Aniikinis
2017-10-11, 11:21 AM
Nekomimi
http://static.tvtropes.org/pmwiki/pub/images/Lethe_4353.jpg
The lady behind the counter smiles as you enter the shop. Her cat-like ears perk up slightly in curiosity and she asks you simply what you require.
Nekomimi are, to put it simply, cat-like humanoids that more closely resemble humans with various bits of feline anatomy such as: eyes, ears, tail, claws, fur, and occasionally whiskers.
Nekomimi
Nekomimi characters possess the following racial traits:
+2 Dex, +2 Cha, -2 Con, -2 Wis (+2 App)
Medium Humanoids(Feline)
5 foot space and 5 foot reach
Speed: 30 feet, 25 climb
Special Qualities: Low-light vision, prehensile tail, scent
Automatic Languages: Common and Felis Bonus Languages: Any, except secret.
Favored Class: Rogue
Level adjustment: +0
Natural Attacks: Nekomimi have two retractable claw attacks that can be "drawn" as a free action. These claws deal 1d4 damage for a medium creature.
Prehensile Tail: Nekomimi have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. If the character has the Quick Draw feat, they may use this as a free action instead.
Skills: Nekomimi have a +8 racial bonus on Balance checks and climb checks and can take 10 on climb checks even if rushed or threatened. They can use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
Subraces:
Basteti Nekomimi
More sociable than the common nekomimi, they more closely represent house cats than alley cats. These nekomimi more closely resemble Bastet
BASTETI CHARACTERS
Basteti characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +4 Cha, -2 Str, -2 Wis, -4 Con (+4 App)
Special Qualities: Social creature
Automatic Languages: Common, Khemet, and Felis
Social Creature (Ex.): Once per day, a basteti can make a person's attitude increase to friendly for the rest of the day. However the next day their attitude decreases to one less than before this ability was used towards the character until that character raises it through diplomacy checks as usual.
Cave Nekomimi
These large creatures are regarded by many to be possible precursors to the modern nekomimi that somehow survived through the ages. They are often regarded in the same way that ogres are by other humanoid races. These creatures resemble massive nekomimi with the heads and manes of sabretooth cats, large claws that resemble the striped nekomimi, covered in fine, bristly fur, and massive physiques that put the most powerful nemean to shame.
CAVE NEKOMIMI CHARACTERS
Cave nekomimi characters possess the same racial traits as normal nekomimi except where noted here.
+4 Str, +2 Con, +4 Wis, -4 Dex, -6 Int, -4 Cha (-4 App)
Large Monstrous Humanoids
Speed: 30 ft.
Special Attacks: Improved Grab, Pounce, Rake (2d6+Str)
Automatic Languages: Felis. Bonus Languages: Goblin, Orc, and Giant
Level Advancement: +1 or NPC
Improved Grab (Ex): To use this ability, a cave nekomimi must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Natural Attacks: Cave nekomimi have two claws instead of hands and two large fangs that protrude from their mouths in place of canine teeth. These claws are a primary natural attack that deal 1d10 damage for a large sized creature but they take a -8 to all attacks with manufactured weapons. These fangs grant the cave nekomimi a secondary natural bite attack that deals 2d6 damage for a large sized creature but they cannot speak complex languages and take a -10 to all checks relying on them speaking (spells with a verbal component, yelling a message over a good distance, etc.).
Pounce (Ex): If a cave nekomimi charges, it can make a full attack, including two rake attacks.
Rake (Ex): Damage 2d6+Str.
Cheshire Nekomimi
These strange and ...eccentric nekomimi have striped hair, a capricious personality, and a strange aptitude for illusions.
CHESHIRE CHARACTERS
Cheshire characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +2 Wis, +2 Cha, -2 Str, -2 Con, -2 Int (+2 App)
Special Qualities: Wonderland Blood, Tricky Light
Favored Class: Cheshire Cat and any
Tricky Light: Cheshire cast illusion spells at +1 Caster Level
Wonderland Blood: Cheshire nekomimi may take class levels in the Cheshire Cat (http://www.giantitp.com/forums/showsinglepost.php?p=9803718&postcount=1249) racial class but may multiclass as though it was not a racial class. If a cheshire does take levels in Cheshire Cat, the fey body ability at the first level does not grant them the fey typing or change their climb speed
Thorny Nekomimi
Thorny nekomimi resemble a human crossed with a displacer beast. They are usually gruff and animalistic, brutal not just in battle but harsh in word as well.
