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  1. - Top - End - #841
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    MICE FOLK



    "The early bird may get the worm, but its the second mouse that gets the cheese."

    Anthropomorphic mice the size of cats. People find you adorable, or terrifying in equal measure. They're fond of assuming you're perfect spies as well, and will attempt to employ you as one regardless of your actual skills in that area.

    MICE FOLK SPECIES TRAITS
    · +6 Dex, +2 Int, +2 Wis, -6 Str (minimum of 3)
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 15 ft.
    · Climb land speed 15 ft.
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Mice Folk have a Primary Bite Attack doing 1 point of damage plus one and a half times their Strength Modifier.
    · Mice Folk receive a +4 Racial Bonus to Hide and Move Silently Checks. They also have a +8 Racial Bonus on Balance, Climb, and Listen Checks. They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
    · Mice Folk automatically speak Furry, and Common. Bonus languages include Buggy, Sylvan, and nearby races.
    · Level Adjustment: +2
    · Favored Class: Factotum

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 1'7" Female: 1'5"
    Height Modifier: +1d4"
    Base Weight: Male: 4 lbs. Female: 3 lbs. 5 ounces
    Weight Modifier: x (2d6) ounces

    MICE FOLK CHARACTERS
    Mice are great for any Dex related build, as long as you can offset their size issues. They're probably best as casters if you want to do damage.
    Adventuring Race: Mice go an adventures for various reasons, usually for revenge or to aid their people.
    Character Development: Your first goal should be to offset your lack of Reach and speed.
    Character Names: Mice folk take the naming conventions of whatever local culture they live in.

    ROLEPLAYING A MICE FOLK
    It's high time your people stopped letting themselves be taken advantage of. A new world deserves a new attitude, and you don't intend to be bullied anymore..
    Personality: You're much more social amongst yourselves than people realize. You have strong community bonds. Outside the community? Not so much.
    Behaviors: Your instincts cause you to hide when you aren't moving, and not speak unless you are being spoken to. When everything is bigger than you, it's sometimes best to be unobserved.
    Language: Mice Folk primarily use Furry, though they make a point of learning the languages of those around him.

    MICE FOLK SOCIETY
    Mice have no realms of their own, and blend in with the local culture of wherever they live.
    Alignment : Most Mice are fairly Neutral, striving to not be involved in the affairs of others.
    Lands : Mice Folk aren't picky, they're found just about every where.
    Settlements : Mice will settle any where they can gain acceptance.
    Beliefs : Most Mice Folk worship Rabbit or one of the Professional Pantheon.
    Relations: Due to their small size, Mice tend to keep to themselves. They're generally friendly, but they've been put upon a lot.

    MICE FOLK ADVENTURES
    · One of the local politicians has made a point of weeding out 'undesirables', and you're pretty sure he includes Mice. Your goal is to find dirt on him before the elections.
    · Your clan has been tasked with guarding the Assassin's Guild. Who are all Cat Folk. Yeah this can't go well....
    · A local contested Guild election has spun wildly out of control, and given your small size, all parties concerned feel you make the perfect spies. You'll be rich if you can survive this, but first you need to hide the fact that you're quietly working for everyone at the same time...



    MOUSE SPECIES SUBSTITUTION LEVELS


    FACTOTUM
    Levels 5, 10, 15 and 20: Replace Arcane Dilletante with Woodcraft.
    Woodcraft: Instead of arcane magic, you choose spells from the Druid spell list (you still use Int as your casting stat).

    RANGER
    Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
    Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
    Level 4: Replace Animal Companion with Born Self-Sufficient
    Born Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

    ROGUE
    Levels 10+: You gain an additional option with the Rogue's Special Ability, Tiny but Mighty (Ex): You always threaten adjacent squares if their occupants are unaware of you, regardless of your actual reach. Once you have successfully attacked someone your Reach is considered to be 5 feet for the rest of the encounter. When making a damage roll against an opponent who is unaware of you, you may re-roll any natural 1's.




    MOUSE FEATS

    Gnaw
    You have sharp teeth.
    Prerequisites: Beaver, Gopher, Mouse, or Rat; Weapon Focus (Bite)
    Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

    Improved Gnaw
    Your teeth hurt.
    Prerequisites: Gnaw
    Benefits: Your bite attack does x3 damage on a confirmed critical.

    Supreme Gnaw
    You go through wood like butter.
    Prerequisites: Improved Gnaw
    Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

    Not So Little Now Am I?
    You can biggify yourself.
    Prerequisites: Must be a Race that is Small or smaller.
    Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability. Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids.

    Trap Shy
    You are used to dodging Traps.
    Prerequisites: Must be a Mouse, Rat or Packrat.
    Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

    Improved Trap Shy
    You are used to dodging Traps.
    Prerequisites: Trap Shy.
    Benefits: You gin a +2 Dodge Bonus to AC against Traps that make an attack roll.

    Greater Trap Shy
    You are used to dodging Traps.
    Prerequisites: Improved Trap Shy.
    Benefits: If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead. If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4). If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal). If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

    Anklebiter
    You is one sneaky critter.
    Prerequisites: Tiny Size (or smaller) or the ability to gain it somehow
    Benefits: You do not provoke an Attack of Opportunity when entering an opponents square.

    EEK! A MOUSE!
    People are unreasonably terrified of you for reasons you don't quite understand.
    Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
    Benefits: You do not take Size Penalties to Intimidate Checks.





    MOUSE FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Mouse Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    STEREOTYPED AS SNOOPERS
    The Mouse Folk are anthropomorphic Mice about the size of small Gnomes. They tend to be thought of as excellent spies and saboteurs due to their size, despite wanting nothing to do with these activities. They prefer a calm life with family and friends.

    WE SAW NOTHING
    The Mice may not like the idea of being sneaky, but being bullied by the taller peoples has made them good at hiding due to necessity. They generally live as a subculture apart from whatever society they live among. They try to be the perfect neighbors who keep their mouths shut, and who mind their own business. They make it clear they don't want involved (whatever you're up to), and just want to live their lives in peace. They strongly dissuade their children from becoming Adventurers.

    MOUSE FOLK NAMES
    Mouse Folk borrow the naming conventions of whatever society they live among.

    MOUSE FOLK TRAITS

    Ability Score Increase. Increase your Dexterity by +2, and your Intelligence score by +1.

    Age. Mouse Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Mouse Folk are Neutral.

    Type. You are a Humanoid.

    Size. You are Small. You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

    Speed. Your walking speed is 30 feet, as is your Climbing speed.

    Smol: You are small enough that your Armor Class improves by +1.

    Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

    Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns.

    Languages. You speak, read and write Furry, and any one other language of your choice.



    EEK! A MOUSE! (Prerequisite: Must be Mouse Folk)
    People have a weird, atavistic response to you. As a Bonus Action, choose one creature who can see you to make a Wisdom Check (Save DC is 8 + your Proficiency Bonus + your Charisma Modifier). If it fails, it is Frightened of you for 1 round. The target has Disadvantage on the Saving Throw if it's Size is bigger than yours. Increase your Charisma score by 1, to a maximum of 20.



    Mouse Folk
    "Nice of the Mothsquatches to direct us to the nearest city."

    We're Mice, Not Rats!
    "And to loan me this Hat of Disguise."

    "Why do you need a Hat of Disguise?"

    "Well, hello there little fellow. I'm Harlan, and this is Jim. Sorry, we didn't see you there.."

    "I'm Ralph And you didn't answer my question."

    "Er...we're Adventurers."

    "Murderhobos, eh? Well I'm with the Guard. And let me state up front, we don't approve of your kind."

    "Would it help if I said we're pursuing a dangerous villain?"

    "You always are. This villain have a name? So we can deal with him without the usual collateral damage?"

    "Cohle."


    Sir, We Are Not Rogues, We're Just Short.

    "Aw Hell. I want nothin' to do with this."

    "Who would you suggest we speak to?"

    "Try the Rats. They're sketchy enough."

    "Why are they sketchy?"

    "Because they're Adventurers. Like you."
    Last edited by Bhu; Yesterday at 12:41 PM.
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  2. - Top - End - #842
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters III! Now also in 5e!

    PACKRATS



    "A thief believes everybody steals."

    Packrats greatly resemble the Rat Folk, whom they are not fond of (mostly due to being mistaken for them).

    PACKRAT SPECIES TRAITS
    · +2 Dex, -2 Str
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Climb land speed 20 ft.
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Packrat Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
    · Packrat Folk receive a +4 Racial Bonus to Escape Artist, Hide, Listen and Move Silently Checks. They also have a +2 Racial Bonus on Balance, Climb, Search, Sleight of Hand and Spot Checks.
    · Packrat Folk automatically speak Furry, and Common. Bonus languages include Buggy, Sylvan, and nearby races.
    · Level Adjustment: +1
    · Favored Class: Rogue

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 2'8" Female: 2'6"
    Height Modifier: +2d4"
    Base Weight: Male: 30 lbs. Female: 25 lbs.
    Weight Modifier: x1 lb.

