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Playable Beastmen IV (13-17)
#1
13.

   
Antica (13 RP)
The Antica have transformed the former Galkan capital of Altepa into the central location of their empire, which spreads across the islands of Kuzotz. Their militaristic society is built upon advanced personnel management abilities. Upon birth, all individuals are given a number, and a job for which they spend the rest of their lives training. Apart from the information needed to perform their duties, the individual is not allowed any other knowledge. An Antica is only allowed to transfer positions to become a gladiator (used for population control).
The Antica have no concept of personal belongings. All equipment is provided by the Empire, and food rations are based solely on the duties performed by the individual. However, due to their lack of emotion, there is not a single Antica who feels discontent towards this system. This can also be seen on the battlefield. No matter the situation, the lack of fluctuation in morale is the Antica's greatest strength.
Another strength lies in the sheer number of Antica soldiers. In addition to their active legions, an enormous surplus of soldiers lies in stasis within the Antica's stronghold. When revived, the size of their army can increase a hundredfold. However, due to their lack of naval technology, only a few of their troops were able to participate in the Great War campaigns carried out on Quon; their presence had little effect on the outcome of the battles. It is widely believed that had the full Antican army participated in the battles on Quon, the allied forces surely would have been defeated.
While the Antica communicate by fricative sounds made within their necks, they are unable to release loud war cries like the other beastmen. This results in an eerie silence on the battlefield that can send chills down the spine of even the bravest warrior.
Standard Racial Traits
  • Ability Score Racial Traits: Something about the races strengths and weaknesses. They gain +2 Str, +2 Con, -4 Wis, -2 Chr
  • Type: Humanoid (Antican)
  • Size: Medium
  • Height: 6'10'' - 7'8''
  • Weight: 240-380 lbs
  • Age: Young: Under 11, Adult 12-37, Elderly 38+
  • Base Speed: 40 foot movement speed and a 20 foot burrow speed.
  • Languages: Antican start off with Common and Antica. The can choose from Roegadyn/Galka, Undercommon, Moblin and Lamia/Ananta.

Feat and Skill Racial Traits
  • This is Nothing: Antican’s can handle and climate change for Extreme Heat or Desert Conditions during the day or night.
  • Weapon Familiarity: Antica’s are mostly proficient with Bastard Swords and Great Axes.
  • Emotionless: Antican have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Offense Racial Traits
  • Bite: Antican’s have such a tremendous bite if you get to close and sometimes can contain certain types of devestating poisons. Antican’s gain a natural bite attack, dealing 1d6 points of damage. The bite attack with some Antican tribes have been known to be poisoned as well (See poison use) The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
  • Relentless: When fighting an opponent or a caravan the Antican will not stop until they have completely overrun and killing their opponent. They gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
  • Claws: Antican’s have claws for fingers that are stronger then leather (and sometimes even certain metals and therefore receive two claw attacks dealing 1D6 damage. These are primary natural attacks.
  • Natural Attack: Antican’s like others of the Beastmen Tribes throughtout the worlds use any and all ways to attack an opponent to the best of their ability. Antican's receive a slam attack. The damage is based on the creature’s size.
Senses Racial Traits
  • Minesight: Antican’s burrow deep into the ground foring massive tunnels that can go on for thousands of malms and have developed darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Poison Use: Antican’s are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This trait replaces +10 movement speed.
  • Swarming: Antican’s are used to living and fighting communally with other Antican’s. Therefore when they ordered to go for food will go in massive armies and swam anyone and everyone peeling flesh off of their bodies in order to bring it back for their leaders. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This trait replaces Minesight.
  • Frenzy: Sometime when a strong weak willed Antica gets struck in battle it flies into a frenzy. Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC. This trait replaces Weapon Familiarity.
  • Black Focus: Antican’s are skilled at casting magic in combat and gain a +2 racial bonus on concentration checks made to cast Black Mage spells defensively. This trait replaces Bite attack.
  • Scent: When blinded at in the sunlight members of the Antica usually rely on their keen sense of smell to find food and other presences within the nearby areas and gain the scent ability. This trait replaces Minesight and Claw attacks.
  • Rend: If the race hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. The additional damage is usually equal to the damage caused by one of the attacks plus 1 ½ times the creature’s Strength bonus. (2 claws 1D8+6, Rend 1D8+9). This trait replaces Relentless.
  • Emotional: Some Antican are touched by a spark of individuality thus can feel emotions like normal humanoids. Because of this Antica's with this trait are outcasts of their tribe. This trait replaces Emotionless.

Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Archer: Add +2.5 foot increment every 2 levels (1,3,5,7,etc)
  • Black Mage: Add +1/2 point of fire damage to spells that deal earth damage cast by the black mage.
  • Black Mage: Add +1/2 point of earth damage to spells that deal earth damage cast by the black mage.
  • Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
  • Holy Knight: Add +1 bonus on concentration checks when casting holy knight spells.

14.

   
Kojin (15 RP)
The Kojin are skilled traders who welcome dealings with other races. They are most comfortable in the water, having settlements under the sea. They believe that unique gods (Kami) reside in all things, and collect and hoard rare items that house powerful Kami to bring power and prosperity to themselves and their kin.
After the Garlean Empire invaded, the Kojin split into two factions: the pacifist Kojin of the Blue, and the mercenary Kojin of the Red. The Red Kojin allied with the Empire as mercenaries, concealing their faith and practicing it in secret. The Blue Kojin would rather be peaceful traders, and so minimize their involvement in Imperial affairs. The Blue Kojin see the Red practicing their faith in secret to be a mockery that the Kami would not approve of.
It is unclear why the Blue Kojin are green, while the Red Kojin are red. In-universe, this is speculated to be because the Kojin may be incapable of seeing the difference between green and blue (which would have interesting implications), or it may simply be a matter of translation from the Kojin's native language being somewhat inaccurate.



Standard Racial Traits
  • Ability Score Racial Traits: +2Con,+2Chr, +2 Wis and -2Dex : Kojin are wise from long life, and have natural protection, however their shells hinder movement.
  • Type: Humanoid (Kojin)
  • Size: Medium
  • Height: 5'4''- 6'6''
  • Weight: 240 – 330 lbs
  • Age: Young: Under 22, Adult 23-71, Elderly 72+
  • Base Speed: Kojin have a base speed of 20 feet. Kojin also have a swim speed of 30 feet.
  • Languages: Kojin begin play speaking Common and Sylvan. Kojin begin with high intelligence scores can choose from the following: Draconic, Aquan, and Terran.
  • Skills: +8 racial bonus on Swim checks.
Feat and Skill Racial Traits
  • Armour Proficiency: Regardless of how Kojin’s may look they can equip armour due to the fact that their shell’s are removeable. Depending on their class.
  • Amphibious: Kojin have been blessed by Kami allowing them to breathe both in and out of the water making it ideal to fish and gather materials off of the sea floor for trading purposes.
  • Craftsman: Kojin not only find great things on the ocean bed but are also amazing crafters and gain a +1 racial bonus on all Craft or Profession checks to create objects from metal or stone.
  • Gregarious: When a Kojin successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.
Social Racial Traits
  • Gift of Tongues: Kojin's are very well diversed in trade with onlanders and know how to be diplomatic even to the pirates of the sea. Kojin gains a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Defensive Racial Traits
  • Its all in the Shell: Kojin Gain a +2 Natural Armour Bonus to their armour class. The shell can also be used as a shield as well as be enchanted. The Kojin cannot discard their shell.
Senses Racial Traits
  • Deepsight: Kojin are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Tempered: Those (Red Kojin) who are followers of their false God gain a +5 water/cold resistance against magical attacks and normal means that could damage them. This trait replaces Gift of Tongues.
  • Ferocity: The (Red Kojin) have are warborn and fight until there is no fight left in them and gain the following extraordinary ability: If the hit points of a Red Kojin fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. This trait replaces Its all in the Shell.
  • Powerful Swimmer: Being blessed by the Kami they have plenty of practice swimming and has been made law to practice swimming at a young age to try to become the strongest of your kind. Kojin may gain an additional +10‘ on their swim speed as long as they have a swim speed. This Trait can be taken twice and the effects stack. This trait replaces Gregarious.
  • Swordtrained: Kojin are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elvaann curve blades, falchions, greatswords, katana, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). This trait replaces Amphibious and Deepsight.
  • Bond to the Land: Since Kojin have such vast experience in the open water and gain a +2 dodge bonus to AC when fighting in shallow and deep water. This trait replaces Gregarious and Craftsman.


Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. Must select either Red or Blue depending on the type of Kojin.
  • Astrologian of the Blue: Select one item creation feat known by the astrologian. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted. This feat can only be take once every 6 levels.
  • Fighter of the Red: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +4). This bonus does not stack with Critical Focus.
  • Monk of the Blue: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
  • Time Mage of the Red: Add 1/6 of an additional d4 added to armor class when you spend a mote to boost your AC. (+1d4 for every six times you select this option.)
  • Ninja of the Red or Blue: Add a +1 bonus to attack rolls when attacking on or charging from higher ground.
  • Samurai of the Red or Blue: Add +1/2 to Knowledge (Nobility) checks.


