Veklim
2013-06-27, 05:59 PM
This is part of a much bigger project of stuff I use but never wrote down properly, stuff I don't use but did write down properly, and stuff I lost so I have to do it all again...for now there's this, I give you the Moloque, nasty son of a b**** if ever I saw one.
Changelog:
02/07/13
Tweaked number of spines granted by Spines ability
Changed racial feats to grant extra spines/day to assist scaling payback for investment of feats
Added 3 new feats as a pre-cursor to 3 five level PrCs (one for each Clutch Fate)
Added Penetrating Spines to keep ability relevant for any Moloque wishing to develop their Spines ability
04/07/13
Tidied presentation with spoilers
Added Rogue substitution levels
Added Barbarian substitution levels
Added Favoured Soul substitution levels
Fixed a couple of spelling/grammar mistakes which I totally didn't make...
06/-7/13
Reworded Spines ability to make it more like a standard natural attack
Tweaked Rapid Spines feat
Added a bit of fluff and age/height/weight entries.
10/07/13
Tidied up some of the fluff and spoilered to reduce Wall of Text DC for readers
Added section on religion and a spoiler with some details of Asha'loque
Added sections on homeland and language
MOLOQUES
Fast and fluid movements just under the water's surface are often the first and last sight of a Moloque in a persons life (which is usually about to be cut rather short). These amphibious reptiles seem to have come straight out of the paleolithic, evolving in a remote swampland and delta virtually untouched by the outside world until relatively recently.
Not so much evil as primeval, they employ fierce and sudden ambush tactics on their prey, unfortunately most Moloques have not yet learned to differentiate between sentient being and prey. The few who interact socially (or at least attempt to) refer to themselves as being 'Out of the Swamp'. It is these who are best suited to player characters.
Personality:
On the surface most Moloques appear pretty much the same, cold, vicous and brutal. However, behind the instinct bred into them lies distinct and often quirky characters, each with an unsual outlook on the world. To a Moloque, life is something to both immerse yourself in and fight against. How else are you to survive and prove your worth? How else does one honour Mother Swamp for the gifts she gave you?
Any Moloque who is out of the swamp has learned to control their urges in a more civilised manner, and therefore do not tend to attempt to decapitate people to get their point across with anything like the frequency a 'wild' one might. Make no mistake, some are actually pleasant enough company, and they are not all bad by a long shot, but the instinct to dominate the environment will always be strong.
Physical Description:
A Moloque could, at a distance and in poor light, be mistaken for a lizardfolk, but any closer inspection would notice they are shorter, with a bulkier tail and dotted with spiny protrusions on their arms, legs and shoulders, with a noticeable ridge of spines from a headcrest all the way down their back and tail. Adults sport a particularly over-developed area of spines on their forearms which point up the arm. These can be fired as a weapon, much like a porcupine's quills, but much larger and more damaging. They stoop somewhat when standing, gaining at least a foot in height when they rear up, and move in a mercurial and overly-jointed sort of way which is at complete juxtaposition to their seemingly muscular frame.
On land, they are impressive, but in the water they show a grace which is lost somewhat on land. Moloques are excellent swimmers, tucking their arms up against their chest and splaying out their legs, they make an auqadynamic figure which is both fast and maneouverable. A small sail-like fin runs the length of their back spines and tail, normally retracted on land but reflexively taut when in the water.
Females tend to be larger than males, and are seldom seen, appearing rather reclusive on the whole, but far more ferocious if threatened. Moloques have no known maximum age, and grow continuously throughout their lives, gaining a little height and weight every year. If one ever lives long enough it increases one size category/20HD it posseses. The vast majority of Moloques do not even get to middle age though, competition is deadly when it comes to mating and Moloques tend to meet trouble head-on in most cases, putting them at severe risk of an unpleasant end at the same time as giving them a fiersome reputation as foes. Rare examples of huge Moloques can be found in history and all appear to have been female.
Relations:
Until recent years Moloques were widely regarded as highly dangerous pests with a humanoid appearance but animal intelligence. They would ocassionally raid farming areas on the new frontiers and have been known to nest and thrive in the sewer networks of larger cities. There have been frequent 'purges' of these creatures since they first emerged in the civilised world, and have been erroneously declared extinct by various different groups on five separate occassions.
They don't play well with others, but those who are out of the swamp have shown they have a language, culture and history of their own which alarmingly pre-dates most other race's. As such, they have started to be taken seriously by some of the more accepting races (largely humans and the Moloque's Lizardfolk 'cousins'), but still produce wrath and venom from most races who have ever had to deal with them in the past. Almost universally reviled, but on the cusp of gaining a place in the larger world, Moloques are an ancient and yet recently emergent race.