    PACKRAT CHARACTERS
    Packrats were born to be Rogues or Scouts. Maybe Rangers or Druids too.
    Adventuring Race: Packrats adventure because circumstances force them to. They really don't like to leave their family nests.
    Character Development: Try working on increasing your land speed.
    Character Names: Male: Arthur, Albert, Charles, Edward, Frederick, James, William. Female: Alice, Dorothy, Edith, Elizabeth, Gladys, Mary, Winifred. Surnames: Baker, Brown, Cooper, Dickens, Griffiths, Sayer, Shaw.

    ROLEPLAYING A PACKRAT
    You spend equal amounts of time fighting against the belief that you're all Thieves Guild members or something, and somehow getting roped into shenanigans against your will. You don't steal for a living. You do stage magic and carnival tricks. Totally different things.
    Personality: Your people thrive on trade and negotiation. Packrats rely on being excellent hagglers.
    Behaviors: You tend to always snag anything you find that might be potentially useful in the future. You're stereotyped as nabbing anything you can, but you don't consider yourself thieves. You're just preparing for emergencies.
    Language: Packrats speak Furry.

    PACKRAT SOCIETY
    Packrats hide underground in the country, and below the streets in cities. Few know any details of their world, and they prefer it that way.
    Alignment : Packrats strongly tend towards Neutrality.
    Lands : Packrats live just about anywhere.
    Settlements : Packrats settle where ever they can remain hidden.
    Beliefs : Most Packrats worship Rabbit. Those who go against type, and are actual Thieves Guild members, worship Sheila.
    Relations: Packrats are a bit more xenophobic than Mice and Rats. They avoid everyone.

    PACKRAT ADVENTURES
    · You go on a horrific public rant when someone mistakes you for a Rat for the umpteenth time. Turns out he's a local noble. Your mistake means you'll have to flee.
    · People have been acting weird since your latest deal. A lot of them have come sniffing around your warehouse since you took the delivery. Time to start opening boxes.
    · Vampires have hired you to retrieve their daughter who is being held hostage. Mostly because no one else will work for them. There's no way this ends well.



    PACKRAT SPECIES SUBSTITUTION LEVELS


    BARD
    Levels 1+: You can replace some of the spells on your spell list. You can swap any 1st Level spells from the Bard list for any of the following: Instant Locksmith, Instant Search, Jump, Lightfoot (see Spell Compendium), Rooftop Strider (see Races of Destiny) or Silent Portal. You can swap any 2nd Level spells from the Bard list for any of the following: Marked Object (see Spell Compendium), Smoke Stairs (see Complete Scoundrel) or Veil of Shadow (see Spell Compendium). You can swap any 4th Level spells from the Bard list for any of the following: Shadow Form (see Spell Compendium)

    FACTOTUM
    Level 4: Replace Cunning Strike with Cunning Flight
    Cunning Flight (Ex): Beginning at 4th Level, you may spend one Inspiration point to increase one Movement speed by +30 feet for 1 round.

    ROGUE
    Level 10: You gain an additional option with the Rogue's Special Ability: Wallbreaker (Sp): You can cast Passwall 1/day as a Spell-Like ability.






    PACKRAT FEATS

    Not So Little Now Am I?
    You can biggify yourself.
    Prerequisites: Must be a Race that is Small or smaller.
    Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability. Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids.

    Trap Shy
    You are used to dodging Traps.
    Prerequisites: Must be a Mouse, Rat or Packrat.
    Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

    Improved Trap Shy
    You are used to dodging Traps.
    Prerequisites: Trap Shy.
    Benefits: You gin a +2 Dodge Bonus against Traps that make an attack roll.

    Greater Trap Shy
    You are used to dodging Traps.
    Prerequisites: Improved Trap Shy.
    Benefits: If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead. If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4). If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal). If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward

    EEK! A MOUSE!
    People are unreasonably terrified of you..
    Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
    Benefits: You do not take Size Penalties to Intimidate Checks.

    LEGERDEMAIN
    You're quite talented.
    Prerequisites: Packrat, Sleight of Hand 4 ranks
    Benefits: When you make a Sleight of Hand Check as a Free Action, the Penalty is now only -10. You may also perform a Check as a Swift Action, but take a -5 Penalty.



    PACKRAT FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Packrat Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    MASTERS OF CARD TRICKS
    The Packrat Folk are anthropomorphic Packrats about the size of Elves. They prefer odd jobs, like carnival or circus workers. Unlike most performers, they tend to be nesters who stay in one place. Travel is for scruffy Adventurers!

    NOTICE MY PERFECTLY ORDINARY HAT
    Packrats tend to be completely hidden when they aren't working their jobs. They get mistaken for Rat Adventurers all the time, and have to deal with revenge crazed loons because of it. Therefore, they have learned to be alert, and sneaky. Packrats are also fond of collecting odd bits and bobs they wander across, hence their name. A common belief among them is that something that draws their attention is something they'll need to save their butt one day.

    PACKRAT FOLK NAMES
    Packrats have fairly standard naming conventions.

    Male Names. Arthur, Albert, Charles, Edward, Frederick, James, William.

    Female Names. Alice, Dorothy, Edith, Elizabeth, Gladys, Mary, Winifred.

    Family Names. Baker, Brown, Cooper, Dickens, Griffiths, Sayer, Shaw.

    PACKRAT FOLK TRAITS

    Ability Score Increase. Increase your Dexterity by +2, and your Charisma score by +1.

    Age. Packrat Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Packrat Folk are Neutral.

    Type. You are a Humanoid.

    Size. You are Medium. You are around 5 feet tall and weigh around 120 pounds at most.

    Speed. Your walking speed is 30 feet.

    Deceptive You have advantage on Charisma (Deception) Checks and Dexterity (Sleight of Hand) Checks.

    Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Charisma (Deception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

    Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

    Languages. You speak, read and write Furry, and any one other language of your choice.


    TRAP SHY (Prerequisite: Must be Packrat Folk)
    When attacking with a weapon using your Dexterity for attack rolls, you can make a Dexterity (Sleight of Hand) Check opposed by your opponents Wisdom (Insight) Check, If you succeed, you gain Advantage on that attack roll.


    Packrat Folk
    "Well, lets find us some Rat Folk. Maybe they'll be easier to talk to.."

    We're Not Rats! NOT RATS!
    "Excuse me sir? We're looking for the Rat..."

    "WELL YOU WON'T FIND ANY RATS HERE!"

    "We just need to talk to..."

    "WE AREN'T (beep) RATS! WE'RE PACKRATS!"

    "Pardon my ignorance, but what is the difference between a Rat and a Packrat?"

    "WE AREN'T SCRUFFY ADVENTURERS!"

    "Ah...well, Jim and I are scruffy Adventurers, and we require assistance in locating a criminal madman."

    "Fourth time this week....Which madman are you after?"

    "Cohle."


    Pick A Card!

    "Doesn't ring a bell."

    "Who would you suggest we speak to?"

    "Yeah, in this case, I would try the Rats if I were you."

    "Thanks. And our apologies if we've given any offense."

    "No worries. Things have just been a bit tense lately."
    Last edited by Bhu; 2024-04-27 at 01:38 PM.
    Revised avatar by Trixie, New avvie by Crisis21!
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  3. - Top - End - #843
    Titan in the Playground
     
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    Default Re: Critters III! Now also in 5e!

    RAT FOLK



    "By gnawing through a dike, even a rat may drown a nation."

    Anthropomorphic Rats the size of human children. People tend to find you either adorable, or terrifying in equal measure.

    RAT FOLK SPECIES TRAITS
    · +2 Dex, +2 Wis, -2 Str, -2 Cha
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Climb land speed 20 ft.
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Omnivore (Ex): Rat Folk will eat anything, and because of this they gain a +4 Racial Bonus on all Saves against Ingested Poisons and any Diseases. If the Saving Throw vs Disease would have failed without the Racial Bonus, then it becomes a carrier. Anything attacking the rat with a natural weapon before it rids itself of disease must make a Fortitude Save to avoid Infection against Inhaled, Ingested or Contact diseases. Anything bitten by a rat with a disease that transmits via injury must also save.
    · Rat Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
    · Rat Folk receive a +4 Racial Bonus to Balance, Hide, Listen and Move Silently Checks. They also have a +8 Racial Bonus Climb Checks. They may always Take 10 on a Climb Check, and may use their Dex Modifier instead of their Str modifier for Climb Checks.
    · Rat Folk automatically speak Furry, and Common. Bonus languages include Buggy, Sylvan, and nearby races.
    · Level Adjustment: +1
    · Favored Class: Rogue

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 2'8" Female: 2'6"
    Height Modifier: +2d4"
    Base Weight: Male: 30 lbs. Female: 25 lbs.
    Weight Modifier: x1 lb.

    RAT FOLK CHARACTERS
    Rat Folk make pretty good Rogues (or any build needing Dex really), or any build for Small Clerics.
    Adventuring Race: Rats generally go on adventures for revenge or because of deep personal necessity (i.e. they're being blackmailed).
    Character Development: You tend to freak people out, so try to have some Cha based skills in order to talk people down.
    Character Names: Rats take the names of whatever local culture they live in.

