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12
License to Improvise / Re: [WIP] [Fantasy Craft] Skill Tricks
« Last post by Slashes-With-Claws on Today at 08:39:07 AM »
Clearly, someone has been poking around my computer again...

*puts SC3 skills chapter into code vault*

:D Good work.

Thank you.  And thanks to those who have been helping me with this; I could not have done it alone.

It's your own fault, really. You basically trained your fan base on how to be spies.

No computer is safe, no vault is secure.  >:D

Also, I play burglar class, so I have the Skills for it.
13
License to Improvise / Re: Expanded Wild Magic (converting from TOG)
« Last post by TKDB on Today at 07:35:45 AM »
I personally wouldn't tie Wild Magic into Miracles. The whole point of Miracles is that they work 100% of the time but you only get like two or three of them per scene, so if you start playing around with them mechanically it becomes exponentially more of a problem. But let's see- if you need a mechanic...

Yeah, a Resolve check is probably the best bet. It's the only mechanic I can think of that interlaces flat over nearly any part of the system without taking extra actions. Probably using similar mechanics but make it so the spell never fails. Roll a Resolve Check versus the Spellcasting DC of the spell and then either A: success = good effect, failure = bad effect  or B: success = no effect, failure = cosmetic effect, error/crit = mechanical good or bad effect.
Add in a dash of In Nomine:  Failure = Spell goes off without issue.  Success = Small, mostly cosmetic bonus.  Threat/Crit = Caster's deity intervenes for their benefit.  Error/Critical failure = Deity opposing caster intervenes for their benefit.  Deities meddling is not necessarily good for the person asking for the miracle...

In the case of the particular campaign I'm intending to use it for, all the wild magic (both arcane and divine) is due to a meddling elder god of chaos, so that's not too far off, fluff-wise. But I did go with more or less Takeru's "B" setup -- but in this case, the critical failure produces a risky effect, rather than the same set of critfails arcane casters have, being a bit more lenient to the divine casters as a concession to the fact that divine magic is supposed to be more reliable.

Also, I figured out how to make fancy pretty PDFs like Big Jim does, so here's one of those for my converted "Wilder Magic" campaign quality.
14
Play-by-Post / Re: (IC) Way of the Wicked II: Call Forth Darkness
« Last post by ludomastro on Today at 07:29:35 AM »
Lars asks, in a truly confused voice, "I can't help but feel that we are doing this backwards as Creamor has mentioned.  Would not the solution we are searching for lie at the top rather than the bottom of this tower?"  Muttering to himself, "Very well then, servant of Asmodeus, what are you going to do about it?"  He begins leafing through his copy of the Contract looking for references to where infernal being hide their treasures.  He also considers the likelihood of what devices Mitran servants would use to prevent them from achieving their lord's aims.

Spoiler: show

Can Lars use his Sign & Portents I ability for a hint?
15
Play-by-Post / Re: [OOC] Way of the Wicked
« Last post by ludomastro on Today at 07:22:38 AM »
Hmm.  I can't think of an actor but I did take inspiration for Lars' name from Lars Ulrich of Metallica so I guess he would do.
16
Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Antilles on Today at 06:31:06 AM »
I guess that's why 4th edition sprang to mind, since it gamified earlier editions as much if not more than XCOM gamified X-COM...
17
Talking Animal Rogue Templates


Ape (+7 XP)
Benefit: The NPC becomes a Beast, and his Strength rises by 2.  He also gains superior climber I, and Bite II (dmg 1d8 lethal; threat 17-20).

Bear (+10 XP)
Benefit: The NPC becomes a Beast, and his Constitution rises by 2.  He also gainsimproved sense (scent), improved stability, superior runner I, Bite I (dmg1d8 lethal; threat 18-20), and Claw I (dmg 1d6 lethal; threat 20).

Big Cat (+6 XP)
Benefit: The NPC becomes a Beast.  He also gains darkvision I, improved sense (hearing), Bite I (dmg1d8 lethal; threat 18-20), and Claw I (dmg 1d6 lethal; threat 20).

Bovine (+15 XP)
Benefit: The NPC becomes a Large (1x2) Beast.  He gains a 10 ft increase to his Ground Speed.  He also gains darkvision I, damage reduction 2, improved stability, superior traveler I, Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed), and Trample I (dmg 1d10 lethal; threat 20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled).  In most cases you should avoid the Acrobatics Signature Skill.

Camel (+9 XP)
Benefit: The NPC becomes a Large (1x2) Beast, and his Constitution rises by 2.  He also gains feat (Pathfinder Basics [desert]), improved stability, superior runner I, and Bite I (dmg 1d10 lethal; threat 18-20).  In most cases you should avoid the Acrobatics Signature Skill.

Cloven-hoof (+6 XP)
Benefit: The NPC becomes a Large (1x2) Beast.  He gains a 10 ft increase to his Ground Speed.  He also gains darkvision I, improved sense (hearing), superior jumper I, and Gore I (dmg 1d8 lethal; threat 19-20; qualities: bleed) OR Kick I (dmg 1d8 lethal; threat 20).

Equine (+12 XP)
Benefit: The NPC becomes a Large (1x2) Beast, and his Strength OR Dexterity rises by 2.  He gains a 10 ft increase to his Ground Speed.  He also gains darkvision I, improved sense (hearing), improved stability, superior runner I, and Kick II (dmg 1d8 lethal; threat 19-20).

Giant Bug (+19 XP)
Benefit: The NPC becomes a Small Beast Flyer/Walker.  He gains a 10 ft increase to his Fly Speed and a Ground Speed of 30 ft.  He also gains always ready, cold-blooded, condition immunity (flanked), damage reduction 3, and Bite I (dmg 1d6 lethal; threat 18-20).

Giant Rat (+6 XP)
Benefit: The NPC becomes a Tiny Beast, and his Charisma rises by 2.  He also gains darkvision I, improved sense (hearing), and Bite I (dmg 1d4 lethal; threat 18-20).

Little Cat (+11 XP)
Benefit: The NPC becomes a Tiny Beast, and his Dexterity rises by 2.  He also gains darkvision I, improved sense (hearing), light sleeper, superior jumper I, superior runner I, Bite I (dmg 1d4 lethal; threat 18-20), and Claw I (dmg 1d4 lethal; threat 20).

Lizard (+7 XP)
Benefit: The NPC becomes a Beast, and his Constitution and one of his other attributes rise by 2.  He also gains cold-blooded, improved sense (scent), Bite I (dmg1d8 lethal; threat 18-20), and Tail Slap I (dmg 1d8 lethal; threat 20; qualities: reach +1).

Pachyderm (+17 XP)
Benefit: The NPC becomes a Large (1x2) Beast, and his Strength rises by 2.  He also gains damage reduction 3, improved stability, sterner stuff, superior runner I, Slam I (dmg 1d8 lethal; threat 20), and Trample I (dmg 1d10 lethal; threat 20; notes: Medium and smaller only, Fort (DC equal to damage) or become sprawled).  In most cases you should avoid the Acrobatics Signature Skill.

Raptor (+11 XP)
Benefit: The NPC becomes a Tiny Beast Flyer/Walker, and his Wisdom rises by 2.  He gains a 20 ft increase to his Fly speed and a Ground Speed of 20 ft.  He also gains improved sense (sight), and Talon II I (dmg 1d4 lethal; threat 19-20).  In most cases you should avoid the Athletics Signature Skill.

Serpent (+10 XP)
Benefit: The NPC becomes a Large (1x1) Beast, and his Strength rises by 2.  He also gains cold-blooded,damage reduction 2, improved sense (scent), light sleeper,, and Tail Slap I (dmg 1d10 lethal; threat 20; qualities: reach +1).
18
Talking Animal Species Feats

Changes to Already Existing Feats:
Jungle Clutch, River Clutch, Swamp Clutch: Add "or Lizard" to Species prerequisite.
Canopy Brood, Crushing Brood, Cursed Brood, Desert Clutch, Sea Brood, Stalking Brood: Add "or Serpent" to Species prerequisite.
Rock Clutch: Add "Bovine, Lizard, or Serpent" to Species prerequisites.


