Admiral Squish
2012-12-04, 05:00 PM
Kroot
http://fc07.deviantart.net/fs70/f/2010/117/b/0/Kroot_Warrior_Colored_by_MajesticChicken.jpg
I am more than one warrior, I contain the essence of all the greatest warriors I have slain. Show me you are worthy of being one of them.
Kroot are a race of warriors and hunters, descended from great raptorlike avians, who slowly take on the traits of the creatures they consume.
Personality: Kroot are somewhat harsh in personality. They live violent lives, where everything and everyone fits into one or two categories. Useful or useless, friend or enemy, good or bad. They have little room for gray area in their outlook. They have a number of strong traditions, taboos, and rules regarding food.
Physical Description: Kroot are tall and wiry avian humanoids, standing between six and seven feet tall. Their skin usually ranges between pale green, dark forest green, and brown. They have a large, strong beak with a upward-hooking bite, and their skin is studded here and there with sturdy quills, the remnants of feathers, that allow the kroot to sense vibrations in their environment with remarkable accuracy. Kroot slowly take on the traits of animals and intelligent beings they consume, which means that all adult kroot look slightly different on a fundamental level.
Relations: Kroot have been isolated on their island home until very recently, meaning most kroot are complete outsiders to other cultures. However, from what limited contact there is, they seem to get along well with orcs, who have similar respect for strength, even among their foes. Many races are uncomfortable around Kroot, however, for their tendency to eat the flesh of their defeated foes. Most often, kroot away from their island homes are mercenaries, fighters for money.
Alignment: Kroot are a strange dichotomy. They have strong traditions and taboos, and are strongly obedient to the Shapers. However, they are relatively chaotic in their personal lives. They are usually more likely to be neutral than any extreme alignment.
{table=head]|L|N|C
G|5|15|5
N|15|20|15
E|5|15|5[/table]
Lands: A kroot’s home island is a remote island where almost all the residents are related to kroot. The leading theory among scholars is that the kroot’s ancestor, an avian predator, arrived and, eventually, took on the traits of the various native creatures of the island, including the humanoids.
Religion: Kroot have strong spiritual beliefs about who and what they eat. They believe that any worthy warrior’s spirit must be preserved, and the only way to do so is to consume the warrior’s flesh, taking a portion of their spirit in.
Language: Kroot speak their own language, which features a number of squawks, whistles, and chirps, and features a pitch element. Since they are just joining the rest of the world, most can’t speak common. They can quickly learn languages, however, and they often pick up the local language wherever they arrive on the mainland.
Names: Kroot names are pretty much unpronounceable to those who don’t speak kroot, meaning many kroot in foreign lands translate their names to the local tongue. Their names are descriptive, usually, often detailing physical traits or great accomplishments. For example One-Who-Ate-The-Knarloc, or One-Who-Laid-Many.
Adventurers: Kroot adventurers are usually those seeking glory or strength from new blood found outside their home island.
+2 dexterity, +2 strength, -4 intelligence, -2 charisma
Monstrous Humanoid
Medium Size: Kroot have no special bonuses or penalties based on size.
Kroot have a base land speed of 30 feet.
Kroot have a bite attack that deals 1d6 points of damage
Scent: Kroot possess the scent ability.
Path: A kroot absorb traits from their food. This means a kroot must be aware and cautious about what they consume, to avoid gaining traits they don’t want. The kroot character selects a path from the options listed below. This path includes a taboo, which defines creatures that a kroot on that specific path is forbidden to eat. If a kroot breaks this taboo, they lose the benefits of their path for 24 hours. A kroot can identify if a creature or dish would violate their taboo by smell.
Nymune Rush: Kroot have a special organ, a sort of supercharged adrenaline gland. A kroot can tap this reservoir, allowing them to enhance their speed and reflexes. This state grants the kroot a +1 dodge bonus to AC and reflex saves. While in this state, a kroot may make an additional attack at their highest base attack bonus when making a full attack. This attack and all other attack rolls made during their turn take a -2 penalty. A kroot can enter this state for a number of rounds each day equal to the kroot’s constitution modifier. These rounds can be divided up as the kroot chooses.
Base Languages: Kroot. Bonus Languages: Any non-secret.
Favored Class: Predator
Paths:
Path of the Krootox
Taboo: Creatures smaller than medium
{table=head]Level|Benefit
Lv 1| +2 Strength
Lv 6| Slams
Lv 12| Powerful Build
Lv 18| Mighty Blows[/table]
A kroot on the path of the krootox becomes heavier, bulkier, and more muscular. As they increase in level, they begin to resemble an upright gorilla in build.
