03-21-2019, 04:27 PM
(This post was last modified: 07-18-2020, 05:17 PM by DMLeibfrid.)
[font=Times New Roman, serif][color=#ffffff]29.[/color][/font]
[font=Times New Roman, serif][color=#ffffff]Namazu (14 RP)[/color][/font]
[color=#ffffff][font=Times New Roman, serif]A beast tribe native to the Far East. Short and squat, the Namazu are nevertheless excellent swimmers, and subsist mainly on a diet of harpooned fish. Though proximity to the settlements of other races has done much to civilize these sociable creatures, a significant number of their clans yet remain wild and savage. [/font][/color][color=#ffffff][font=Times New Roman, serif]Standard Racial Traits[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Ability Score Racial Traits:[/font][font=Times New Roman, serif] They are relatively weak but know how to trade things for coin (Not cheaply either). They gain -4 Str, +2 Dex, -2 Con, +2 Int, +2 Chr[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Type:[/font][font=Times New Roman, serif] Fey (RP 2)[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Subtype:[/font][font=Times New Roman, serif] Namazu[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Size:[/font][font=Times New Roman, serif] Small[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Height:[/font][font=Times New Roman, serif] 2[/font][font=Times New Roman, serif]'2" to 2'11“ [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Weight:[/font][font=Times New Roman, serif] 25 to 45 lbs [/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Age:[/font][font=Times New Roman, serif] Young- 8 and under, Adulthood- 9 to 45, Elderly- 46+[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Base Speed:[/font][font=Times New Roman, serif] 20 foot movement speed and a 30 foot swim speed. [/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Languages:[/font][font=Times New Roman, serif] Namazu start with Common and Aquan. [/font][font=Times New Roman, serif]Races with high Intelligence scores can choose any language they want (except secret languages. They can however make their own languages).[/font][/font][/color]
[color=#ffffff][font=Times New Roman, serif]Feat and Skill Racial Traits[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Greed of a Catfish[/font][font=Times New Roman, serif]: Namazu would sell their own offspring if it would mean decent coin in their pocket. They are excellent when it comes to figuring out the true value of an items and will usually try to sell it at a higher price (+2 Dipolmacy only when dealing with goods) gain a +2 bonus on Appraise checks to determine the price of non-magical goods that contain precious metals or gemstones.[/font][/font][/color]
- [color=#ffffff]Amphibious: Breath both air and water (They are literally walking fish that live in and out of the water).[/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]You don't need this[/font][font=Times New Roman, serif]: Running away from a good or shady deal? Not if a Namazu has anything to say about that! They gain a +4 racial bonus on Slight of Hand against targets that are running away.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Skill Training: Namazu know their selling element and know exactly how to turn a profit with both material and information. They gain Knowledge Local and Appraise as class skills.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Craftsman: Namazu gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Beguiling Liar[/font][font=Times New Roman, serif]: Namazu’s lie to get what they want and when they tell the truth its sounds like a lie. They gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Emissary[/font][font=Times New Roman, serif]: Once per day, Namazu are decent on making trade offers to the 6 major races and can roll twice when making a Bluff or Diplomacy check and take the better roll.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Gift of Tongues[/font][font=Times New Roman, serif]: Namazu unlike their lower functioning beastmen that just want to kill and take things rely on diplomacy to get things they desire to sell at a higher price. Namu gain +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Curiosity[/font][font=Times New Roman, serif]: Namazu are naturally inquisitive about the world around them or they appear to be. Some have been seen as curious and ask lots of questions while the rest of its buddies rob a merchant stand of his valuables then go off with a clueless look on its face. It is hard to blame a Namazu with a clueless look on its face. 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.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]A Fishes Life:[/font][font=Times New Roman, serif] Namazu can blend in well in market (Urban) areas as well as in shallow and marshy areas and gain a +4 racial bonus on Stealth checks while within that terrain type. [/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Elemental Vulnerability[/font][font=Times New Roman, serif]: Namazu are weak to the following elemental types: electricity, ice and fire. Namazu have vulnerability to the chosen energy types. This cannot be swapped out for any other trait.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Very Tasty: They lose a -4 to their CMD if grappled or the creature is planning to swallow by a mouth. Additionally predators that are actively hunting a Namazu gain +2 to attack on them. Cooking and consuming a Namazu grants the adventurer/s a full night of bed rest with treatment. Good eating![/font][/color]
[color=#ffffff][font=Times New Roman, serif]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.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Focused Study[/font][font=Times New Roman, serif]: What Namazu lack in strength they make up for in skills of the trade, theft, sneaking around and of course running like the wind. At 1st, 8th, and 16th level, Namazu gain Skill Focus in a skill of their choice as a bonus feat. [/font][font=Times New Roman, serif]This trait replaces [/font][font=Times New Roman, serif]Beguiling Liar and Amphibious. [/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Hold Breath:[/font][font=Times New Roman, serif] Namazu can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. [/font][font=Times New Roman, serif]This trait replaces You don't need this.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Gregarious[/font][font=Times New Roman, serif]: Extremely good at making bargains and earn the trust of even the most vial of fiends. Namazu will pull out all the stops in order to make sure they are depended on. When making a successful 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. [/font][font=Times New Roman, serif]This trait replaces A fishes Life.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Scavenger: Namazu gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This trait replaces Craftsman & Gift of the Tongues.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Silver Tongued[/font][font=Times New Roman, serif]: Namazu are very good at bargaining and lying (it’s the same thing right?) all Namu gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two. [/font][font=Times New Roman, serif]This trait replaces [/font][font=Times New Roman, serif]Greed of a Catfish, A Fishes Life and [/font][font=Times New Roman, serif]Skill Training.[/font][/font][/color]
- [color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]Fast[/font][font=Times New Roman, serif]: Since the Namazu can get into some dangerous situations they tend to do the most sensible thing and fun for the hills and gain a +30 foot bonus to their base speed. [/font][font=Times New Roman, serif]This trait replaces Skill Training, Greed of a Catfish and Emissary.[/font][/font][/color]
- [color=#ffffff]Whiskersense: The Namazu’s whiskers are sensitive to vibrations in the air or water withing 60 ft around them. Its quite possible that not even the Namu realize this and just act on it. If a Namazu’s whiskers have been seperated from the Namu, the whiskers will still quiver when there is something around them and can last for weeks until they srivel up and stop working. Namazu Gains Tremorsense in a 60 foot sphere around itself on the ground and in the water. [font=Times New Roman, serif]This trait replaces Curiosity and Gift of the Tongues.[/font][/color]
[color=#ffffff][font=Times New Roman, serif][font=Times New Roman, serif]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.[/font][/font][/color]
- [color=#ffffff]Bard: Add +1/2 on checks to fascinate its opponent with songs. When fascinated the target loses a -5 on perception and sense motive checks against sleight of hand (The underlined portion can only be applied once). [/color]
- [color=#ffffff]Ninja: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in urban areas.[/color]
- [color=#ffffff]Thief: Add a +1/2 bonus on stealth checks and perception checks made in dim light or darkness.[/color]