Big Ears
Standing shoulder above the other pachyderms, the elephants are known for their vast memories and their useful trunks.
Type: Species
Prerequisites: Pachyderm, Level 1 only
Benefit: You gain +1 Wounds and against characters of equal or smaller size you gain a +1 bonus to both initiate and resist Bull Rushes, Grappling, and Trips.  Your Intelligence rises by 1, and you may handle and wield 1-handed items and weapons.

Breakdown:
* Hulking [1 pt]
* +1 Intelligence [1 pt]
* Limited Dexterity [1 pt]
Total: 3 pts



Big Horn
Though seemingly fierce the rhinos are actually prefer to avoid or drive away anything unfamiliar.
Type: Species
Prerequisites: Pachyderm, Level 1 only
Benefit: Your Slam changes to a Gore.  Your error ranges when making Impress and Resolve checks increase by 2 and your hearing range increments are equal to your Wis score x 10 ft. You may always act during a surprise round unless deafened.  Finally you gain 1 rank in Notice and a +1 gear bonus to Notice checks.  Apply these ranks before spending skill points.

Breakdown:
* Slam to Gore [0 pt]
* Timid [-0.5 pt]
* Sharp Hearing [2 pt]
* 1 rank + 1 bonus Notice checks [1 pt]
Total: 2.5 pts



Braying Herd
Small, shaggy, and hearty your kind grew from marginal and hot terrain.
Type: Species
Prerequisites: Equine, Level 1 only
Benefit: Your Size decreases by 1 (to a minimum of Small).  In addition you require only 1 common meal per day and you gain heat protection I (ignoring extreme heat I and reducing the effects of extreme heat II), but you lose superior runner I.

Breakdown:
* Size decrease. [1.5 pt]
* Lean season. [0.5 pt]
* Heat Acclimated. [1 pt]
* Lose superior runner. [-0.5 pt]
Total: 2.5 pt


Braying Lead
The greatest of the burros are quite curious and intelligent and can have a calming influence on the nervous.
Type: Species
Prerequisites: Braying Herd
Benefit:Your Wisdom and Intelligence increase by 1.  Your maximum Resolve rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.

Breakdown:
* +1 Wisdom. [1 pt]
* +1 Intelligence. [1 pt]
* Enlightened Resolve [1 pt]
Total: 3 pt



Crag Hoof
Up in the mountains the cloven-hoofed trade the safety of size for the safety of unreachable places.
Type: Species
Prerequisites: Cloven-hoof, Level 1 only
Benefit: Your Size decreases by 1 (minimum of Small).  You lose Enlightened Blend and restricted Climb checks.  You gain an insight bonus equal to your Con modifier with saves against disease and poison (min +1) and a +2 gear bonus to Climb checks.  Your Gore or Kick attack is changed to a Slam.

Breakdown:
* -1 Size [1.5 pt]
* Lose Enlightened Blend [-1 pt]
* Lose restricted Climb checks. [1 pt]
* Iron Gut [1 pt]
* +2 Climb [0.5 pt]
* Natural Attack changed to Slam [0 pt]
Total: 3 pts



Desert Shell
Members of the scorpiones scuttle through the harsh arid lands, their claws always at the ready to grab and give the final sting.
Type: Species
Prerequisites: Giant Bug, Level 1 only
Benefit: You lose winged flight.  You gain the Sting (Gore I (venomous — disorienting poison)) natural attack and heat protection I (ignoring extreme heat I and reducing the effects of extreme heat II).  Your Bite gains the grab upgrade.  Finally you may act during surprise rounds even if your opponents are hidden or you are blinded.
Special: Your Bite is a pincer.

Breakdown:
* Lose winged flight. [-2.5 pt]
* Heat Acclimated [1 pt]
* Gore I (venomous) [2? pt]
* Bite upgrade [1? pt]
* Always Ready upgrade [1 pt]
Total: 2.5? pt



Environmental Adaptation
Through constant exposure and trials, perhaps stretching far back in your ancestry, you have been granted extraordinary skill and ability to survive in an environment different from others of your Species.
Type: Species
Prerequisites: Level 1 only
Benefit:
* Amphibious: Before spending skill points you gain 1 rank in Athletics.  You may hold your breath for a number of minutes equal to your Constitution score.  Your speed when making swimming checks is equal to your base speed –10. You minimum result when making a Swim check is 15 unless you roll an error.
* Elevated: You are always considered to have climber’s gear.  You gain a +1 gear bonus on Acrobatics checks, the superior climber I and superior jumper I NPC qualities, and 1 rank in Acrobatics, subject to your maximum.  Apply these ranks before spending skill points.
* Extreme: You gain either cold acclimated I or heat acclimated I (your choice), a +1 gear bonus to Survival, +1 Fortitude, +1 maximum Vitality, and 1 rank in Survival, subject to your maximum.  Apply these ranks before spending skill points.

Breakdown:
--Amphibious:
* Natural Diver [1 pt]
* Come on In [2 pt]
Total: 3 pts
--Elevated:
* Climber's gear [0.5 pt]
* 1 rank +1 bonus Acrobatics [1 pt]
* Superior Climber I [0.5 pt]
* Superior Jumper I [1 pt]
Total: 3 pts
--Extreme:
* Cold or Heat Acclimated I [1 pt]
* 1 rank +1 bonus Survival [1 pt]
* Robust Health [1 pt]
Total: 3 pts



Gigantic
Bigger is better.
Type: Species
Prerequisites: Non-Unborn, Level 1 only
Benefit: Your Size increases by 1 (maximum Large); if you are already Large or bigger either your Reach or Strength increases by 1 instead (your choice, maximum Reach 2).  You also gain a +1 bonus to Fortitude saves and +1 maximum vitality.

Breakdown:
* +1 Size (variant) [2 pt]
* Robust Health [1 pt]
Total: 3 pts



Hive Shell
The hymenoptera are some of the few giant bugs that live in communal groups, cooperating on great building projects that rival those of other species while still being simple.
Type: Species
Prerequisites: Giant Bug, Level 1 only
Benefit:  Your thick hide is reduced by 1.  Your Bite I becomes Sting (Gore I (venomous -- sickening poison)).  You gain 4 ranks in Crafting (not to exceed your maximum ranks) and your maximum Crafting rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.  Finally you grant an additional +1 morale bonus to your partner(s) whenever you succeed on a cooperative check.
Special: When you take this feat you may choose to lose your winged flight (if you possess any) to gain a +2 bonus to Strength.

Breakdown:
* Thick hide reduced by 1. [-1 pt]
* Bite change + (venomous) [1? pt]
* 4 Craft ranks [1 pt]
* Enlightened Craft [1 pt]
* +1 cooperative [1? pt]
Total: 3? pt



Laughing Pack (Credit where credit is due: the names and Bonecrushing Bite ability come from Big_Jim.)
Thought of as cowardly and gluttonous by many, you are actually a highly adaptable and socially-intelligent animal.
Type: Species
Prerequisites: Warg, Level 1 only
Benefit: You grant an additional +1 morale bonus to your partner(s) whenever you succeed on a cooperative check.  You also gain a +4 bonus on Forage checks for you and others with the adaptable diet quality or Laughing Pack feat*, armor-piercing 2 with your Bite, and you lose Aloof.  However the Disposition of any character who’s aware of your species and doesn’t share your native culture worsens by 10.
Special: Your Deathly Howl is more like a cackling laugh.