Slams: You gain two secondary slam attacks that deal 1d4 points of damage.
Powerful Build: You gain the powerful build special quality.
Mighty Blows: Your natural weapons deal damage as though one size larger. Your bite's damage increases to 1d8, and your slams increase to 1d6. Your slam attacks add your full strength modifier to damage rolls, instead of 1/2 as is normal for secondary attacks.
Path of the Kroot Hound
Taboo: Creatures that are blind.
{table=head]Level|Benefit
Lv 1| Track, +2 Wisdom
Lv 6| Blindsense (30)
Lv 12| Blindsight (30)
Lv 18| Blindsense (60)[/table]
A kroot on the path of the kroot hound has a slightly longer, narrower beak and longer, more sensitive quills. As you increase in level, these traits become more pronounced.
Track: You gain the track feat as a bonus feat.
Blindsense: Your quills and nose become more sensitive, allowing you to sense your surroundings within 30 feet with a combination of vibration and scent. Creatures the kroot cannot actually see still have total concealment from the kroot. At 18th level, this blindsense increases to 60 feet.
Blindsight: You can locate creatures within 30 feet through scent and vibration as well as a sighted creature can.
Path of the Knarloc
Taboo: Creatures with no natural weapons
{table=head]Level|Benefit
Lv 1| +2 Strength
Lv 6| Speed +10
Lv 12| Weapons
Lv 18| Pounce[/table]
A kroot on the path of the knarloc has a larger, stronger beak. Their fingers and toes develop claws that become longer and stronger as you level. You take on a more hunched-over posture when running, and as you level, even develop a tail.
Speed: Your base land speed increases by 10 feet.
Weapons: You gain a pair of secondary claw attacks that deal 1d4 points of damage, and your bite attack increases to 1d8. You gain a pair of rake attacks on your feet that deal 1d4 points of damage.
Pounce: When you charge, you can make a full attack, including two rake attacks.
Path of the Kroot Hawk
Taboo: Creatures with +4 or higher natural armor
{table=head]Level|Benefit
Lv 1| +2 Dexterity, Wings
Lv 6| Partial Flight
Lv 12| Flight
Lv 18| Fast flight[/table]
A kroot on the path of the kroot hawk bears a pair of wings on their back. In the initial stages, these are batlike, covered with short quills like the rest fo their body, but as they grow in level, the wings become larger, stronger, and the quills become more and more featherlike.
Wings: A kroot on this path bears a pair of small, weak wings. Kroot can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Kroot glide at a speed of 40 feet with average maneuverability. Even if a kroot's maneuverability improves, they can’t hover while gliding. A kroot can’t glide while carrying a medium or heavy load. If a kroot becomes unconscious or helpless while in midair, their wings naturally unfurl, and powerful ligaments stiffen them. The kroot descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Partial Flight: A kroot gains a fly speed of 40 feet with average maneuverability. A kroot can’t fly while carrying a medium or heavy load or while fatigued or exhausted. A kroot can safely fly for a number of consecutive rounds equal to their Constitution modifier (minimum 1 round). They can double this length of flight but is fatigued by such exertion. The kroot is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a kroot can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
Flight: A kroot has enough stamina and prowess to fly without tiring. They can fly at a speed of 40 feet (average maneuverability) with no more exertion than walking or running. A kroot with flight can make a dive attack. A dive attack works like a charge, but the kroot must move a minimum of 30 feet and descend at least 10 feet. A kroot can make a dive attack only when wielding a piercing weapon or posessing a claw attack. If the dive attack hits, it deals double damage. A kroot with flight can use the run action while
flying, provided they fly in a straight line.
Fast Flight: A kroot increases their fly speed to 80 feet, with good maneuverability.
Path of the Kroot Shark
[/b]Taboo:[/b] Creatures without a swim speed
{table=head]Level|Benefit
Lv 1| +2 Strength, Water breathing
Lv 6| Swim speed (30)
Lv 12| Great Bite
Lv 18|Swim speed (60)[/table]
A kroot on this path grows webbing between their toes and fingers, which spreads down the digits as they increase in level.
Water Breathing: A kroot on this path gains the ability to breathe water as well as air.
Swim Speed: A kroot gains the ability to swim through the water as easily as a fish. They gain a +8 racial bonus to swim checks, and can take 10 on swim checks made to perform a special action or avoid a hazard. At 6th level, they can swim at a speed of 30 feet. At 12th level, a kroot can swim at a speed of 60 feet.