    ROLEPLAYING A RAT FOLK
    You wish to rise above, and prove your people aren't just thieves and murderhobos. Complicating this is the fact that your people's main employers are either Adventurer's Guilds, or Thieves Guilds. Even the Assassin's Guilds like to hire you, and they're Cats. But lets be honest, they're willing to hire, and you need to eat somehow. You just have to figure out how to avoid the darker side of things.
    Personality: You prefer to live in large colonies for defensive purposes. You aren't as small as the Mice, but you still aren't big.
    Behaviors: Rats are very inquisitive, always sniffing things. They see and hear a lot of things they shouldn't because of this.
    Language: Rats speak Furry, and probably Thieves Cant as well.

    RAT FOLK SOCIETY
    Rats have no realms of their own, and blend in with the local culture of wherever they live.
    Alignment : Rats don't care about other people's business, and as such are usually Neutral.
    Lands : Rats live everywhere.
    Settlements : Rats will settle anywhere they can find acceptance (or failing that, remain hidden).
    Beliefs : Rats are fairly diverse religion wise. They'll accept any Gawd that accepts them.
    Relations: Rats are suspicious of other species. Gain one's trust, and you have a friend for life though.

    RAT FOLK ADVENTURES
    · You are being given the option to be a traitor to the Furry Folk in order to save your own skin. You need to convince the other Furry Folk that not only have you not betrayed them, but are working to undermine the enemy by pretending to serve him.
    · You awake in a drunken stupor. Or at least you assume so, because it feels like one, and you have no memory of the last week. And you are surrounded by dead bodies, the burned out husks of buildings, and the wailing souls of the damned. Explaining this will require more creativity than usual.
    · The local Assassin's Guild is blackmailing you to kill someone they could easily take down themselves. Somehow you have to delay the murder until you can figure out their angle.



    RAT SPECIES SUBSTITUTION LEVELS


    FACTOTUM
    Levels 5, 10, 15 and 20: When choosing spells, you have the option of choosing from the Assassin spell list.

    RANGER
    Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
    Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
    Level 4: Replace Animal Companion with Born Self-Sufficient
    Born Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

    ROGUE
    Levels 10+: You gain an additional option with the Rogue's Special Ability, Disabling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also makes a Fortitude Save (Save DC is Dex based) or be Staggered for the duration of the encounter.



    RAT FEATS

    Gnaw
    You have sharp teeth.
    Prerequisites: Beaver, Gopher, Mouse, or Rat; Weapon Focus (Bite)
    Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

    Improved Gnaw
    Your teeth hurt
    Prerequisites: Gnaw
    Benefits: Your bite attack does x3 damage on a confirmed critical.

    Supreme Gnaw
    You go through wood like butter.
    Prerequisites: Improved Gnaw
    Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

    Not So Little Now Am I?
    You can biggify yourself.
    Prerequisites: Must be a Race that is Small or smaller.
    Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability. Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids.

    Trap Shy
    You are used to dodging Traps.
    Prerequisites: Must be a Mouse, Rat or Packrat.
    Benefits: You gin a +2 Bonus on Reflex Saves against Traps.

    Improved Trap Shy
    You are used to dodging Traps.
    Prerequisites: Trap Shy.
    Benefits: You gin a +2 Dodge Bonus against Traps that make an attack roll.

    Greater Trap Shy
    You are used to dodging Traps.
    Prerequisites: Improved Trap Shy.
    Benefits: If you would normally set off a trap due to a failed Save, you get to roll 1d20 plus 1/2 your Hit Dice, plus your Charisma modifier. If this total is higher than the Trap’s Save DC, the trap activates after you have passed through it's area of effect instead. If the Trap makes an Attack roll instead of requiring a Save, compare (10 plus the Traps Attack Bonus) to (your Armor Class +4). If you have the higher number, it still doesn't activate until you pass (if not it attacks like normal). If it allows no Save and makes no Attack roll, you pass it unharmed and it activates afterward.

    EEK! A MOUSE!
    People are unreasonably terrified of you..
    Prerequisites: Must be a Mouse, Rat or Packrat, Cha 15+, Level 6+
    Benefits: You do not take Size Penalties to Intimidate Checks.

    Crafty Mage
    You have a talent for sneaky magic.
    Prerequisites: Cat or Rat
    Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1/day: Detect Poison, Instant Locksmith (Spell Compendium), Silent Portal.





    RAT FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Rat Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    IDEAL ADVENTURING EMPLOYEES
    The Rat Folk are anthropomorphic Rats about the size of Elves. They tend to be employed by various sus employers, such as Adventurer's Guilds. This has led them to have a sometimes iffy reputation.

    WE'RE NOT MURDERHOBOS!
    Rats tend to live in their own tightly packed neighborhoods, as they consider their neighbors to be too 'nosy' for their own good. This despite the Rats being infamous for their own curiosity. They consider it less curiosity, and more 'defensive scouting'. They don't feel comfortable unless they know simply everything, which leads others to mistrust them. This leads them to try to hide things from the Rats, who then wonder what they have to hide.

    RAT FOLK NAMES
    Much like their cousins the Mice, the Rats use the naming conventions of those they live among.

    RAT FOLK TRAITS

    Ability Score Increase. Increase your Dexterity by +2, and your Wisdom score by +1.

    Age. Rat Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Rat Folk are Neutral.

    Type. You are a Humanoid.

    Size. You are Medium. You are around 5 feet tall and weigh around 120 pounds at most.

    Speed. Your walking speed is 30 feet.

    Mobile: You have advantage on Strength (Athletics) Checks and Dexterity (Acrobatics) Checks.

    Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

    Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

    Languages. You speak, read and write Furry, and any one other language of your choice.


    TRAP SHY (Prerequisite: Must be Rat Folk)
    You have Advantage on Saving Throws against traps as long as you aren't Incapacitated. Your Armor Class improves by +1 against traps, so long as you aren't Incapacitated as well. Your Passive Perception improves by +1.


    Rat Folk
    "Finally. This looks like the right place."

    We're Not Hired Killers! That's The Cats!
    "It looks like some of the Adventurer's Guild Halls we used to hang out in. Only it's swallowed an entire neighborhood."

    "We're not hiring, move along."

    "We aren't here for jobs sir. We're here for info..."

    "We aren't selling. Move along."

    "You haven't even heard us out yet."

    "Don't need to. Been enough trouble this week."

    "What kind of trouble?"

    "None of your bidness. Move along."

    "We're looking for a mad Necromancer"


    Go Away!

    "We don't deal with that crap. Head back out of town and talk to the Gophers."

    "The Gophers?"

    "MOVE! ALONG!"

    "Rude."

    "If you think that's rude, wait'll you see what my sword has to say."
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  4. - Top - End - #844
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    Default Re: Critters III! Now also in 5e!

    GOPHER FOLK



    "Don't you judge me!"

    These small anthropomorphic Gophers live in underground communities out in the boonies. Unfortunately, this means they tend to encounter Undead a lot more than average. As a result, they tend to have a lot of Necromancers as a defense. On the downside, this has given them a poor reputation.

    GOPHER FOLK SPECIES TRAITS
    · +2 Wis, +2 Cha, -2 Str
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character.
    · Type: Monstrous Humanoid, giving them 60 ft. Darkvision
    · Base land speed 20 ft.
    · Burrow land speed 10 ft.
    · Scent (Ex): Identical to the ability listed in the Monster Manual.
    · Tremorsense (Ex): Identical to the ability listed in the Monster Manual, with a range of 30 ft.
    · Gopher Folk have a Primary Bite Attack doing 1d3 plus one and a half times their Strength Modifier.
    · Gopher Folk receive a +4 Racial Bonus to Climb, Escape Artist, Hide, and Listen Checks.
    · Gopher Folk automatically speak Furry, and Common. Bonus languages include Buggy, Sylvan, and nearby species.
    · Level Adjustment: +1
    · Favored Class: Dread Necromancer

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 2'8" Female: 2'6"
    Height Modifier: +2d4"
    Base Weight: Male: 30 lbs. Female: 25 lbs.
    Weight Modifier: x1 lb.

    GOPHER FOLK CHARACTERS
    Gophers make decent Wis or Cha based caster builds for small size critters.
    Adventuring Race: Gophers often go on adventures to find secrets, or keep them hidden. They know better than most that some hidden things should stay that way.
    Character Development: You're a little slow, so find a way to speed up or defend yourself.
    Character Names: Male: Adi, Alexandru, Andrei, Anghel, Antoniu, Apostol, Aurel. Female: Adel, Adelina, Adina, Alexandra, Amalia, Anastasia, Andra. Surnames: Adamache, Adamescu, Adamesteanu, Agarici, Albu, Aldalescu, Andronescu.

    ROLEPLAYING A GOPHER FOLK
    You see dead people. This has made your life...complicated.
    Personality: Gophers are mildly xenophobic, since their communities were often under siege by dead people pretending to be living.
    Behaviors: After meeting you're fifth Vampire, you tend to reflexively believe all Humanoids are dead. This can be amusing when you ask the Paladin what sort of fancy, new-fangled Wight he happens to be.
    Language: Gophers speak Furry. And occasionally some long dead languages as well.