Breakdown:
* Cooperative Check bonus [1? pt]
* Adaptable Diet [1 pt]
* Bite AP 2 [1? pt]
* Lose Aloof. [0.5 pt]
* Reviled [-1 pt]
Total: 2.5? pt

* If your setting includes Avians with the Carrion Wing feat you should extend this to them as well.

Laughing Pack Alpha
They won't be laughing so much when they hear their friends' bones crunch.
Type: Species
Prerequisites: Laughing Pack
Benefit: Your Strength rises by 1.  You also gain a trick:
Bonecrusher (Bite Attack Trick): If the target is a standard character with a lower Strength score than yours, he immediately fails his Damage save (damage isn’t rolled). You may use this trick a number of times per combat equal to the number of Species feats you have.

Breakdown:
* +1 Str [1 pt]
* Instant Death Combat Trick [2? pt]
Total: 3? pt



Majestic Feather
The mighty aquila stand shoulders above other raptors.
Type: Species
Prerequisites: Raptor, Level 1 only
Benefit: Your Size increases by 1 (maximum Large); if you are already Large or bigger your Strength increases by 1 instead.  You also gain the Bite I natural attack.

Breakdown:
* +1 Size (variant) [2 pt]
* Bite I [1 pt]
Total: 3 pt


Sidebar: What about the giants?
Ever since legends of the roc and the rescue eagles of Tolkien giant versions of predatory birds have fascinated the public imagination.  But even using Majestic Feather and Gigantic a Raptor can only reach Medium size.

Tiny is -1 creation points; Large +1: a 2 point swing.  The raptor's attribute bonus is worth that much, so to create a Giant Raptor remove it and change size to Large (2x2).

Majestic Flight
Your innate majesty, even more than a common raptor, shines through and puts viewers in awe.
Type: Species
Prerequisites: Majestic Feather
Benefit: Your Charisma rises by 1 and your Legend by 2.

Breakdown:
* +1 Charisma [1 pt]
* Celebrated [2 pt]
Total: 3 pts



Methods of Hunting
As a cat you are most often defined by how you hunt as anything else.
Type: Species
Prerequisites: Big Cat, Level 1 only
Benefit: Choose one of the methods listed below:
* Speed: You lose the Claw I natural attack and your Dexterity rises by 1.  You gain +10 ft Ground Speed, the superior runner I NPC quality, and a +2 gear bonus to Initiative.
* Leaping: You gain the superior jumper I NPC quality, 1 rank in Acrobatics, and a +1 gear bonus with Acrobatics checks.  Apply these ranks before spending skill points.  You suffer 1 less die of damage when falling.

Breakdown:
--Speed:
* Lose Claw I [-1 pt]
* +1 Dexterity [1 pt]
* +10 ft Ground Speed [1 pt]
* Superior Runner II [1 pt]
* +2 Initiative [0.5 pt]
Total: 2.5 pts
--Leaping:
* Superior Jumper I [1 pt]
* 1 rank +1 bonus Acrobatics [1 pt]
* Cat Fall [0.5 pt]
Total: 2.5 pts



Miniature
Blame it on genetics.
Type: Species
Prerequisites: Non-Unborn, Level 1 only
Benefit: Your Size decreases by one step (minimum Tiny); if you are already Tiny or smaller you instead count as 1 size category smaller squeezing into or through confined spaces and for escaping from grapples.  You also gain a +1 attack bonus vs larger characters.
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.”

Breakdown:
* -1 size [1.5 pt]
* +1 attack vs larger [1 pt]
Total: 2.5 pt



Mountain Traveler
The humpless llama instead thrive in difficult mountain terrain.....and, surprisingly, in guard jobs.
Type: Species
Prerequisites: Camel, Level 1 only
Benefit:  Your Size decreases by one step (minimum Small).  Your heat protection I changes to cold protection I and your Pathfinder Basics (desert) changes to Pathfinder Basics (caverns/mountains).  You gain 2 skill rank in Intimidate and 1 rank each in Notice and Search subject to your maximum.  Spend these before applying skill points.  Finally you gain a +1 insight bonus to Notice and Search.

Breakdown:
* -1 Size [1.5 pt]
* Heat Acclimated to Cold Acclimated [0 pt]
* Pathfinder Basics (desert) to (caverns/mountains) [0 pt]
* 2 ranks Intimidate [0.5 pt]
* 1 rank Notice + Search [0.5 pt]
Total: 2.5 pts


Sidebar: One Hump or Two?
I couldn't find anything on a casual search to indicate that bactrian camels were different-enough from dromedaries to warrant an entire feat.  Simply changing Heat Acclimation to Cold Acclimation is enough: Pathfinder Basics (desert) provides enough Heat Resistance to fill in the gap.


Mysterious Troop
Called variously the sasquach, orang pendek, or yowie, your kind are apes that walk like Folk.
Type: Species
Prerequisites: Ape, Level 1 only
Benefit: Your Type changes to Folk, but you also count as a Beast for abilities, spells, and prerequisites that target or require it.  You lose restricted Jump checks and Kick attacks, Limited Dexterity, and superior climber I.

Breakdown:
* Become Folk/Beast [2 pt]
* Lose Restricted Jump and Kick [1.5 pt]
* Lose Limited Dexterity [-0.5?] and Superior Climber [-0.5] [-1 pt]
Total: 2.5 pts


Mysterious King
The greatest of the walking apes know ancient secrets of how to hide even when it seems impossible.
Type: Species
Prerequisites: Mysterious Troop
Benefit: The DC of Tracking checks targeting you increases by 10.  You gain 2 ranks each in Blend and Sneak, subject to your maximum skill ranks, and you may increase the threat range of one of your successful Hide checks by 2 once per scene.

Breakdown:
* +10 DC Tracking [1 pt]
* 2 ranks Blend + Sneak [1 pt]
* Crucial Sneak [1 pt]
Total: 3 pts



Night Feather
The strix are the quiet hunters of the night, putting fear into both their prey and the Folk who know little about them.
Type: Species
Prerequisites: Raptor, Level 1 only
Benefit: Your fly Speed drops by 10 ft and the Disposition of anyone who's aware of you and does not share your Species drops by 10.  You gain darkvision I, 1 skill rank in Sneak subject to your maximum (apply before spending skill points) and a +1 insight bonus to Sneak checks.  Finally your hearing range increments are equal to your Wis score x 10 ft, and you may always act during a surprise round unless deafened.

Breakdown:
* -10 ft fly speed [-0.5 pt]
* Reviled [-1 pt]
* Darkvision I [1 pt]
* 1 rank + 1 Sneak [1 pt]
* Sharp Hearing [2 pt]
Total: 2.5 pts


Night Flight
The greatest of the strix are held as symbols of great mental and mystical power.
Type: Species
Prerequisites: Night Feather
Benefit: You are always considered to have a Mage's Pouch.  Also your Wisdom and Charisma rise by 1.

Breakdown:
* Always have Mage's Pouch [0.5 pt]
* +1 Wisdom [1 pt]
* +1 Charisma [1 pt]
Total: 2.5 pts



Polar Sinew
The great white pihoqahiak wander the furthest reaches of the iciest seas.
Type: Species
Prerequisites: Bear, Level 1 only
Benefit: Your Size increases by 1 (maximum Large); if you are already Large or bigger your Reach increases by 1 instead (maximum 2).  You also gain cold protection I, superior swimmer I, and superior traveler I.  However you Lifestyle drops by 1.

Breakdown:
* +1 Size [2 pt]
* Cold Acclimated [1 pt]
* Superior Swimmer I [0.5 pt]
* Superior Traveler I [0.5 pt]
* -1 Lifestyle [-1? pt]
Total: 3? pts



Run Feather
The saqr-et-tair are an older form of raptor, skilled hunters on the ground.
Type: Species
Prerequisites: Raptor, Level 1 only
Benefit: Your fly Speed drops by 10 ft.  You lose restricted Kick attacks and your Talon II changes to Kick II.  Finally your ground Speed rises by 20 ft.