THORNY CHARACTERS
Thorny characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int, -2 Cha (-4 App)
Medium Monstrous Humanoid
Speed: 40 feet, Climb 30
Special Qualities: Displacement, Multiple Limbs
LA: +1
Displacement (Su): A light bending glamer continually surrounds a thorny nekomimi, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast be some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.
Natural attacks: In addition to their original two claws, thorny nekomimi have an additional set of claws and have two large tentacles sprouting from their waist area just above their hips. These tentacles have a reach of 10 feet and deal 1d4+1/2 Str of either bludgeoning or piercing and slashing damage
Multiple Limbs: Thorny nekomimi have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Thorny nekomimi can also take the Multiattack feat.
Grimalkin Nekomimi
These nekomimi have emerald green eyes, black hair, and a noticeably more gaunt appearance than other nekomimi.
GRIMALKIN CHARACTERS
Grimalkin characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +2 Int, -4 Con, -2 Cha (-2 App)
Special Qualities: Darkvision 60, grimalkin senses, necromantic skill, Witch Affinity
Grimalkin Senses: Every two HD, grimalkin gain a +1 to spot and listen checks to determine if there is an invisible creature and where it is. In addition, grimalkin can hear incorporeal creatures as though they were choosing to make noise even if they normally do not.
Necromantic Skill: Necromancy spells cast by grimalkins are cast a +1 caster level
Witch Affinity: Witch Hexes gain +2 to their save DCs
Manticori Nekomimi
Very rare and often seen as brute beasts, the Manticori are nekomimi with poisonous quills at the tip of their tail and large wings on their back.
MANTICORI CHARACTERS
Name characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Dex, -4 Con, -2 Int, -2 Wis (+2 App)
Speed: 35 ft.
Special Attacks: Poison, spikes
Special Qualities: Flight, gliding, wing-aided movement
Level advancement: +1
Gliding (Ex): A Manticori can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Manticori glide at a speed of 40 feet (average maneuverability), Even if a manticori's maneuverability improves, she can't hover while gliding. A manticori can't glide while carrying a medium or heavy load. If a manticori becomes unconscious or helpless while in mid air, her wings naturally unfurl and powerful ligaments stiffen the wings. The manticori descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When a manticori reaches 3 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A manticori can't fly while carrying a medium or heavy load or while fatigued or exhausted. Manticori can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Manticori are likewise fatigued after spending a total of more than 10 minutes per day flying. Because manticori can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 5 Hit Dice, manticori have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A manticori with flight can make a dive attack. A dive attack works like a charge, but the manticori must move a minimum of30 feet and descend at least 10 feet. A manticori can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A manticori with flight can use the run action while flying, provided she flies in a straight line.
Poison (Ex.): When a manticori reaches 4 Hit Dice, she becomes able to produce poison in the poison sacs attached to her spikes. This poison is an injury poison that deals initial and secondary damage of 1d4 Dex and has a Save DC of (10+1/2 HD+Con modifier). The poison's damage increases to 1d6 at 8 HD and to 2d4 at 12. At 16 HD the poison's secondary damage becomes 1d6 rounds of paralysis. At 20th level the poison's initial damage becomes 1d8 rounds of paralysis and the secondary damage becomes death.
You have a single dose of poison per spike. If a dose is used without using the spike, that spike loses its poison until either the next day or a new one grows in its place.
Prehensile Tail: Manticori do not have the Prehensile Tail trait.
Spikes (Ex): With a snap of its tail, a manticori can loose one spike per iterative attack as an attack action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and the spikes deal 1d4 piercing damage. All targets must be within 30 feet of each other. The manticori can launch only 4*HD spikes in any 24-hour period. At 4 Hit Dice the spikes begin to secrete poison from the sacs attached to their bases.
Wing-Aided Movement: Manticori can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a manticori a +10 racial bonus on acrobatics checks.
