tsj
2016-02-18, 11:54 AM
Here are 3 PC races that could be fun to use in a 3.x game :)
Dire Rabbit Humanoid (Rabbit Humie)
"So busy so busy"
Inspired by the rabbits from alice in wonderland and monty python
http://www.dandwiki.com/wiki/Dire_Rabbit_%283.5e_Creature%29
You race becomes Rabbit Humie.
HD D12
Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)
Escape Artist (Dex), Jump (Dex),
Spot (Con), Listen (Con), Hide (Dex),
Move Silently (Dex), Survival (Wis).
Racial class, to be a rabbit humie, you need to take all 3 levels.
You are proficient with all simple weapons.
Level, Base Attack Bonus, Fortitude Save, Reflex Save, Will Save, Special
1, +1, 2, 3, 1, Strength +1, Dexterity +2, Alertness, Scent (Ex), Bonus feat, Medium Size, Speed 30
2, +2, 4, 6, 3, Strength +1, Dexterity +2, Sneaky, Natural Bite and 2 claw attacks, Bonus feat, Speed 40
3, +3, 6, 9, 7, Strength +1, Dexterity +2, Pounce, Weapon Focus (bite), Speed 60
Species Traits
Pounce: On a successful Bite attempt, a Rabbit Humie can attempt a grapple as a free action.
If it succeeds in pinning the foe, it will continued to hop up and down, dealing crushing damage.
Sneaky: Hide and Move Silently checks always succeeds.
1 Bite Melee 1d8+Strength modifier
2 Claws Melee 1d6+Strength modifier
Favored class: Noble
----------------------
Flying Skull (or Demonic Skull or Lost Soul)
"I am MURRAY, the DEMONIC SKULL!"
Inspired by the legendary Murray from Monkey Island et.al.
http://www.d20srd.org/srd/monsters/skeleton.htm
Bite Melee 1d8+Strength modifier+1D6 fire damage
Flying 30ft, Clumsy
When flying you emit a small trail of fire.
Size is Tiny
No land speed, no swim speed, no burrow speed, no climb speed
Magehand at will, but the amount of gear that may be
carried and used with magehand is determined by
your intelligence bonus (your mental powers).
The amount of gear
is equal to the carrying capacity that regular
humans and other races can carry, based
on their strength score.
Since a flying
skull has no limbs, it can not use its strength
score to carry anything.
Therefore the carrying capacity is based on
your intelligence score rather than your
strength score.
Hit Dice
Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s.
Immunities (Ex)
Flying Skulls are not affected by disarm, trip, fire, acid, poison, electricity, cold or sneak attack damage.
Damage Reduction (Ex)
A Flying Skull has damage deduction 5/bludgeoning. Flying Skulls lack flesh or internal organs.
Abilities
A Flying Skull’s Dexterity increases by +2, it has no Constitution score and
if playing with a seperate Apparence score then its Apperance changes to 1.
All ability scores must all be minimum 8 before selecting this race.
Strength score is used only to determine the bite attack.
Items must be carried in a bag of some kind, that is being
carried using the magehand at will spell-like ability.
LA +0
Favored class: Pirate
----------------------
Blue Hippopotamusian Humanoid (Blue Hippo Human)
"DIE BY CLUB! Quiet like a NINJA!"
Inspired by a danish celeb in a big blue hippo custume
http://www.d20pfsrd.com/bestiary/monster-listings/animals/hippopotamus/hippopotamus-behemoth
Your race automatically becomes Blue Hippo Human,
your skin turns blue and you become fascinated
by ninjas and human celebs that are related to millitary forces.
You develop a dislike for animals, nature and hippies.
Your favored weapon is a club.
HD D12
Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)
Knowledge (ninja) (Int), Knowledge (warfare) (Int), Intimidate (Cha),
Bluff (Cha), Move Silently (Dex), Survival (Wis).
Racial class, to be a hippo human, you need to take all 5 levels.
You are proficient with all simple weapons such as clubs and similar.
Level, Base Attack Bonus, Fortitude Save, Reflex Save, Will Save, Special
1, +2, 4, 2, 1, Strength +3, Scent (Ex), Hold Breath, Medium Size, Speed 30, Iron Will
2, +4, 8, 4, 2, Strength +3, Swim check +4, Weapon focus (Club), Speed 40, Capsize, Die Hard
3, +6/+1, 11, 5, 3, Strength +3, Constitution +1, Large Size, Dexterity +3, Improved Initiative (Combat)
4, +8/+3, 14, 7, 4, Speed 50, Great Fortitude, Improved Critical (bite), Improved Initiative, Endurance
5, +10/+5, 17, 9, 6, Skill Focus (Perception), Swim-By Attack, Toughness, Dexterity +3
Species Traits
Capsize (Ex): A submerged hippo human that surfaces under a boat less than its space can capsize it by making a Strength check.
The DC of this check is 10, or the result of the boat pilot’s Profession (sailor) check, whichever is higher.
For each size category the boat is larger than the hippo human’s size,
the hippo human takes a cumulative –10 penalty on this Strength check.
Hold Breath (Ex): A hippo human can seal its nostrils by muscular action and hold its
breath for a number of rounds equal to its Constitution score x 10.
Scent (Ex): This ability allows a hippo human to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonus: A hippo human is agile in the water, gaining a +4 species bonus on Swim checks.