    GOPHER FOLK SOCIETY
    Whilst gregarious among their own, Gophers are suspicious of anyone they don't know. Especially Humanoids. You never know when they're gonna drop dead, only to get back up and start mumbling about brains.
    Alignment : Most Gophers are Neutral, with there being a mild tendency towards Evil due to their propensity for Necromancy. There's always that one guy who goes mad with power...
    Lands : Gophers prefer to live in open plains or forest areas.
    Settlements : Gophers will settle anywhere that doesn't bar them for practicing necromancy.
    Beliefs : Most still worship Rabbit, but there are also many temples to Berg.
    Relations: Their species proclivity for necromancy leads many to avoid the Gophers.

    GOPHER FOLK ADVENTURES
    · One of the local rich weirdos is offering fabulous sums for you to plunder a mass grave from an old war. You have smiled and accepted his moneys, while informing the appropriate people. Operation Boogity proceeds at dusk.
    · Dead people have been wandering into town and asking to speak with you, and your neighbors are a tad concerned...
    · A local vampire has accused you of workplace harassment. You don't even know him. Obviously, you've cheesed off someone.



    GOPHER SPECIES SUBSTITUTION LEVELS


    ARCHVIST
    Levels 4: Replace Still Mind with Sealed Heart
    Sealed Heart (Ex):: You gain a +2 Bonus against spells or effects of the Necromancy school.

    CLERIC
    Levels 1+: You have a slightly different spell selection. Choose one 0 Level spell to be replaced by Disrupt Undead. Choose any 1st Level spells to replace with Dawn Burst (see Complete Mage), Halt Undead. Choose any 2nd Level spells to replace with Life Bolt (see Magic of Faerun), Shroud of Undeath (see Spell Compendium). Choose any 3rd Level spells to replace with Greater Disrupt Undead (see Spell Compendium). Choose any 4th Level spells to replace with Holy Smite. Choose any 5th Level spells to replace with Imprison Possessor (see Book of Vile Darkness). Choose any 6th Level spells to replace with Anger of the Noonday Sun (see Spell Compendium). Choose any 7th Level spells to replace with Sunbeam. Choose any 8th Level spells to replace with Devastate Undead (see Lords of Darkness). Choose any 9th Level spells to replace with Deadly Sunstroke (see Sandstorm).

    DREAD NECROMANCER
    Level 1: You can replace Rebuke Undead with Chastise Undead.
    Chastise Undead (Su):: You can Chastise Undead a number of times per day equal to (1 plus your Cha modifier). Chastising Undead is a Standard Action, and all Undead within 30 feet of you take 1d6 damage per Dread Necromancer Level. Undead get a Willpower Save for half damage (Save DC is Ch based).





    GOPHER FEATS

    Gnaw
    You have sharp teeth.
    Prerequisites: Beaver, Gopher, Mouse, or Rat; Weapon Focus (Bite)
    Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

    Improved Gnaw
    Your teeth hurt
    Prerequisites: Gnaw
    Benefits: Your bite attack does x3 damage on a confirmed critical.

    Supreme Gnaw
    You go through wood like butter.
    Prerequisites: Improved Gnaw
    Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

    Not So Little Now Am I?
    You can biggify yourself.
    Prerequisites: Must be a Race that is Small or smaller.
    Benefits: You may cast Enlarge Person 3/day as a Spell-Like Ability. Unlike normal, you may cast this on Monstrous Humanoids instead of Humanoids.

    Punitive Spell (Metamagic)
    You can teach Undead a painful lesson.
    Prerequisites: Caster Level 7th, Spell Focus (Conjuration)
    Benefits: Spells you cast from the Conjuration (Healing) school do an additional +1d6 per two spell levels of Positive Energy Damage (i.e., +1d6 for a 1st level spell, +2d6 for a 2nd & 3rd level spell, etc.) to Undead creatures. A Punitive spell requires a special material component – a small holy symbol inscribed with 25gp per Positive Energy die the spell is to cause. Only someone with this feat can create or use these components, which require an hour each to create. Thus, the extra dice of damage a Punitive spells does is limited by both the spell level and the cost of the material component expended with that spell. This does not use a spell slot of a higher level.

    Pierce Resistance
    You can Damage the toughest Undead.
    Prerequisites: Gopher, Turn/Rebuke Undead
    Benefits: If you fail to Turn/Rebuke Undead they are still unable to take any actions for 1 round, but they have no penalty to AC.

    Channel Positive Energy
    You have a surprise if the local Wights get frisky.
    Prerequisites: Gopher, Turn/Rebuke Undead
    Benefits: When using your Charnel Touch or Negative Energy Burst abilities, you can choose to use positive energy instead, healing the living and harming the Undead. Damage remains the same.

    Zombie Apocalyptist
    You have studied the Undead extensively.
    Prerequisites: Gopher, Dark Knowledge, Knowledge (Religion) 4 ranks
    Benefits: Choose one of the following aspects of Dark Knowledge: Tactics, Puissance or Foe. When using these abilities against Undead they are more potent. If you apply it to Tactics, the Bonus it grants increases by +1 (with a minimum of +1 even if you fail the Check). If you apply it to Puissance, the Bonus it grants increases by +1 (with a minimum of +1 even if you fail the Check). If you apply it to Foe, it grants an additional +1d6 damage (with a minimum of +1d6 even if you fail the Check). This Feat can be taken up to three times, and applies to a different use of Dark Knowledge each time.


    GOPHER FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Gopher Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    WHY ARE WE SURROUNDED BY VAMPIRES?
    The Gopher Folk are anthropomorphic Gophers about the size of Halflings. They originally lived in areas heavily contaminated by undead, which led to Necromancy becoming a common art among them. And a lot of Undead Gophers and power mad lunatics.

    LOOK, WE CAN EXPLAIN THE ZOMBIES
    Gophers prefer to live underground. Sometimes in burrows, sometimes in the Underdark proper. Thankfully it's not as infested as the old world, but their reputation still lingers. One Necromancer in a thousand goes mad with power, and the rest of you have to hear about it for a lifetime. And yes, you do have a zombie butler, but what else are zombies for if not butlering?

    GOPHER FOLK NAMES
    All Gopher names begin with the letter A. All Gopher names. No one knows why, and they seem weirdly loathe to discuss it.

    Male Names. Adi, Alexandru, Andrei, Anghel, Antoniu, Apostol, Aurel.

    Female Names. Adel, Adelina, Adina, Alexandra, Amalia, Anastasia, Andra.

    Family Names. Adamache, Adamescu, Adamesteanu, Agarici, Albu, Aldalescu, Andronescu.

    GOPHER FOLK TRAITS

    Ability Score Increase. Increase your Wisdom by +2, and your Charisma score by +1.

    Age. Gopher Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Gopher Folk are Neutral.

    Type. You are a Humanoid.

    Size. You are Medium. You are around 3 to 4 feet tall and weigh around 40 pounds.

    Speed. Your walking speed is 30 feet. You have a Burrow speed of 15 feet.

    Tremorsense: You have Tremorsense with a range of 10 feet. This increases to 20 feet at Level 10.

    Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

    Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

    Languages. You speak, read and write Furry, and any one other language of your choice.


    Punitive Magic (Prerequisite: Must be Gopher Folk, and must be able to cast one damaging spell.)
    When you damage a target with a spell, you do an additional +1d6 Radiant damage (1d8 if the target is Undead).



    Gopher Folk
    "This looks like a barren field."

    We're Good Necromancers. Really, We Swear.
    "Everyone swears this is where the Gophers live though.."

    "What are you two doing on my upstairs porch?"

    "Oh! Good evening ma'am. We're Adventurers here or advice."

    "My advice is quit being Adventurers."

    "Way ahead of you. But first, we have this loose end we have to deal with."

    "Is this loose end a Gopher?"

    "No ma'am, he's a criminal raising Undead."

    "People say that same crap about us. Doesn't make it true ya know."

    "We've raided his factories. The pollution they create makes Undead."


    Are You A Wight?

    "We deal with the Undead, not make them."

    "Know any one who does?"

    "Lemme check my little black book. Ahh, here we are! Souls of the Damned. Go to the address I'm scribbling down."

    "We're going to regret this aren't we?"

    "Yes. Yes you are."
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  5. - Top - End - #845
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    I'm moving to a 60 hour a week schedule for a bit, so critters will be 4 a week or so for a bit now.
    That's… A lot, once more. My sympathies.

    Quote Originally Posted by Bhu View Post
    MICE FOLK
    · Mice Folk have a Primary Bite Attack doing 1 point of damage plus one and a half times their Strength Modifier.
    Gnaw
    You have sharp teeth.
    Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
    Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

    Improved Gnaw
    Your teeth hurt.
    Prerequisites: Gnaw
    Benefits: Your bite attack does x3 damage on a confirmed critical.