Nemeni Nekomimi
Crass and volatile, nemeni are very strong and hardy but dim witted and stupid. They have large physiques and tend to have shaggy hair like a lion's mane
NEMENI CHARACTERS
Nemeni characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Con, -2 Int, -2 Wis (+0 App)
Special Qualities: Tough Hide
Tough Hide (Ex): Nemeni gain a +2 Natural Armour bonus to AC and gain Damage Reduction 2 that is bypassed by all forms of damage except Bludgeoning damage. This damage reduction stacks with all other forms of damage reduction.
Skills: Nemeni nekomimi also gain a +4 racial bonus to intimidate.
(cat)Niptuna Nekomimi
Sometimes confused with the sea cats, these nekomimi are bestial in appearance with scales covering their torso and face, a long dolphin like tail where their tail and legs should be, and a long mane of fur along their dorsal side.
NIPTUNA CHARACTERS
Niptuna characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Dex, +2 Con, +2 Wis, -2 Int, -4 cha (-4 App)
Large Monstrous Humanoid
10 foot space and 5 foot reach
Speed: 10 ft., 35 ft. Swim, does not have racial Climb speed
Special Attacks: Rend (1d8+Str)
Special Qualities: Hold Breath
LA: +1
Hold Breath (Ex): A niptuna nekomimi can hold it's breath for a number of rounds equal to 5 X its Constitution score before it risks drowning
Rend (Ex): A niptuna nekomimi that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 1d8+Str points of damage.
Skills: A niptuna nekomimi does not gain the racial skill bonuses of the base nekomimi race. Instead, the niptuna nekomimi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. They can use their Dexterity modifier instead of their Strength modifier for Swim and Jump checks.
Sprinter Nekomimi
Sprinters are commonly found in hot, savannah regions, their hair light and their bodies covered in small black spots with a black spot that covers the skin around their eyes and above their cheeks.
SPRINTER CHARACTERS
Sprinter characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +2 Wis, -4 Str, -2 Cha (+2 App)
Speed: 40 ft.
Special Qualities: Sprint
Sprint (Ex.): Once per hour, a sprinter can move five times its normal speed (250 feet) when it makes a charge
Striped Nekomimi
These nekomimi more closely resemble the tigers found in tropical forests than the common alley cat.
STRIPED NEKOMIMI CHARACTERS
Striped nekomimi characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Wis, -2 Dex, -2 Con (+2 App)
Speed: 40 ft.
Special Attacks: Improved Grab
Natural Attacks: Striped nekomimi have two large claws in place of normal hands, these claws deal 1d8 damage for a medium sized creature but striped nekomimi take a -4 to attack rolls with manufactured weapons.
Improved Grab (Ex): To use this ability, a striped nekomimi must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: Striped nekomimi also gain a +4 racial bonus to hide in tall grass or heavy undergrowth.
Racial Feats:
Cross Country
Your stamina has grown and your legs have grown stronger.
Prerequisites: Sprinter Nekomimi, 3 HD
Benefit: You may use your sprint ability a number of times per hour equal to your Con modifier and the distance moved is increased to ten times your speed.
Normal: You may only use your sprint ability once per hour and can travel only 5 times your speed.
Hybridal Subrace [Racial]
Your parents were strange, you are even stranger
Prerequisites: 1st level only, race with subraces
Benefit: Pick a subrace you do not belong to during character creation. You gain that subrace's traits in addition to your own (including LA and stat adjustments).
Kitty Sense
Your senses are heightened, much like your animal cousins.
Prerequisites: Any Nekomimi, +6 BAB
Benefit: You gain a +2 racial bonus to reflex saves and listen checks. In addition you may act in all surprise rounds.
Lessen Poison[Racial]
You have a greater control over the poison your spines produce than most members of your species.
Prerequisites: Manticore Nekomimi, 8 HD
Benefit: You may choose for your poison to deal a lower type of damage than it would normally deal. For example at 8 HD you may choose to have one or both of the initial and secondary damages deal 1d4 Dex instead of 1d6 Dex.
Primal Fury [Racial]
Your rage knows no bounds.
Prerequisites: Cave Nekomimi, Rage
Benefit: Your non-barbarian levels stack for the purposes of determining what rage you may use and how many times you may use it per day.
