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1  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: June 24, 2015, 09:53:30 AM
The book suggests balance.  And, one way I immediately think to help with the balance is make use of discretionary skill bonuses.  If the player can spin a good bit of RPing, then give them a reward for it with a bonus on the check.  In addition to some Action Dice.  This makes doing the RP aspect useful and actually have an effect, but still makes the numerical skills useful and keeps that element of tension, wondering if the roll will be successful.
Also needs caution: it rewards those who are good at planning/BSing over people who are direct or not creative.  I know I'm pretty dense a lot of the time and have a really hard time with description, so if someone who's character is the same or worse than mine gets to do cool things because they can talk the GM out of extra bonuses and I can't I'm going to be hurt.  In that case I might prefer there be no discretionary skill boni.
2  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: June 18, 2015, 01:07:27 PM
In other words, Tomb of Horrors is not fun.
I think the consensus of old-style gamers is that it's fun if you have an idea of what you're getting into and the system makes it easy to slot in a replacement.  And you're encouraged not to get too attached by stating there's a level below which you probably shouldn't name your character.
3  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: June 10, 2015, 05:10:05 PM
Well now someone needs to design stats for "Book, Heavy" because that's too cool an image not to model.
4  Products / Fantasy Craft / Re: Blend/Search vs Stealth/Notice: A Different Way of Looking At It on: June 04, 2015, 12:27:44 PM
GAH!  I made a mistake: the opposite pairs are already Blend/Search and Stealth/Notice. Roll Eyes Oy! Tongue
5  Products / Fantasy Craft / Blend/Search vs Stealth/Notice: A Different Way of Looking At It on: June 04, 2015, 09:53:28 AM
Forgive me if I'm going over a topic that's already been debated much before.  It's just come to me there's another way to look at it that makes the split useful again, and I'm on team "Likes Separate Blend":

Stealth is for "when you haven't been Seen (or possibly Heard, maybe Smelled)".
Blend is for "when you have been Seen".

Since most characters will be pretty human in how they deal with the world Sight is a useful sense to default to.  It makes a certain amount of sense that you have to use a different kind of skill to duck around behind objects vs standing around pretending you're one of the local statues.  And it makes a certain amount of sense that figuring out one of the statues is actually someone standing around with dust on them uses a skill that uses Intelligence.

In this case the odd skill out is Disguise, which would likely be rolled into Blend AND maybe Bluff.  Bluff itself is for talking to people: you can be a statue all you want when you're silent, but speak up and now you need an entirely different skill to convince them you're a secret agent undercover.

Just something I came up with while thinking about how I'd explain the Blend/Stealth split, and actually changes the rules slightly (not sure that switching Search vs Notice really messes much up), and thought I'd shared it and see what people thought.
6  Community / License to Improvise / Re: Improving Venomous Attacks on: June 02, 2015, 05:36:38 PM
The Crafty designers were probably leery of giving potent poisons to anything due to them being very scary.  p 216 says: "Game Masters are advised to keep deadly and disabling contagions in the background most of the time, using them primarily as flavor.", so I think it's understandable they might not have wanted or even thought of the idea.

You should go ahead if you want, I'm just pointing this out to show it might not have so much been overlook as possibly something deliberately left out.
7  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 30, 2015, 09:18:37 AM
The God Coast

This region is one of the few known that has been ruled over by pan for any significant length of time.  Like most regions outside the Solar Empire it’s mostly been a history of wars and dictators, with any sort of stable peace occurring only within the last 30-20 years.

Local legends hold that the first pan kings overthrew a brutal beast tyranny, and a cultural distrust of beasts still exists in some parts.  Racialism is also widespread, with many of the varieties of pan identifying themselves by shared features rather than by distinctions such as family clan or nationality and strongly rejecting any interbreeding.

God Coast Pan “Races
Elves: Furless skin, flat faces, hair.  Baseline elves have long, pointed, furred ears that stick out from the sides of their heads and long, furred tails.  When angry or scared their normally round pupils adjust to cat-like slits and their canines lengthen beyond nearby teeth.
Elven racialists promote the idea that elves are “closer to nature” and have a “unique” talent for spellcasting.

