Morph Bark
2011-04-10, 07:13 AM
Because when humans get drunk, their screwdrivers come out and they try to fix some wood.
This was born from the idea that if you get a human drunk enough, they'll mate with anything in DnD. Note that this isn't meant as a replacement for the standard human race! It's anything but.
Hyu Zat
—Medium Humanoid (human)
—Base speed of 30 ft
—Acclimated: hyu zat are easily acclimated to their environmental surroundings. They have a +2 bonus to Fort saves and Con checks resulting from environmental effects (http://www.d20srd.org/srd/environment.htm).
—Breeder: a hyu zat is generally a rough personality to encounter, but they soften up quickly enough under the right circumstances, mostly due to alcohol and an ever-present sense of lust. There is always a 25% chance that any offspring of a hyu zat is a full-blooded hyu zat due to the manifestation of some effective recessive genes. If a hyu zat copulates with a race a human could not normally breed with, there is still a 25% chance of pregnancy thanks to this gene.
—Popular Drunk: when a hyu zat gets drunk, he becomes a rouser of the people and attracts them to party along (be it in a tavern or an adventure), but only if his breeding senses get tingling. A hyu zat has a +1 bonus on Charisma-based skill checks when dealing with changelings, doppelgangers, dragons, dwarves, elans, elementals, elves, fey, giants, gnomes, goblins, halflings, humans, kalashtar, mongrelfolk, orcs, outsiders, shifters and vampires per pint of alcohol consumed. The effects last for one hour per pint consumed.
—Power Drunk (Ex): hyu zat become easily inebriated and love to do so. For each pint of alcoholic beverage they consume they gain a -2 penalty to Intelligence and Wisdom and a +1 bonus to Strength and Constitution. The effects last for ten minutes per pint consumed. If the hyu zat acquires an Intelligence or Wisdom penalty to make either score effectively 0, he falls into a coma until he has slept for 24 hours. The bonuses and penalties last for 1 hour.
—Pub Brawler: hyu zat are automatically proficient with the club and quarterstaff and any improvised weapons that function like them. They can enhance these weapons with a special pool of “brawl points”. A hyu zat starts with 2 brawl points. One brawl point can be used to increase the critical range of a club or quarterstaff or similar improvised weapon by 1 (to a maximum of 18-20), increase the critical multiplier by 1 (to a maximum of 4) or gain +1 to attack or damage. A hyu zat can reallocate these brawl points as a swift action.
—Automatic Languages: Common
—Bonus Languages: Any
—Favoured Class: Any of barbarian, bard or battle dancer.
—LA: +0
This was born from the idea that if you get a human drunk enough, they'll mate with anything in DnD. Note that this isn't meant as a replacement for the standard human race! It's anything but.
Hyu Zat
—Medium Humanoid (human)
—Base speed of 30 ft
—Acclimated: hyu zat are easily acclimated to their environmental surroundings. They have a +2 bonus to Fort saves and Con checks resulting from environmental effects (http://www.d20srd.org/srd/environment.htm).
—Breeder: a hyu zat is generally a rough personality to encounter, but they soften up quickly enough under the right circumstances, mostly due to alcohol and an ever-present sense of lust. There is always a 25% chance that any offspring of a hyu zat is a full-blooded hyu zat due to the manifestation of some effective recessive genes. If a hyu zat copulates with a race a human could not normally breed with, there is still a 25% chance of pregnancy thanks to this gene.
—Popular Drunk: when a hyu zat gets drunk, he becomes a rouser of the people and attracts them to party along (be it in a tavern or an adventure), but only if his breeding senses get tingling. A hyu zat has a +1 bonus on Charisma-based skill checks when dealing with changelings, doppelgangers, dragons, dwarves, elans, elementals, elves, fey, giants, gnomes, goblins, halflings, humans, kalashtar, mongrelfolk, orcs, outsiders, shifters and vampires per pint of alcohol consumed. The effects last for one hour per pint consumed.
—Power Drunk (Ex): hyu zat become easily inebriated and love to do so. For each pint of alcoholic beverage they consume they gain a -2 penalty to Intelligence and Wisdom and a +1 bonus to Strength and Constitution. The effects last for ten minutes per pint consumed. If the hyu zat acquires an Intelligence or Wisdom penalty to make either score effectively 0, he falls into a coma until he has slept for 24 hours. The bonuses and penalties last for 1 hour.
—Pub Brawler: hyu zat are automatically proficient with the club and quarterstaff and any improvised weapons that function like them. They can enhance these weapons with a special pool of “brawl points”. A hyu zat starts with 2 brawl points. One brawl point can be used to increase the critical range of a club or quarterstaff or similar improvised weapon by 1 (to a maximum of 18-20), increase the critical multiplier by 1 (to a maximum of 4) or gain +1 to attack or damage. A hyu zat can reallocate these brawl points as a swift action.
—Automatic Languages: Common
—Bonus Languages: Any
—Favoured Class: Any of barbarian, bard or battle dancer.
—LA: +0