Alignment:
Moloques are almost exclusively chaotic by nature and virtually never lawful. The only law is that of the swamp, and they survive by being above that law. Many Moloques are evil, but most of them tend towards neutrality on this axis, and good ones are getting more and more common amongst those out of the swamp. However, with life amongst their own culture and people, almost all Moloques revert to chaotic neutral, where survival (both for the individual and the race as a whole) is the only thing which matters.
Moloque Lands:
The large swampland and river delta from which the Moloques originate is still firmly held by them, no ohter species is as well equipped to deal with the treacherous and diverse ecology of the region. However, in the last century or two, out of the swamp Moloques have broken away from their homelands somewhat, and small communities (30-100) have sprung up in remote areas of marshland, swmaps and the like, but perhaps more worryingly they have also appeared in great numbers populating sewer systems of large cities. They are rather territorial by nature, although bit by bit, the city dwelling ones have opened up to other species in an attempt to co-exist with other races.
Religion:
Almost all Moloques revere Asha'loque (see sub-spoiler below), who was supposedly the first sentient Moloque, and therefore the mother of the entire race. All Moloques are taught this from birth, and it is so ingrained within them that no other deity from distant lands or peoples can seem to hold any sway with them. In the last few decades there have been reports of out of the swamp Moloque shrines paying small acceptance to other gods, all of which have either the Water or Trickery domains (or both), but this is a reasonably new development and considered as heresy back in the swamp.
Asha'loque (Intermediate deity, Rank 15)
Asha'loque is Chaotic Neutral, a hard and unforgiving mother for her children, showing little maternal empathy for the individual, but as a species she is utterly devoted to the Moloque race. Moloque histories tell us she was over 1000 years old when she ascended, back in the ancient past, whereupon she merged with the swamp to watch over her children, and remains there to this day. She teaches her children to endure harsh environments and to use every advantage and trick in their arsenal with ruthless efficiency. She watches over not only her children, but their home as well, ensuring the cycle of life and death in the swamp is maintained, whilst also ensuring her children's place at the top of it's food chain. Asha'loque cares little for any other race, she has watched many of them arrive over the millennia but considers them to be mostly out of place and flawed, unable to fit themselves into their own world properly.
She favours her Spines as her weapon of choice (on the minuscule off-chance you have a non-Moloque follower of Asha'loque, any natural weapon will suffice), and grants access to the Death, Life, Water and Trickery domains.
Language:
Moloques speak a language they call Mok'mok (literally meaning 'important noise') which is linguistically similar in many ways to Aquan, and likely developed from it. It's written form has nothing in common with ANY other known language however, apparently having been independently invented by Moloques a long time ago. Moloques raised outside of the swamp homeland speak common as well.
Random Starting Ages
{table=head]
Adulthood|
Simple|
Moderate|
Complex
7 years|
+1D4|
+2D4|
+3D4[/table]
Aging Effects
{table=head]
Middle Age|
Old|
Venerable|
Maximum Age
30 years|
45 years|
60 years|
-[/table]
Random Height & Weight
{table=head]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
5'|
+2D4|
125lb.|
x(1D6)lb.
Female|
5'4"|
+2D4|
140lb.|
x(2D4)lb.[/table]
Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: Moloques are supple and tough but lack a grasp on many of the finer points of civil interaction (as well as many not-so-fine points).
Medium size.
Humanoid (reptilian).
Base land speed 30ft.
Darkvision 60ft.
Amphibious: Moloques can breathe in water just as easily as they can in air, and have a natural swim speed equal to their base land speed (granting the standard +8 bonus to swim checks).
Spines: When they reach breeding age (6-7 years old) all Moloques develop a large growth of spines on their forearms, somewhat longer and more vicious-looking than the rest. A Moloque may shoot one of these spines per round as a natural attack which does not provoke attacks of opportunity. Treat these spines as thrown weapons with a 20ft range increment (10ft under water) for the purposes of feats and abilities, each spine deals 1D6 + 1/Character Level in piercing damage (note you do not add your Strength modifier to this value) and has a x3 critical. You have a number of spines per day equal to your base Constitution modifier + 3 (minimum 1) before you require at least 8 hours rest to regrow them. Many Moloques use water-proof poisons to tip their spines before entering battle, making them dangerous foes for the foolhardy.
+1 Natural Armour.
+4 Racial bonus to saves against poison and disease: Moloques are swamp creatures and have adapted to deal with a broad variety of unpleasant things.
Clutch Fate: All Moloques are born from a clutch of 3 eggs, all 3 are mostly grey in colour, but one is always black speckled (Brute), one is always red speckled (Hunter) and one is always white speckled (Mystic). Only one of these three will survive to adulthood in 99% of cases, having dispatched or survived their sibling 'competition' on their way to maturity. You must choose which one of the following three you were born as and gain the listed benefits, this choice may never be changed.
