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My STAF Races

Started by LoA, December 09, 2014, 11:29:28 PM

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LoA

PC Races. I've made adjustments here and there. Some major tweaks to mice and weasels, giving them Weapon Finesse, and Compression (Sparkletwists Idea, and Steerpikes idea respectively, Credit where it's due). How do they stack up compared to each other? Anything broken, or boring looking, or unappealing?

[spoiler]Mice
Physical Description: Mice are small rodent's and one of the most common people in Panorah. They tend to be very clever and agile creatures, and they are very swift.
Standard Racial Traits
•   Ability Score Racial Traits: Mice gain -2 Str, +2 Dex, and +2 Int.
•   Type: Mice are humanoids with the mammal subtype.
•   Size: Mice are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•   Speed: Mice have a base speed of 30 feet.
•   Languages: Mice begin play speaking Common and Halfling. Mice with high intelligence scores can choose from the following: Dwarven, Elven, Gnome, or Goblin
Feat and Skill Racial Traits
•   Nimble Attacks Mice receive Weapon Finesse as a bonus feat.
Movement Racial Traits
•   Swift as Shadows: Mice reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
•   Fleet-Footed: Mice receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Other Racial Traits
•   Prehensile Tail: Mice have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Badgers
Standard Racial Traits
•   Ability Score Racial Traits: Badgers gain +2 Str, -2 Dex, and +2 Wis.
•   Type: Badgers are humanoids.
•   Size: Badgers are Medium creatures and thus receive no bonuses or penalties due to their size.
•   Speed: Badgers have a base speed of 30 feet.
•   Languages: Badgers begin play speaking Common.
Defense Racial Traits
•   Stability: Badgers receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
•   Hardy: Badgers have a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Offense Racial Traits
•   Natural Weapons: Badgers have a bite primary natural attack that deals 1d3 damage.
•   Ferocity: If the hit points of a badger fall below 0 but she is not yet dead, she can continue to fight. If she does, she is staggered, and loses 1 hit point each round. She still dies when her hit points reach a negative amount equal to her Constitution score.
Frogs
Standard Racial Traits
•   Ability Score Racial Traits: Frogs gain +2 Dex, -2 Con, and +2 Wis.
•   Type: Frogs are humanoids.
•   Size: Frogs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•   Speed: Frogs have a base speed of 30 feet.They also have a swim speed of 30 feet, which also grants them a +8 racial bonus on Swim checks.
•   Languages: Frogs begin play speaking Common.
Feat and Skill Racial Traits
•   Skill Bonus: Frogs have a +2 racial bonus on Climb checks.
Movement Racial Traits
•   Jumper: Frogs are always considered to have a running start when making Acrobatics checks to jump.
Offense Racial Traits
•   Sticky Tongue: Frogs can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the frog and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the frog as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the frog's hit points). A frog cannot move more than 10 feet away from a creature stuck to her tongue, but she can release her tongue from the target as a free action. A frog can only have one creature attached to her tongue at a time.
Other Racial Traits
•   Amphibious: Frogs are amphibious and can breathe both air and water.
Weasels
Standard Racial Traits
•   Ability Score Racial Traits: Weasels gain +2 Dex, +2 Wis, and -2 Cha.
•   Type: Weasels are humanoids.
•   Size: Weasels are Medium creatures and thus receive no bonuses or penalties due to their size.
•   Speed: Weasels have a base speed of 30 feet.
•   Languages: Weasels begin play speaking Common.
Feat and Skill Racial Traits
•   Skill Bonus: Weasels have a +2 racial bonus on Escape Artist, Perception, and Sleight of Hand checks.
Movement Racial Traits
•      Compression: A Weasel can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
•   Terrain Stride: Weasels can move through natural difficult terrain at their normal speed while in coniferous and deciduous forests. Magically altered terrain affects them normally.
Offense Racial Traits
Natural Weapons: Weasels have a bite primary natural attack that deals 1d3 damage.
Squirrels
Standard Racial Traits
•   Ability Score Racial Traits: Squirrels gain +2 Dex, -2 Wis, and +2 Cha.
•   Type: Squirrels are humanoids.
•   Size: Squirrels are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•   Speed: Squirrels have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
•   Languages: Squirrels begin play speaking Common.
Feat and Skill Racial Traits
•   Nimble Faller: Squirrels land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Movement Racial Traits
•   Jumper: Squirrels are always considered to have a running start when making Acrobatics checks to jump.
•   Terrain Stride: Squirrels can move through natural difficult terrain at their normal speed while in coniferous and deciduous forests. Magically altered terrain affects them normally.
Offense Racial Traits
•   Natural Weapons: Squirrels have a bite primary natural attack that deals 1d2 damage.
•   Kneecapper: Squirrels have a +4 racial bonus on combat maneuver checks to trip an opponent.

Hares
Standard Racial Traits
•   Ability Score Racial Traits: Hares gain -2 Str, +2 Dex, and +2 Cha.
•   Type: Hares are humanoids.
•   Size: Hares are Medium creatures and thus receive no bonuses or penalties due to their size.
•   Speed: Hares have a base speed of 30 feet.
•   Languages: Hares begin play speaking Common.
Feat and Skill Racial Traits
•   Nimble Attacks Hares receive Weapon Finesse as a bonus feat.
•   Skill Bonus: Hares have a +2 racial bonus on Acrobatics checks.
•   Quick Reactions Hares receive Improved Initiative as a bonus feat.
Movement Racial Traits
•   Sprinter: Hares gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
•   Terrain Stride: Hares can move through natural difficult terrain at their normal speed while in coniferous and deciduous forests. Magically altered terrain affects them normally.
Senses Racial Traits
•   Low-Light Vision: Hares can see twice as far as a race with normal vision in conditions of dim light.[/spoiler]