Dwarves: Furless skin, flat faces, hair.  Baseline dwarves are considered short-but-stocky and while their ears come to points they are naked and small.  Dwarves have blunt digging claws on their digits.
Dwarven racialists promote a vision of dwarves as stoic, hard-working, and worshipful of the gods.

Humans: Furless skin, flat faces, hair.  Baseline humans have the ears and tail of a canine, generally some breed of dog.
Human racialists are divided: one group holds on to the story told by the elves that humans were created by the elves as a servant race and believes in serving their creators, while another rejects that theory and instead holds up humans as ultimate adaptors.

Lizardmen: Resembling limbed reptiles, lizards or crocodilians.
Lizardmen racialists like to stress the primacy of nature, and some of the more radical even reject all forms of technology and encourage their followers to live in undeveloped areas, particularly swamps.  This can also be seen as a reaction to their use of slaves in some areas.

Minotaur: Resembling bovines.  A few varieties resemble elves with cow horns, ears, tails, and furred-and-hooved legs.
The most radical of minotaur racialists stress brutality and savagery, a reaction from their use as slaves and a desire to never be seen as weak enough to break.  However these racialists are normally banned to keep the peace either among ordinary citizens or slaves.  The more accepted group encourages a “wise” personality and stress the legend of an escape from a maze as a metaphor for escaping from bestial nature.  While many minotaurs follow this philosophy it’s lead to a great many rejecting the concept of racialism at all.

Avians: Furless skin, flat faces, hair.  Most have avian legs and feet with a feathered tail, but one variety resembles elves with feathered wings and naked ears.
Avian racilists generally stress isolationism, seeing their ability to fly as proof they are “above” the concerns of the other races.  However the “feathered elves” have an offshoot faction known as angels that believes themselves to be descended from messengers of the gods, and that they must rule the others races “for their own good”.

Fauns: Furless skin, flat faces, hair.  Baseline faun resemble elves except having horns, furred tails, and furred-and-hooves legs.
Faun racialists simply copy the elves but “more”: closer to nature, better at magic, etc, often with an emphasis on music.  However there are many fauns who have followed the minotaurs into rejecting racialism if only out of a desire to distinguish themselves from elves.
8  Products / Fantasy Craft / Re: Let's Read: Fantasy Craft on: May 29, 2015, 10:58:08 AM
Just a personal idea I had back when I read Traps, but you could also use the rules for nature hazards if you run that sort of game.  Have the bypass skill be Survival.
9  Products / Fantasy Craft / Re: Mysterious Freelancer Revealed! Plus Spellbound Status Report! on: May 26, 2015, 12:01:31 PM
No. Sorry. Still working. Swing back again later.
It's okay, guys: some of us have tried to write good RPG stuff for personal use and it's not easy to come up with great stuff even then.  Can't imagine how hard it is to do what you do and have it come out fantastic.
10  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 19, 2015, 03:51:57 PM
Okay I just created a crack-ton of Rogue Templates for the Beasts.  People should check them out.
11  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 12:33:55 PM
The Main Factions

The Solar Empire
The SE is considered the epitome of goodness and freedom in the known world.  Overall.  It is, after all, inhabited by people, and there are always people anywhere who will be nasty to other people.  Problems like hatred and poverty can’t help but exist in any nation as big as the Empire.  The Empire wins out by the fact that many of its people work hard to try and fix these problems.

There is an Emperor.  But their power is basically gone: they exist to be a show-piece before the rest of the world by giving a theatrical flourish to the goings on of the Imperial government.  Oh, and award meaningless titles.  The real work is done by an official directly elected by SE citizens.  Some think the nation should change its name to better reflect its status.  There was once an aristocracy, but that was finally abolished by certain political reforms around 50 years ago.

The Empire is vast, covering a wide range of terrains and cultures drawn from both many kinds of pan and species of beast.