The Brute: +2 Strength, +4 racial bonus to Jump and Intimidate checks, favoured class Barbarian.
The Hunter: +2 Dexterity, +4 racial bonus to Hide and Move Silently whilst in water (+2 on land), favoured class Rogue.
The Mystic: +2 Wisdom, +4 racial bonus to Sense Motive and Spellcraft, favoured class Favoured Soul.
Level Adjustment +1
Feats
Brutish Behaviour (Racial)
Requirements: Moloque Brute, 1st level character, Rage class feature
Benefits: You gain an additional +1 Natural Armour and +2 to Fortitude and Will saves whilst raging.
Special: You may only take this feat at 1st level. You gain +1 Spine/day for your Spines ability.
Big Brute (Racial)
Requirements: Brutish Behaviour, DR 1/-, Base Fortitude save +5
Benefits: Whilst raging your DR increases by +1 and you gain the Powerful Build quality (if you already have or later gain Powerful Build from another source, you gain a +4 bonus to Strength instead).
Special: You gain +1 Spine/day for your Spines ability.
Hunter's Trick (Racial)
Requirements: Moloque Hunter, 1st level character, Sneak Attack class feature
Benefits: The first time you attack any opponent with your Spines attack, that opponent must succeed a reflex save with a +4 bonus (DC = your attack roll result) or be considered flat-footed for the attack. Regardless of the result, you cannot use this ability on the same target more than once in any 24 hour period. This ability only works on creatures with a discernible anatomy.
Special: You may only take this feat at 1st level. You gain +1 Spine/day for your Spines ability.
Sadistic Hunter (Racial)
Requirements: Hunter's Trick, Sneak Attack +4D6, Base Reflex save +5
Benefits: Whenever an enemy fails their save from your Hunter's Trick ability, they receive a -4 penalty to attack and damage rolls in melee against you for the remainder of the encounter as you use the injury inflicted to your advantage. If you remain in melee with such a target, any ally who also attacks that enemy in melee gains flanking bonuses as if they were behind the creature, regardless of their actual position.
Special: You gain +1 Spine/day for your Spines ability.
Mystic Aura (Racial)
Requirements: Moloque Mystic, 1st level character, ability to spontaneously cast 1st level divine spells
Benefits: You may cleanse or sully the water around you in a 10ft radius at will as a move action. When cleansed, the water becomes clear and pure as if affected by the Purify Food and Drink spell. When sullied the water becomes foul and murky, making it unsafe to drink (possibility of mundane water-born disease at DM discretion) and imposing a -4 penalty to spot checks per 5ft of sullied water. This is an instantaneous Supernatural effect and may only be used once per round.
In addition, your Charisma score counts as being 2 higher for the purposes of calculating bonus spells for Favoured Soul levels.
Special: You may only take this feat at 1st level. You gain +1 Spine/day for your Spines ability.
Enlightened Mystic (Racial)
Requirements: Mystic Aura, able to spontaneously cast 3rd level divine spells, Base Will save +5
Benefits: Your Mystic Aura now requires a free action to activate, and may be suffused with positive OR negative energy a number of times per day equal to 1 + Wisdom modifier (minimum 1) and lasts 1 round/2 caster levels. You may benefit or exempt yourself from the effects of this ability as you desire, it has one of 2 effects as follows (chosen when used):
Cleansed water: May be suffused with positive energy healing living creatures and harming undead by 3HP/round.
Sullied water: May be suffused with negative energy harming living creatures and healing undead by 3HP/round.
Additionally, your Charisma score now counts as being 4 higher for the purposes of calculating bonus spells for Favoured Soul levels (this bonus replaces the one granted by Mystic Aura).
Special: You gain +1 Spine/day for your Spines ability.
Spine Focus (Racial, Fighter Bonus)
Requirements: Moloque Spines racial ability, Base Attack Bonus +1
Benefits: Gain a +1 to hit and damage with your Spines ability.
Special: You gain +1 Spine/day for your Spines ability.
Rapid Spines (Racial, Fighter Bonus)
Requirements: Spine Focus, Base Attack Bonus +5
Benefits: You may chose to fire 2 spines in a round instead of one, if you do, both attacks get a -2 penalty, are fired simultaneously, and both must target the same thing. If you have any precision damage or poison, only the first hit may benefit for these purposes.
Special: You gain +1 Spine/day for your Spines ability.
Barbed Spines (Racial, Fighter Bonus)
Requirements: Spine Focus, Base Attack Bonus +5
Benefits: Spines which hit their target stick in place and cannot be safely removed, even by healing magic, without a succesful Heal check (DC = 10 + 1/2 your character level + Con modifier). If this check fails or is not attempted, removing the spine deals 1D6 damage and causes 1 point of bleeding damage per round.
