Sitri
2015-12-26, 11:12 PM
http://i.imgur.com/ozn0A2a.jpg
Simialus
The Simialus are species of advanced, ape-like creatures with tribal cultures. Most males in the tribe are hunters and gatherers, while females tend to the young. Simialus willingly leave the tribe to die alone once they can no longer perform their duties due to age or infirmary. This normally comes much later in life for the Elder and Shaman of the Tribe. These two titles, almost exclusively held by males, involve giving direction to the rest of the tribe which is typically upheld quite slavishly. While Simialus may wear clothing for utility or ceremonial decoration, most find the idea of modesty quite reprehensible. As such, most will only wear things such as back packs, necklaces, and forearm or shin coverings. This makes it hard for many Simialus to integrate into towns where other people find their exposure off-putting. Simialus who find themselves without a tribe sometimes make compromises on this front. The subraces within Simialus represent deviations largely cultivated within the race more than any real genetically predisposed state. While parents tend to give birth to children like them, that identity is not certain.
Ability Score Increase. Simialus are extremely hardy creatures. Your Constitution score increases by 2.
Age. You reach adulthood at 5 years and only live until about 40 years.
Physical Appearance. Simialus appear as apish creatures that cut, style, and dye the hair on their heads, face and back. Tribal identity typically influences these alterations.
Alignment. Simialus typically favor Lawful alignments, as it is necessary to maintain the cohesiveness of their tribes.
Size. You are a medium creature.
Movement. Your base movement speed is 35’ while unarmored. If wearing armor, your movement is reduced to 30.
Of the Trees. For any surface which you can get a reasonable grip, such as a tree or a rocky cliff, you can climb at your normal movement speed without making checks.
Natural Armor. Your skin is very thick and tough. When unarmored, your AC is equal to 10 + your natural armor bonus + your dexterity modifier.
Languages. You speak common and Simialaus
Ambusher subrace
Ability Score Increase. Ambushers are the most agile of the tribe. Your Dexterity score increases by 1.
Skills. You have proficiency in the Stealth and Slight of Hand skills.
Agile Feet. Your feet are developed to the point they can perform many of the functions of hands. You can use your feet to make an unarmed attack or attack with a dagger; you are proficient with these attacks. Once per turn when you use this ability, you may make a Slight of Hand check vs. the target’s passive perception. If you succeed, you get advantage on that attack. This ability does not grant you any extra attacks per round. You cannot use this ability if you are wearing footwear.
Hunter subrace
Ability Score Increase. Hunters are the strongest of the tribe. Your Strength score increases by 1.
Skills. You have proficiency in the Athletics and Survival skills.
Mighty Appendages. Your unarmed attacks deal 1d6+STR damage. Your feet can also be used to make an unarmed attack; you are proficient with this attack. Additionally, you have advantage on all grapple checks. You cannot use this ability if you are wearing footwear.
Cultist subrace
Ability Score Increase. Cultists aspire to be the Shaman of the tribe. Your Wisdom score increases by 1.
Skills. You have proficiency in the History and Religion skills.
Innate Magic. You know the Druidcraft cantrip. When you reach 3rd level, you know one first level ritual of your choice. When you reach 5th level, you know one second level ritual of your choice. Wisdom is your spellcasting ability for these spells. You must use material components to complete these rituals. You know these rituals from oral tradition and experimentation; they do not exist in any written form for you.
Simialus
The Simialus are species of advanced, ape-like creatures with tribal cultures. Most males in the tribe are hunters and gatherers, while females tend to the young. Simialus willingly leave the tribe to die alone once they can no longer perform their duties due to age or infirmary. This normally comes much later in life for the Elder and Shaman of the Tribe. These two titles, almost exclusively held by males, involve giving direction to the rest of the tribe which is typically upheld quite slavishly. While Simialus may wear clothing for utility or ceremonial decoration, most find the idea of modesty quite reprehensible. As such, most will only wear things such as back packs, necklaces, and forearm or shin coverings. This makes it hard for many Simialus to integrate into towns where other people find their exposure off-putting. Simialus who find themselves without a tribe sometimes make compromises on this front. The subraces within Simialus represent deviations largely cultivated within the race more than any real genetically predisposed state. While parents tend to give birth to children like them, that identity is not certain.
Ability Score Increase. Simialus are extremely hardy creatures. Your Constitution score increases by 2.
Age. You reach adulthood at 5 years and only live until about 40 years.
Physical Appearance. Simialus appear as apish creatures that cut, style, and dye the hair on their heads, face and back. Tribal identity typically influences these alterations.
Alignment. Simialus typically favor Lawful alignments, as it is necessary to maintain the cohesiveness of their tribes.
Size. You are a medium creature.
Movement. Your base movement speed is 35’ while unarmored. If wearing armor, your movement is reduced to 30.
Of the Trees. For any surface which you can get a reasonable grip, such as a tree or a rocky cliff, you can climb at your normal movement speed without making checks.
Natural Armor. Your skin is very thick and tough. When unarmored, your AC is equal to 10 + your natural armor bonus + your dexterity modifier.
Languages. You speak common and Simialaus
Ambusher subrace
Ability Score Increase. Ambushers are the most agile of the tribe. Your Dexterity score increases by 1.
Skills. You have proficiency in the Stealth and Slight of Hand skills.
Agile Feet. Your feet are developed to the point they can perform many of the functions of hands. You can use your feet to make an unarmed attack or attack with a dagger; you are proficient with these attacks. Once per turn when you use this ability, you may make a Slight of Hand check vs. the target’s passive perception. If you succeed, you get advantage on that attack. This ability does not grant you any extra attacks per round. You cannot use this ability if you are wearing footwear.
Hunter subrace
Ability Score Increase. Hunters are the strongest of the tribe. Your Strength score increases by 1.
Skills. You have proficiency in the Athletics and Survival skills.
Mighty Appendages. Your unarmed attacks deal 1d6+STR damage. Your feet can also be used to make an unarmed attack; you are proficient with this attack. Additionally, you have advantage on all grapple checks. You cannot use this ability if you are wearing footwear.
Cultist subrace
Ability Score Increase. Cultists aspire to be the Shaman of the tribe. Your Wisdom score increases by 1.
Skills. You have proficiency in the History and Religion skills.
Innate Magic. You know the Druidcraft cantrip. When you reach 3rd level, you know one first level ritual of your choice. When you reach 5th level, you know one second level ritual of your choice. Wisdom is your spellcasting ability for these spells. You must use material components to complete these rituals. You know these rituals from oral tradition and experimentation; they do not exist in any written form for you.