Baphomet
2012-05-08, 09:03 PM
After some thought (http://www.giantitp.com/forums/showthread.php?t=242530) I decided that there needed to be more creatures out there without ability score or level adjustment. After all, why should it be that nearly all creatures are so vastly different from the average in terms of physical and mental abilities, except for humans? So then I had to think, well, what are some things that would make it worth picking a race besides ability scores, that stacks up favorably with the human's bonus feat and skills, while still remaining LA +0? The Half-elf's low light vision, paltry skill bonuses, and dual citizenship definitely don't cut it, and neither does a Maenad's small psionic boosts.
I might come up with some more later, and these three probably need some tweaking, but here's some that I've come up with for now.
I am concerned about the balance both of the races and of the paragon classes. Hopefully the races should remain LA +0, and the classes should be balanced. Help me make sure that remains the case.
http://i45.tinypic.com/2nvcsj.png
__________________________________________________ _________________
Talpid (AKA Moleman)
Talpids are short, furry creatures vaguely resembling bipedal star-nosed moles. They tend to stand around 3 ft. tall on average, and have large clawed hands. These claws are dull and not useful for attacking, but when pressed together they form a shovel-like shape that makes a very apt digging tool. Their bodies are covered in short, shiny fur, usually grey, black, or brown. Talpids have very keen senses except for sight; their large milky white eyes, when seen open, appear blank and unfocused.
Talpids tend to wear simple, unadorned clothing in grey or brown, which is almost always dirty. Though visually uninteresting, their garments often feature interesting textural elements. Talpids are sometimes described as "cuddly" or "touchy-feely" by many aboveground races, because of their predisposition towards feeling their acquaintance's textures or pressing their noses to them and sniffing.
Talpid societies are, naturally, found exclusively underground, where they create vast dwellings in a network of tunnels. Talpids are typically very well-acquainted with fellow members of their societies, about whom they know just about everything. They often expect full transparency from any adventuring companions as well, and are keen collectors of gossip.
Talpid Traits
Small Size: As a Small creature, a Talpid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but it must use Small weapons and its lifting and carrying limits are three-quarters of those of a Medium character.
Monstrous Humanoid: Among other effects, Talpids are not subject to spells or effects that affect humanoids only, such as Charm Person or Dominate Person.
Speeds: Talpids' base land speed is 20 feet.
Poor Eyesight (Ex): Talpids' eyes are nearly useless due to living most of their lives underground in complete darkness. A Talpid cannot see anything more than 10 ft. away, cannot discern colors, and cannot read written language (but can read languages whose writing is based on touch) or generally discern any fine visual detail on objects, even up close. Additionally, a Talpid becomes dazzled in bright sunlight or in the effects of a daylight spell unless he closes his eyes. He is immune to illusions that require visual acuity, and immune to gaze attacks made by creatures greater than 10 ft. away. Any creatures outside the range of his blindsight or tremorsense have total concealment against him.
Blindsight (Ex): A Talpid can sense the location of objects within 30 ft. using a combination of sound, smell, and vibration.
Tremorsense (Ex): Talpids are at home digging in the earth, and are very sensitive to vibrations. A Talpid in contact with the ground can pinpoint the location of any moving object or creature also in contact with the ground within 60 ft.
Scent (Ex): A Talpid's nose is very keen, and he can recognize familiar scents as easily as humans can recognize familiar sights.
Keen Hearing: Talpids gain a racial +4 bonus to Listen.
Natural Digger (Ex): A Talpid may spend a full minute of digging in dirt or loose rocks to produce a 5-foot-wide, 10-foot-deep tunnel suitable for a medium or smaller creature to walk through. This tunnel may go in any direction horizontally or slope 45 degrees down or up. A DC 15 Strength check can collapse one 5-foot square of the tunnel. A Talpid may take another minute to reinforce any area of the tunnel, increasing the DC by 5 up to a maximum of 25. Creatures in a collapsed area must succeed a DC 15 reflex save or be pinned beneath rubble as per the earthquake spell. Talpids may not move if trapped this way (by this means or by the earthquake spell) but do not take damage as other creatures would and may dig themselves out.
Alignment: Any. The best and worst are found among Talpid societies.
Languages: Talpid Braille and Common
Bonus Languages: Undercommon, Terran, Goblin, Draconic
Favored Class: Fighter, Ranger, or Cleric.
Talpid Paragon
Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+2|Track bonus feat, Burrow 5 ft.
2|+2|+3|+0|+3|Tremorsense 120 ft., Stonecunning
3|+3|+3|+1|+3|Blindsight 60 ft., Iron claws, Burrow 10 ft.