Special: You gain +1 Spine/day for your Spines ability.
Penetrating Spines (Racial, Fighter Bonus)
Requirements: Spine Focus, at least two other Moloque Racial feats, Base Attack +9
Benefits: The damage of your Spines ability now counts as magic for the purposes of overcoming DR.
Special: You gain +2 Spines/day for your Spines ability.
Racial Substitution Levels
Moloque Barbarian
When a Moloque enters a rage, instinct takes over almost completely. Whereas they can and do use weapons in this state, the primary reaction in many situations is to grab their foe and drag them into the water, capitalising on their amphibious abilities.
Requires:
Moloque about to take their first, third or sixth level in barbarian.
Hit Dice: D10
{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL
1st|
+1|
+2|
+0|
+0|Improved Grapple, illiteracy, Rage 1/day|
3rd|
+3|
+3|
+1|
+1|Arms Full of Spines|
6th|
+6/+1|
+5|
+2|
+2|Coming With Me (5ft)|
[/table]
Improved Grapple:
You gain the Improved Grapple feat as a bonus feat, even if you do not meet the prerequisites. This replaces the standard barbarian's Fast Movement ability.
Arms Full of Spines:
You may use your spines as a light melee weapon in a grapple, dealing damage as normal for your Spines ability (doing so does not reduce your number of Spines/day since you do not fire them). This replaces the standard barbarian's Trapsense +1 ability.
Coming With Me:
Whenever you successfully grapple an opponent, instead of moving into the grappled creature's space to maintain the grapple, you may elect instead to drag them where you wish within 5ft of their current location and end your movement grappling in that space with them. At level 9 this distance becomes 10ft, and every 3 levels thereafter this distance increases by 5ft (15ft at 12th level, etc). This movement may not be used to exceed your normal speed in a round. This ability replaces all other instances of the standard barbarian's Trapsense ability.
Moloque Favoured Soul
All Moloques follow Asha'loque, but some are chosen to follow her path more closely than others.
Requires:
Moloque about to take their first, third or sixth level in favoured soul.
Class skills:
Add Hide and Move Silently to your favoured soul skill list.
{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL|SPELLCASTING
1st|
+0|
+2|
+2|
+2|Tricky|See text|
3rd|
+2|
+3|
+3|
+3|Spine Focus|See text|
6th|
+4|
+5|
+5|
+5|Caress of Asha'loque|See text|
[/table]
Spellcasting:
You gain 1 less spell known per spell level (excluding 0th level) from 1st level onwards.
From 6th level onwards you have 1 less spell per day of your highest level spell slot. When you attain a new level of spells, this penalty moves to that level slot.
Tricky:
Add the Trickery domain's spells to your spells known list at the levels listed in the domain.
Spine Focus:
You gain the Spine Focus feat at 3rd level. This replaces a standard favoured soul's Deity's Weapon Focus ability.
Caress of Asha'loque:
You gain the Death Domain's granted power except it uses your favoured soul level instead of cleric level to calculate damage dice. At level 12 this is usable 2/day, at level 18 this is usable 3/day. This ability replaces Deity's Weapon Specialisation at level 12.
Moloque Rogue
Moloques remain generally unconcerned with traps, and whilst they are capable of spotting and identifying them, they couldn't much care less about disabling, bypassing or sabotaging anything. Simply put, it's a waste of their time. They feel similar apathy for the diplomatic approach and for conversation in general, talking is for cowards. Instead they prefer to focus on ambush tactics, engaging on their own terms.
Requires:
Moloque about to take their first, third or sixth level in rogue.
{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL
1st|
+0|
+0|
+2|
+0|Sneak Attack +1D6, Direct Approach, Limited Trapfinding|
3rd|
+2|
+1|
+3|
+1|Sneack Attack +2D6, Echosense|
6th|
+4|
+2|
+5|
+2|Improved Echosense|
[/table]
Direct Approach:
Whenever you make an attack in a surprise round, you gain a +2 bonus to the attack roll and a +2 dodge bonus to AC until your next turn. Permanently remove Diplomacy from the Rogue's skill list for this level and all future levels.
Limited Trapfinding:
Functions as normal trapfinding for search checks, but does not allow the use of disable device in any way. Permanently remove Disable Device from the Rogue's skill list for this level and all future levels.
Echosense:
Whilst you are in water you can sense objects and creatures nearby. This functions exactly like Blindsense except as noted here; Echosense only works when you are submerged in water, and only detects other things in the same body of water as you. Any effect which suppresses sound (like a Silence spell) similarly suppresses the use of this ability in the affected area. Echosense has a range equal to 5ft/3 Rogue levels you possess. This ability replaces Trapsense
Improved Echosense:
Your Echosense works on land (including detecting other things on land), albeit at half range.