Great Bite: A kroot's bite increases to 1d8 points of damage. If you attack with just your bite attack alone in a round, you deal 2x your strength damage with the attack.
http://fc07.deviantart.net/fs70/f/2010/117/b/0/Kroot_Warrior_Colored_by_MajesticChicken.jpg
I am more than one warrior, I contain the essence of all the greatest warriors I have slain. Show me you are worthy of being one of them.
Kroot are a race of warriors and hunters, descended from great raptorlike avians, who slowly take on the traits of the creatures they consume.
Personality: Kroot are somewhat harsh in personality. They live violent lives, where everything and everyone fits into one or two categories. Useful or useless, friend or enemy, good or bad. They have little room for gray area in their outlook. They have a number of strong traditions, taboos, and rules regarding food.
Physical Description: Kroot are tall and wiry avian humanoids, standing between six and seven feet tall. Their skin usually ranges between pale green, dark forest green, and brown. They have a large, strong beak with a upward-hooking bite, and their skin is studded here and there with sturdy quills, the remnants of feathers, that allow the kroot to sense vibrations in their environment with remarkable accuracy. Kroot slowly take on the traits of animals and intelligent beings they consume, which means that all adult kroot look slightly different on a fundamental level.
Relations: Kroot have been isolated on their island home until very recently, meaning most kroot are complete outsiders to other cultures. However, from what limited contact there is, they seem to get along well with orcs, who have similar respect for strength, even among their foes. Many races are uncomfortable around Kroot, however, for their tendency to eat the flesh of their defeated foes. Most often, kroot away from their island homes are mercenaries, fighters for money.
Alignment: Kroot are a strange dichotomy. They have strong traditions and taboos, and are strongly obedient to the Shapers. However, they are relatively chaotic in their personal lives. They are usually more likely to be neutral than any extreme alignment.
{table=head]|L|N|C
G|5|15|5
N|15|20|15
E|5|15|5[/table]
Lands: A kroot’s home island is a remote island where almost all the residents are related to kroot. The leading theory among scholars is that the kroot’s ancestor, an avian predator, arrived and, eventually, took on the traits of the various native creatures of the island, including the humanoids.
Religion: Kroot have strong spiritual beliefs about who and what they eat. They believe that any worthy warrior’s spirit must be preserved, and the only way to do so is to consume the warrior’s flesh, taking a portion of their spirit in.
Language: Kroot speak their own language, which features a number of squawks, whistles, and chirps, and features a pitch element. Since they are just joining the rest of the world, most can’t speak common. They can quickly learn languages, however, and they often pick up the local language wherever they arrive on the mainland.
Names: Kroot names are pretty much unpronounceable to those who don’t speak kroot, meaning many kroot in foreign lands translate their names to the local tongue. Their names are descriptive, usually, often detailing physical traits or great accomplishments. For example One-Who-Ate-The-Knarloc, or One-Who-Laid-Many.
Adventurers: Kroot adventurers are usually those seeking glory or strength from new blood found outside their home island.
+2 dexterity, +2 strength, -4 intelligence, -2 charisma
Monstrous Humanoid
Medium Size: Kroot have no special bonuses or penalties based on size.
Kroot have a base land speed of 30 feet.
Kroot have a bite attack that deals 1d6 points of damage
Scent: Kroot possess the scent ability.
Path: A kroot absorb traits from their food. This means a kroot must be aware and cautious about what they consume, to avoid gaining traits they don’t want. The kroot character selects a path from the options listed below. This path includes a taboo, which defines creatures that a kroot on that specific path is forbidden to eat. If a kroot breaks this taboo, they lose the benefits of their path for 24 hours. A kroot can identify if a creature or dish would violate their taboo by smell.
Nymune Rush: Kroot have a special organ, a sort of supercharged adrenaline gland. A kroot can tap this reservoir, allowing them to enhance their speed and reflexes. This state grants the kroot a +1 dodge bonus to AC and reflex saves. While in this state, a kroot may make an additional attack at their highest base attack bonus when making a full attack. This attack and all other attack rolls made during their turn take a -2 penalty. A kroot can enter this state for a number of rounds each day equal to the kroot’s constitution modifier. These rounds can be divided up as the kroot chooses.
Base Languages: Kroot. Bonus Languages: Any non-secret.
Favored Class: Predator
Paths:
Path of the Krootox
Taboo: Creatures smaller than medium
{table=head]Level|Benefit
Lv 1| +2 Strength
Lv 6| Slams
Lv 12| Powerful Build
Lv 18| Mighty Blows[/table]
A kroot on the path of the krootox becomes heavier, bulkier, and more muscular. As they increase in level, they begin to resemble an upright gorilla in build.