    Supreme Gnaw
    You go through wood like butter.
    Prerequisites: Improved Gnaw
    Benefits: Your bite threatens a critical on an 18-20.
    These feel like a trap option for these guys, given the low base damage of the bite.

    Supreme Gnaw
    You go through wood like butter.
    Also, wood is pretty much always immune to critical hits.

    FACTOTUM
    Levels 5, 10, 15 and 20: Replace Arcane Dilletante with Woodcraft.
    Woodcraft: Instead of arcane magic, you choose spells from the Druid spell list (you still use Int as your casting stat).
    Good one and a precious resource (INT-based divine spells!).

    ROGUE
    Levels 10+: You gain an additional option with the Rogue's Special Ability, Tiny but Mighty (Ex): You always threaten adjacent squares if their occupants are unaware of you. Once you have successfully attacked someone your Reach is considered to be 5 feet. When making a damage roll against an opponent who is unaware of you, you may re-roll any natural 1's.
    I think I understand what you mean (reach is 5' against unaware foes and aware foes damaged), but getting there requires some interpretation and much common sense. As is, the text allows attacks against unaware foes on the two squares adjacent to the Tiny space in the corner of the Mice' square and 5' reach against anyone ever everywhere once somebody's damaged. I'd rephrase it.




    Quote Originally Posted by Bhu View Post
    PACKRATS
    · Packrat Folk have a Primary Claw Attack doing 1d3 plus their Strength Modifier, with 2 Claws on a Full Attack.
    Gnaw
    You have sharp teeth.
    Prerequisites: Beaver, Gopher, Mouse, Packrat or Rat; Weapon Focus (Bite)
    Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

    Improved Gnaw
    Your teeth hurt
    Prerequisites: Gnaw
    Benefits: Your bite attack does x3 damage on a confirmed critical.

    Supreme Gnaw
    You go through wood like butter.
    Prerequisites: Improved Gnaw
    Benefits: Your bite threatens a critical on an 18-20.

    These guys don't have bite attacks.

    Quote Originally Posted by Bhu View Post
    RAT FOLK
    · Omnivore (Ex): Rat Folk will eat anything, and because of this they gain a +4 Racial Bonus on all Saves against Ingested Poisons and any Diseases. If the Saving Throw vs Disease would have failed without the Racial Bonus, then it becomes a carrier. Anything attacking the rat with a natural weapon before it rids itself of disease must make a Fortitude Save to avoid Infection against Inhaled, Ingested or Contact diseases. Anything bitten by a rat with a disease that transmits via injury must also save.
    That's an exquisitely designed mechanism for sturdy carriers. I very much approve!

    · Level Adjustment: +1
    Too bad about the sea of skill bonuses. I understand how and why they fit what you're doing here, but they are a bit too much numerically for what I'd otherwise let slide as LA +0.

    RANGER
    Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
    Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
    Level 4: Replace Animal Companion with Self-Sufficient
    Self Sufficient
    Self-Sufficient is also the name of that lame PHB skill feat. I'd recommend calling this something else.

    ROGUE
    Levels 10+: You gain an additional option with the Rogue's Special Ability, Disabling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also makes a Fortitude Save (Save DC is Dex based) or be Staggered for the duration of the encounter.
    That's not a bad ability, but I'm not sure what makes it a Rat ability in particular.


    Quote Originally Posted by Bhu View Post
    GOPHER FOLK
    · Burrow land speed 10 ft.
    Yes, please. (Good mix of abilities overall too.)

    Character Names: Male: Adi, Alexandru, Andrei, Anghel, Antoniu, Apostol, Aurel. Female: Adel, Adelina, Adina, Alexandra, Amalia, Anastasia, Andra. Surnames: Adamache, Adamescu, Adamesteanu, Agarici, Albu, Aldalescu, Andronescu.
    Romanian names for your Necromancers? Dude, that's cheap. (I do find the idea that they only ever use names starting with an A very amusing, none the less.)

    Behaviors: After meeting you're fifth Vampire, you tend to reflexively believe all Humanoids are dead. This can be amusing when you ask the Paladin what sort of fancy, new-fangled Wight he happens to be.
    "Ah, what can ail thee, wretched wight, alone and palely loitering"?

    Language: Gophers speak Furry. And occasionally some long dead languages as well.
    Just out of curiosity: what dead languages does your setting come with? (I like dead languages.)

    GOPHER FOLK SOCIETY
    I demand that the collective noun for them be cart.


    Pierce Resistance
    You can Damage the toughest Undead.
    Prerequisites: Gopher, Turn/Rebuke Undead
    Benefits: If you fail to Turn/Rebuke Undead they are still unable to take any actions, but has no penalty to AC,. for 1 round.
    I think this need some cleaning up.

    "We're going to egret this aren't we?"
    I like egrets. They are BIRDIES!

  6. - Top - End - #846
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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Metastachydium View Post

    These feel like a trap option for these guys, given the low base damage of the bite.
    I know, but I didn't give it to the mice when they were originally made, and had to edit them in. There was a fuss.





    Romanian names for your Necromancers? Dude, that's cheap. (I do find the idea that they only ever use names starting with an A very amusing, none the less.)
    I know, I know. I suck at names though, and at the time I was running low on name charts to pick from (and they had lots of names beginning in a).



    Just out of curiosity: what dead languages does your setting come with? (I like dead languages.)
    I have yet to officially work out a list.



    Did some editing as usual.
    Last edited by Bhu; 2024-04-27 at 02:10 PM.
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  7. - Top - End - #847
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    THE BEAVER FOLK



    "One more beaver fever joke, and I (beep) swear to Gawd..."

    Small anthropoid Beavers. That make soft, cooing noises. Just because every campaign needs them.

    BEAVER SPECIES TRAITS
    · +2 Con, -2 Wis
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5 ft., Reach is 5 ft..
    · Monstrous Humanoid, giving you Darkvision 60 ft..
    · Base Land speed 20 ft.
    · Base Swim speed 20 ft.
    · +1 Natural AC Bonus
    · Hold Breath (Ex): Beavers can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
    · Beavers have a Primary Bite Attack doing 1d4 plus Strength Modifier.
    · Beavers have a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus on Craft (woodworking) and Survival Checks.
    · Automatic Languages: Common and Furry. Bonus Languages: Bonus languages generally depend on who or what lives nearby.
    · Level Adjustment: +0
    · Favored Class: Scout

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 3'0" Female: 2'10"
    Height Modifier: +2d4"
    Base Weight: Male: 40 lbs. Female: 35 lbs.
    Weight Modifier: x1 lb.

    BEAVER CHARACTERS
    If you want to play a small, hardy semi aquatic species the Beaver is a go. The extra Con makes them decent tanks even if they will need some help with their Will Saves.
    Adventuring Race: Usually you only adventure to right some perceived wrong against you or your loved ones, or because you reeeeally need money. You don't like leaving the community unless need or danger makes it necessary.
    Character Development: You're a common, hard working folk. You keep your nose out of other peoples business, and they do the same for you. Or they get whooped. You may not much care for outsiders or people different from yourself, but you believe in hospitality and are willing to accept anyone who doesn't cause trouble.
    Character Names: Males: Albert, Andre, Etienne, Henri, Jacques, Jean, Justin, Louis, Maurice, Papite, Paul, Raoul, Remy, Sebastion, Theophile, Zachary. Female: Ada, Adele, Adrienne, Anne, Betty, Claire, Claudine, Clemntine, Clothilde, Deborah, Dee, Enola, Francine, Georgette, Laurie, Madeline, Marie, Mattie, Odette, Olive, Sarah, Sharon, Sherri, Tami, Therese. Surnames: Allain, Arcenaux, Aucoin, Babin, Babineaux, Bellefontaine, Benoit, Bergeron, Bernard, Blanchard, Boudreaux, Bourque, Bourgeois, Boutin, Brasseaux, Braud, Breaux, Broussard, Brun, Bujeau, Castille, Chiasson, Comeaux, Cormier, Cyr, Daigle, Derouen, David, Doucet, Dugas, Dupuis, Foret, Gaudet, Gautreaux, Giroir, Godin, Granger, Gravois, Guidry, Guilbeau, Hebert, Jeansonne, La Bauve, Landry, Langlinais, LeBlanc, Leger, LeJeune, Guidry, Martin, Melancon, Mire, Mouton, Naquin, Orillon, Part, Pellerin, Pitre, Poirier, Prejean, Richard, Rivet, Robichaud, Rodrigue, Roger, Roy, Savoie, Sonnier, Thériot, Thibodeaux, Trahan, Vincent.

    ROLEPLAYING A BEAVER
    You admire toughness and perseverance, qualities which many assume you do not possess because you are a round, little floofball. Then there are the jerks who make fun of your teeth or your tail. The teeth won't be so darn funny when they're being used to bite your opponent in the behind.
    Personality: Beavers are fairly laid back and patient. It takes a bit to tick them off usually, other than violating their privacy. Beavers are a very private folk and don't tolerate invasions of such well. Even then, they prefer a good old fashioned fistfight to actual lethal combat.
    Behaviors: You're fairly calm for the most part, unless someone butts in on your business. Then you politely tell them to sod off or fight. Other than that you enjoy the simple pleasures of life such as food and drink. Fishing is also quite the common past time as are lumberjack competitions.
    Language: Beavers speak their own dialect of Furry, much like the other Furry species.