Changelog:
02/07/13
Tweaked number of spines granted by Spines ability
Changed racial feats to grant extra spines/day to assist scaling payback for investment of feats
Added 3 new feats as a pre-cursor to 3 five level PrCs (one for each Clutch Fate)
Added Penetrating Spines to keep ability relevant for any Moloque wishing to develop their Spines ability
04/07/13
Tidied presentation with spoilers
Added Rogue substitution levels
Added Barbarian substitution levels
Added Favoured Soul substitution levels
Fixed a couple of spelling/grammar mistakes which I totally didn't make...
06/-7/13
Reworded Spines ability to make it more like a standard natural attack
Tweaked Rapid Spines feat
Added a bit of fluff and age/height/weight entries.
10/07/13
Tidied up some of the fluff and spoilered to reduce Wall of Text DC for readers
Added section on religion and a spoiler with some details of Asha'loque
Added sections on homeland and language
MOLOQUES
Fast and fluid movements just under the water's surface are often the first and last sight of a Moloque in a persons life (which is usually about to be cut rather short). These amphibious reptiles seem to have come straight out of the paleolithic, evolving in a remote swampland and delta virtually untouched by the outside world until relatively recently.
Not so much evil as primeval, they employ fierce and sudden ambush tactics on their prey, unfortunately most Moloques have not yet learned to differentiate between sentient being and prey. The few who interact socially (or at least attempt to) refer to themselves as being 'Out of the Swamp'. It is these who are best suited to player characters.
Personality:
On the surface most Moloques appear pretty much the same, cold, vicous and brutal. However, behind the instinct bred into them lies distinct and often quirky characters, each with an unsual outlook on the world. To a Moloque, life is something to both immerse yourself in and fight against. How else are you to survive and prove your worth? How else does one honour Mother Swamp for the gifts she gave you?
Any Moloque who is out of the swamp has learned to control their urges in a more civilised manner, and therefore do not tend to attempt to decapitate people to get their point across with anything like the frequency a 'wild' one might. Make no mistake, some are actually pleasant enough company, and they are not all bad by a long shot, but the instinct to dominate the environment will always be strong.
Physical Description:
A Moloque could, at a distance and in poor light, be mistaken for a lizardfolk, but any closer inspection would notice they are shorter, with a bulkier tail and dotted with spiny protrusions on their arms, legs and shoulders, with a noticeable ridge of spines from a headcrest all the way down their back and tail. Adults sport a particularly over-developed area of spines on their forearms which point up the arm. These can be fired as a weapon, much like a porcupine's quills, but much larger and more damaging. They stoop somewhat when standing, gaining at least a foot in height when they rear up, and move in a mercurial and overly-jointed sort of way which is at complete juxtaposition to their seemingly muscular frame.
On land, they are impressive, but in the water they show a grace which is lost somewhat on land. Moloques are excellent swimmers, tucking their arms up against their chest and splaying out their legs, they make an auqadynamic figure which is both fast and maneouverable. A small sail-like fin runs the length of their back spines and tail, normally retracted on land but reflexively taut when in the water.
Females tend to be larger than males, and are seldom seen, appearing rather reclusive on the whole, but far more ferocious if threatened. Moloques have no known maximum age, and grow continuously throughout their lives, gaining a little height and weight every year. If one ever lives long enough it increases one size category/20HD it posseses. The vast majority of Moloques do not even get to middle age though, competition is deadly when it comes to mating and Moloques tend to meet trouble head-on in most cases, putting them at severe risk of an unpleasant end at the same time as giving them a fiersome reputation as foes. Rare examples of huge Moloques can be found in history and all appear to have been female.
Relations:
Until recent years Moloques were widely regarded as highly dangerous pests with a humanoid appearance but animal intelligence. They would ocassionally raid farming areas on the new frontiers and have been known to nest and thrive in the sewer networks of larger cities. There have been frequent 'purges' of these creatures since they first emerged in the civilised world, and have been erroneously declared extinct by various different groups on five separate occassions.
They don't play well with others, but those who are out of the swamp have shown they have a language, culture and history of their own which alarmingly pre-dates most other race's. As such, they have started to be taken seriously by some of the more accepting races (largely humans and the Moloque's Lizardfolk 'cousins'), but still produce wrath and venom from most races who have ever had to deal with them in the past. Almost universally reviled, but on the cusp of gaining a place in the larger world, Moloques are an ancient and yet recently emergent race.
Alignment:
Moloques are almost exclusively chaotic by nature and virtually never lawful. The only law is that of the swamp, and they survive by being above that law. Many Moloques are evil, but most of them tend towards neutrality on this axis, and good ones are getting more and more common amongst those out of the swamp. However, with life amongst their own culture and people, almost all Moloques revert to chaotic neutral, where survival (both for the individual and the race as a whole) is the only thing which matters.