Breakdown:
* -10 fly speed. [-0.5 pt]
* Lose Restricted Kick. [0.5]
* Talon becomes Kick [0 pt]
* +20 ground speed [3 pt]
Total: 3 pts


Run Flight
In legend the greatest enemy and prey of saqr-et-tair is the snake, a worthy foe and their reason for living.
Type: Species
Prerequisites: Run Flight
Benefit: You gain a +2 save vs poisons, a +2 insight bonus to Initiative, and your base Defense rises by 1.

Breakdown:
* +2 saves vs poison [1 pt]
* +2 Initiative [0.5 pt]
* Agile Defense [1 pt]
Total: 2.5 pts



Scythe Shell
Mantodea might appear to be praying constantly to some great universal force....but it’s more likely a blessing over the kill they’re about to make.
Type: Species
Prerequisites: Giant Bug, Level 1 only
Benefit: Your thick hide is reduced by 1.  You gain Claw I with the grab upgrade and a +2 gear bonus to Blend checks.  Finally you are considered to be Aiming during the first melee or unarmed attack you make each round (see Aim, page 228).

Breakdown:
* Thick hide reduced by 1. [-1 pt]
* Claw I + grab [2? pt]
* +2 Blend [1 pt]
* Snakebite [1 pt]
Total: 3? pt



Shore Shell
Of a much different lineage, the brachyura prefer the water to land.
Type: Species
Prerequisites: Giant Bug, Level 1 only
Benefit: You lose winged flight and Swim is no longer a restricted action for you.  Your Speed when making swimming checks is equal to your base speed –10.  You minimum result when making a Swim check is 15 unless you roll an error.  You may breathe freely in air or water.  (Impurities in the water may affect you much as gasses do air-breathers.)  Finally your Bite gains grab.
Special: Your Bite is a pincer.

Breakdown:
* Lose winged flight. [-2.5 pt]
* Lose restricted Swim. [1 pt]
* Come on In [2 pt]
* Amphibious [1 pt]
* Bite gains grab. [1? pt]
Total: 2.5? pt



Tail Troop
Smaller than your ape cousins and with a tail, your reduced weight actually lets you be one of the best climbers in the animal kingdom.
Type: Species
Prerequisites: Ape, Level 1 only
Benefit: Your Size decreases by 1 (minimum Tiny) and your Dexterity rises by 1.  Your Speed when making climbing checks is equal to your base speed –10 with or without climbing gear (–20 when traversing inverted surfaces).  You minimum result when making a Climb check is 15 unless you roll an error.  Climbing occupies only one of your hands and you may cling to your current position without using any hands.  You lose 2 Strength, 2 Constitution, 1 grade of Bite, superior climber I, and Jump and Swim checks are no longer untrained for you.

Breakdown:
* -1 Size [1.5 pt]
* Enjoy the View [2 pt]
* +1 Dexterity [1 pt]
* -2 Str, -2 Con [-2 pt]
* -1 grade Bite [-1 pt]
* Lose Superior Climber [-0.5 pt]
* Lose Restricted Jump and Swim [2 pt]
Total: 3 pts


Tail King
The greatest of the tailed primates learn the ancient techniques of their trickster king.
Type: Species
Prerequisites: Tail Troop
Benefit: Your Charisma rises by 1.  You gain 1 rank in two of the following skills and a +1 insight bonus to the associated checks: Bluff + Distract, Prestidigitation + Feint, Sense Motive + Taunt, Resolve + Tire.  Apply these ranks before spending skill points.

Breakdown:
* +1 Charisma [1 pt]
* 2 x Eager X [2 pt]
Total: 3 pts



Thunder Herd
The great buffalo of the prairie are deadly in battle and tireless in their travels.
Type: Species
Prerequisites: Bovine, Level 1 only
Benefit: You gain the Kick I natural attack, a +2 gear bonus to Initiative, and 1 rank in Athletics and a +1 gear bonus to Athletics.  Apply these ranks before spending skill points.

Breakdown:
* Kick I [1 pt]
* +2 Initiative [0.5 pt]
* 1 rank + 1 bonus Athletics checks [1 pt]
Total: 2.5 pts


Thunder Run
Sometimes a buffalo races with the prairie storms and comes back changed by them.
Type: Species
Prerequisites: Thunder Herd
Benefit: You gain Electrical and Sonic Resistance 5.  Also when you spend an action die to boost unarmed or melee damage, you may convert it to electrical or sonic damage (choice made at time of conversion).

Breakdown:
* Electrical Resistance 5 [1 pt]
* Sonic Resistance 5 [1 pt]
* 2x AD damage conversion [1 pt]
Total: 3 pts



Trickster Paw
Smarter than most padfoot, the vulpes know it's best to plan for the long term.
Type: Species
Prerequisites: Little Cat, Level 1 only
Benefit: You lose the Claw I natural attack and gain 2 additional Interests.  Your Intelligence and Prudence rise by 1.

Breakdown:
* Lose Claw I. [-1 pt]
* Inquisitive Mind. [1 pt]
* +1 Intelligence [1 pt]
* +1 Prudence [2 pt]
Total: 3 pts


Trickster Step
Honing their intelligence over many schemes, vulpes eventually become masters of manipulation.
Type: Species
Prerequisites: Trickster Paw
Benefit: Once per session you may improve the disposition of one non-adversary NPC by 5.  Also you gain the beguiling NPC quality.

Breakdown:
* Charming [1 pt]
* Beguiling [2 pt]
Total: 3 pts



Webbed Shell
The stuff of many Folk nightmares, the araneae are often both misunderstood and overestimated.
Type: Species
Prerequisites: Giant Bug, Level 1 only
Benefit: You lose winged flight and restricted Jump checks, and our thick hide is reduced by 1.  You gain superior jumper I, and your Bite gains (venomous — disorienting poison).  Your speed when making climbing checks is equal to your base speed –10 with or without climbing gear (–20 when traversing inverted surfaces).  You minimum result when making a Climb check is 15 unless you roll an error.  Climbing occupies only one of your hands and you may cling to your current position without using any hands.  Finally 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.

Breakdown:
* Lose winged flight. [-2.5 pt]
* Lose restricted Jump. [1 pt]
* Thick hide reduced by 1. [-1 pt]
* Superior jumper I [1 pt]
* Bite upgrades to (venomous) [1? pt]
* Enjoy the View [2 pt]
* Webbing [1? pt]
Total: 2.5? pt



Winged
Feathered, bat-like, saurian, or insectile, you have a way to take to the sky.
Type: Species
Prerequisites: No flight speed, Level 1 only
Benefit: You gain winged flight with a Speed of 40 ft.

Breakdown:
* Winged flight 40 ft. [2.5 pt]
Total: 2.5 pt



Sidebar: Even More Fantasy Craft Sub-Species.

Arctic Fox: Padfoot + Trickster Paw + Environmental Adaptation (extreme)

Buffalo Wings: Bovine + Thunder Herd + Winged

Deinosuchos: Lizard + River Clutch + Gigantic + Larger Than Life

Hellcat: Big Cat + Gigantic + Devilish Heritage

Mammoth: Pachyderm + Big Ears + Environmental Adaptation (extreme)

Nightmare: Equine + Devilish Heritage + Elemental Heritage (fire)

Electric Mouse: Giant Rodent + Elemental Heritage (lightening)

Noble Lion: Big Cat + Gigantic + Majestic Flight (ignoring Raptor prerequisite)

Sea Scorpion: Giant Bug + Desert Shell + Environmental Adaptation (amphibious)

Titanoboa: Serpent + Crushing Brood + Gigantic

True Nightmare: Giant Bug + Webbed Shell + Winged

Unicorn/Sacred White Deer: Cloven-hoof + Unicorn Blood + Unicorn Scion

Woolly Rhino: Pachyderm + Big Horn + Environmental Adaptation (extreme)
19
Talking Animal Species

Ape
You are an ape, the animal most closely resembling Folk.  You have hands, though they may not be as dexterous as those of Folk and are further limited by your need to walk upon them.  Your face is hairless, with no nose.  Your arms are longer than you legs, the feet of which probably have an opposable digit, and with your great strength for your size you easily swing among your home in the trees.  Your canine teeth are quite long, all the better to threaten someone, yet you are not primarily an eater of animals.