    BEAVER SOCIETY
    Beavers are well known for their native cuisine, music, and religious beliefs. Since their tightly knit communities don't interact much with others beyond holidays and trade, many nearby cultures find them fascinating.
    Alignment : Beavers are generally Neutral, with the more fun loving sort drifting towards Chaotic or Good tendencies.
    Lands : Beavers live near lakes and rivers, usually in cold or temperate areas.
    Settlements : Beavers rarely settle, and usually only in places with access to water.
    Beliefs : Beavers usually worship the Furry Pantheon or the Nature Pantheon, and are fairly devout.
    Relations: Given their reputation as fun loving craftsmen, the Beavers get along well with others. And if they don't, they dam up your river and dry up your water supply! But seriously, as long as you aren't foolish they're kinda hard to offend in the long term.

    BEAVER ADVENTURES
    · A passing Balor called your mama names, and that just ain't right. Time to call up yer Gawd.
    · Local humanoids are damming the river upstream. That's your job. Time they were reminded of that.
    · Your uncle Louie's moonshine could put down a Frost Giant. But it's all gone missing. Time to find out how before Louie has a stroke, cause he ain't passed on the recipe!



    BEAVER SPECIES SUBSTITUTION LEVELS


    BARBARIAN
    Level 1: Replace Rage with Whirling Frenzy from Unearthed Arcana.

    RANGER
    Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
    Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
    Level 4: Replace Animal Companion with Born Self-Sufficient
    Born Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.

    SCOUT
    Levels 3 and 11: When you get Fast Movement you can choose to apply it to your land speed or your swim speed.





    BEAVER FEATS


    Craft Moonshine
    You can brew the potent restorative known as moonshine.
    Prerequisites: Beaver, Brew Potion, Must be able to cast Cure Light Wounds, Delay Disease, Delay Poison, and Lesser Restoration.
    Benefits: A shot of Moonshine automatically wakes up sleeping or unconscious creatures, and stabilizes them if they are dying. It also conveys the benefits of Delay Disease and Delay Poison, and heals 1d4 ht points in damage. Unfortunately it is also a potent DC 15 alcohol (see Arms and Equipment Guide). It is brewed in batches of 10 potions at a time. A batch cost 75 GP and 3 xp to make. It takes 10 days to brew in the still.

    Dam-Builder
    Items you build are durable.
    Prerequisites: Beaver, Craft 4 ranks
    Benefits: Items you craft have their hit points increased by 60%.

    Master Craftsman
    You're the best there is at what you do.
    Prerequisites: Beaver, Craft 4 ranks
    Benefits: You gain a +2 Bonus on Craft Checks, and the Craft DC for making Masterwork items is the same as it is for crafting the item. For example a crossbow is normally a DC 15 Craft Check with the Masterwork portion being DC 20. With this Feat, both are DC 15.

    Gnaw
    You have sharp teeth.
    Prerequisites: Beaver, Mouse, Gopher, or Rat, Weapon Focus (Bite)
    Benefits: Your bite attack ignores the first 2 points of Hardness or DR/-.

    Improved Gnaw
    Your teeth hurt
    Prerequisites: Gnaw
    Benefits: Your bite attack does x3 damage on a confirmed critical.

    Supreme Gnaw
    You go through wood like butter.
    Prerequisites: Improved Gnaw
    Benefits: Your bite threatens a critical on an 19-20. Your Bite now ignores the first 5 points of Hardness or DR/-.

    River Shaman
    You have a talent for water magic.
    Prerequisites: Beaver
    Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1x/day: Create Water, Know Direction, Wave Blessing (Stormwrack).

    Wood Shaman
    You have a talent for nature magic
    Prerequisites: Beaver
    Benefits: An innate talent for magic grants you the following spell-like abilities as a first level caster 1x/day: Shillelagh, Mending, Naturewatch (see Spell Compendium).


    BEAVER FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Beaver Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    LUMBERJACKS AND WOODCRAFTERS BY TRADE
    The Beaver Folk are anthropomorphic Beavers about the size of small Gnomes. While they tend to keep to themselves, visitors find them to be cheerful, polite people always willing to lend a hand. Given their dietary need for gnawing wood, they tend to be woodworkers by nature.

    WHEN THEY AREN'T MAKING APPLEJACK OR WHISKY
    The Beavers other major export is alcohol, specifically of a magical sort that can help aid people's health if used sparingly. Each family has it's own recipe that is jealously guarded, often using fruit of some sort. They also have a variety of mages specializing in water and nature magic that hire out as workers as well. No matter what skill they have, they tend to find a way to monetize it.

    BEAVER FOLK NAMES
    Beavers use common names. Except George.

    Male Names. Albert, Andre, Etienne, Henri, Jacques, Jean, Justin, Louis, Maurice, Papite, Paul, Raoul, Remy, Sebastion, Theophile, Zachary.

    Female Names. Ada, Adele, Adrienne, Anne, Betty, Claire, Claudine, Clemntine, Clothilde, Deborah, Dee, Enola, Francine, Georgette, Laurie, Madeline, Marie, Mattie, Odette, Olive, Sarah, Sharon, Sherri, Tami, Therese.

    Family Names. Allain, Arcenaux, Aucoin, Babin, Babineaux, Bellefontaine, Benoit, Bergeron, Bernard, Blanchard, Boudreaux, Bourque, Bourgeois, Boutin, Brasseaux, Braud, Breaux, Broussard, Brun, Bujeau, Castille, Chiasson, Comeaux, Cormier, Cyr, Daigle, Derouen, David, Doucet, Dugas, Dupuis, Foret, Gaudet, Gautreaux, Giroir, Godin, Granger, Gravois, Guidry, Guilbeau, Hebert, Jeansonne, La Bauve, Landry, Langlinais, LeBlanc, Leger, LeJeune, Guidry, Martin, Melancon, Mire, Mouton, Naquin, Orillon, Part, Pellerin, Pitre, Poirier, Prejean, Richard, Rivet, Robichaud, Rodrigue, Roger, Roy, Savoie, Sonnier, Thériot, Thibodeaux, Trahan, Vincent.

    BEAVER FOLK TRAITS

    Ability Score Increase. Increase your Constitution by +2, and your Charisma score by +1.

    Age. Beaver Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Beaver Folk are Neutral.

    Type. You are a Humanoid.

    Size. You are Small. You are between 3 and 3 1/2 feet tall and weigh around 30-35 pounds

    Speed. Your walking speed is 30 feet, as is your Swim speed.

    Hold Breath: You can hold your breath for 15 minutes.

    Keen Hearing and Smell. Thanks to your sensitive nose and ears, you have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell or hearing.

    Bite. You have sharp teeth that you can use to make unarmed strikes. When you hit with it, the strike deals 1d4 + your Strength or Dexterity modifier (whichever is higher) piercing damage, instead of the bludgeoning damage normal for an unarmed strike.

    Languages. You speak, read and write Furry, and any one other language of your choice.



    Gnaw. (Prerequisite: Must be Beaver Folk)
    Your Bite now does 1d6 plus Str modifier Piercing damage, and scores a critical on a 19-20. You have Advantage on attacks with it, and can make a Bite as a Bonus Action.



    Beaver Folk
    "This town doesn't seem like a residence of the 'damned'."

    We're Not Cute Dammit!
    "Yeah, it just seems like a bunch of cute, fluffy little Beaver people."

    "Who the Hell are you calling cute? You got Beaver Fever?"

    "I can genuinely say we don't know what you mean by that."

    "Beaver Fever is a psychic disease. Causes people to hug us and squeeze us, and sometimes call us George."

    "Well.. that's...we're not..."

    "MUH NAME AIN'T GEORGE!"

    "We're her on business sir. I can assure you we aren't ill, and don't mean any offense. We're looking for a local caster."

    "Their neighborhood is down by the river."

    "Thank you."


    Wizards of Wood and Water.

    "Say...while yer here, would you like to buy some pie? We got pine cone and thistleberry."

    "What do the casters like?"

    "Smart man. That'll be the Thistleberry. One silver."

    "That's one expensive pie."

    "Sir, you don't wanna give cheap pie to the casters. They curse people."
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  8. - Top - End - #848
    Titan in the Playground
     
    Bhu's Avatar

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    Default Re: Critters III! Now also in 5e!

    THE GUPPY FOLK



    "Don't tell fish stories where the people know you; but particularly, don't tell them where they know the fish."

    The Guppy Folk are multi colored bipedal fish people with large eyes. Colors and fin size vary widely.