[spoiler]Non-PC Races (Villainous)
Rats
Standard Racial Traits
•   Ability Score Racial Traits: Rats gain -2 Str, +4 Dex, and -2 Cha.
•   Type: Rats are humanoids with the rat subtype.
•   Size: Rats are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•   Speed: Rats have a base speed of 30 feet.
•   Languages: Rats begin play speaking Common and Goblin. Rats with high intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Gnome, Halfling, or Orc
Offense Racial Traits
•   Natural Weapons: Rats have a bite primary natural attack that deals 1d2 damage.
•   Slapping Tail: Rats have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the rat's Strength modifier if Small, 1d8 points of damage plus the rat's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the rat's Strength modifier if Large.
•   Tripping Tail: When a rat hits with her slapping tail, she can make a trip attack as a free action that does not provoke attacks of opportunity.
Senses Racial Traits
•   Darkvision: Rats can see in the dark up to 60 feet.
Possums
Standard Racial Traits
•   Ability Score Racial Traits: Possums gain +2 Str, +2 Con, and -2 Cha.
•   Type: Possums are humanoids with the human and orc subtypes.
•   Size: Possums are Medium creatures and thus receive no bonuses or penalties due to their size.
•   Speed: Possums have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
•   Languages: Possums begin play speaking Common and Orc. Possums with high intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, or Goblin
Feat and Skill Racial Traits
•   Silver Tongued: Possums have a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Offense Racial Traits
•   Slapping Tail: Possums have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the possum's Strength modifier if Small, 1d8 points of damage plus the possum's Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the possum's Strength modifier if Large.
•   Tripping Tail: When a possum hits with her slapping tail, she can make a trip attack as a free action that does not provoke attacks of opportunity.
Other Racial Traits
•   Prehensile Tail: Possums have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Wolverines
Standard Racial Traits
•   Ability Score Racial Traits: Wolverines gain +4 Str, -2 Dex, +2 Con, and -2 Int.
•   Type: Wolverines are humanoids.
•   Size: Wolverines are Large creatures and thus take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 bonus to their CMB and CMD, and a -4 size penalty on Stealth checks. They take up a space that is 10 feet by 10 feet and have a reach of 5 feet.
•   Speed: Wolverines have a base speed of 30 feet.
•   Languages: Wolverines begin play speaking Common.
Offense Racial Traits
•   Frenzy: Once per day, whenever a wolverine takes damage, she flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a -2 penalty to AC.
•   Natural Weapons: Wolverines have two claw attacks that deal 1d6 damage. These are primary natural attacks.
•   Relentless: Wolverines have a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the wolverine and her opponent are standing on the ground.
•   Frightful Gaze (Su): A wolverine can make creatures within 30 feet that meet her gaze make a Will saving throw (DC 10 + the 1/2 wolverine's character level + the wolverine's Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the wolverine's frightful gaze for 24 hours.
Scaly Lizards
Standard Racial Traits
•   Ability Score Racial Traits: Scaly lizards gain +2 Str, +2 Con, and -2 Cha.
•   Type: Scaly lizards are humanoids with the reptilian subtype.
•   Size: Scaly lizards are Medium creatures and thus receive no bonuses or penalties due to their size.
•   Speed: Scaly lizards have a base speed of 30 feet.
•   Languages: Scaly lizards begin play speaking Common.
Defense Racial Traits
•   Natural Armor: Scaly lizards have a +1 natural armor bonus to their Armor Class.
Offense Racial Traits
•   Natural Weapons: Scaly lizards have two claw attacks that deal 1d4 damage. These are primary natural attacks.
•   Natural Weapons: Scaly lizards have a bite primary natural attack that deals 1d3 damage.
•   Sticky Tongue: Scaly lizards can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the scaly lizard and takes a -2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the scaly lizard as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the scaly lizard's hit points). A scaly lizard cannot move more than 10 feet away from a creature stuck to her tongue, but she can release her tongue from the target as a free action. A scaly lizard can only have one creature attached to her tongue at a time.
Other Racial Traits
•   Prehensile Tail: Scaly lizards have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.[/spoiler]

Races I Haven't Finished
[spoiler]Otters
Standard Racial Traits
•   Ability Score Racial Traits: Otters gain +2 Con, -2 Wis, and +2 Cha.
•   Type: Otters are humanoids with the aguatic subtype.
•   Size: Otters are Medium creatures and thus receive no bonuses or penalties due to their size.
•   Speed: Otters have a base speed of 30 feet.They also have a swim speed of 30 feet, which also grants them a +8 racial bonus on Swim checks.
•   Languages: Otters begin play speaking Common.
Feat and Skill Racial Traits
•   Skill Bonus: Otters have a +2 racial bonus on Diplomacy and Knowledge (Local) checks.
Other Racial Traits
•   Hold Breath: Otters can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
Moles
Standard Racial Traits
•   Ability Score Racial Traits: Moles gain -2 Dex, +2 Con, and +2 Wis.
•   Type: Moles are humanoids.
•   Size: Moles are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
•   Speed: Moles have a base speed of 30 feet.They also have a burrow speed of 20 feet.
•   Languages: Moles begin play speaking Common.
Defense Racial Traits
•   Stability: Moles receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
•   Skill Bonus: Moles have a +2 racial bonus on Perception and Sense Motive checks.
Senses Racial Traits
•   Minesight: Moles have darkvision 90 feet; however, they are automatically dazzled in bright light and take a -2 penalty on saving throws against effects with the light descriptor.
[/spoiler]