Your kind are very social: you love living in groups, spending your time bonding by picking the parasites out of each others' hair (and eating them: protein is protein).  You do have a hierarchy: the male who can put on the biggest display of thumping and screeching.  For these reasons Folk find you understandable and endlessly fascinating; you hate how they stare and flash their teeth when they're feeling good.  But so long as they don't mind a little literal nit-picking you can easily see them as your surrogate troop.

Common Personality Traits: Curious, intimidating, social, playful, mischevious, laid-back.
Common Physical Traits: Long arms, prominent jaw, big fangs, walking on hands.
Example Names: Tarzan, Kong, Bandar-log, Goku, Solavar.  Many Apes take Folk names to better fit in, or accentuate their names with Folk adjectives like "Mighty".
Splinter Race Feats: Gigantic (gigantopithecus), Tail Troop (monkey), Mysterious Troop (sasquach).  Unless you choose one of these, you are a “great ape”.
Type: You are a Medium hand-walking Beast with a Reach of 1.  Your Wounds are equal to your Constitution score.
* Attributes: +2 Strength, +2 Constitution
* Base Speed: 30 ft.
* Enlightened Athletics: Your maximum Athletics rank increases to your Career Level + 5. Only the highest bonus from any enlightened ability may apply to each skill.
* Enlightened Intimidate: Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any enlightened ability may apply to each skill.
* Limited Dexterity: You may ready and wield 1-handed items and weapons. [1 pt]
* Natural Attack: You gain the Bite II natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Restricted Actions: Kick attacks, as well as Jump and Swim checks you make, are considered untrained.
* Superior Climber: You gain the superior climber I NPC quality.


Bear
You are a bear, a large, bulky often omnivorous mammal.  You may look cuddly at first what with your chunky body and copious fur that comes in white, brown, or black.  But you teeth are big and your claws are long, and although your legs don't look it you are a fast runner that could easily chase down a fleeing Folk.  Nevertheless you feed often on slower fare like berries and fish.

Your kind usually stay on their own; gathering in groups is reserved for those times there is an abundance of food.  "Family" to you is three bears, two of whom are young.  This creates in you a wariness of large gatherings and a desire to remain away from civilization.

Nevertheless you can still form friendships with a small band of like-minded individuals.  Finding companions shouldn't be too hard: Folk are awed by your power and quiet charisma (to say nothing of your fluffy huggableness) and will often jump at the chance to be your friend.  For your part you enjoy all the sweet food they bring along.

Common Personality Traits: Concern-less, simple, territorial, solitary, aggressive.
Common Physical Traits: Large body, stocky legs, long snout, shaggy fur, wicked claws.
Example Names: Arkadios, Bjorn, Dov, Matu, Nanuq, Nita, Ursula.
Splinter Race Feats: Gigantic (brown bear), Miniature (sun bear), Polar Sinew (polar bear).  Unless you choose this, you are a “black bear”.
Type: You are a Medium quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score.
* Attributes: +2 Strength, -2 Dexterity, +2 Constitution
* Base Speed: 30 ft.
* Bloodhound: Your base scent range is equal to your Wisdom score × 10 ft. and, you gain a +6 bonus with Tracking checks.
* Enlightened Intimidate: Your maximum Intimidate rank increases to your Career Level + 5. Only the highest bonus from any enlightened ability may apply to each skill.
* Natural Attack: You gain the Bite I and Claw I natural attacks.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1.


Big Cat
You are a big cat, an unimaginatively-named larger version of the Folk-familiar housecat.  Like your smaller cousins you have large canines, retractable claws, and the ability to put on bursts of speed with which to catch your prey.  Also like them you sleep most of the time as a way to conserve energy.  Despite any appearances to being a majestic predator of big game you will happily feast on anything that doesn't move too fast for you to catch.

Your kind are usually solitary but you can acclimatize to a group, especially if exposed young.  However you do not like loud, active groups: you feel agitated by too much activity and are liable to want to lash out.  The key for your relationship with anyone is that they respect your space and quiet time.

Because of your size and ability to kill them effortlessly, given the right circumstances, Folk are often awed or fearful of you.  This may be to your advantage: they may respect your solitude, preferring to marvel at you from afar and use you are their symbols of greatness.  Or it may be to your detriment: they may see you as the ultimate hunting trophy, arena combatant, or boogieman to be slain for glory or safety.  You may have to play up the former if you want to get in with them......or you may have to play giant housecat.

Common Personality Traits: Skittish, fierce, lazy, intimidating, wary.
Common Physical Traits: Big teeth, gleaming eyes, taut muscles, long tail.
Example Names: Serabi, Shere Khan, Bagheera, Jaga, Sabor.
Splinter Race Feats: Environmental Adaptation (leopard, lynx), Gigantic (tiger), Methods of Hunting (cheetah, caracal).  Unless you choose one of these, you are a "panther".
Type: You are a Medium quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score.
* Attributes: None
* Base Speed: 30 ft
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Stealth: Your maximum Stealth rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Light Sleeper: Sleep is never a terminal situation for you.
* Natural Attack: You gain the Bite I and Claw I  natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Natural Camouflage: Choose from arctic, caverns/mountains, desert, forest/jungle, plains, or swamp.  You gain a +5 gear bonus with Blend checks while in that terrain.
* Sharp Hearing: Your hearing range increments are equal to your Wisdom score x 10 ft and you may always act during a surprise round unless deafened.
* Superior Runner: You gain the superior runner I NPC quality.


Bovine
You are a bovine, a quadrupedal slab on thin, hoofed legs, with a long face that's equal parts dull and soulful.  You really aren't that remarkable-looking compared to many other four-legged animals, other than your horns: they are your main weapon and large enough to do some serious damage.  Though hidden in that slab of a body is considerable muscle with which to drive you body forward.  There is power in you, it's just not always obvious.

Your kind like to form into large herds for protection: a circle of horns and eyes keeps everyone safe.  Sometimes, however, this backfires, as trying to stay together during a panic results in many deaths by trampling.  Still fleeing from anything strange is a preferred tactic: if you didn't you might either get eaten or captured by slavers to toil at any pulling task.

You really don't like being alone so it's a natural jump to hanging out with even the strangest of groups.  You might have to work to remind them you aren't dumb muscle even though you prefer to follow and not make waves.  Still they may come to admire you after a show of strength or two.  If you need them and they need you that's a good-enough relationship.

Common Personality Traits: Gregarious, simple, skittish, hard-working, herd-minded.
Common Physical Traits: Soft eyes, muscled body, sharp horns, thundering hooves.
Example Names: Fintan, Byron, Gotama, Volos, Zsombor.  Your kind tend to prefer strong-sounding Folk names, even if you are a female.
Splinter Race Feats: Environmental Adaptation (yak/musk ox), Gigantic (aurochs), Rock Clutch (catoblepas), Thunder Herd (bison).  Unless you choose one of these you are an "ox".
Type: You are a Large (1x2) quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x 1.5 (rounded down).
* Attributes: +1 Strength, +1 Constitution, -1 Charisma
* Base Speed: 40 ft
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Notice: Your maximum Notice rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying or riding.
* Natural Attack: You gain the Gore I and Trample I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Restricted Actions: Climb, Break Fall, and Tumble checks you make are considered untrained.
* Thick Hide 2: You’re considered to be wearing partial armor that provides Damage Reduction 2.  This DR does not stack with other armor (only the best protection applies).  If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit.
* Superior Traveler: You gain the superior traveler I NPC quality.