    GUPPY FOLK SPECIES TRAITS
    · +2 Dex, +2 Wis, +2 Cha, -6 Str (minimum 3)
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Monstrous Humanoid with the Aquatic and Amphibious Subtypes, giving you Darkvision 60 ft.
    · Base Land speed 10 ft.
    · Base Swim speed 30 ft.
    · Blindsense (Ex): Guppies can sense other corporeal creatures within 30 ft. when underwater as if they had Blindsight.
    · Guppies have a +8 Racial Bonus to Listen and Swim Checks, and can always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line.
    · Automatic Languages: Common and Guppy. Bonus Languages: Bonus languages generally depend on who or what lives nearby.
    · Level Adjustment: +0
    · Favored Class: Druid

    STARTING AGE
    Adulthood: 14
    Barbarian, Rogue, Sorcerer: +1d4
    Bard, Fighter, Paladin, Ranger: +1d6
    Cleric, Druid, Monk, Wizard: +2d6

    AGING EFFECTS
    Middle Age: 30
    Old: 45
    Venerable: 60
    Maximum Age: +2d10 years

    HEIGHT AND WEIGHT
    Base Height: Male: 7" Female: 6"
    Height Modifier: +1d4"
    Base Weight: Male: 8 lbs. Female: 7 lbs.
    Weight Modifier: x1 lb.

    GUPPY CHARACTERS
    Guppies are good for those of you who want an aquatic themed caster of some sort. Their size and stats make them pretty decent Divine casters.
    Adventuring Race: Guppies tend to go on adventures for idealistic reasons more than glory or gold. They want to change the world as oppose to rule it or steal it's stuff.
    Character Development: Given their stats, you're probably better off going for a Divine caster. You have the perfect set up for it with your ability score bonuses. You should probably do something about your reach and speed disadvantage though.
    Character Names: Guppy names tend to be descriptive of either physical attributes (Bigeyes, Redfins, Black Tail) or deeds (Basskiller) or something the Guppy is noted for. Surnames are generally unhearable by most other races.

    ROLEPLAYING A GUPPY
    As a Guppy, you're brightly colored, exotic, and tend to attract attention. Your people are well known for their flamboyant dress and scale patterns.
    Personality: Male Guppies who are new fathers can be a tad aggressive, and likely to bully outsiders away from their children. Otherwise they tend to be champions of Nature, doing their best to ensure the waterways remain clean. By force if they have to. After all, they breathe in the water.
    Behaviors: Beings who throw trash in the rivers are fair game. Everyone else gets respect, but polluters can be gigged at will. Also, you will protect the children at all cost. They are the future.
    Language: Guppy is a fairly high pitched language understandable only to Guppies. Many of it's tones are outside the humanoid range of hearing. It has no written form.

    GUPPY SOCIETY
    Guppies are an odd society with males and females not really associating with one another outside of reproduction and child rearing. This separation tends to cause other species a great deal of confusion and frustration when negotiating deals.
    Alignment : Guppies have strong tendencies towards pure neutrality. If no one bothers them, they don't bother them back. Pollute their streams and homes, and then you discover the teeny fish people aren't exactly pacifistic. And they have lots of truly weird magic items they find on the bottom of the waterways that they can use to make their point.
    Lands : Guppies prefer Warm waters to live in, usually near islands or jungles.
    Settlements : When they settle they prefer aquatic areas far from land dwelling civilizations. That way they avoid pollution in their homes.
    Beliefs : Guppies prefer Variel the Fish God or the Nature Pantheon. Many are also Druidic.
    Relations: Guppies aren't fond of land dwellers as they tend to accidentally hook the kids while fishing, or pee in the water. They do make exceptions for those environmentally friendly races who don't pollute the water ways though.

    GUPPY ADVENTURES
    · Something upstream has been polluting the river. Your team is being asked to find out who and how.
    · The local fishermen have gotten ticked, and accuse you of scaring off their catch since you moved into the lake, and have decided to try kidnapping you. Needless to say this will end in blood, recriminations, and a lot of summoned monsters. You haven't even been trying to scare off the fish, so it's time to find out what's up before war breaks out.
    · The local Hags have decided your people are tasty. You have decided the Hags are right awful and need taught a lesson. Therefore your team has been chosen to activate a Relic near their village that will cause the sky to rain zombified buffalo. You've no idea why this is a thing, but why pass up a good curse?



    GUPPY SPECIES SUBSTITUTION LEVELS


    DRUID
    Level 2: Replace Woodland Stride with Fast Swimmer
    Fast Swimmer (Ex): Your Base Swim Speed increases by +20 ft.
    Level 3: Replace Trackless Step with Scentless
    Scentless (Ex): You have no Scent and cannot be tracked or detected via the Scent ability.

    CLERIC
    Level 1: Replace Spontaneous Casting with Spontaneous Casting: Summon
    Spontaneous Casting: Summon: You now have Summon Nature's Ally I-IX on your spell list but may only summon animals with the Aquatic trait or Water Elementals. You spontaneously cast these spells instead of Cure or Inflict spells.
    Level 1: Replace Turn/Rebuke Undead with Rebuke Sea Life
    Rebuke Sea Life (Su): Instead of Rebuking Undead you may Rebuke any opponent with the Aquatic Subtype or the Amphibious ability.

    Favored Soul
    Level 17: Replace Wings with Speed
    Speed (Ex): Your Base Swim Speed increases to 80 ft.





    GUPPY FEATS


    Summon Fishbowl
    You can summon a magical globe of force filled with water to protect you or other aquatic creatures on land.
    Prerequisites: Guppy, Must know the Water Breathing Spell, and any 3rd level spell form the Abjuration school
    Benefits: You may 'lose' a spell of any Level to create a water filled sphere of Force as a personal conveyance. The Sphere provides you a Deflection Bonus to AC equal to the level of the spell used in it's creation. It also has a Flight Speed equal to the Level of the spell used x5, with Good Maneuverability. The Fishbowl lasts up to 1 hour per Level of the spell lost.

    Improved Summon Fishbowl
    You can now summon Fishbowls for a small group.
    Prerequisites: Guppy, Summon Fishbowl
    Benefits: When using your Summon Fishbowl Feat you may now 'lose' an additional Spell and create a number of additional Fishbowls for your Allies equal to the level of the spell lost minus 1.

    Greater Summon Fishbowl
    Your personal Fishbowl gains some options.
    Prerequisites: Guppy, Improved Summon Fishbowl
    Benefits: If you sacrifice a second spell of equal Level when creating your Fishbowl, your personal Fishbowl gains one of the following options (you may choose which one you want when creating the fishbowl): Energy Resistance 10 of any one type, DR 10/Magic, SR equal to your CR +11, or increase your Flight Speed by +30 ft. (and increase maneuverability to Perfect).

    Epic Summon Fishbowl (Epic Feat)
    You can summon a truly Epic Fishbowl.
    Prerequisites: Guppy, Greater Summon Fishbowl
    Benefits: You may 'lose' an Epic spell to create a water filled sphere of Force as a personal conveyance. The Sphere provides you a +10 Deflection Bonus to AC. It also has an 80 ft. Flight Speed, with Perfect Maneuverability. The Fishbowl lasts up to 24 hours. If you sacrifice a second spell when creating your Fishbowl, your personal Fishbowl gains one of the following options (you may choose which one you want when creating the fishbowl): Energy Resistance 20 of any one type, DR 10/Epic, SR equal to your CR +16, or increase your Flight Speed by +40 ft.

    Curse of the Guppy Folk
    Your curse causes land dwellers to gain the Aquatic Subtype, meaning they can't breathe air.
    Prerequisites: Guppy, Must be able to cast Bestow Curse
    Benefits: When you cast Bestow Curse you can choose instead to give your opponent the Aquatic Subtype. Which can be bad if you do it when there's no water around. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell. If you choose to cast Bestow Curse in this manner, it uses a spell slot one level higher than normal.

    Curse of the Guppy Eyes
    Your curse causes your opponent to gain huge round eyes.
    Prerequisites: Guppy, Curse of the Guppy Folk
    Benefits: When you cast Bestow Curse you can choose instead to curse your opponent so that he takes a -8 Penalty all Saving Throws against Gaze Attacks. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell. If you choose to cast Bestow Curse in this manner, it uses a spell slot one level higher than normal.

    Curse of the Goldfish Bowl
    Your opponent is imprisoned in a Fishbowl.
    Prerequisites: Guppy, Summon Fishbowl, must be able to cast 4th Level spells
    Benefits: You may 'lose' any spell of 4th Level or higher that you have memorized to spontaneously cast Otiluke's Resilient Sphere.

    Curse of Fin Rot
    Your curse causes your opponent to have difficulties in the water.
    Prerequisites: Guppy, Curse of the Guppy Folk
    Benefits: When you cast Bestow Curse instead of the usual effect you can curse your opponent to take a -8 Penalty on all Swim Checks. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell.


    GUPPY FOLK
    Before fleeing to the Jester's Realm, the Furry races (including Guppy Folk) came from a world where Humans and the Furry Peoples were eternally at war. With the humans on the verge of wiping the Furry Peoples out, the Jester offered them a new home. They were quick to accept.

    YOU KNOW WE HAVE CURSES, RIGHT?
    The Guppy Folk are anthropomorphic fish about the size of Halflings. While they vastly prefer warm water environments, they'll accept colder areas if they're pollution free. They are very easily upset by pollution.