Oth-ur
If the SE is the sunny happy good-guys then Oth-ur is the perpetual gloom of bad-guy country.  This perpetually dim and foggy nation of moors, craggy mountains, and sooty cities has been the Empire’s enemy and rival for decades, possibly due to the fact that they are the only nation that can match the SE in military technology.  It’s ruled over by Lady Goth, a brutal unicorn who has a talent for necromancy and a fetish for black eyeshadow.
12  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 08:33:15 AM
Bestiary

Creature Type Changes
Construct (+5 XP, 6 build points): The NPC is inorganic or manufactured. It is immune to poison and disease, and takes only half damage from attribute, sneak attack, stress, and subdual damage (rounded down, minimum 0) and never gains the bleeding condition. It ignores a total number of instances per session of the fatigued and shaken conditions equal to the standard number of starting action dice according to its threat or career level. When determining critical injuries, it uses a d10 instead of a d20. It regains vitality normally but does not naturally heal wounds, though it may be Mended with a successful Crafting check using the Medicine rules (see page 77). It becomes inert when reduced below 0 wounds is considered banished when destroyed (i.e. reduced to at least –25 wounds). A construct doesn’t age and doesn't need to eat, sleep, or breathe.  (Developed by Mister Andersen.)
Plant (+2 XP, 1.5 build points): The NPC is an animate plant.  It gains the aquatic I and light sleeper NPC qualities and is immune to certain rare poisons and diseases that cannot affect plants.  A plant ages and must eat, sleep, and breathe.

Fey Type: Natural animals have no compunction about attacking Fey.
Undead Type: All instances of Undead should be changed to Construct.


New NPC qualities
--Magic Glow (+1 XP per grade): The NPC can handle, manipulate, and wield items without being considered touching them.  The NPC is considered to have one "hand" per grade.
--Trackless Step (+1 XP): The DCs of Tracking checks to follow the NPCs trail increase by 10.


Rogue Templates
Feral (+7 XP): One of the NPCs attribute scores rises by 2 and they gain darkvision I and 2 Natural attacks at grade I.

Unicorn (+9 XP): The NPC’s Type changes to Beast, their Base Speed increases by +10 ft, and they become Large (1x2) size.  Their Wisdom decreases by 2, and they gain darkvision I, superior runner I, improved sense (hearing), and magic glow I.  They also gain the Gore I and Kick I natural attack.

Griffin (+10 XP): The NPC’s becomes a Large (1x2) Beast Flyer with a winged flight speed of 40 ft, and their Health increases by +1 grade.  They also gain improved sense (sight) and the Bite I and Talon I natural attack.

Pegasus (+10 XP): The NPC’s becomes a Large (1x2) Beast Walker with a winged flight speed of 40 ft, and their Base Speed increases by +10 ft.  They also gain darkvision I, superior runner I, improved sense (hearing), and a Kick I natural attack.

Sphinx (+10 XP): The NPC becomes a Large (1x2) Beast Walker with a winged flight speed of 40 ft.  They gain the darkvision I and light sleeper qualities.

Warg (+11 XP): The NPC’s Type becomes Beast and their Base Speed increases by 10 ft.  They also gain Bite II and the Dreadful Howl ability (stress damage attack II: 30 ft aura; dmg 1d6 stress per 2 TL, Will DC 15 for 1/2 damage).

Jiva (+6 XP): The NPC’s Type changes to Construct and their Defense, Health, and Resilience each increase by 1 grade.  They also gain magic glow II, Achilles heel (electrical), and lumbering.

Ape (+6 XP): The NPC gains the Beast Type (in addition to the default Folk type) and a +2 increase to their Strength and Constitution.  They also gain the superior climber I and sterner stuff qualities, and a Bite I natural attack.  In most cases you should avoid Kick attacks, Swim and Disable actions.

Bear (+15 XP): The NPC’s Type changes to Beast, and their Strength and Constitution increase by 2.  They gain the grappler, superior runner I, sterner stuff, improved sense (smell), and Fearless I qualities, and both a Bite I and Claw I natural attack.

Grizzly (+2 XP): The Bear becomes Large size and gains +2 to their Strength score.