[/table]
Skills: (4 + Int modifier, x4 at first level) Talpid Paragons' class skills are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge: History (Int), Knowledge: Local (Int), Listen (Wis), Profession (Wis), Sense Motive (Cha), Swim (Str), and Use Rope (Dex)
Stonecunning (Ex): This ability grants a Talpid a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Talpid who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Talpid can use the Search skill to find stonework traps as a rogue can. A Talpid can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Iron claws (Su): The Talpid's claws are very adept at digging through even the toughest materials. He may now burrow through solid, nonmagical stone at half his usual burrow speed.
__________________________________________________ _________________
Lilikin
Lilikins resemble thin, greenish-brown armless humanoids covered in green, thickly-interwoven vines with large red or purple flowers. A Lilikin's arms are formed from long, prehensile vines that are woven or braided and draped in large flowers or leaves, terminating in an unwoven portion that vaguely resembles a hand. These arms are exceptionally long, and Lilikins tend to either drag them along behind or wrap them around their bodies when they aren't using them.
Lilikins have a strong desire to travel, and live for new sights and experience. They often marvel at the beauty of things that other creatures find mundane. They greatly enjoy music, stories, and intimate companionship, but they tend to tell long rambling tales without much point if not stopped.
Lilikin Traits
Medium Size: Lilikins have no special bonuses or penalties due to size.
Speed: Lilikin's Base land speed is 30 ft.
Plant type: Lilikins, being plants, are not subject to spells that rely on the subject having a similar physiology to humans. They are immune to poison, sleep effects, paralysis, polymorph, and stunning, and do not need to sleep. However, unlike normal plants, Lilikins are vulnerable to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), though they gain a +4 bonus to their save against such effects. Also unlike plants, Lilikins are vulnerable to critical hits. Lilikins are not subject to spells that affect humanoids only. The spell plant growth can be cast at a range of touch on a Lilikin, in which case it behaves like enlarge person cast on a humanoid. Likewise, diminish plants can be cast on a Lilikin, behaving like reduce person.
Low-light vision: Lilikins can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions.
Reach (Ex): Lilikin's two vine-like arms are longer than the limbs of most creatures of its size, but it is tiring for them to keep them extended to their full range at all times. Lilikin can make attacks at a distance of twice normal, but their threat range is typical for their size. A Lilikin may stabilize herself as a move action. If she does so, she threatens all the area she can reach until the beginning of her next turn.
Vulnerability to Fire (Ex): Lilikins' plant bodies are exceptionally vulnerable to being burned. They take 50% more damage than normal from any fire energy effect.
Alignment: Lilikins tend fairly strongly towards chaotic alignments and slightly towards good, but any alignment can be found in their population.
Languages: Common and Sylvan
Bonus Languages: Any
Favored Class: Rogue, Bard, or Barbarian
Lilikin Paragon
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+2|+0|Improved Reach, DR 1/cold iron
2|+1|+3|+3|+0|Botanical Maturity
3|+2|+3|+3|+1|DR 3/cold iron, Out of the Frying Pan
[/table]
Skills: (4+Int Modifier, x4 at first level) Lilikin Paragon's class skills are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge: nature (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex)
Improved Reach (Ex): The Lilikin may now attack three times as far as a normal creature of her size, and constantly threatens twice as far as normal. However, she can no longer stabilize herself to threaten her full reach.
Botanical Maturity (Ex): The Lilikin gains the full effects of her plant heritage, gaining an immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and no longer being vulnerable to critical hits.
Out of the Frying Pan (Ex): The Lilikin's plantlike body has adapted to burns, and the Lilikin loses her vulnerability to fire ability.
__________________________________________________ _________________
Carabi
Carabi are large, round, beetle-like creatures. They usually stand about four and a half feet tall, and have short, squat legs and four thin segmented arms ending in small, four-fingered hands. They also bear a chitinous shell on their backs, which reaches from behind their heads to the ground. This shell is covered in odd patterns unique to each individual Carabi.
Carabi are typically friendly and industrious creatures. They have a reputation for being rather quick-witted for an insectoid race, though in truth their mental abilities are on par with a human's. Carabi love brightly-colored objects and clothing, and Carabi attire is often mismatched in an effort to display as many different colors as possible.
Carabi Traits
Medium Size: Carabi have no special bonuses or penalties due to size.
Speed: Carabi base land speed is 20 ft.
Monstrous Humanoid type: Among other effects, Carabi are not subject to spells or effects that affect humanoids only, such as Charm Person or Dominate Person.
Darkvision: Carabi can see in black and white out to a distance of 60 ft. in areas with no light.