Second Hand [General]
You've learned to use your tail as an additional limb
Prerequisites: Prehensile Tail, 3 HD
Benefit: Your prehensile tail gains the ability to wield a light weapon you are proficient, but takes a -5 to the attack roll in addition to the double wielding penalties.
Special: When you take this feat, you may replace your Two-Weapon Fighting feats with the Multiweapon fighting equivalent. You also gain a +2 to attack rolls with tail weapons.
Sleeping Dose
You have learned to target the center of consciousness instead of the nervous and cardiovascular system with your poison
Prerequisites: Manticore Nekomimi, 16 HD, Lessen Poison
Benefit: You may choose to have your poison cause unconsciousness instead of paralysis or death.
Special: If you choose to replace death with unconsciousness, roll 2d10 for the number of hours the recipient is unconscious for.
Slicing Spines [Racial]
You've strengthened the muscles that fire the spines on your tail, allowing you to form your spines into a single large spike.
Prerequisites: Manticori Nekomimi, 3 HD
Benefit: You gain a tail spike melee natural weapon that deals 1d6 piercing damage, you cannot use this natural weapon if you have less than three spikes left.
Special: At 4 HD and above, if you deal damage with this weapon you may choose to inject a dose of poison with the strike.
Tougher hide [Racial]
Through repeated fights your hide has grown tougher
Prerequisites: Nemen Nekomimi, 5 HD
Benefit: Your Natural armour increases by 2 and the DR against bludgeoning damage increases by 3.
Wonder Full [Racial]
Your link to the strange land of Wonder grows stronger
Prerequisites: Cheshire Nekomimi, Spells of Madness, 10 HD, Wondrous Mind
Benefit: You gain the domain power of the Madness domain with the following changes:
The Insanity bonus is equal to 1/2 your HD instead of just your cleric class levels.
You always treat your insanity bonus as positive.
You may use the "True Madness" bonus twice per day and instead of treating your insanity bonus as positive, as it is already considered positive, it doubles it for that check only.
Wondrous Mind [Racial]
You are mad mad mad
Prerequisites: Cheshire Nekomimi, 3 HD
Benefit: Once per day per 2 HD, you may reroll a will save you failed, with a bonus to the reroll equal to your charisma bonus. You must take the result of the second roll even if it is worse than the first roll.
Wondrous Reality [Racial]
Are they illusions or just fabrications?
Prerequisites: Cheshire Nekomimi
Benefit: You can use prestidigitation at will. At 3rd level you can use silent image 1/day per HD. At 10th level you can use silent image at will.
http://static.tvtropes.org/pmwiki/pub/images/Lethe_4353.jpg
The lady behind the counter smiles as you enter the shop. Her cat-like ears perk up slightly in curiosity and she asks you simply what you require.
Nekomimi are, to put it simply, cat-like humanoids that more closely resemble humans with various bits of feline anatomy such as: eyes, ears, tail, claws, fur, and occasionally whiskers.
Nekomimi
Nekomimi characters possess the following racial traits:
+2 Dex, +2 Cha, -2 Con, -2 Wis (+2 App)
Medium Humanoids(Feline)
5 foot space and 5 foot reach
Speed: 30 feet, 25 climb
Special Qualities: Low-light vision, prehensile tail, scent
Automatic Languages: Common and Felis Bonus Languages: Any, except secret.
Favored Class: Rogue
Level adjustment: +0
Natural Attacks: Nekomimi have two retractable claw attacks that can be "drawn" as a free action. These claws deal 1d4 damage for a medium creature.
Prehensile Tail: Nekomimi have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. If the character has the Quick Draw feat, they may use this as a free action instead.
Skills: Nekomimi have a +8 racial bonus on Balance checks and climb checks and can take 10 on climb checks even if rushed or threatened. They can use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
Subraces:
Basteti Nekomimi
More sociable than the common nekomimi, they more closely represent house cats than alley cats. These nekomimi more closely resemble Bastet
BASTETI CHARACTERS
Basteti characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +4 Cha, -2 Str, -2 Wis, -4 Con (+4 App)
Special Qualities: Social creature
Automatic Languages: Common, Khemet, and Felis
Social Creature (Ex.): Once per day, a basteti can make a person's attitude increase to friendly for the rest of the day. However the next day their attitude decreases to one less than before this ability was used towards the character until that character raises it through diplomacy checks as usual.