Moloque Lands:
The large swampland and river delta from which the Moloques originate is still firmly held by them, no ohter species is as well equipped to deal with the treacherous and diverse ecology of the region. However, in the last century or two, out of the swamp Moloques have broken away from their homelands somewhat, and small communities (30-100) have sprung up in remote areas of marshland, swmaps and the like, but perhaps more worryingly they have also appeared in great numbers populating sewer systems of large cities. They are rather territorial by nature, although bit by bit, the city dwelling ones have opened up to other species in an attempt to co-exist with other races.
Religion:
Almost all Moloques revere Asha'loque (see sub-spoiler below), who was supposedly the first sentient Moloque, and therefore the mother of the entire race. All Moloques are taught this from birth, and it is so ingrained within them that no other deity from distant lands or peoples can seem to hold any sway with them. In the last few decades there have been reports of out of the swamp Moloque shrines paying small acceptance to other gods, all of which have either the Water or Trickery domains (or both), but this is a reasonably new development and considered as heresy back in the swamp.
Asha'loque (Intermediate deity, Rank 15)
Asha'loque is Chaotic Neutral, a hard and unforgiving mother for her children, showing little maternal empathy for the individual, but as a species she is utterly devoted to the Moloque race. Moloque histories tell us she was over 1000 years old when she ascended, back in the ancient past, whereupon she merged with the swamp to watch over her children, and remains there to this day. She teaches her children to endure harsh environments and to use every advantage and trick in their arsenal with ruthless efficiency. She watches over not only her children, but their home as well, ensuring the cycle of life and death in the swamp is maintained, whilst also ensuring her children's place at the top of it's food chain. Asha'loque cares little for any other race, she has watched many of them arrive over the millennia but considers them to be mostly out of place and flawed, unable to fit themselves into their own world properly.
She favours her Spines as her weapon of choice (on the minuscule off-chance you have a non-Moloque follower of Asha'loque, any natural weapon will suffice), and grants access to the Death, Life, Water and Trickery domains.
Language:
Moloques speak a language they call Mok'mok (literally meaning 'important noise') which is linguistically similar in many ways to Aquan, and likely developed from it. It's written form has nothing in common with ANY other known language however, apparently having been independently invented by Moloques a long time ago. Moloques raised outside of the swamp homeland speak common as well.
Random Starting Ages
{table=head]
Adulthood|
Simple|
Moderate|
Complex
7 years|
+1D4|
+2D4|
+3D4[/table]
Aging Effects
{table=head]
Middle Age|
Old|
Venerable|
Maximum Age
30 years|
45 years|
60 years|
-[/table]
Random Height & Weight
{table=head]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
5'|
+2D4|
125lb.|
x(1D6)lb.
Female|
5'4"|
+2D4|
140lb.|
x(2D4)lb.[/table]
Racial Traits
+2 Dexterity, +2 Constitution, -4 Charisma: Moloques are supple and tough but lack a grasp on many of the finer points of civil interaction (as well as many not-so-fine points).
Medium size.
Humanoid (reptilian).
Base land speed 30ft.
Darkvision 60ft.
Amphibious: Moloques can breathe in water just as easily as they can in air, and have a natural swim speed equal to their base land speed (granting the standard +8 bonus to swim checks).
Spines: When they reach breeding age (6-7 years old) all Moloques develop a large growth of spines on their forearms, somewhat longer and more vicious-looking than the rest. A Moloque may shoot one of these spines per round as a natural attack which does not provoke attacks of opportunity. Treat these spines as thrown weapons with a 20ft range increment (10ft under water) for the purposes of feats and abilities, each spine deals 1D6 + 1/Character Level in piercing damage (note you do not add your Strength modifier to this value) and has a x3 critical. You have a number of spines per day equal to your base Constitution modifier + 3 (minimum 1) before you require at least 8 hours rest to regrow them. Many Moloques use water-proof poisons to tip their spines before entering battle, making them dangerous foes for the foolhardy.
+1 Natural Armour.
+4 Racial bonus to saves against poison and disease: Moloques are swamp creatures and have adapted to deal with a broad variety of unpleasant things.
Clutch Fate: All Moloques are born from a clutch of 3 eggs, all 3 are mostly grey in colour, but one is always black speckled (Brute), one is always red speckled (Hunter) and one is always white speckled (Mystic). Only one of these three will survive to adulthood in 99% of cases, having dispatched or survived their sibling 'competition' on their way to maturity. You must choose which one of the following three you were born as and gain the listed benefits, this choice may never be changed.
The Brute: +2 Strength, +4 racial bonus to Jump and Intimidate checks, favoured class Barbarian.