Camel
You are a camel, a funny-looking quadruped adapted for desert life.  Everything about you is for the desert: the face that appears eternally droopy, the foot pads, the long, thin legs, and the fatty hump, all likely in some shade of sandy brown.  Your body tolerates higher extremes of temperature and deprivation than other mammals of your size.  One feature most Folk don't anticipate is you large canines: you have quite a dangerous bite if you feel like it.

You probably grew up in a herd like a horse, though a partnership with Folk is also likely, given the value of your kind in crossing inhospitable terrain.  "Ships of the desert" they call you: you carry goods and people in long lines in places the Folk might die if they had to do it themselves.  How you feel about this may vary, especially if you are treated well or poorly, but if Folk are willing to give you food, water, and shelter you probably think it's a better deal than the harsh reality of the desert.

Common Personality Traits: Contemplative, stubborn, survival-oriented, hard-working.
Common Physical Traits: Droopy face, wide feet, gangly legs, long neck, hump.
Example Names: Seraiah, Nurislam, Plato, Kadri, Afzal.
Splinter Race Feats: Mountain Traveler (llama), Winged (kaboobie).  Unless you choose one of these, you are a “dromedary”.
Type: You are a Large (1x2) quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x 1.5 (rounded down).
* Attributes: +2 to the lower of Strength or Constitution
* Base Speed: 30 ft.
* Heat Acclimated: You gain heat protection I (ignoring extreme heat I and reducing the effects of extreme heat II).
* Lean Season: You only require 1 common meal per day to survive.
* Natural Attack: You gain the Bite I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Pathfinder Basics: You gain the Pathfinder Basics (desert) feat.
* Restricted Actions: Climb, Break Fall, and Tumble checks you make are considered untrained.
* Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1.


Cloven-hoof
You are an cloven-hoof, a large and agile runner balanced on four thin legs each ending in a pointed, two-hoofed foot.  If male you have antlers on your head part of the year; if female you usually have none.  Your medium-length head is perfect for browsing, your two large ears perfect for alerting you to danger, and two round, soft eyes perfect for melting Folk hearts.

You likely grew up in a herd made of many females and their young, though if you are a male you were then driven out to join a bachelor group.  The two groups only got together during mating season, with the exception that sometimes the family herd would be watched over from afar by a prime buck.  Only strong males ever fought: the rest fled at the first sign of danger.

Folk find you enigmatic: your form is so compelling, yet you prefer to remain apart.  Sometimes they hold this distance up as a sign that you are the guardian of the forest or all of nature.  Given your propensity to flee and hide you have no idea where this is coming from, but sometimes an outside force can convince you to put your fear aside and fight.

Common Personality Traits: Alert, alarmable, dignified, herd-minded.
Common Physical Traits: Imposing antlers, graceful movements, soft eyes.
Example Names: Isi, Raleigh, Damhan, Damhnait, Thicket, Oak, Winter.  Cloven-hoof name themselves most often in either ancient shamanic languages or simple words tied to their place or time of origin.
Splinter Race Feats: Crag Hoof (goat), Environmental Adaptation (caribou, ibex), Gigantic (megloceros), Miniature (tusked deer).  Unless you choose one of these, you are a "white tail".
Type: You are a Large (1x2) quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x 1.5 (rounded down).
* Attributes: +1 any one attribute
* Base Speed: 40 ft
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Acrobatics: Your maximum Acrobatics rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Enlightened Blend: Your maximum Blend rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Natural Attack: You gain the Gore I (if male) or Kick I (if female) natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Restricted Actions: Climb, Break Fall, and Tumble checks you make are considered untrained.
* Sharp Hearing: Your hearing range increments are equal to your Wisdom score x 10 ft and you may always act during a surprise round unless deafened.


Equine
You are an equine, a large and graceful runner balanced on four thin legs each ending in a single hoofed toe.  A mane of hair runs down the back of your neck; there is more long hair on your tail, perfect for swatting away annoying insects.  You face is long, with two erect ears and two round, soulful eyes.  All these features together make you quite attractive in the eyes of many Folk.

You likely grew up in a herd made of many females and their young, lead by a matriarch and watched over by a lone and mostly useless stallion.  Survival was paramount: anything perceived as a threat was fled from.  Those that didn't fear the unusual were either killed by predators or taken by malicious slavers to be broken and sold.

There are many Folk who will view you as a simple beast of burden...even after you speak up.  Others are in awe of your grace and beauty, though that might not mean they treat you as a worthy individual.  You may be slow to trust and hate to be ridden.  You need a herd and when others show they can be trusted you form great attachments to them.

Common Personality Traits: Cautious, alert, deferential, free-spirited, social.
Common Physical Traits: Flowing mane, flicking tail, soft eyes, elegant poise, sharp hooves.
Example Names: Sun, Moon, Star, Rain, Sky.  Equine names are often short and simple, the better to be shouted out in warning.
Splinter Race Feats: Braying Herd (burro), Miniature (pony), Winged (pegasus).  Unless you pick one of these, you are a "mustang".
Type: You are a Large (1x2) quadruped beast with a Reach of 1.  Your maximum wounds equal your Constitution score x1.5 (rounded down).
* Attributes: +2 to the lower of Strength or Dexterity
* Base Speed: 40 ft.
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Athletics: Your maximum Athletics rank increases to your Career Level+5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Natural Attack: You gain the Kick II natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Restricted Actions: Climb, Break Fall, and Tumble checks you make are considered untrained.
* Sharp Hearing: Your hearing range increments are equal to your Wisdom score x 10 ft and you may always act during a surprise round unless deafened.
* Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1.


Giant Bug
You are a giant bug, a dog-sized version of one of the many tiny creatures that crawl the world; your kind created by wizard, god, or mutative substance you do not know.  Your body is covered by a shell that serves both as armor and bones; segments allow flexibility.  Other than those facts you come in a similar variety to the creatures with which you share appearance.

Folk and other Beasts aren’t sure what to make of you.  You aren’t sure what to make of them: they rely on body posture and sound; you rely on smell mostly.  Their bodies have soft outer skin that lets them move fluidly; your tough bodies require you to jerk around as you move.  Their jaws move up and down; yours move to the sides.  As a result your two worlds will always have come difficulties with each other.  But your kind are enduring and variable: you will find a way to adapt.

Common Personality Traits: Unexpressive, over-loquacious, observant, eccentric.
Common Physical Traits: Hard outer shell, jerky movements, shiny eyes.
Example Names: As giant bugs are immense varied so too are their names.  A few who take up with other species often take on whatever name makes “soft-skins” feel more at ease.
Splinter Race Feats: Desert Shell (scorpion), Hive Shell (bee/wasp), Scythe Shell (mantis), Shore Shell (crab), Webbed Shell (spider).  Unless you choose one of these, you are a “beetle”.
Type: You are a Small multi-legged beast with a Reach of 1.  Your Wounds are equal to your Constitution score x2/3 (rounded up). [-2 pt]
* Attributes: +1 to any one attribute
* Base Speed: 30 ft.
* All-around Vision: You are only flanked when surrounded by 3 or more adjacent characters and may always act during surprise rounds unless your opponents are hidden or you are blinded. [2 pt]
* Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
* Cold Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down).  If you suffer continuous damage -- such as from the environment -- you are sickened until you escape the source of the damage.
* Darkvision I: You ignore all penalties for dim and faint light.
* Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying or riding.
* Natural Attacks: You gain the Bite I natural attack type.
* Restricted Actions: Kick attacks, as well as Jump and Swim checks you make, are considered untrained.
* Thick Hide 3: You’re considered to be wearing partial armor that provides Damage Reduction 3.  This DR does not stack with other armor (only the best protection applies).  If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit.
* Winged Flight: You may fly with a Speed of 40 ft.  While aloft you Size is considered 1 category larger for Defense and fitting through tight spaces. Your error ranges with attacks and Blend, Sneak, and Spellcasting checks increase by 2 while flying.  If you do not move at least 10 feet during your turn you are considered to be hovering and these error range penalties are doubled until your following turn.