Ceratopsian (+17 XP): The NPC becomes a Large Beast and gains +2 to their Strength and Constitution.  They also gain damage reduction 2, improved sense (smell), sterner stuff, and superior runner I.  They also gain a Gore I and Trample I natural attack.  In most cases you should avoid the Jump, Mask, and Sneak actions.

Tyrannosaur (+15 XP): The NPC becomes a Large Beast and gains +2 to their Strength.  They also gain damage reduction 2, improved sense (smell), superior runner I, and fatal falls.  They also gain a Bite I natural attack.

Velociraptor (+10 XP): The NPC’s Type changes to Beast and their Dexterity score increases by 2 and their Base Speed by +10 ft.  They also gain the improved sense (scent), superior jumper I, and superior runner I qualities, and a Bite I and Talon I natural attack.

Eagle (+6 XP): The NPC becomes a Tiny Beast Flyer with a winged flight speed of 40 ft and a ground speed of 20 ft.  They gain Achilles heel (blunt), improved sense (sight), and a Bite I and Talon I natural attack.  In general you should avoid Kick trick and  Jump and Swim actions.
 
Giant Eagle (+2 XP): The Eagle becomes Large Size and gains a +2 bonus to their Wisdom score.

Elephant (+15 XP): The NPC becomes a Large Beast  and their Strength and Constitution rise by 2.  They also gain lumbering, fatal falls, damage reduction 2, improved stability, superior runner II, sterner stuff, improved sense (smell), and a Trample I natural attack.  In general you should avoid Jump, Mask, and Sneak actions.

Donkey (+7 XP): The NPC becomes a Medium Beast, and their Constitution rises by 2.  They also gain darkvision I, improved stability, and the Kick I natural attack.

Horse (+8 XP): The NPC becomes a Large Beast and +1 to their Initiative grade.  They also gain +10 ft to their ground speed, darkvision I, improved sense (hearing), superior runner I, superior traveler I, and the Kick I natural attack.

Bison (+15 XP): The NPC becomes a Large Beast and their Strength and Constitution rise by 2.  They also gain +10 ft to their ground speed, darkvision I, damage defiance (cold), damage reduction 1, and the Gore I and Trample I natural attacks.  However their Charisma drops by 2.

Cattle/Oxen (+8 XP): The NPC becomes a Large Beast and their Strength rises by 2.  They gain darkvision I, improved stability, and a Gore I natural attack.  However their Intelligence and Charisma both drop by 2.

Cervine (+7 XP): The NPC becomes a Large Beast and their Initiative rises by 1 grade.  They also gain +10 ft to their ground speed, darkvision I, improved sense (hearing), superior runner I, and Gore I (if male) or Kick I (if female) natural attack.

Goat (+8 XP): The NPC becomes a Small Beast and either their Constituion or Dexterity rises by 2.  They also gain superior runner I, darkvision I, superior climber I, and a Slam I or Gore I natural attack.

Llama (+11 XP): The NPC becomes a Medium Beast and their Constitution rises by 2.  They also gain damage defiance (cold), Pathfinder Basics (caverns/mountains), superior traveler I, improved stability, and the Bite I natural attack.

Rhino (+14 XP): The NPC becomes a Large Beast and their Strength increases by 2, though their Charisma decreases by 2.  They also gain damage reduction 2, improved sense (hearing), sterner stuff, and the Gore I and Trample I natural attacks

Giant Hunting Spider (+11 XP): The NPC becomes a Small Beast  and their Constitution rises by 2, though their Intelligence and Charisma drop by 2.  They also gain cold blooded, superior climber II, superior jumper III, always ready, and a Bite I (venomous — weakening poison) natural attack.

Giant Scorpion (+10 XP): The NPC becomes a Small Beast,  They also gain always ready, cold blooded, superior climber I, grappler, damage reduction 1, and the Squeeze I and Sting/Tail Slap I (venomous — weakening poison) natural attacks.