Cave Nekomimi
These large creatures are regarded by many to be possible precursors to the modern nekomimi that somehow survived through the ages. They are often regarded in the same way that ogres are by other humanoid races. These creatures resemble massive nekomimi with the heads and manes of sabretooth cats, large claws that resemble the striped nekomimi, covered in fine, bristly fur, and massive physiques that put the most powerful nemean to shame.
CAVE NEKOMIMI CHARACTERS
Cave nekomimi characters possess the same racial traits as normal nekomimi except where noted here.
+4 Str, +2 Con, +4 Wis, -4 Dex, -6 Int, -4 Cha (-4 App)
Large Monstrous Humanoids
Speed: 30 ft.
Special Attacks: Improved Grab, Pounce, Rake (2d6+Str)
Automatic Languages: Felis. Bonus Languages: Goblin, Orc, and Giant
Level Advancement: +1 or NPC
Improved Grab (Ex): To use this ability, a cave nekomimi must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Natural Attacks: Cave nekomimi have two claws instead of hands and two large fangs that protrude from their mouths in place of canine teeth. These claws are a primary natural attack that deal 1d10 damage for a large sized creature but they take a -8 to all attacks with manufactured weapons. These fangs grant the cave nekomimi a secondary natural bite attack that deals 2d6 damage for a large sized creature but they cannot speak complex languages and take a -10 to all checks relying on them speaking (spells with a verbal component, yelling a message over a good distance, etc.).
Pounce (Ex): If a cave nekomimi charges, it can make a full attack, including two rake attacks.
Rake (Ex): Damage 2d6+Str.
Cheshire Nekomimi
These strange and ...eccentric nekomimi have striped hair, a capricious personality, and a strange aptitude for illusions.
CHESHIRE CHARACTERS
Cheshire characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +2 Wis, +2 Cha, -2 Str, -2 Con, -2 Int (+2 App)
Special Qualities: Wonderland Blood, Tricky Light
Favored Class: Cheshire Cat and any
Tricky Light: Cheshire cast illusion spells at +1 Caster Level
Wonderland Blood: Cheshire nekomimi may take class levels in the Cheshire Cat (http://www.giantitp.com/forums/showsinglepost.php?p=9803718&postcount=1249) racial class but may multiclass as though it was not a racial class. If a cheshire does take levels in Cheshire Cat, the fey body ability at the first level does not grant them the fey typing or change their climb speed
Thorny Nekomimi
Thorny nekomimi resemble a human crossed with a displacer beast. They are usually gruff and animalistic, brutal not just in battle but harsh in word as well.
THORNY CHARACTERS
Thorny characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int, -2 Cha (-4 App)
Medium Monstrous Humanoid
Speed: 40 feet, Climb 30
Special Qualities: Displacement, Multiple Limbs
LA: +1
Displacement (Su): A light bending glamer continually surrounds a thorny nekomimi, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast be some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.
Natural attacks: In addition to their original two claws, thorny nekomimi have an additional set of claws and have two large tentacles sprouting from their waist area just above their hips. These tentacles have a reach of 10 feet and deal 1d4+1/2 Str of either bludgeoning or piercing and slashing damage
Multiple Limbs: Thorny nekomimi have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Thorny nekomimi can also take the Multiattack feat.
Grimalkin Nekomimi
These nekomimi have emerald green eyes, black hair, and a noticeably more gaunt appearance than other nekomimi.
GRIMALKIN CHARACTERS
Grimalkin characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +2 Int, -4 Con, -2 Cha (-2 App)
Special Qualities: Darkvision 60, grimalkin senses, necromantic skill, Witch Affinity
Grimalkin Senses: Every two HD, grimalkin gain a +1 to spot and listen checks to determine if there is an invisible creature and where it is. In addition, grimalkin can hear incorporeal creatures as though they were choosing to make noise even if they normally do not.
Necromantic Skill: Necromancy spells cast by grimalkins are cast a +1 caster level
Witch Affinity: Witch Hexes gain +2 to their save DCs
Manticori Nekomimi
Very rare and often seen as brute beasts, the Manticori are nekomimi with poisonous quills at the tip of their tail and large wings on their back.