15.

   
Mamool Ja (16 RP)
Their name translated from their native tongue as "Brethren of the Shining Scale", the Mamool Ja hold dominion over the Mamool Ja Savagelands under a republic ruled over by four overlords from each class: The maroon Mamool Ja who specialize in combat or Blue Magic and the blue Mamool Ja who use magic. There are also Mamool Ja Knight that make use of Wivres as mounts. They also have a naming system where each individual Mamool Ja's name ends with "Ja", "Ja Ja" in the case of those born with multiple heads.
While the Mamool Ja have been paying tribute to the Empire of Aht Urhgan since ages past, a splinter group called the Mamool Ja Savages have been regularly laying siege to the city of Al Zahbi since the emergence of their leader or "The Autarch": The two-headed Gulool Ja Ja.
The Mamool Ja have been paying tribute to the Aht Urhgan Empire since ages past, and are known for their republican form of government. Their nation is ruled by a council of four overlords, one selected from each class. The Savagelands' recent uprising against the empire seems connected to the emergence of a prominent leader known as the "The Autarch."
Mamool Ja Mercenaries, hired since the Calamity, have taken a foothold in La Noscea and are showing a suspicious interest in the Arcanists' Guild. Could it be that they're looking into summoning for some nefarious purpose, or are they merely trying to broaden their horizons?
Racial Traits
  • Ability Score Racial Traits: A Mamool Ja is known to be strong and quite the talker (+2 Str, +2 Chr)
  • Type: Humanoid (Mamool Ja)
  • Size: Medium
  • Height: 6'0'' - 7'10''
  • Weight: 180 – 260 lbs
  • Age: Young: Under 14, Adult 15-55, Elderly 56+
  • Base Speed: 30 foot movement speed and a 30 foot swim speed.
  • Languages: Mamool Ja start off with Mamool Ja and common as their basic language and can learn any other language. Player must add ranks in linguistics in order to learn other languages.
  • Skills: +8 racial bonus on Swim checks
Feat and Skill Racial Traits
  • Ja Magehunter: When hunting their prey a Mamool Ja can figure out what spells are being casted at them as its being casted (this is a seprate check from the blue mage skill checks to learn an ability). A Mamool Ja gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Mamool Ja only gain this bonus against creatures that use spells, not against those that only use spell-like abilities.
Defense Racial Traits
  • Unpentatrable Scales: Mamool Ja have tough scaly skin, granting them a +3 natural armor bonus.
Offense Racial Traits
  • Clawed Attacks: Claws 2 Mamool Ja receive two claw attacks. These are primary natural attacks. The damage done is 1D6+str modifier.
  • Stalker: Perception & Stealth are always class skills for Mamool Ja.
  • Elemental Assault: As a Mamool bearing the blood of the Blue Mage it may pick one of the following energy types: acid (earth), cold (water), electricity (air), or fire (fire). Mamool Ja gain the following supernatural ability: Once per day as a swift action, a Mamool Ja can call on the elemental power lurking in its aura to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Favored Spell: Being the Blue Mages that they are they gain a bonus +1 to the DC of spells they cast. It increases every even level past 2 (1, 2, 4, 6, 8...). This trait replaces Clawed Attacks and Stalker.
  • Bond to the Land: Mamool Ja are used to the swampy areas and gain a +2 dodge bonus to AC when in that type of area. This trait replaces Swim.
  • Swamp Runner: Mamool Ja receive a +10 foot racial bonus when running through swampy areas only. This ability replaces swimmer. This trait replaces Elemental Assault.
  • Hypnotic: Knowing spells as well as they do a Mamool Ja radiates an aura around it forcing its enemy to fail one of its blue mage spells. A Mamool Ja adds +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a Mamool Ja, the Mamool Ja can force that creature to reroll the saving throw and use the second result, even if it is worse. This trait replaces Clawed Attacks.
  • Illusion Resistance: Mamool Ja are very used to spells and illusions (since they can also cast them) and gain a +2 racial bonus on saving throws against illusion spells or effects. This trait replaces Stalker.
  • Curiosity: Some Mamool Ja are known to make trade with other races including the despised smooth skins and are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This trait replaces Ja Magehunter.
  • Sprinter (2 RP): Learning to be fast the young Mamool Ja have been known to take long walks/running to become physically fit for adulthood and gain a +20 foot racial bonus to their speed when using the charge, run, or withdraw actions. This trait replaces Swim.
  • Wivre Knight: Mamool Ja’s have long given up the use of chocobo’s and instead have used Wivre’s to ride into battle. Can use a Wivre instead of a chocobo for chocobo knight class reasons. This trait replaces Swim.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Blue Mage: Add one spell known from the blue mage spell list on every level. This spell must be at least one level below the highest spell level the blue mage can cast.
Dancer: Add +1 to the dancer’s total number of battle dance rounds per day.
Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
Wivre Knight (Chocobo Knight): Each level gives you either bonuses as long as you take this favored class in order for your mount. (+10 foot, +1 ATK, +1 DMG, +1 AC, +5 foot, +2 ATK, +2 DMG, +2 AC, repeat with +10 foot) [See DM for changes for the actual Chocobo Knight class].
Large Mount. Base it off of Rhino.
16.