Natural Armor: A Carabi's chitinous exoskeleton grants them +4 natural armor.
Hard-shelled (Ex): Carabi have a hard, curved shell on their backs which is covered in strange, naturally-occurring patterns. Carabi may, as a standard action, protect themselves with this shell as if using the concealment-granting effects of a tower shield. The Carabi gains total concealment, though opponents may attack the shell directly. The Carabi may not attack while hiding, and additionally must restrain her movements while hidden in a way that gives her a 50% arcane spell failure chance. The Carabi may stop hiding under her shell as a swift action. This shell has hardness 5 and 20 hit points. Additionally, this shell grows naturally with odd patterns that disrupt spells. Treat the Carabi as if she has spell resistance equal to 11+the Carabi's hit dice while she conceals herself with the shell. The shell fully heals naturally when the Carabi rests unless it is completely destroyed, in which case it takes 1d4 days to regrow.
Extra Arms (Ex): Carabi have four arms: two primary limbs and a secondary, weaker set of arms. Their weaker limbs are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. The Carabi's extra limbs allow her to use weapons one size category larger than normal without penalty. The Carabi's secondary arms must be free for her to gain this benefit. This benefit does not extend to larger weapons. For example, a Carabi can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with her lower limb. A Carabi can wield a pair of two-handed weapons by using all four of her limbs. The Carabi gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The Carabi suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in her off hand.
Alignment: Carabi are usually lawful, and range from good to evil in equal quantity.
Languages: Common and Carabi
Bonus Languages: Any
Favored Class: Paladin, Wizard, or Fighter.
Carabi Paragon
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+2|+0|Strong Arms
2|+2|+0|+3|+0|Improved Chitin
3|+3|+1|+3|+1|Disjunctive Shell
[/table]
Skills: A Carabi Paragon's class skills are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), and Spot (Wis)
Strong Arms: The Carabi is better at using all four of her arms to make attacks. She gains the Multiweapon Fighting feat as a bonus feat.
Improved Chitin (Ex): The Carabi's natural armor bonus increases by 4. Her shell's hardness increases to 15, and its hit points increase to 40.
Disjunctive Shell (Ex): The patterns on the Carabi's shell shift to become completely destructive to magic targeted at it. When using her hard-shelled ability to grant herself cover using her shell, she gains complete immunity to magic.
I might come up with some more later, and these three probably need some tweaking, but here's some that I've come up with for now.
I am concerned about the balance both of the races and of the paragon classes. Hopefully the races should remain LA +0, and the classes should be balanced. Help me make sure that remains the case.
http://i45.tinypic.com/2nvcsj.png
__________________________________________________ _________________
Talpid (AKA Moleman)
Talpids are short, furry creatures vaguely resembling bipedal star-nosed moles. They tend to stand around 3 ft. tall on average, and have large clawed hands. These claws are dull and not useful for attacking, but when pressed together they form a shovel-like shape that makes a very apt digging tool. Their bodies are covered in short, shiny fur, usually grey, black, or brown. Talpids have very keen senses except for sight; their large milky white eyes, when seen open, appear blank and unfocused.
Talpids tend to wear simple, unadorned clothing in grey or brown, which is almost always dirty. Though visually uninteresting, their garments often feature interesting textural elements. Talpids are sometimes described as "cuddly" or "touchy-feely" by many aboveground races, because of their predisposition towards feeling their acquaintance's textures or pressing their noses to them and sniffing.
Talpid societies are, naturally, found exclusively underground, where they create vast dwellings in a network of tunnels. Talpids are typically very well-acquainted with fellow members of their societies, about whom they know just about everything. They often expect full transparency from any adventuring companions as well, and are keen collectors of gossip.
Talpid Traits
Small Size: As a Small creature, a Talpid gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple checks, and a +4 size bonus on Hide checks, but it must use Small weapons and its lifting and carrying limits are three-quarters of those of a Medium character.
Monstrous Humanoid: Among other effects, Talpids are not subject to spells or effects that affect humanoids only, such as Charm Person or Dominate Person.
Speeds: Talpids' base land speed is 20 feet.
Poor Eyesight (Ex): Talpids' eyes are nearly useless due to living most of their lives underground in complete darkness. A Talpid cannot see anything more than 10 ft. away, cannot discern colors, and cannot read written language (but can read languages whose writing is based on touch) or generally discern any fine visual detail on objects, even up close. Additionally, a Talpid becomes dazzled in bright sunlight or in the effects of a daylight spell unless he closes his eyes. He is immune to illusions that require visual acuity, and immune to gaze attacks made by creatures greater than 10 ft. away. Any creatures outside the range of his blindsight or tremorsense have total concealment against him.