Squirrel (+6 XP): The NPC becomes a Diminutive Beast.  They also gain superior jumper I, superior climber II, darkvision I, and a Bite I natural attack.

Fox (+6 XP): The NPC becomes a Tiny Beast and their ground speed rises by 10 ft.  They also gain darkvision I, superior runner I, superior jumper I, and the Bite I natural attack.

Cat (+10 XP): The NPC becomes a Tiny Beast.  They also gain +1 grade of the Acrobatic signature skill, darkvision I, improved sense (hearing), grappler, superior climber I, superior jumper I, superior runner I, and a Bite I natural attack.

Big Cat (+10 XP): The NPC becomes a Medium Beast.  They also gain chameleon I (caverns/mountains, desert, forest/jungle, or plains), darkvision I, improved sense (hearing), superior jumper I, superior runner I, grappler, and the Bite I natural attack.

Grand Cat (+9 XP): The NPC becomes a Large Beast.  They also gain chameleon I (caverns/mountains, desert, forest/jungle, or plains), darkvision I, improved sense (hearing), superior runner I, grappler, and the Bite I natural attack.
13  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 08:29:51 AM
Specialties and Classes

Specialty Changes
* Cleric: The Alignment requirement changes to a Study in a specific religion.
* Shaman: Change the bonus feat to Land Power.
* Peasant: Choice of Edged or Blunt proficiency.

Scholar
* Bonus Feat: Perfect Memory
* Inquisitive Mind: You gain 2 additional Interests.
* Inscription Focus: You gain the Crafting (Inscription) focus.
* Sharp Mind: You gain 1 additional skill point per level.
* Publish or Perish: You may purchase Scholastic Renown for 20 Reputation per Rank.

--Scholastic Title
Undergraduate Student (a distraction, best ignored)
Masters Student (better paying distraction)
Doctorate Student (unpaid peon)
Research Fellow (aka post-doc, or a paid peon)
Lecturer
Senior Lecturer
Reader
Professor (aka Chair)
Departmental Head (aka Dean)
University Director (aka Archchancellor)
--Specific Favors: Event, Harassment, Invitation, Rumor

Grand Specimen
 You are unusual, and that gets you noticed.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Strength or Charisma scores increases by 1 (your choice if a tie).  Apply this bonus after any modifiers from your Species or Talent.
* Celebrated: Your Legend increases by 2.
* Natural Elegance: Your Appearance bonus increases by 1.
* Noble Blood: You may purchase Noble Renown for 20 Reputation per rank.

Wild
You just focus on being you.
* Bonus Feat: Any 1 Species feat
* Attribute Training: The lower of your Constitution or Charisma scores rises by 1.
* Inquisitive Mind: You gain 2 additional Interests.
* Origin Skill: You gain an additional Origin skill.
* Species Feat Expert: You’re considered to have 2 additional Species feats for any ability based on the number of Species feats you have.
* Unarmed Proficiency: You gain the Unarmed weapon proficiency.


Class Changes
Assassin: Unspoken Name’s Intimidate bonus need not be based on kills, merely any exploits suitable for the class’s function.
14  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 08:21:27 AM
Species Feats

Species Feats that Lose Species-specific Prerequisites:
Angelic Legacy, Devilish Legacy, Hart Nation, Hill-Born, Jungle Clutch, Lava-Born, Make Me Stone, Northern Horde (Pre: “darkvision I”), Quick-Finger Folk, Sea Brave, Southern Horde, Stone Brave, Swamp Clutch
Bear Nation, Cliff-Born, Cool-River Folk, Dark-Earth Folk, Deep-Born (Pre: “darkvision I”), Desert Clutch (Desert Crest becomes “Prerequisite: Desert Clutch, Bite natural attack type”), Dragon-Tailed, Dune-Born, Glacier-Born (Pre: “darkvision I”), Horse Nation, Jewel-Born, Lost Horde, Night Horde, Raven Nation, Rock Clutch, Steel Brave, Tiger Nation, Toxin Sacs, Two-Headed, Wolf Nation

Species Feat that are Unavailable:
Draconic Legacy, Elemental Legacy, Special Construction (Brass, Clockwork, Living Metal)

Species feat changes:
Angelic Heritage/Legacy: Change Acid Resistance to Electricity Resistance.
Devilish Legacy: Change Electricity Resistance to Acid Resistance.
Cliff-Born: Change to “and either Swim checks are no longer restricted actions for you or you gain a +5 gear bonus to Swim checks”.
Crag-Born: Change to “either Jump checks are no longer restricted actions for you or you gain a +5 gear bonus to Jump checks”.
River Clutch: Add Prerequisite “Bite I, Tail Slap I”.