   

Sylph (13 RP)
A diminutive people who dwell deep within the Black Shroud, sylphs resemble delicate dolls wrapped in vibrant leaves. They arent adept to physical combat but rely on more magic, illusions and healing abilities to fend themselves from their enemies.
Sylphs, being numerous around the Eastern Black Shroud and having the best relationship with the city-states of all of them. They speak a broken form of the common language and never use terms such as "I" or "We", opting for terms such as "The Woken Ones", "The Metal Ones", "The Seedy Ones", etc.
They nest in Moonspore Grove, which is blocked off by boulders. The pathways to the Grove have many sylphs that can be engaged in combat, and their houses can be easily seen glowing from tree trunks. A ground structure called the Goldleaf Dais can also be found in this area.
Due to the invasion of the Garleans in the Twelveswood and the following Calamity, some sylphs resorted to summoning Ramuh, the lightning-aspected primal. These sylphs have been 'touched', changing to a purple hue, and are fiercely defensive of their territory, only venturing outside to bring back untouched sylphs (which remain a green hue) into their fold. The untouched sylphs have since fled to a village called Little Solace, with the support of Gridania.
Although all feminine in appearance, sylphs are a dual-gendered species whose names reflect their gender. All male Sylph's names end in with "xio" while all female Sylph names end in "xia."
Standard Racial Traits
  • Ability Score Racial Traits: Sylph’s are quick to move around, very open to talk and form bonds with but very weak by lifting and fighting means. They gain +2 Dex, +2 Chr, -4 Str
  • Type: Humanoid (Slyph)
  • Size: Small
  • Height: 2'3'' - 2'7''
  • Weight: 12-18 lbs
  • Age: Young: Under 5, Adult 6-38, Elderly 39+
  • Speed: 0 foot movement speed and a 30 foot fly (Poor). A Sylph that stops moving is usually resting or working on something delicate.
  • Languages: Sylph’s start out with Sylvan and Common. Races can learn additional languages by putting ranks into the linguistics skill.
Feat and Skill Racial Traits
  • Change Shape, Greater: Sylphs gain the following supernatural ability: a Sylph can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
  • Quick Reactions: Sylphs receive Improved Initiative as a bonus feat.
  • Camouflage: Sylphs are very familiar with the treespeak and the wooded areas of the Black Shroud and gain a +4 racial bonus on Stealth checks while within that terrain type.
Social Racial Traits
  • Curiosity: Sylphs are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
  • Integrated: Sylphs can be quite forward when trying to strike up a conversation with a walking one and will do anything to get the info that they desire. They gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Weakness Racial Traits
  • Elemental Vulnerability: Sylphs have vulnerability to Fire and Ice.
  • Delicious: They lose a -4 to their CMD if grappled or the creature is planning to swallow by a mouth. Hey they are high in nutrition.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Fertile Soil: Sorcerer Sylphs with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are Sylphs with the Plant domain use their domain powers and spells at +1 caster level. This trait does not Sylphs early access to level-based powers; it only affects powers that they could already use without this trait. This trait replaces Quick Reactions.
  • Tempered: Those who are followers of their false God gain a +5 lightning resistance against magical attacks and normal means that could damage them. This trait replaces Integrated and Camouflage.
  • Flight: You only ever see a Sylph flying around and never on their twig-like feet (unless mortally wounded). Sylph’s gain an additional 20 foot of flight speed. In addition their maneuverability improves by two steps. This trait replaces Curiosity.
  • Treespeech: Sylphs have the ability to converse with plants, trees, grass and the elementals as if subject to a continual speak with plants spell. This trait replaces Quick Reactions.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
  • Black Mage: Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
  • Illusionist: Add +1/4 point to the veil pool ability.
  • Red Mage: The red mage gains 1/6 of a new ruby arcana.
  • White Mage: Add ½ point to all cure spells.
17.