The Hunter: +2 Dexterity, +4 racial bonus to Hide and Move Silently whilst in water (+2 on land), favoured class Rogue.
The Mystic: +2 Wisdom, +4 racial bonus to Sense Motive and Spellcraft, favoured class Favoured Soul.
Level Adjustment +1
Feats
Brutish Behaviour (Racial)
Requirements: Moloque Brute, 1st level character, Rage class feature
Benefits: You gain an additional +1 Natural Armour and +2 to Fortitude and Will saves whilst raging.
Special: You may only take this feat at 1st level. You gain +1 Spine/day for your Spines ability.
Big Brute (Racial)
Requirements: Brutish Behaviour, DR 1/-, Base Fortitude save +5
Benefits: Whilst raging your DR increases by +1 and you gain the Powerful Build quality (if you already have or later gain Powerful Build from another source, you gain a +4 bonus to Strength instead).
Special: You gain +1 Spine/day for your Spines ability.
Hunter's Trick (Racial)
Requirements: Moloque Hunter, 1st level character, Sneak Attack class feature
Benefits: The first time you attack any opponent with your Spines attack, that opponent must succeed a reflex save with a +4 bonus (DC = your attack roll result) or be considered flat-footed for the attack. Regardless of the result, you cannot use this ability on the same target more than once in any 24 hour period. This ability only works on creatures with a discernible anatomy.
Special: You may only take this feat at 1st level. You gain +1 Spine/day for your Spines ability.
Sadistic Hunter (Racial)
Requirements: Hunter's Trick, Sneak Attack +4D6, Base Reflex save +5
Benefits: Whenever an enemy fails their save from your Hunter's Trick ability, they receive a -4 penalty to attack and damage rolls in melee against you for the remainder of the encounter as you use the injury inflicted to your advantage. If you remain in melee with such a target, any ally who also attacks that enemy in melee gains flanking bonuses as if they were behind the creature, regardless of their actual position.
Special: You gain +1 Spine/day for your Spines ability.
Mystic Aura (Racial)
Requirements: Moloque Mystic, 1st level character, ability to spontaneously cast 1st level divine spells
Benefits: You may cleanse or sully the water around you in a 10ft radius at will as a move action. When cleansed, the water becomes clear and pure as if affected by the Purify Food and Drink spell. When sullied the water becomes foul and murky, making it unsafe to drink (possibility of mundane water-born disease at DM discretion) and imposing a -4 penalty to spot checks per 5ft of sullied water. This is an instantaneous Supernatural effect and may only be used once per round.
In addition, your Charisma score counts as being 2 higher for the purposes of calculating bonus spells for Favoured Soul levels.
Special: You may only take this feat at 1st level. You gain +1 Spine/day for your Spines ability.
Enlightened Mystic (Racial)
Requirements: Mystic Aura, able to spontaneously cast 3rd level divine spells, Base Will save +5
Benefits: Your Mystic Aura now requires a free action to activate, and may be suffused with positive OR negative energy a number of times per day equal to 1 + Wisdom modifier (minimum 1) and lasts 1 round/2 caster levels. You may benefit or exempt yourself from the effects of this ability as you desire, it has one of 2 effects as follows (chosen when used):
Cleansed water: May be suffused with positive energy healing living creatures and harming undead by 3HP/round.
Sullied water: May be suffused with negative energy harming living creatures and healing undead by 3HP/round.
Additionally, your Charisma score now counts as being 4 higher for the purposes of calculating bonus spells for Favoured Soul levels (this bonus replaces the one granted by Mystic Aura).
Special: You gain +1 Spine/day for your Spines ability.
Spine Focus (Racial, Fighter Bonus)
Requirements: Moloque Spines racial ability, Base Attack Bonus +1
Benefits: Gain a +1 to hit and damage with your Spines ability.
Special: You gain +1 Spine/day for your Spines ability.
Rapid Spines (Racial, Fighter Bonus)
Requirements: Spine Focus, Base Attack Bonus +5
Benefits: You may chose to fire 2 spines in a round instead of one, if you do, both attacks get a -2 penalty, are fired simultaneously, and both must target the same thing. If you have any precision damage or poison, only the first hit may benefit for these purposes.
Special: You gain +1 Spine/day for your Spines ability.
Barbed Spines (Racial, Fighter Bonus)
Requirements: Spine Focus, Base Attack Bonus +5
Benefits: Spines which hit their target stick in place and cannot be safely removed, even by healing magic, without a succesful Heal check (DC = 10 + 1/2 your character level + Con modifier). If this check fails or is not attempted, removing the spine deals 1D6 damage and causes 1 point of bleeding damage per round.
Special: You gain +1 Spine/day for your Spines ability.