MANTICORI CHARACTERS
Name characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Dex, -4 Con, -2 Int, -2 Wis (+2 App)
Speed: 35 ft.
Special Attacks: Poison, spikes
Special Qualities: Flight, gliding, wing-aided movement
Level advancement: +1
Gliding (Ex): A Manticori can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Manticori glide at a speed of 40 feet (average maneuverability), Even if a manticori's maneuverability improves, she can't hover while gliding. A manticori can't glide while carrying a medium or heavy load. If a manticori becomes unconscious or helpless while in mid air, her wings naturally unfurl and powerful ligaments stiffen the wings. The manticori descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Flight (Ex): When a manticori reaches 3 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A manticori can't fly while carrying a medium or heavy load or while fatigued or exhausted. Manticori can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Manticori are likewise fatigued after spending a total of more than 10 minutes per day flying. Because manticori can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
When they reach 5 Hit Dice, manticori have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A manticori with flight can make a dive attack. A dive attack works like a charge, but the manticori must move a minimum of30 feet and descend at least 10 feet. A manticori can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A manticori with flight can use the run action while flying, provided she flies in a straight line.
Poison (Ex.): When a manticori reaches 4 Hit Dice, she becomes able to produce poison in the poison sacs attached to her spikes. This poison is an injury poison that deals initial and secondary damage of 1d4 Dex and has a Save DC of (10+1/2 HD+Con modifier). The poison's damage increases to 1d6 at 8 HD and to 2d4 at 12. At 16 HD the poison's secondary damage becomes 1d6 rounds of paralysis. At 20th level the poison's initial damage becomes 1d8 rounds of paralysis and the secondary damage becomes death.
You have a single dose of poison per spike. If a dose is used without using the spike, that spike loses its poison until either the next day or a new one grows in its place.
Prehensile Tail: Manticori do not have the Prehensile Tail trait.
Spikes (Ex): With a snap of its tail, a manticori can loose one spike per iterative attack as an attack action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and the spikes deal 1d4 piercing damage. All targets must be within 30 feet of each other. The manticori can launch only 4*HD spikes in any 24-hour period. At 4 Hit Dice the spikes begin to secrete poison from the sacs attached to their bases.
Wing-Aided Movement: Manticori can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a manticori a +10 racial bonus on acrobatics checks.
Nemeni Nekomimi
Crass and volatile, nemeni are very strong and hardy but dim witted and stupid. They have large physiques and tend to have shaggy hair like a lion's mane
NEMENI CHARACTERS
Nemeni characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Con, -2 Int, -2 Wis (+0 App)
Special Qualities: Tough Hide
Tough Hide (Ex): Nemeni gain a +2 Natural Armour bonus to AC and gain Damage Reduction 2 that is bypassed by all forms of damage except Bludgeoning damage. This damage reduction stacks with all other forms of damage reduction.
Skills: Nemeni nekomimi also gain a +4 racial bonus to intimidate.
(cat)Niptuna Nekomimi
Sometimes confused with the sea cats, these nekomimi are bestial in appearance with scales covering their torso and face, a long dolphin like tail where their tail and legs should be, and a long mane of fur along their dorsal side.
NIPTUNA CHARACTERS
Niptuna characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Dex, +2 Con, +2 Wis, -2 Int, -4 cha (-4 App)
Large Monstrous Humanoid
10 foot space and 5 foot reach
Speed: 10 ft., 35 ft. Swim, does not have racial Climb speed
Special Attacks: Rend (1d8+Str)
Special Qualities: Hold Breath
LA: +1
Hold Breath (Ex): A niptuna nekomimi can hold it's breath for a number of rounds equal to 5 X its Constitution score before it risks drowning
Rend (Ex): A niptuna nekomimi that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 1d8+Str points of damage.
Skills: A niptuna nekomimi does not gain the racial skill bonuses of the base nekomimi race. Instead, the niptuna nekomimi has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. They can use their Dexterity modifier instead of their Strength modifier for Swim and Jump checks.