    QUIT PEEING IN THE RIVER!
    The Guppies are well known wielders of curses, which they learn to keep the bigger folk at bay. Otherwise they tend to get bullied, and they sure aren't putting up with that. They are the prime source, in fact, of many anti-bullying campaigns.

    GUPPY FOLK NAMES
    Guppy names tend to be descriptive of either physical attributes (Bigeyes, Redfins, Black Tail) or deeds (Basskiller) or something the Guppy is noted for. Surnames are generally unhearable by most other races.

    GUPPY FOLK TRAITS

    Ability Score Increase. Increase your Dexterity by +1, Wisdom by +1, and your Charisma score by +1.

    Age. Guppy Folk reach adulthood in their late teens and live less than a century.

    Alignment. Most Guppy Folk are Neutral.

    Type. You are a Humanoid.

    Size. You are Medium. You are around 3 to 4 feet tall and weigh around 40 pounds.

    Speed. Your walking speed is 30 feet. You have a Swim speed of 30 feet.

    Curse: Starting at 3rd level, you can cast the Hex spell with this trait. Starting at 5th level, you can also cast the Bestow Curse spell with it, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.

    Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).


    Amphibious You can breathe air and water.

    Knowledgeable. You gain proficiency in a skill of your choice, or gain Expertise in one you are already proficient in.

    Languages. You speak, read and write Guppy, and any one other language of your choice.


    Summon Fishbowl (Prerequisite: Must be Guppy Folk, and must be 4th Level.)
    You can summon a magical globe of force filled with water to protect you or other aquatic creatures on land. Once per Short or Long Rest, you may create a water filled sphere of Force as a personal conveyance. The Sphere provides you, or another creature that is Medium Size or smaller, a +1 to AC. It also has a Flight Speed equal to 20 feet. The Fishbowl lasts a number of hours equal to your Proficiency Bonus.


    Guppy Folk
    "This is the cleanest river I have ever seen."

    Building A Better World Through Curses
    "Which must be an effort given the local industry."

    "That's because we work hard to maintain it."

    "Oh! Good evening ma'am. We're looking for 12 North River Way."

    "You've found me. What can I do for you?"

    "We're on the trail of a villain, and we were given your address."

    "y address? By who?"

    "A Gopher got it from the Little Black Book."

    "My address was in the Little Black Book? Crap, I need to mend my ways..."

    "We're looking for a man named Cohle. The pollution from his factories is creating undead."


    Defenders of the Waterways

    "I'll see what I can find. Is that pie for me?."

    "Yes ma'am?"

    "Excellent! Give me two hours."

    "Is there an Inn here?"

    "Yes. There's a nice little Capybara family at the end of the road."
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  9. - Top - End - #849
    Firbolg in the Playground
     
    Metastachydium's Avatar

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    Default Re: Critters III! Now also in 5e!

    Quote Originally Posted by Bhu View Post
    THE BEAVER FOLK
    BEAVER SPECIES TRAITS
    · +2 Con, -2 Wis
    · Size Class: Small. +1 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -4 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are half those of a Medium character. Space is 5 ft., Reach is 5 ft..
    · Monstrous Humanoid, giving you Darkvision 60 ft..
    · Base Land speed 20 ft.
    · Base Swim speed 20 ft.
    · +1 Natural AC Bonus
    · Hold Breath (Ex): Beavers can hold their breath underwater a number of rounds equal to 4 times their Constitution Score before they risk drowning.
    · Beavers have a Primary Bite Attack doing 1d4 plus Strength Modifier.
    · Beavers have a +8 Racial Bonus to Swim Checks, and can always Take 10 on a Swim Check. They may use the Run Action while swimming in a straight line. They also gain a +4 Racial Bonus on Craft (woodworking) and Survival Checks.
    · Automatic Languages: Common and Furry. Bonus Languages: Bonus languages generally depend on who or what lives nearby.
    · Level Adjustment: +0
    · Favored Class: Scout
    That's not bad, but not much. I'd recommend giving them Gnaw as a racial bonus feat. Shouldn't affect LA and is very fitting. (At any rate, though, you just gave me a BAD idea…)

    BARBARIAN
    Level 1: Replace Rage with Whirling Frenzy from Unearthed Arcana.
    I mean… Anyone can do that.

    RANGER
    Levels 2, 6, 11: Gain a new Combat Style option: Gnaw
    Combat Style: 2nd Level gives you Gnaw, 6th Level gives you Improved Gnaw and 11th Level gives you Superior Gnaw.
    Level 4: Replace Animal Companion with Born Self-Sufficient
    Born Self Sufficient: You gain a +2 Bonus on Climb, Craft, Heal, Survival and Swim Checks.
    No, seriously, I'd just give them all Gnaw for free.

    Craft Moonshine
    You can brew the potent restorative known as moonshine.
    Prerequisites: Beaver, Brew Potion, Must be able to cast Cure Light Wounds, Delay Disease, Delay Poison, and Lesser Restoration.
    Benefits: A shot of Moonshine automatically wakes up sleeping or unconscious creatures, and stabilizes them if they are dying. It also conveys the benefits of Delay Disease and Delay Poison, and heals 1d4 ht points in damage. Unfortunately it is also a potent DC 15 alcohol (see Arms and Equipment Guide). It is brewed in batches of 10 potions at a time. A batch cost 75 GP and 3 xp to make. It takes 10 days to brew in the still.
    Top-notch, if bottom-shelf! I like it.

    Quote Originally Posted by Bhu View Post
    THE GUPPY FOLK
    The Guppy Folk are multi colored bipedal fish people with large eyes. Colors and fin size vary widely.
    Aw.

    GUPPY FOLK SPECIES TRAITS
    · +2 Dex, +2 Wis, +2 Cha, -6 Str (minimum 3)
    · Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +8 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character.
    · Monstrous Humanoid with the Aquatic and Amphibious Subtypes, giving you Darkvision 60 ft.
    · Base Land speed 10 ft.
    · Base Swim speed 30 ft.
    · Blindsense (Ex): Guppies can sense other corporeal creatures within 30 ft. when underwater as if they had Blindsight.
    If it's Blindsight, then it's Blindsight, not Blindsense. Honestly, I'd let them get away with that, though. It's already conditional and all that.

    Character Names: Guppy names tend to be descriptive of either physical attributes (Bigeyes, Redfins, Black Tail) or deeds (Basskiller) or something the Guppy is noted for. Surnames are generally unhearable by most other races.
    Language: Guppy is a fairly high pitched language understandable only to Guppies. Many of it's tones are outside the humanoid range of hearing. It has no written form.
    Instant secret language! I like this kind of thing.

    · The local Hags have decided your people are tasty. You have decided the Hags are right awful and need taught a lesson. Therefore your team has been chosen to activate a Relic near their village that will cause the sky to rain zombified buffalo. You've no idea why this is a thing, but why pass up a good curse?
    rain zombified buffalo

    No kill like overkill, I guess?



    GUPPY FEATS


    Summon Fishbowl
    You can summon a magical globe of force filled with water to protect you or other aquatic creatures on land.
    Prerequisites: Guppy, Must know the Water Breathing Spell, and any 3rd level spell form the Abjuration school
    Benefits: You may 'lose' a spell of any Level to create a water filled sphere of Force as a personal conveyance. The Sphere provides you a Deflection Bonus to AC equal to the level of the spell used in it's creation. It also has a Flight Speed equal to the Level of the spell used x5, with Good Maneuverability. The Fishbowl lasts up to 1 hour per Level of the spell lost.
    Cool line of feats. I approve!

    Curse of the Guppy Folk
    Your curse causes land dwellers to gain the Aquatic Subtype, meaning they can't breathe air.
    Prerequisites: Guppy, Must be able to cast Bestow Curse
    Benefits: When you cast Bestow Curse you can choose instead to give your opponent the Aquatic Subtype. Which can be bad if you do it when there's no water around. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell. If you choose to cast Bestow Curse in this manner, it uses a spell slot one level higher than normal.
    Who's the fish outta water now?!

    Curse of the Guppy Eyes
    Your curse causes your opponent to gain huge round eyes.
    Prerequisites: Guppy, Curse of the Guppy Folk
    Benefits: When you cast Bestow Curse you can choose instead to curse your opponent so that he takes a -8 Penalty all Saving Throws against Gaze Attacks. This curse can be removed in the usual manner and is otherwise identical to the Bestow Curse spell. If you choose to cast Bestow Curse in this manner, it uses a spell slot one level higher than normal.
    That's a big hit, but it has a rather niche utility. If one took two feats for this on a caster and carries an Abyssal Greater Basilisk in some back pocket to do something with it too, I think one earned a win. I wouldn't have it increase the spell level, in other words.

    Curse of the Goldfish Bowl
    Your opponent is imprisoned in a Fishbowl.
    Prerequisites: Guppy, Summon Fishbowl, must be able to cast 4th Level spells
    Benefits: You may 'lose'
    Did you mean: forget?

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