PDA

View Full Version : Three new races/species



Zaydos
2013-01-14, 12:44 AM
So for the new campaign I'm starting the PCs will be spending time in the "Wild" or region where Reality bleeds into Chaos. Within this area are four sentient species that they will likely deal with, as allies or enemies depending upon how the PCs decide to react (and how clever they are). Arguably these species largely replace orcs as the barbaric enemy humanoids, but will hopefully be used primarily as minions for the PCs as opposed to enemies. They are not primarily intended for use as PCs (only humans in the campaign) and as such are not really balanced for it even those with no racial hit dice. The species are meant to be alien, oddities that wouldn't really exist in our world (creature with a nose distanced from their head, tripod, 4 faced thing)

The species are:

Longnecks:
Medium Humanoid (Longneck)
HD: 1d8+2 (6 hp)
Init: +0
Spd 30-ft
AC: 15 (+1 natural, +2 leather armor, +2 heavy wooden shield), t 10, FF 15
BAB/Grp: +1/+2
Attack: Club +2 melee or +1 ranged (1d6+1)
Full Attack: Club +2 melee or +1 ranged (1d6+1)
Space/Reach: 5-ft/5-ft
SA: None.
SQ: Low-light vision, Anosmia.
Save: Fort +3, Ref +0, Will -1.
Abilities: Str 13, Dex 11, Con 14, Int 8, Wis 9, Cha 8.
Skills: Spot +6, Listen +2
Feats: Alertness.

Longnecks are herbivorous creatures living in large groups. They have thick tan-skin, and stand about 4' 6" at their shoulder, though their 1' long neck rises up and is topped with a small head. Their head lacks mouth or nose, existing as simply a brain case with ears and eyes attached. Their mouth, and respiratory organs, are instead placed on their main torso. They have always been relatively peaceful, but with the encroaching of the God-king's forces more and more into the Wild have become prone to hostility. Longnecks are an egg-laying species.

Few Longnecks understand common and they are unable to speak it. Longnecks communicate through sign language (thumb + 3 fingered hands) and a simple language of high pitched shouts (outside human vocal range).

The longneck presented here is a Lv 1 warrior with Str 13, Dex 11, Con 12, Int 10, Wis 9, and Cha 8 before racial modifiers.

Combat:
Longnecks are relatively inept combatants relying primarily on mass combat
Anosmia: Longnecks have no sense of smell.
Skills: Longnecks have a +4 racial bonus to Spot checks.

Tripods
Medium Monstrous Humanoid
HD: 2d8+2 (11 hp)
Init: +1
Spd: 40-ft.
AC: 16 (+1 Dex, +1 Natural, +2 leather, +2 large wooden shield), t 11, FF 15
BAB/Grp: +2/+3
Attack: (Flint/Obsidian) Sickle +3 melee (1d6+1), or (flint/obsidian) javelin +3 ranged (1d6+1)
Full Attack: (Flint/Obsidian) Sickle +3 melee (1d6+1), or (flint/obsidian) javelin +3 ranged (1d6+1)
Space/Reach: 5-ft/5-ft
SA: None.
SQ: Scent, Low-Light Vision, Darkvision 60-ft, Stability
Saves: Fort +3, Ref +3, Will +0.
Abilities: Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 8.
Skills: Spot +3, Listen +3, Hide +3, Move Silently +3, Survival +0*
Feats: Track.

Tripods are furred creatures with three legs and a humanoid torso. They have cat-like tails and fur that ranges from blue-green to a blue-purple. They are natural predators, feeding almost exclusively on meat, working in small packs of upwards to ten adults. Their faces are slightly elongate, reminiscent of a chimpanzee's, with an extra pair of canines in each jaw. They are marsupials, caring for their young.

Tripods are capable of speaking common, though few know the language. Tripods instead communicate with their own language.

Combat:
Tripods prefer to stalk by night, attacking from ambush if possible. When attacking their natural prey they will separate a longneck or other vulnerable creature from its pack and drive them towards the rest of the hunting party. When fighting the God-King's forces they have learned that breaking their rank isn't so easy and have begun adapting hit and run tactics.
Stability (Ex): A tripod's third leg gives it additional stability against attacks made to knock it aside or to the ground. A tripod gains +2 to checks to resist Bull Rush, Trip, and Overrun attempts.
Skills: A tripod gains a +4 to survival checks to track by scent.

Four-Faces
Medium Aberration
HD: 1d8+1 (5 hp)
Init: +2
Spd: 30-ft.
AC: 15 (+2 Armor, +3 shield), t 10, FF 15
BAB/Grp: +1/+2
Atk: Club +2 melee (1d6+1) or Club +1 ranged (1d6+1) or Longsword +2 melee (1d8+1).
Full Atk: 2 Clubs +2/+2 melee (1d6+1) or 2 Clubs +1/+1 ranged (1d6+1) or 2 Longsword +2/+2 melee (1d8+1).
Space/Reach: 5-ft/5-ft
SA: -
SQ: All-around vision, Multi-faceted Mind
Saves: Fort +1, Ref +0, Will +4.
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 10, Cha 5.
Skills: Spot +8, Listen +4, Search +4
Feats: Alertness.

Four-faces have externally speaking quadilateral symmetry. They have 4 faces, at the meeting of each face is an ear, and a triple jointed arm and leg which allows them to easily reach all around their body or move in any direction. They have a single eye on each face. The top of their head is crowned by a mouth surrounded by a ring of nostrils. Their bodies are covered in dull brown and grey feathers. Omnivores by nature four-faces strive to avoid more dangerous predators and rarely prey on anything nearly their own size. Four-faces reproduce asexually.

Four-faces are socially isolationist, living in groups no larger than four members and rarely even that many. Few speak common and some do not even speak their own language.

Combat:
Four-faces prefer to avoid fighting but when pressed attack with a barrage of melee attacks. They will rarely, if ever, fight larger numbers.
All-Around Vision (Ex): Four-faces cannot be flanked and gain a +4 bonus to Spot and Search checks.
Multi-faceted Mind (Ex): Four-faces have advanced minds easily able to coordinate their four sided bodies, they are able to wield two weapons at once with no penalty, to wield up to 2 shields gaining half the shield bonus (rounded down) from the second shield, and gain a +2 on Initiative checks and Will saves.

That should be all three of the mook species I'll be putting in, the rest will be monsters for the most part.