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Playable Beastmen 29
Namuzu (14 RP)
[Image: DhHBLZkXcAAD8u3.jpg]
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.
Standard Racial Traits
  • Ability Score Racial Traits: 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
  • Type: Fey (RP 2)
  • Subtype: Namuzu
  • Size: Small
  • Height: 2'2" to 2'11“
  • Weight: 25 to 45 lbs
  • Age: Young- 8 and under, Adulthood- 9 to 45, Elderly- 46+
  • Base Speed: 20 foot movement speed and a 30 foot swim speed.
  • Languages: Namuzu start with Common and Aquan. Races with high Intelligence scores can choose any language they want (except secret languages. They can however make their own languages).

Feat and Skill Racial Traits
  • Greed of a Catfish: Namuzu 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.
  • Amphibious: Breath both air and water (They are literally walking fish that live in and out of the water).
  • You don't need this: Running away from a good or shady deal? Not if a Namuzu has anything to say about that! They gain a +4 racial bonus on Slight of Hand against targets that are running away.
  • Skill Training: Namuzu 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.
  • Craftsman: Namuzu gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Social Racial Traits
  • Beguiling Liar: Namuzu’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.
  • Emissary: Once per day, Namuzu 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.
  • Gift of Tongues: Namuzu 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.
  • Curiosity: Namuzu 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 Namuzu 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.
Defensive Racial Traits
  • A Fishes Life: Namuzu 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.
Weakness Racial Traits
  • Elemental Vulnerability: Namuzu are weak to the following elemental types: electricity, ice and fire. Namuzu have vulnerability to the chosen energy types. This cannot be swapped out for any other trait.
  • 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 Namuzu gain +2 to attack on them. Cooking and consuming a Namuzu grants the adventurer/s a full night of bed rest with treatment. Good eating!
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.
  • Focused Study: What Namuzu 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, Namuzu gain Skill Focus in a skill of their choice as a bonus feat. This trait replaces Beguiling Liar and Amphibious.
  • Hold Breath: Namuzu can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. This trait replaces You don't need this.
  • Gregarious: Extremely good at making bargains and earn the trust of even the most vial of fiends. Namuzu 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. This trait replaces A fishes Life.
  • Scavenger: Namuzu 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.
  • Silver Tongued: Namuzu 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. This trait replaces Greed of a Catfish, A Fishes Life and Skill Training.
  • Fast: Since the Namuzu 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. This trait replaces Skill Training, Greed of a Catfish and Emissary.
  • Whiskersense: The Namuzu’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 Namuzu’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. Namuzu Gains Tremorsense in a 60 foot sphere around itself on the ground and in the water. This trait replaces Curiosity and Gift of the Tongues.
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 +1/2 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).
  • Ninja: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in urban areas.
  • Thief: Add a +1/2 bonus on stealth checks and perception checks made in dim light or darkness.

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