Slams: You gain two secondary slam attacks that deal 1d4 points of damage.
Powerful Build: You gain the powerful build special quality.
Mighty Blows: Your natural weapons deal damage as though one size larger. Your bite's damage increases to 1d8, and your slams increase to 1d6. Your slam attacks add your full strength modifier to damage rolls, instead of 1/2 as is normal for secondary attacks.
Path of the Kroot Hound
Taboo: Creatures that are blind.
{table=head]Level|Benefit
Lv 1| Track, +2 Wisdom
Lv 6| Blindsense (30)
Lv 12| Blindsight (30)
Lv 18| Blindsense (60)[/table]
A kroot on the path of the kroot hound has a slightly longer, narrower beak and longer, more sensitive quills. As you increase in level, these traits become more pronounced.
Track: You gain the track feat as a bonus feat.
Blindsense: Your quills and nose become more sensitive, allowing you to sense your surroundings within 30 feet with a combination of vibration and scent. Creatures the kroot cannot actually see still have total concealment from the kroot. At 18th level, this blindsense increases to 60 feet.
Blindsight: You can locate creatures within 30 feet through scent and vibration as well as a sighted creature can.
Path of the Knarloc
Taboo: Creatures with no natural weapons
{table=head]Level|Benefit
Lv 1| +2 Strength
Lv 6| Speed +10
Lv 12| Weapons
Lv 18| Pounce[/table]
A kroot on the path of the knarloc has a larger, stronger beak. Their fingers and toes develop claws that become longer and stronger as you level. You take on a more hunched-over posture when running, and as you level, even develop a tail.
Speed: Your base land speed increases by 10 feet.
Weapons: You gain a pair of secondary claw attacks that deal 1d4 points of damage, and your bite attack increases to 1d8. You gain a pair of rake attacks on your feet that deal 1d4 points of damage.
Pounce: When you charge, you can make a full attack, including two rake attacks.
Path of the Kroot Hawk
Taboo: Creatures with +4 or higher natural armor
{table=head]Level|Benefit
Lv 1| +2 Dexterity, Wings
Lv 6| Partial Flight
Lv 12| Flight
Lv 18| Fast flight[/table]
A kroot on the path of the kroot hawk bears a pair of wings on their back. In the initial stages, these are batlike, covered with short quills like the rest fo their body, but as they grow in level, the wings become larger, stronger, and the quills become more and more featherlike.
Wings: A kroot on this path bears a pair of small, weak wings. Kroot can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Kroot glide at a speed of 40 feet with average maneuverability. Even if a kroot's maneuverability improves, they can’t hover while gliding. A kroot can’t glide while carrying a medium or heavy load. If a kroot becomes unconscious or helpless while in midair, their wings naturally unfurl, and powerful ligaments stiffen them. The kroot descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Partial Flight: A kroot gains a fly speed of 40 feet with average maneuverability. A kroot can’t fly while carrying a medium or heavy load or while fatigued or exhausted. A kroot can safely fly for a number of consecutive rounds equal to their Constitution modifier (minimum 1 round). They can double this length of flight but is fatigued by such exertion. The kroot is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a kroot can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
Flight: A kroot has enough stamina and prowess to fly without tiring. They can fly at a speed of 40 feet (average maneuverability) with no more exertion than walking or running. A kroot with flight can make a dive attack. A dive attack works like a charge, but the kroot must move a minimum of 30 feet and descend at least 10 feet. A kroot can make a dive attack only when wielding a piercing weapon or posessing a claw attack. If the dive attack hits, it deals double damage. A kroot with flight can use the run action while
flying, provided they fly in a straight line.
Fast Flight: A kroot increases their fly speed to 80 feet, with good maneuverability.
Path of the Kroot Shark
[/b]Taboo:[/b] Creatures without a swim speed
{table=head]Level|Benefit
Lv 1| +2 Strength, Water breathing
Lv 6| Swim speed (30)
Lv 12| Great Bite
Lv 18|Swim speed (60)[/table]
A kroot on this path grows webbing between their toes and fingers, which spreads down the digits as they increase in level.
Water Breathing: A kroot on this path gains the ability to breathe water as well as air.
Swim Speed: A kroot gains the ability to swim through the water as easily as a fish. They gain a +8 racial bonus to swim checks, and can take 10 on swim checks made to perform a special action or avoid a hazard. At 6th level, they can swim at a speed of 30 feet. At 12th level, a kroot can swim at a speed of 60 feet.
Great Bite: A kroot's bite increases to 1d8 points of damage. If you attack with just your bite attack alone in a round, you deal 2x your strength damage with the attack.