Penetrating Spines (Racial, Fighter Bonus)
Requirements: Spine Focus, at least two other Moloque Racial feats, Base Attack +9
Benefits: The damage of your Spines ability now counts as magic for the purposes of overcoming DR.
Special: You gain +2 Spines/day for your Spines ability.
Racial Substitution Levels
Moloque Barbarian
When a Moloque enters a rage, instinct takes over almost completely. Whereas they can and do use weapons in this state, the primary reaction in many situations is to grab their foe and drag them into the water, capitalising on their amphibious abilities.
Requires:
Moloque about to take their first, third or sixth level in barbarian.
Hit Dice: D10
{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL
1st|
+1|
+2|
+0|
+0|Improved Grapple, illiteracy, Rage 1/day|
3rd|
+3|
+3|
+1|
+1|Arms Full of Spines|
6th|
+6/+1|
+5|
+2|
+2|Coming With Me (5ft)|
[/table]
Improved Grapple:
You gain the Improved Grapple feat as a bonus feat, even if you do not meet the prerequisites. This replaces the standard barbarian's Fast Movement ability.
Arms Full of Spines:
You may use your spines as a light melee weapon in a grapple, dealing damage as normal for your Spines ability (doing so does not reduce your number of Spines/day since you do not fire them). This replaces the standard barbarian's Trapsense +1 ability.
Coming With Me:
Whenever you successfully grapple an opponent, instead of moving into the grappled creature's space to maintain the grapple, you may elect instead to drag them where you wish within 5ft of their current location and end your movement grappling in that space with them. At level 9 this distance becomes 10ft, and every 3 levels thereafter this distance increases by 5ft (15ft at 12th level, etc). This movement may not be used to exceed your normal speed in a round. This ability replaces all other instances of the standard barbarian's Trapsense ability.
Moloque Favoured Soul
All Moloques follow Asha'loque, but some are chosen to follow her path more closely than others.
Requires:
Moloque about to take their first, third or sixth level in favoured soul.
Class skills:
Add Hide and Move Silently to your favoured soul skill list.
{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL|SPELLCASTING
1st|
+0|
+2|
+2|
+2|Tricky|See text|
3rd|
+2|
+3|
+3|
+3|Spine Focus|See text|
6th|
+4|
+5|
+5|
+5|Caress of Asha'loque|See text|
[/table]
Spellcasting:
You gain 1 less spell known per spell level (excluding 0th level) from 1st level onwards.
From 6th level onwards you have 1 less spell per day of your highest level spell slot. When you attain a new level of spells, this penalty moves to that level slot.
Tricky:
Add the Trickery domain's spells to your spells known list at the levels listed in the domain.
Spine Focus:
You gain the Spine Focus feat at 3rd level. This replaces a standard favoured soul's Deity's Weapon Focus ability.
Caress of Asha'loque:
You gain the Death Domain's granted power except it uses your favoured soul level instead of cleric level to calculate damage dice. At level 12 this is usable 2/day, at level 18 this is usable 3/day. This ability replaces Deity's Weapon Specialisation at level 12.
Moloque Rogue
Moloques remain generally unconcerned with traps, and whilst they are capable of spotting and identifying them, they couldn't much care less about disabling, bypassing or sabotaging anything. Simply put, it's a waste of their time. They feel similar apathy for the diplomatic approach and for conversation in general, talking is for cowards. Instead they prefer to focus on ambush tactics, engaging on their own terms.
Requires:
Moloque about to take their first, third or sixth level in rogue.
{table=head]LEVEL|BAB|FORT|REF|WILL|SPECIAL
1st|
+0|
+0|
+2|
+0|Sneak Attack +1D6, Direct Approach, Limited Trapfinding|
3rd|
+2|
+1|
+3|
+1|Sneack Attack +2D6, Echosense|
6th|
+4|
+2|
+5|
+2|Improved Echosense|
[/table]
Direct Approach:
Whenever you make an attack in a surprise round, you gain a +2 bonus to the attack roll and a +2 dodge bonus to AC until your next turn. Permanently remove Diplomacy from the Rogue's skill list for this level and all future levels.
Limited Trapfinding:
Functions as normal trapfinding for search checks, but does not allow the use of disable device in any way. Permanently remove Disable Device from the Rogue's skill list for this level and all future levels.
Echosense:
Whilst you are in water you can sense objects and creatures nearby. This functions exactly like Blindsense except as noted here; Echosense only works when you are submerged in water, and only detects other things in the same body of water as you. Any effect which suppresses sound (like a Silence spell) similarly suppresses the use of this ability in the affected area. Echosense has a range equal to 5ft/3 Rogue levels you possess. This ability replaces Trapsense
Improved Echosense:
Your Echosense works on land (including detecting other things on land), albeit at half range.