Special Construction
* Bone: A complete skeleton -- or perhaps more than one -- your reflexes and dead appearance give opponents pause.  You gain Bow Resistance 5, lose lumbering, and each time an opponent attacks you and misses he suffers 2 stress damage.  However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.
* Crystal: You gain Spell Defense 20.
* Earth: As Elemental Heritage.
* Ice: As Elemental Heritage.
* Lava: As Elemental Heritage.
* Mist/Smoke: As Elemental Heritage.
* Water: As Elemental Heritage.
* Wood: As Elemental Heritage.  You may also select New Leaf as if you were a Rootwalker (Ironwood only grants thick hide 2).
In addition Dust/Sand, Mud, and Stone/Metal from Spirit Power also qualify.


New Species Feats

Amphibious
You are as at home in water as you are on land.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain the aquatic II and superior swimmer II NPC qualities.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Arboreal
Branches are as good as ground to you.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain a +1 bonus with Climb and Jump checks, the superior climber I and superior jumper I NPC qualities, and are always considered to have climber’s gear.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Four-Armed
The extras come in very handy.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: You may simultaneously hold and arm up to four 1-handed, two 1-handed and one 2-handed, or two 2-handed weapons or objects.  You also gain a +1 bonus with skill checks made as part of a Grapple action if two or more of your hands are free, and a +2 bonus to Balance, Climb, and Disable checks.
Special: When you take this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement "Level 1 only".  Also, if you gain the Many-Armed feat, you lose the weapon holding and Grapple bonus gained from Four-Armed (but not Many-Armed) and the lower of your Strength of Dexterity rises by 1.

Four-Foot Body
Below your waist you have the form of a wild runner -- whether clawed or hoofed -- instead of a pair of sluggish stilts.
Type: Species
Prerequisites: Non-Beast, Level 1 only.
Benefit: Your size category increases by one step (maximum Large size) but not for the purposes of space, handling items, or natural attack damage.  You also gain an increase of +5 ft to ground speed and one of the following options:
* Run Claw: Additional +5 ft ground speed, superior traveler I, and a +5 bonus on Push Limit checks.
* Grab Claw: Claw I natural attack and a +2 bonus to Grapple.
* Heavy Hoof: Kick I natural attack and a 50% increase in carrying capacity.
* Light Hoof: Kick I natural Attack and the superior runner I NPC quality.
However your Break Fall, Climb, and Tumble checks are always considered untrained and you suffer double the Speed penalty from broken leg critical injuries.