Giant Rat
You are a giant rat, a rodent about the size of a cat or small dog.  You have oversized incisor teeth, perfect for chewing your way through anything.  Your hairless tail helps you keep cool and provides balance.  Your narrow head an collapsable body are perfect for squeezing into much smaller spaces than anyone would think.  Your fur, which you keep as well-groomed as you can, comes in shades of brown and black.

Despite Folk perceptions you enjoy living in groups and being social: you groom each other, huddle up for warmth, share food and play.  In fact giant rat colonies are often a lot like Folk settlements.  It your need to keep yourself safe from predators that causes you to hide and sneak so much, granting you a reputation for dishonesty and evil among Folk.  They rarely take the time to see your intelligent side.  But it isn't as if you don't share their innate distrust of strangers.  Still you know the secret to survival is a large group of friends, and if you don't have any other rats nearby you're perfectly smart enough to realize a mixed group offering to help out with survival is just as good.

Common Personality Traits: Gregarious, curious, sneaky, territorial, loyal.
Common Physical Traits: Prominent teeth, narrow head, well-groomed fur, hairless tail, high-pitched voice.
Example Names: Number One Son, Third Eye, Seventh of Seventh.  Giant rat names often incorporate numbers as it's the easiest way to deal with litters.
Splinter Race Feats: Environmental Adaptation (squirrel, beaver), Gigantic (dire rat).  Unless you choose one of these you are a "fancy rat".
Type: You are a Tiny quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x 1/2 (rounded up). [-3 pt]
* Attributes: +1 Intelligence, +1 Charisma
* Base Speed: 30 ft
* Darkvision I: You ignore the effects of dim and faint light.
* Charming: Once per session you may increase the Disposition of 1 NPC by 5.
* Enlightened Athletics: Your maximum Athletics rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Enlightened Stealth: Your maximum Stealth rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Flexible: You count as one Size category smaller for squeezing, and escaping grapples.  [0.5 pt]
* Natural Attack: You gain the Bite I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Sharp Hearing: Your hearing range increments are equal to your Wisdom score x 10 ft and you may always act during a surprise round unless deafened.
* Superior Swimmer: You gain the superior swimmer I NPC quality.

Sidebar: Real-sized Rats
Tiny size was chosen as a means of distinguishing Giant Rats from their lesser animal kin.  If you really want Real-sized rats it's only -0.5 points more.  Give them superior climber I and it balances out.


Little Cat
You are a little cat: the smaller version of creatures like the tiger.  Your four feet are heavily padded for silence, your claws retractable to keep them sharp, your ears large and erect to hear prey.  The thing that gives you away most is your long tail that twitches often.  Your fur is usually patterned to blend you in with local terrain, though time spent with Folk has caused many of your kind to develop decidedly un-camouflaged fur colors and patterns.

You probably grew up in a litter watched over by a single mother, but you don't necessarily have a problem living in a colony of other cats.  Of course even in a colony you mostly prefer to keep to yourself, especially when stalking and pouncing on any small moving thing that catches your eye.  Anything new must be regarded with a wary eye and probably sniffed all over to place it in the "fear" or "harmless" category.  In the latter it's especially useful if it gives you a high place from which to watch the world.

You are Folk get along fine: either you live with them or you lurk in their shadows and get rid of all the small pest-y things they despise.  Your methods of communication are different, so you often have a hard time understanding each other: they take your quiet acceptance as aloof rejection and you take their indifference as evidence of friendliness.  But when you finally do understand each other they value your stealth and you value their ability to open food containers.

Common Personality Traits: Lazy, skittish, defensive, needy, wary.
Common Physical Traits: Gleaming eyes, twitching tail, mobile ears, patterned fur.
Example Names: Hari, Izem, Llew, Singh, Tau, Usama.
Splinter Race Feats: Environmental Adaptation (desert cat, fishing cat), Trickster Paw (fox).  Unless you choose one of these you are a "housecat".
Type: You are a Tiny quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x 1/2 (rounded up). [-3 pt]
* Attributes: +1 Dexterity
* Base Speed: 30 ft
* Darkvision I: You ignore the effects of dim and faint light.
* Enlightened Acrobatics: Your maximum Acrobatics rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Enlightened Stealth: Your maximum Stealth rank increases to your Career Level + 5.  Only the highest bonus from any enlightened ability may apply to each skill.
* Light Sleeper: Sleep is never a terminal situation for you.
* Natural Attack: You gain the Bite I and Claw I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Sharp Hearing: Your hearing range increments are equal to your Wisdom score x 10 ft and you may always act during a surprise round unless deafened.
* Superior Jumper: You gain the superior jumper I NPC quality. [1 pt]
* Superior Runner: You gain the superior runner I NPC quality.


Lizard
You are a lizard, a low-slung, cold-blooded animal with four clawed legs and scales.  Your kind come in a bewildering array of shapes and colors, from camouflaged to spiky to brightly painted.  You come mostly from places that don’t get too cold, but some of your relatives survive in some of the coldest environments on the planet.

You likely had little interaction with other lizards growing up: you were probably put into a hole as an egg and then left.  A few varieties of your kind live in a loose-knit group, but most likely you were alone.  You’ve had to become self-reliant as a result, and aloof as a consequence.  The larger you are the less active you are to conserve energy, leading some to see you as slow and lazy.

You aren’t the most highly-sought-after of animal companions.  At least other creatures don’t have the same revulsion to you as snakes.  Still you can form attachments to others.  You aren’t just a dumb animal and will come to the aid of those that value you.  It may just be a little calculated and patient in execution.

Common Personality Traits: Slow, unexpressive, calculating, patient, observant.
Common Physical Traits: Whip-like tail, wicked claws, flicking tongue, swaying walk.
Example Names: Drakon, Gira, Khihping, Komo-o, Gojira.
Splinter Race Feats: Cursed Brood (basilisk), Gigantic (komodo dragon), Jungle Clutch (giant chameleon), River Clutch (crocodilian), Rock Clutch (basilisk), Swamp Clutch (giant amphibian).  Unless you choose one of these, you are a "monitor lizard".
Type: You are a Medium quadruped beast with a Reach of 1.  Your Wounds are equal to your Constitution score.
* Attributes: +1 Constitution, +1 Wisdom, +2 to any 1 attribute, -2 to any 1 attribute
* Base Speed: 30 ft.
* Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
* Bloodhound: Your scent range increments are equal to your Wis score x 10 ft., and you gain a +5 bonus with Tracking checks.
* Cold-blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down).  If you suffer continuous damage -- such as from the environment -- you are sickened until you escape the source of the damage.
* Darkvision I: You ignore the effects of dim and faint light.
* Natural Attack: You gain the Bite I and Tail Slap I attacks.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Robust Health: You gain a +1 bonus to Fortitude saves and +1 maximum vitality.


Pachyderm
You are a pachyderm, a large, thick-skinned, mostly-hairless mammal standing on four legs.  You have a fleshy upper lip, almost an entire flexible nose, with which you can strip your food off trees and bushes.  You enjoy wading in water and covering yourself in mud and dust to keep the sun off, since while your skin is thick it’s also sensitive.  Your eyesight isn't the greatest, unfortunately.

You may have grown up in a solitary existence, or perhaps you lived in a herd like many other quadruped herbivores.  Because of your size predators rarely bother you, so you're often fine either way.  Still you don't like surprises, but it's often the predators and slavers who have to run the other way when they cross you.  It's this tension that makes you a bit volatile and slow to change.