Favored class: Ninja
Dire Rabbit Humanoid (Rabbit Humie)
"So busy so busy"
Inspired by the rabbits from alice in wonderland and monty python
http://www.dandwiki.com/wiki/Dire_Rabbit_%283.5e_Creature%29
You race becomes Rabbit Humie.
HD D12
Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)
Escape Artist (Dex), Jump (Dex),
Spot (Con), Listen (Con), Hide (Dex),
Move Silently (Dex), Survival (Wis).
Racial class, to be a rabbit humie, you need to take all 3 levels.
You are proficient with all simple weapons.
Level, Base Attack Bonus, Fortitude Save, Reflex Save, Will Save, Special
1, +1, 2, 3, 1, Strength +1, Dexterity +2, Alertness, Scent (Ex), Bonus feat, Medium Size, Speed 30
2, +2, 4, 6, 3, Strength +1, Dexterity +2, Sneaky, Natural Bite and 2 claw attacks, Bonus feat, Speed 40
3, +3, 6, 9, 7, Strength +1, Dexterity +2, Pounce, Weapon Focus (bite), Speed 60
Species Traits
Pounce: On a successful Bite attempt, a Rabbit Humie can attempt a grapple as a free action.
If it succeeds in pinning the foe, it will continued to hop up and down, dealing crushing damage.
Sneaky: Hide and Move Silently checks always succeeds.
1 Bite Melee 1d8+Strength modifier
2 Claws Melee 1d6+Strength modifier
Favored class: Noble
----------------------
Flying Skull (or Demonic Skull or Lost Soul)
"I am MURRAY, the DEMONIC SKULL!"
Inspired by the legendary Murray from Monkey Island et.al.
http://www.d20srd.org/srd/monsters/skeleton.htm
Bite Melee 1d8+Strength modifier+1D6 fire damage
Flying 30ft, Clumsy
When flying you emit a small trail of fire.
Size is Tiny
No land speed, no swim speed, no burrow speed, no climb speed
Magehand at will, but the amount of gear that may be
carried and used with magehand is determined by
your intelligence bonus (your mental powers).
The amount of gear
is equal to the carrying capacity that regular
humans and other races can carry, based
on their strength score.
Since a flying
skull has no limbs, it can not use its strength
score to carry anything.
Therefore the carrying capacity is based on
your intelligence score rather than your
strength score.
Hit Dice
Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s.
Immunities (Ex)
Flying Skulls are not affected by disarm, trip, fire, acid, poison, electricity, cold or sneak attack damage.
Damage Reduction (Ex)
A Flying Skull has damage deduction 5/bludgeoning. Flying Skulls lack flesh or internal organs.
Abilities
A Flying Skull’s Dexterity increases by +2, it has no Constitution score and
if playing with a seperate Apparence score then its Apperance changes to 1.
All ability scores must all be minimum 8 before selecting this race.
Strength score is used only to determine the bite attack.
Items must be carried in a bag of some kind, that is being
carried using the magehand at will spell-like ability.
LA +0
Favored class: Pirate
----------------------
Blue Hippopotamusian Humanoid (Blue Hippo Human)
"DIE BY CLUB! Quiet like a NINJA!"
Inspired by a danish celeb in a big blue hippo custume
http://www.d20pfsrd.com/bestiary/monster-listings/animals/hippopotamus/hippopotamus-behemoth
Your race automatically becomes Blue Hippo Human,
your skin turns blue and you become fascinated
by ninjas and human celebs that are related to millitary forces.
You develop a dislike for animals, nature and hippies.
Your favored weapon is a club.
HD D12
Class Skills (2 + Intelligence modifier per level, ×4 at 1st level)
Knowledge (ninja) (Int), Knowledge (warfare) (Int), Intimidate (Cha),
Bluff (Cha), Move Silently (Dex), Survival (Wis).
Racial class, to be a hippo human, you need to take all 5 levels.
You are proficient with all simple weapons such as clubs and similar.
Level, Base Attack Bonus, Fortitude Save, Reflex Save, Will Save, Special
1, +2, 4, 2, 1, Strength +3, Scent (Ex), Hold Breath, Medium Size, Speed 30, Iron Will
2, +4, 8, 4, 2, Strength +3, Swim check +4, Weapon focus (Club), Speed 40, Capsize, Die Hard
3, +6/+1, 11, 5, 3, Strength +3, Constitution +1, Large Size, Dexterity +3, Improved Initiative (Combat)
4, +8/+3, 14, 7, 4, Speed 50, Great Fortitude, Improved Critical (bite), Improved Initiative, Endurance
5, +10/+5, 17, 9, 6, Skill Focus (Perception), Swim-By Attack, Toughness, Dexterity +3
Species Traits
Capsize (Ex): A submerged hippo human that surfaces under a boat less than its space can capsize it by making a Strength check.
The DC of this check is 10, or the result of the boat pilot’s Profession (sailor) check, whichever is higher.
For each size category the boat is larger than the hippo human’s size,
the hippo human takes a cumulative –10 penalty on this Strength check.
Hold Breath (Ex): A hippo human can seal its nostrils by muscular action and hold its
breath for a number of rounds equal to its Constitution score x 10.
Scent (Ex): This ability allows a hippo human to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Skill Bonus: A hippo human is agile in the water, gaining a +4 species bonus on Swim checks.
Favored class: Ninja