Blindsight (Ex): A Talpid can sense the location of objects within 30 ft. using a combination of sound, smell, and vibration.
Tremorsense (Ex): Talpids are at home digging in the earth, and are very sensitive to vibrations. A Talpid in contact with the ground can pinpoint the location of any moving object or creature also in contact with the ground within 60 ft.
Scent (Ex): A Talpid's nose is very keen, and he can recognize familiar scents as easily as humans can recognize familiar sights.
Keen Hearing: Talpids gain a racial +4 bonus to Listen.
Natural Digger (Ex): A Talpid may spend a full minute of digging in dirt or loose rocks to produce a 5-foot-wide, 10-foot-deep tunnel suitable for a medium or smaller creature to walk through. This tunnel may go in any direction horizontally or slope 45 degrees down or up. A DC 15 Strength check can collapse one 5-foot square of the tunnel. A Talpid may take another minute to reinforce any area of the tunnel, increasing the DC by 5 up to a maximum of 25. Creatures in a collapsed area must succeed a DC 15 reflex save or be pinned beneath rubble as per the earthquake spell. Talpids may not move if trapped this way (by this means or by the earthquake spell) but do not take damage as other creatures would and may dig themselves out.
Alignment: Any. The best and worst are found among Talpid societies.
Languages: Talpid Braille and Common
Bonus Languages: Undercommon, Terran, Goblin, Draconic
Favored Class: Fighter, Ranger, or Cleric.
Talpid Paragon
Hit Die: d6
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+2|Track bonus feat, Burrow 5 ft.
2|+2|+3|+0|+3|Tremorsense 120 ft., Stonecunning
3|+3|+3|+1|+3|Blindsight 60 ft., Iron claws, Burrow 10 ft.
[/table]
Skills: (4 + Int modifier, x4 at first level) Talpid Paragons' class skills are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge: History (Int), Knowledge: Local (Int), Listen (Wis), Profession (Wis), Sense Motive (Cha), Swim (Str), and Use Rope (Dex)
Stonecunning (Ex): This ability grants a Talpid a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Talpid who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Talpid can use the Search skill to find stonework traps as a rogue can. A Talpid can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Iron claws (Su): The Talpid's claws are very adept at digging through even the toughest materials. He may now burrow through solid, nonmagical stone at half his usual burrow speed.
__________________________________________________ _________________
Lilikin
Lilikins resemble thin, greenish-brown armless humanoids covered in green, thickly-interwoven vines with large red or purple flowers. A Lilikin's arms are formed from long, prehensile vines that are woven or braided and draped in large flowers or leaves, terminating in an unwoven portion that vaguely resembles a hand. These arms are exceptionally long, and Lilikins tend to either drag them along behind or wrap them around their bodies when they aren't using them.
Lilikins have a strong desire to travel, and live for new sights and experience. They often marvel at the beauty of things that other creatures find mundane. They greatly enjoy music, stories, and intimate companionship, but they tend to tell long rambling tales without much point if not stopped.
Lilikin Traits
Medium Size: Lilikins have no special bonuses or penalties due to size.
Speed: Lilikin's Base land speed is 30 ft.
Plant type: Lilikins, being plants, are not subject to spells that rely on the subject having a similar physiology to humans. They are immune to poison, sleep effects, paralysis, polymorph, and stunning, and do not need to sleep. However, unlike normal plants, Lilikins are vulnerable to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), though they gain a +4 bonus to their save against such effects. Also unlike plants, Lilikins are vulnerable to critical hits. Lilikins are not subject to spells that affect humanoids only. The spell plant growth can be cast at a range of touch on a Lilikin, in which case it behaves like enlarge person cast on a humanoid. Likewise, diminish plants can be cast on a Lilikin, behaving like reduce person.
Low-light vision: Lilikins can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. They retain the ability to distinguish color and detail under these conditions.
Reach (Ex): Lilikin's two vine-like arms are longer than the limbs of most creatures of its size, but it is tiring for them to keep them extended to their full range at all times. Lilikin can make attacks at a distance of twice normal, but their threat range is typical for their size. A Lilikin may stabilize herself as a move action. If she does so, she threatens all the area she can reach until the beginning of her next turn.
Vulnerability to Fire (Ex): Lilikins' plant bodies are exceptionally vulnerable to being burned. They take 50% more damage than normal from any fire energy effect.
Alignment: Lilikins tend fairly strongly towards chaotic alignments and slightly towards good, but any alignment can be found in their population.