Land Power
Somehow you have power derived from the world around.
Type: Species
Benefit: Choose a spirit type.
* Arctic: You gain Cold Resistance 5, superior traveler II, and any weapon you ready gains the grip customization at no extra cost.
* Cave: You gain darkvision II and light sensitive, a +5 bonus to Ambush checks, and a +5 bonus on checks made to navigate.  Also you gain either the Crafting skill’s Stonecutting focus or are considered to always have a stonecutter’s kit (choose one).
* City: You gain a +5 bonus to Canvass checks, 2 Interests, and the hearty appetite Species trait.
* Decay: Your unarmed attacks gain bleed, and you gain a +2 bonus to Medicine checks and a +5 bonus on Dismantle and Repair checks.
* Desert: You gain a +5 bonus on Stash checks and grueling combatant.
* Dust/Sand: (As Elemental Heritage, change Charisma reduction to “However, your Size is considered 1 category smaller during Bull Rushes, Grapples, and Trips.”.)
* Forest/Jungle: You are always considered to have a actor's props and you ignore Species and Size penalties to Disguise checks, you have a +2 bonus to Blend checks, and the Disposition of non-adversary animals increases by 5.  However, you also gain Achilles heel (fire).
* Grassland: You gain superior runner I, a +2 bonus to Survival checks, and you gain a +2 bonus on attack rolls for a number of rounds equal to damage taken after taking fire damage.
* Herd: You count as 3 additional characters when determining numerical advantage, you suffer exactly 1 point per damage die when making a Push Limit check, and you gain the Trample I natural attack and a +2 bonus to Initiative checks.  However, you also take a -2 penalty on Will saves.
* Ice: You gain thick hide 2 and may convert your unarmed damage to Cold damage without suffering the normal -4 attack penalty.  However, you also gain Achilles heel (fire).
* Lava: (As Elemental Heritage (fire).)
* Mountain: You gain a +2 bonus to Resolve, a +5 bonus to Climb checks, and Electrical Resistance 5, and are always considered to have climber's gear.  However, you also take a -2 penalty on Reflex saves.
* Mud: You count as 1 size category smaller for the purposes of squeezing, gain a +4 bonus on Grapple checks, and are always considered to have actors’ props.  However, you also gain Achilles heel (fire).
* River/Waterfall: You gain a +2 bonus on Athletics checks, a +5 bonus on Break Fall checks, and the Trample I natural attack.
* Sea/Lake: You calculate your Wounds as if you were 1 size larger, you gain Cold Resistance 5, and any weapon you ready gains the trip customization at no additional cost.
* Stone: You gain DR2/Blunt and a +2 bonus on Resolve checks.  However you take a -2 penalty to Reflex saves.
* Storm: You gain a +2 bonus with Intimidate checks and on saves against fear, and may convert your unarmed damage to Electrical damage without suffering the normal -4 attack penalty.  However your Wisdom decreases by 1.
* Wetland: You are always considered to have a doctor’s bag and you ignore Cross-Species penalties to Medicine checks, and each time you suffer 10 or more damage from a melee attack you may attempt to Disarm the attacker as a free action.  However you suffer a -2 Appearance penalty.

Nocturnal
You are well adapted for the night.
Type: Species
Prerequisites: Level 1 only.
Benefit: You gain darkvision I and light sensitive, light sleeper, and your hearing range increments are equal to your Wisdom score x10 ft, and you may always act during a surprise round unless deafened.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the prerequisite "Level 1 only".

Scorpion Body
The body of a scorpion scuttles beneath you.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  You gain Stinger I, Pincer I (functions as Squeeze I, except only when grappling using the front claws), and thick hide 2.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained, and you are cold-blooded.
Note: Scorpion Body’s stinger natural attack qualifies for the Toxin Sacs feat (Adventure Companion, p 137).

Small
Blame it on genetics.
Type: Species
Prerequisites: Non-Unborn, Level 1 only
Benefit: Your Size decreases by one step (minimum Small); if you are already Small you instead gain a +2 bonus on Sneak checks and count as 1 size category smaller squeezing into or through confined spaces.
Special: When you gain this feat you may reduce any of your attributes by 2 to gain an additional Species feat with the requirement “Level 1 only.”

Spider Body
You are a spider down below......and above, when you’re hanging from the ceiling.
Type: Species
Prerequisites: Non-Beast, Level 1 only
Benefit: Your size category increases by 1 (maximum Large size) but you still count as your original size category for the purposes of handling items.  The DC of your Climb checks decrease by 1/2 normal (rounded up).  Additionally you may produce spider webbing, allowing you to create the equivalent of binding rope and climbing gear that may be used by one additional person.  Kick attacks, as well as Break Fall, Jump, and Tumble checks you make, are always considered untrained.
15  Community / License to Improvise / Re: Sunrise Rangers, "Shine for Truth, Justice, Freedom!" on: May 18, 2015, 07:46:55 AM
Why would you want them armless?  Arms mean they can hold more lasers! Evil
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