 Slow Fall, Ki Strike (aligned), Fangs 7. +7 +5 +5 +5 Springing Attack 10.+10 +7 +7 +7 Ki Strike (magic, any mundane substance, ghost touch, overcome hardness) 15.+15 +9 +9 +9 Displacing Stance 35% 17.+17 +10 +10 +10 Perfect Poison, Timeless Body, Freedom of Thought
Fangs: A Python can slowly train himself to bite much more fiercely, even when in Human form. Starting at 4th level a Python treats the damage of his bite attack as if he was one size category larger or gains a bite attack that does 1d6 damage if in Human form. At 16th level a Python treats his bite attack as two sizes larger than he actually is, even in Human form. This ability delays the ability to treat his attacks as magic for overcoming DR until 10th level, but does not delay or hinder the other benefits of his Ki Strike. Springing Attack: A Python can learn to strike from a coiled state to give himself far greater reach than normal. Starting at 7th level, if the Python uses a move action to coil and prepare his body, until the end of his next turn, he can treat all his attacks (including AoOs) as if his natural reach was doubled. This ability replaces the level 15 improvement to Displacing Stance. Perfect Poison: Starting at 17th level a Python can retrain his body to produce poison like a Viper’s. Whenever delivering a bite or unarmed attack, the Python can inject his opponent with poison, dealing initial and secondary damage of 4 Con. A fortitude save negates the effect. The save DC is 10 + ½ the Python's Monk level + the Python's Con mod. This ability replaces the Tongue of the Sun and Moon class features. Python Incarnate Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Poison Use, Poison Strike 3. +3 +3 +1 +1 Swift Application 5. +5 +4 +1 +1 Poison Familiarity 14.+14 +9 +4 +4 Free Application FXXX: AAAties. XXX: AAA XXXd: AA. Python Warblade Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind FXXX: AAAties. XXX: AAA XXXd: AA.
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« Last Edit: January 13, 2010, 10:00:03 PM by EjoThims »
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EjoThims
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Grape ape

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The Ferret
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« Reply #12 on: September 07, 2008, 07:07:52 PM » |
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Cranes:Personality: Cranes are politicians, diplomats, and bureaucrats, and it shows. They step lightly when watched and try to negotiate through most conflicts, but, more often than not, in the end they feel that their way will always be the right way. Most Cranes will accept the decisions of a group, even if they resent them, but a few burn with a passion that will not allow such compromise. Physical Description: Cranes are almost as slender as Pythons, though they stand less than six feet tall. Their torso is thicker, and overall they are for more frail. Their legs are especially long, making up most of their height. Their hair is often short and ruffled; sometimes forming small ridges or crests. It tends to be of a grey to blue-grey color, though silver and white are common, too. In their hybrid form their legs bend back and grow even more slender, and their arms develop into awkward wings. Their hair becomes feathers and spreads, and the beak that develops is slightly stunted. In animal form they appear to be normal cranes that aren't quite proportioned right, with stubby wings and elongated torsos. Relations: Cranes develop strong allies, and they will go far out of their way to help another in need if they can claim a similar favor for it in return. Cranes develop this habit from working in politics, and when removed from these circles long enough they begin to develop a longing to do things and help others simply to aid a greater good. Many Clans find Cranes much more tolerable in these times, as do the Cranes themselves. This is when a Crane will develop true friendships instead of simply acquaintances to further its political ends. Alignment: Cranes work strictly within the letter of the law and bureaucracies that they work in, even when they use these to their advantage. Many Cranes are good-natured, though sometimes zealous, but after years of working in politics they often tend more towards a neutral or sometimes even evil outlook. Even at these times, most Cranes still think they are doing things that would truly benefit others as well as themselves. Crane Lands: Crane cities are located mostly near large lakes, though most cities have one or two Cranes that comfortably handle bureaucracies that others do not wish to take upon themselves. Cranes have little sense of unity when out of their main cities, but in some of the greater shared cities they have begun to think of themselves as a sort of upper class. Any Cranes publicly showing this don't survive in politics, or at all, for very much longer, however. Religion: Cranes worship Hegri, their Creator God, as an organizer and leader. All the Creator Gods are called upon for their blessings, but Cranes rarely offer praise and worship when such favors are not asked for. A Crane that has left politics will often begin to truly worship all the Creator