Folk definite look up to you, in more ways than one.  Because of your great strength you are in great demand, though it demeans you to be treated as some kind of heavy machinery.  Still others see you as a symbol of power to parade around as a kind of mobile decoration.  Yet someone who recognizes you are more than just muscles will find you a valiant ally ready to charge into danger for them

Common Personality Traits: Intimidating, social, loyal, dignified, laid-back.
Common Physical Traits: Armor-like skin, massive frame, coat of mud/dust, strong legs.
Example Names: Chidike, Drusus, Hamza, Kuwat, Limbani, Zuberi.
Splinter Race Feats: Big Ears (elephant), Big Horn (rhino), Environmental Adaptation (hippo), Gigantic (indricathere).  Unless you choose one of these, you are a "tapir".
Type: You are a Large (1x2) quadruped Beast with a Reach of 1.  Your Wounds are equal to your Constitution score x 1.5 (rounded down).
* Attributes: None
* Base Speed: 30 ft
* Fatal Falls: You suffer +1 falling damage per die, and falling damage gains the keen (20 quality against you.
* Improved Stability: You’re considered 1 Size category larger for carrying capacity, Trample attacks, and resisting Bull Rush and Trip attempts so long as you are standing firmly on the ground and not climbing, flying or riding.
* Natural Attack: You gain the Slam I and Trample I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Restricted Actions: Climb, Jump, and Tumble checks you make are always considered untrained.
* Sterner Stuff: The keen quality of each attack made against you decreases by 4.
* Sure-footed: Your encumbrance loads are increased by 50% and when you run, your move multiplier is increased by 1.
* Tenacious Spirit: You gain 1 additional Vitality per level.
* Thick Hide 3: You’re considered to be wearing partial armor that provides Damage Reduction 3.  This DR does not stack with other armor (only the best protection applies).  If you gain thick hide from multiple sources, your hide offers the highest single DR value + 1 per additional hide benefit.


Raptor
You are a raptor, not just a bird that eats animals, or even large animals, but a bird with good prey-finding eyesight, strong feet, often with curved talons, for holding food, and a strong, curved beak to tear into flesh.  Often sitting more erect than other birds and with wide wingspan or a voluminous head you cut a magnificent figure.  You come in a range of browns, whites, and blacks, with a little grey-blue creeping in occasionally.  You are the larger of the sexes if you are female.

You are quite solitary: your hunting method and prey size leaves little room to have a companion to feed, other a chick or two.  To hunt you mostly sit around all day, occasionally flying about, and waiting to spot prey before diving upon it.  From all your time spent seeing the world from these heights you have begun to see yourself as "above" the rest of it.

Your relationship with Folk is often as a symbol, whether it be one of awe or dread: entire nations take you as their standard to invoke your majesty.  Yet sometimes you partner closely with them, hunting for them in exchange for steady meals and a safe place to sleep, or perhaps just as an exoticism for them to show off.  To you this isn't a contradiction: why shouldn't they want you around?  Either way you're being admired as it should be.

Common Personality Traits: Aloof, observant, haughty, cautious, intimidating.
Common Physical Traits: Hooked beak, wicked talons, majestic bearing, piercing eyes.
Example Names: Rides-the-Wind-Toward-Sunset, Watches-Over-the-Night, Killed-Man-by-Dropping-Tortoise-on-Him.  Raptor names are often long, descriptive, and self-aggrandizing.
Splinter Race Feats: Majestic Feather (eagle), Night Feather (owl), Run Feather (secretary bird).  Unless you choose one of these you are a “hawk”.
Type: You are a Tiny winged Beast with a Reach of 1.  Your Wounds are equal to your Constitution scores x 1/2 (round up). [-3 pt]
* Attributes: +2 to the lower of Dexterity or Wisdom
* Base Speed: 20 ft.
* Crunch!: Your Strength-based damage rolls inflict 1 additional damage.
* Enlightened Search: Your maximum Search rank increases to your Career Level + 5. Only the highest bonus from any enlightened ability may apply to each skill.
* Keen Sight: Your visual range increments are equal to your Wis score x 50 ft. You also ignore range penalties from the 2nd and 4th range increments while you’re aiming.
* Natural Attack: You gain the  Talon II natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Restricted Actions: Kick attack, as well as Jump and Swim checks you make, are considered untrained.
* Winged Flight: You may fly with a Speed of 50 ft.  While aloft you Size is considered 1 category larger for Defense and fitting through tight spaces. Your error ranges with attacks and Blend, Sneak, and Spellcasting checks increase by 2 while flying.  If you do not move at least 10 feet during your turn you are considered to be hovering and these error range penalties are doubled until your following turn.


Serpent
You are a serpent, or drakon in an ancient tongue, a giant snake: a long, thin, legless body covered in small scales, with a roughly triangular head with needle-like teeth.  The borders of your lower jaw can stretch to allow you to swallow whole animals much bigger around than yourself.  You are usually patterned to camouflage yourself into the local landscape.

You most likely grew up alone: your mother laid her eggs and then abandoned them, then you and your siblings scattered once hatched.  From an early age you've had to learn to fend for yourself.  You've spent most of your life sitting in one spot and waiting for something to pass by.  By nature you've become stealthy just to get any food.

Most creatures instinctively fear you.  Yet sometimes others believe you to have mystical powers just because they don't understand you and come to you for advice or protection.  You probably care more about food than their problems, but you're smart enough to work out that a relationship that benefits others will benefit you later.  You can afford to be patient.

Common Personality Traits: Cold, sneaky, intimidating, watchful, patient.
Common Physical Traits: Long body, cool to the touch, unblinking eyes, flickering tongue.
Example Names: Kaa, Python, Set, Naga.  Serpents rarely bother with names in the wild, having few relations.  Those that do possess names were often given them by others: either those afraid or those awed by their presence.
Splinter Race Feats: Canopy Brood (tree snake), Crushing Brood (constrictor), Cursed Brood (basilisk), Sea Brood (sea snake), Stalking Brood (pit viper), Desert Clutch (cobra), Rock Clutch (basilisk). Unless you select one of these, you are a “grass snake”.
Type: You are a Large (1x1) serpentine beast with a Reach of 2. Your maximum wounds equal to your Constitution score x 1.5 (rounded down).
* Attributes: +3 to the lower of Strength or Wisdom, -1 to Charisma
* Base Speed: 30 ft.
* Agile Defense: Your base Defense increases by 1.
* Aloof: Your error range increases by 2 when making Impress and Sense Motive checks targeting characters of other species.
* Bloodhound: Your scent range increments are equal to your Wis score x 10 ft., and you gain a +5 bonus with Tracking checks.
* Cold-Blooded: You require only 1 common meal per day but suffer 1 additional damage per die from cold and are sickened for a number of rounds equal to 1/2 any cold damage taken (rounded down).  If you suffer continuous damage -- such as from the environment -- you are sickened until you escape the source of the damage.
* Light Sleeper: Sleep is never a terminal situation for you.
* Natural Attack: You gain the Tail Slap I natural attack.  If you gain a natural attack from multiple sources, the attack's grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to the maximum of V.
* Serpentine: You are considered one Size smaller for squeezing into and through confined spaces, and one Size larger for resisting Trample, Bull Rush, and Trip attempts. However, you cannot Kick or make Trample attacks. [0.5 pt]
* Snakebite: You are considered to be Aiming during the first melee or unarmed attack you make each round (see Aim, page 228).
* Reviled: The Dispositions of non-serpents decrease by 10.
* Thick Hide 2: You are considered to be wearing partial armor that provides Damage Reduction 2.  It does not stack with other armor.  If you gain thick hide from more than one source it offers the highest DR + 1 per additional instance.
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Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...)
« Last post by Gatac on Today at 05:06:06 AM »
You will note I did not specify if Tech represents battery power, processing power, weight or size issues. :) It's a gamism that I'm perfectly happy to vaguely handwave.
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