Languages: Common and Sylvan
Bonus Languages: Any
Favored Class: Rogue, Bard, or Barbarian
Lilikin Paragon
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+0|+2|+2|+0|Improved Reach, DR 1/cold iron
2|+1|+3|+3|+0|Botanical Maturity
3|+2|+3|+3|+1|DR 3/cold iron, Out of the Frying Pan
[/table]
Skills: (4+Int Modifier, x4 at first level) Lilikin Paragon's class skills are Balance (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge: nature (Int), Listen (Wis), Profession (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), and Tumble (Dex)
Improved Reach (Ex): The Lilikin may now attack three times as far as a normal creature of her size, and constantly threatens twice as far as normal. However, she can no longer stabilize herself to threaten her full reach.
Botanical Maturity (Ex): The Lilikin gains the full effects of her plant heritage, gaining an immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and no longer being vulnerable to critical hits.
Out of the Frying Pan (Ex): The Lilikin's plantlike body has adapted to burns, and the Lilikin loses her vulnerability to fire ability.
__________________________________________________ _________________
Carabi
Carabi are large, round, beetle-like creatures. They usually stand about four and a half feet tall, and have short, squat legs and four thin segmented arms ending in small, four-fingered hands. They also bear a chitinous shell on their backs, which reaches from behind their heads to the ground. This shell is covered in odd patterns unique to each individual Carabi.
Carabi are typically friendly and industrious creatures. They have a reputation for being rather quick-witted for an insectoid race, though in truth their mental abilities are on par with a human's. Carabi love brightly-colored objects and clothing, and Carabi attire is often mismatched in an effort to display as many different colors as possible.
Carabi Traits
Medium Size: Carabi have no special bonuses or penalties due to size.
Speed: Carabi base land speed is 20 ft.
Monstrous Humanoid type: Among other effects, Carabi are not subject to spells or effects that affect humanoids only, such as Charm Person or Dominate Person.
Darkvision: Carabi can see in black and white out to a distance of 60 ft. in areas with no light.
Natural Armor: A Carabi's chitinous exoskeleton grants them +4 natural armor.
Hard-shelled (Ex): Carabi have a hard, curved shell on their backs which is covered in strange, naturally-occurring patterns. Carabi may, as a standard action, protect themselves with this shell as if using the concealment-granting effects of a tower shield. The Carabi gains total concealment, though opponents may attack the shell directly. The Carabi may not attack while hiding, and additionally must restrain her movements while hidden in a way that gives her a 50% arcane spell failure chance. The Carabi may stop hiding under her shell as a swift action. This shell has hardness 5 and 20 hit points. Additionally, this shell grows naturally with odd patterns that disrupt spells. Treat the Carabi as if she has spell resistance equal to 11+the Carabi's hit dice while she conceals herself with the shell. The shell fully heals naturally when the Carabi rests unless it is completely destroyed, in which case it takes 1d4 days to regrow.
Extra Arms (Ex): Carabi have four arms: two primary limbs and a secondary, weaker set of arms. Their weaker limbs are poorly suited to carrying weapons or shields, but they do an excellent job of providing stability and support to the upper limbs. The Carabi's extra limbs allow her to use weapons one size category larger than normal without penalty. The Carabi's secondary arms must be free for her to gain this benefit. This benefit does not extend to larger weapons. For example, a Carabi can wield a Large longsword with a single primary arm without penalty by steadying the blade's pommel with her lower limb. A Carabi can wield a pair of two-handed weapons by using all four of her limbs. The Carabi gains the full benefits of wielding a two-handed weapon, such as 1-1/2 times its Strength bonus on damage rolls. The Carabi suffers the standard penalty for fighting with two weapons and carrying a non-light weapon in her off hand.
Alignment: Carabi are usually lawful, and range from good to evil in equal quantity.
Languages: Common and Carabi
Bonus Languages: Any
Favored Class: Paladin, Wizard, or Fighter.
Carabi Paragon
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1|+1|+0|+2|+0|Strong Arms
2|+2|+0|+3|+0|Improved Chitin
3|+3|+1|+3|+1|Disjunctive Shell
[/table]
Skills: A Carabi Paragon's class skills are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Profession (Wis), Sense Motive (Wis), and Spot (Wis)
Strong Arms: The Carabi is better at using all four of her arms to make attacks. She gains the Multiweapon Fighting feat as a bonus feat.
Improved Chitin (Ex): The Carabi's natural armor bonus increases by 4. Her shell's hardness increases to 15, and its hit points increase to 40.
Disjunctive Shell (Ex): The patterns on the Carabi's shell shift to become completely destructive to magic targeted at it. When using her hard-shelled ability to grant herself cover using her shell, she gains complete immunity to magic.