Gods as a whole. Language: Cranes speak Grine, a cackling language of clicks and whistles, and Common Names: Cranes are given a single name, and they take after that the name of their parent of the same gender, back as far as they currently care to recite. In common company, they usually only carry this to two or three, but in political circles they will often go as far back as traceable. Names: Aason, Breda, Bremen, Verona, Pollates, Tsia, Molfino, Gudrun, Hess, Onoda Adventurers: Cranes mostly adventure to put an end to suffering and wrongs. Cranes still involved in politics will adventure to gain a reputation and spread their name. Crane Racial Traits:• Humanoid(Shapechanger)• +2 Dex, +2 Wis, +4 Cha, -2 Con: Cranes have frail bones, but they are natural leaders. • +4 to Diplomacy and Knowledge(Nobility) Checks: Cranes know how to talk, as well as to whom. • +4 to Spot Checks: Cranes have keen eyes. • Bureaucracy: Cranes gain a +4 to Gather Information and Knowledge(Local) checks when attempting to maneuver through the legal system in an area. Additionally, these skills are class skills for all Cranes. • All in Good Order: Any spell, class ability, or feat a Crane uses that would normally target specifically either evil or chaos targets both. “Protection from evil” spells become “Protection from evil and chaos,” and the like. • Lawful Defender: At first level, fourth level, and every four levels after, a Crane gains either Law Devotion or Protection Devotion as a bonus feat. The choice need not be the same each time. • Low Light Vision: A Crane can see twice as far as a human or other Lycanthrope without low light vision in poor illumination, and retains the ability to distinguish color and detail in these situations. • Smatterings: A Crane can learn enough of a language to ask and understand simple questions, explanations, and instructions. This benefit only applies to verbal communication. After 2d8 days of listening to a new language, a Crane knows enough to ask simple questions and to follow simple directions. Upon every future encounter with this language, the Crane needs only 1d6 days to regain that knowledge. • Zeal: If a Crane fails a saving throw against a mind effecting or compulsion effect, they can attempt the save again the next round at the same DC. The Crane gets only one extra attempt in this way. • Automatic Languages: Common, Grine Bonus Languages: Any other Clan's • Favored Class: Paladin Human Form:• Medium• Base Speed: 30'Animal Form:• Medium• Base Speed: 30', fly 40' (average)• +2 Dex, +4 Con, +2 Wis: This is in addition to the initial ability modifiers listed above. • +4 Natural Armor Bonus• +4 to Spot Checks: This is in addition to the standard bonus listed above. • Natural Attack: Two claws for 1d4 each. Hybrid Form: Cranes do not start play with the ability to take a Hybrid form, they must take several feats to be able to gain the ability. • Medium• Base Speed: 30', fly 30' (clumsy)• +4 Dex, +4 Con, +2 Wis, +2 Cha: This is in addition to the initial ability modifiers listed above. • +6 Natural Armor Bonus • Natural Attack: Two claws for 1d6 each. Crane Racial Substitution Classes:Crane Paladin Racial Substitution: Cranes that can pull themselves out of politics often rediscover the zeal that drove them to be leaders in the first place. They are faithful allies and imposing opponents, even more than the standard Paladin. BAB Fort Ref Will Abilities 1. +1 +2 +0 +2 1 Aura, Detection, Smite 2/encounter, 1 Smite, Zealous Smite 5. +5 +4 +1 +4 Smite 3/encounter, 2 Smites, Leadership Zealous Smite: A Crane Paladin can use multiple uses of his smite ability in one attack. The number of uses being consumed must be declared before the attack, and all declared are wasted if the attack misses. After a successful smite using this ability, a Crane Paladin is exhausted for a number of rounds equal to the number of smite uses consumed. Additionally, the Crane can make one extra Smite per encounter. Aura: Inspiring Aura: This unique aura is available only to Crane Paladins. The Crane gains a +8 and each ally gains a +4 morale bonus on skill checks. Each time this aura is learned, the bonuses increase by +4 and +2 respectively. Rallying Command: At 5th level, a Crane Paladin gains the Leadership feat, even if not meeting the prerequisites. If the Crane Paladin chooses to call a cohort that matches his alignment, the Crane adds his paladin level to his leadership score. This ability replaces the standard Paladin’s Special Mount and the ability to use multiple uses of Lay on Hands to cure affects. Crane Marshal Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Poison Use, Poison Strike 3. +3 +3 +1 +1 Swift Application 5. +5 +4 +1 +1 Poison Familiarity 14.+14 +9 +4 +4 Free Application FXXX: AAAties. XXX: AAA XXXd: AA. Crane Samurai Racial Substitution: A AA BAB Fort Ref Will Abilities 2. +2 +3 +0 +0 Fortification 25% 3. +3 +3 +1 +1 Danger Sense +1 (Natural Armor +2), Battle Ecstacy 5. +5 +4 +1 +1 Resilient Rage, Fortification 50% 14.+14 +9 +4 +4 Body Over Mind FXXX: AAAties. XXX: AAA XXXd: AA.
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« Last Edit: January 13, 2010, 09:59:35 PM by EjoThims »
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