Circle of Life
2011-09-01, 02:36 PM
Remani
http://img851.imageshack.us/img851/5595/solarbyhibbaryd472ghk.jpg
Image is “Solar” by hibbary of deviantArt.
A remani in its natural form appears in many ways as a white-maned lion, though its markings make its true nature obvious to those who know what to look for.
http://img18.imageshack.us/img18/2684/amaterasubynorthernbans.jpg
Image is “Amaterasu” by NorthernBanshee of deviantArt.
A remani using its Alternate Form ability to assume the form of a human creates a nearly flawless disguise, though its markings remain as prominent as ever.
Racial Traits
Magical Beast (Shapechanger): As magical beasts, remani are not subject to effects that would affect humanoids, but are susceptible to spells and abilities that target magical beasts.
Abilities: +2 Con, -2 Int. Remani share some of the toughness of the beasts they resemble, but this same bestial nature reflects in their diminished capacity for learning.
Size: Medium. As Medium creatures, remani have no special bonuses or penalties due to their size.
Speed: A remani has a base land speed of 40 ft in its natural form, or 30 ft in its humanoid form.
Darkvision: As magical beasts, remani possess darkvision out to 60 ft.
Natural Weapons: In its natural form, a remani possesses a primary bite attack dealing 1d6 damage, and two secondary claw attacks dealing 1d4 damage.
Stability: While in its natural form, a remani has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground due to its quadrapedal form.
Auspicious Markings (Ex): All remani are born with a unique pattern somewhere across their fur. When in their human form, this marking takes the form of a tattoo or birthmark in the same general location. These markings hold secrets of the individual remani's future, granting them a +1 bonus to caster level when casting spells from the Divination school, and a +1 bonus to saving throws against Divination spells. However, these same markings make identifying an individual remani very easy, imposing a -5 penalty to Disguise checks. A remani also does not gain the usual +10 bonus to disguise checks when using its alternate form ability to assume a human form.
Alternate Form (Su): As a standard action, a remani can assume the form of a human any number of times per day. The remani may remain in this form indefinitely, until it chooses to return to its natural form as a standard action. Each remani has a single alternate form determined from birth; this form is generally of the same gender as the remani, but rare exceptions exist. When changing into its humanoid form or back, any armor worn by the remani changes shape appropriately to fit the new body. A remani retains all of its normal ability scores when assuming this new form.
A remani in its natural form is incapable of intelligible speech, though it can communicate with other remani using their own language. Likewise, a remani is incapable of using weapons in its natural form, as it lacks the means to wield them. A remani in its alternate form is capable of speaking any language it knows, and can wield weapons normally.
Natural Spells (Ex): Remani spellcasters can cast spells in their natural form normally, substituting crude paw gestures and words in the remani tongue for verbal and somatic components. This ability to cast spells while shapeshifted does not extend to other alternate forms without digits capable of performing fine hand gestures.
Automatic Languages: Common, Remani. Bonus Languages: Dwarven, Elven, Gnome, Halfling.
Level Adjustment: +0
Favored Class: Ranger
[hr]
Remani Racial Feats
Oracular Markings [Racial]
Prerequisites: Remani, 3 HD
Benefit: Once per day, the remani may use augury as a spell-like ability, except he always receives as accurate an answer as is possible for his question.
Remani Charge [Racial]
Prerequisites: Remani, 6 HD
Benefit: If the remani charges, it may make a full attack at the end of the charge, instead of the single attack usually afforded to a charging creature.
Rending Claws [Racial]
Prerequisites: Remani Charge
Benefit: When in its natural form, if the remani hits with both racial claw attacks as part of a charge or full-attack action, it deals automatic rend damage equal to 2d6+1.5x strength.
[hr]
Currently posted for balance review, not comments on lack of fluff. That issue will be addressed when I consider the race ready to include in my campaign setting. Thoughts/criticisms?
http://img851.imageshack.us/img851/5595/solarbyhibbaryd472ghk.jpg
Image is “Solar” by hibbary of deviantArt.
A remani in its natural form appears in many ways as a white-maned lion, though its markings make its true nature obvious to those who know what to look for.
http://img18.imageshack.us/img18/2684/amaterasubynorthernbans.jpg
Image is “Amaterasu” by NorthernBanshee of deviantArt.
A remani using its Alternate Form ability to assume the form of a human creates a nearly flawless disguise, though its markings remain as prominent as ever.
Racial Traits
Magical Beast (Shapechanger): As magical beasts, remani are not subject to effects that would affect humanoids, but are susceptible to spells and abilities that target magical beasts.
Abilities: +2 Con, -2 Int. Remani share some of the toughness of the beasts they resemble, but this same bestial nature reflects in their diminished capacity for learning.
Size: Medium. As Medium creatures, remani have no special bonuses or penalties due to their size.
Speed: A remani has a base land speed of 40 ft in its natural form, or 30 ft in its humanoid form.
Darkvision: As magical beasts, remani possess darkvision out to 60 ft.
Natural Weapons: In its natural form, a remani possesses a primary bite attack dealing 1d6 damage, and two secondary claw attacks dealing 1d4 damage.
Stability: While in its natural form, a remani has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground due to its quadrapedal form.
Auspicious Markings (Ex): All remani are born with a unique pattern somewhere across their fur. When in their human form, this marking takes the form of a tattoo or birthmark in the same general location. These markings hold secrets of the individual remani's future, granting them a +1 bonus to caster level when casting spells from the Divination school, and a +1 bonus to saving throws against Divination spells. However, these same markings make identifying an individual remani very easy, imposing a -5 penalty to Disguise checks. A remani also does not gain the usual +10 bonus to disguise checks when using its alternate form ability to assume a human form.
Alternate Form (Su): As a standard action, a remani can assume the form of a human any number of times per day. The remani may remain in this form indefinitely, until it chooses to return to its natural form as a standard action. Each remani has a single alternate form determined from birth; this form is generally of the same gender as the remani, but rare exceptions exist. When changing into its humanoid form or back, any armor worn by the remani changes shape appropriately to fit the new body. A remani retains all of its normal ability scores when assuming this new form.
A remani in its natural form is incapable of intelligible speech, though it can communicate with other remani using their own language. Likewise, a remani is incapable of using weapons in its natural form, as it lacks the means to wield them. A remani in its alternate form is capable of speaking any language it knows, and can wield weapons normally.
Natural Spells (Ex): Remani spellcasters can cast spells in their natural form normally, substituting crude paw gestures and words in the remani tongue for verbal and somatic components. This ability to cast spells while shapeshifted does not extend to other alternate forms without digits capable of performing fine hand gestures.
Automatic Languages: Common, Remani. Bonus Languages: Dwarven, Elven, Gnome, Halfling.
Level Adjustment: +0
Favored Class: Ranger
[hr]
Remani Racial Feats
Oracular Markings [Racial]
Prerequisites: Remani, 3 HD
Benefit: Once per day, the remani may use augury as a spell-like ability, except he always receives as accurate an answer as is possible for his question.
Remani Charge [Racial]
Prerequisites: Remani, 6 HD
Benefit: If the remani charges, it may make a full attack at the end of the charge, instead of the single attack usually afforded to a charging creature.
Rending Claws [Racial]
Prerequisites: Remani Charge
Benefit: When in its natural form, if the remani hits with both racial claw attacks as part of a charge or full-attack action, it deals automatic rend damage equal to 2d6+1.5x strength.
[hr]
Currently posted for balance review, not comments on lack of fluff. That issue will be addressed when I consider the race ready to include in my campaign setting. Thoughts/criticisms?