   
Bugbear (14 RP)
NOTE: Mainly used for leveling up a Bugbear. GM's discretion to allow players to use this abomination. :3
Bugbears are Moblin slaves that have been bred specifically for guard duty and manual labor. Their arms, legs, and hearts have been physically enhanced, granting them prodigious strength. Bugbears have little capacity for language and speak few words, but they can perform a separate task with each hand thanks to the transplantation of an extra pair of eyes and an extra brain.
They may not look monsterously tall but as you can see below that they are quite wide for a Large Template:
Standard Racial Traits
  • Ability Score Racial Traits: Bugbears are monsterously strong yet very very stupid. They gain +6 Str, +2 Con, -2 Dex -6 Int, -2 Wis (Large stats included)
  • Type: Humanoid (Bugbear)
  • Size: Large
  • Height: 6'4”-7'8”
  • Weight: 350-500 lbs
  • Age: Young: Under 6, Adult 7-15, Elderly 16+ (disposed of or used as cannon fodder)
  • Base Speed: 40 foot movement speed
  • Languages: Bugbears are Xenophobic and only know Moblin. Regardless of their two brains they are still very very stupid. Bugbears can learn additional languages by putting ranks into the linguistics skill.

Feat and Skill Racial Traits
  • Reach: Bugbears have a reach of 10 feet.
  • Multi-Armed: Its not unheard of to have a Bugbear born or “built” with more arms in order to carry more things, that works right? A Bugbear can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
Offense Racial Traits
  • You won’t like me when I’m mad: Once per day, when a Bugbear is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
  • Once you start… it’s hard to stop: Bugbears gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Bugbear and its opponent are standing on the ground.
  • Natural Attack: Bugbears gain a slam attack. Slam is a primary natural attacks and Deals 1D8 points of damage
Senses Racial Traits
  • Minesight: Bugbears only live in the deep dark caves of where their Moblin masters have them work, they darkvision 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Gatecrasher: Bugbears have massive strength for breaking boulders that are in the way of having Meebles dig their tunnels and gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. This trait replaces Minesight.
  • Two brains are better than…: Bugbears with having two minds can resist Will Spells but are still not the brightest they gain a +2 bonus on all Will saving throws. This trait replaces Reach.
  • Two brains more bonuses?: Bugbears choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. This trait replaces You won’t like me when I’m mad.
  • Four Eyed Vision: Bugbears had additional eyes transplanted into their head and work (thanks to the very skilled/lucky Moblin surgens) and some have a way of seeing all around them, granting them a +4 racial bonus on Perception checks and making them immune to flanking. This trait replaces Multi-Armed.
  • You can see it but not speak it: Experimented on Bugbears have somehow given a few the spell-like ability deathwatch. As they are brought up with it they don’t see life in any other way though its difficult for them to communicate with their allies sometimes resulting in comrades deaths. This trait replaces Once you start… it’s hard to stop, +10 movement speed and Reach.
  • Seat for two: Can fit two small sized humanoids on its back whether there is an area for them or they are just sitting on things. Small humanoids gain partial concealment when riding on the Bugbear. This trait replaces Natural Attack.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Black Belt: Add 1 foot to the black belt's base speed. In combat, this has an effect only for every five increases in the black belt's base speed.
  • Fighter: Gain 1/7 of a Bonus. (7,14,21)
  • Fighter: Gain a +1/3 on a Bull Rush attempt
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#2
It's about time you reposted. I thought you were dead!
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#3
I just wanted to let you know I like these and keep up the good work. I also plan to get some of them out for my next group of creatures within the month or two.

Signing of Fortheseen Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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#4
(02-11-2018, 03:18 PM)Fortheseen Wrote: I just wanted to let you know I like these and keep up the good work. I also plan to get some of them out for my next group of creatures within the month or two.

I actually made them all already im just putting 4-5 out every so often to keep things new in the suggestion forum.
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#5
(02-13-2018, 01:43 AM)DMLeibfrid Wrote:
(02-11-2018, 03:18 PM)Fortheseen Wrote: I just wanted to let you know I like these and keep up the good work. I also plan to get some of them out for my next group of creatures within the month or two.

I actually made them all already im just putting 4-5 out every so often to keep things new in the suggestion forum.

Awesome, I cannot wait to see the next batch.

Signing of Fortheseen Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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