Sprinter Nekomimi
Sprinters are commonly found in hot, savannah regions, their hair light and their bodies covered in small black spots with a black spot that covers the skin around their eyes and above their cheeks.
SPRINTER CHARACTERS
Sprinter characters possess the same racial traits as normal nekomimi except where noted here.
+2 Dex, +2 Wis, -4 Str, -2 Cha (+2 App)
Speed: 40 ft.
Special Qualities: Sprint
Sprint (Ex.): Once per hour, a sprinter can move five times its normal speed (250 feet) when it makes a charge
Striped Nekomimi
These nekomimi more closely resemble the tigers found in tropical forests than the common alley cat.
STRIPED NEKOMIMI CHARACTERS
Striped nekomimi characters possess the same racial traits as normal nekomimi except where noted here.
+2 Str, +2 Wis, -2 Dex, -2 Con (+2 App)
Speed: 40 ft.
Special Attacks: Improved Grab
Natural Attacks: Striped nekomimi have two large claws in place of normal hands, these claws deal 1d8 damage for a medium sized creature but striped nekomimi take a -4 to attack rolls with manufactured weapons.
Improved Grab (Ex): To use this ability, a striped nekomimi must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: Striped nekomimi also gain a +4 racial bonus to hide in tall grass or heavy undergrowth.
Racial Feats:
Cross Country
Your stamina has grown and your legs have grown stronger.
Prerequisites: Sprinter Nekomimi, 3 HD
Benefit: You may use your sprint ability a number of times per hour equal to your Con modifier and the distance moved is increased to ten times your speed.
Normal: You may only use your sprint ability once per hour and can travel only 5 times your speed.
Hybridal Subrace [Racial]
Your parents were strange, you are even stranger
Prerequisites: 1st level only, race with subraces
Benefit: Pick a subrace you do not belong to during character creation. You gain that subrace's traits in addition to your own (including LA and stat adjustments).
Kitty Sense
Your senses are heightened, much like your animal cousins.
Prerequisites: Any Nekomimi, +6 BAB
Benefit: You gain a +2 racial bonus to reflex saves and listen checks. In addition you may act in all surprise rounds.
Lessen Poison[Racial]
You have a greater control over the poison your spines produce than most members of your species.
Prerequisites: Manticore Nekomimi, 8 HD
Benefit: You may choose for your poison to deal a lower type of damage than it would normally deal. For example at 8 HD you may choose to have one or both of the initial and secondary damages deal 1d4 Dex instead of 1d6 Dex.
Primal Fury [Racial]
Your rage knows no bounds.
Prerequisites: Cave Nekomimi, Rage
Benefit: Your non-barbarian levels stack for the purposes of determining what rage you may use and how many times you may use it per day.
Second Hand [General]
You've learned to use your tail as an additional limb
Prerequisites: Prehensile Tail, 3 HD
Benefit: Your prehensile tail gains the ability to wield a light weapon you are proficient, but takes a -5 to the attack roll in addition to the double wielding penalties.
Special: When you take this feat, you may replace your Two-Weapon Fighting feats with the Multiweapon fighting equivalent. You also gain a +2 to attack rolls with tail weapons.
Sleeping Dose
You have learned to target the center of consciousness instead of the nervous and cardiovascular system with your poison
Prerequisites: Manticore Nekomimi, 16 HD, Lessen Poison
Benefit: You may choose to have your poison cause unconsciousness instead of paralysis or death.
Special: If you choose to replace death with unconsciousness, roll 2d10 for the number of hours the recipient is unconscious for.
Slicing Spines [Racial]
You've strengthened the muscles that fire the spines on your tail, allowing you to form your spines into a single large spike.
Prerequisites: Manticori Nekomimi, 3 HD
Benefit: You gain a tail spike melee natural weapon that deals 1d6 piercing damage, you cannot use this natural weapon if you have less than three spikes left.
Special: At 4 HD and above, if you deal damage with this weapon you may choose to inject a dose of poison with the strike.
Tougher hide [Racial]
Through repeated fights your hide has grown tougher
Prerequisites: Nemen Nekomimi, 5 HD
Benefit: Your Natural armour increases by 2 and the DR against bludgeoning damage increases by 3.
Wonder Full [Racial]
Your link to the strange land of Wonder grows stronger
Prerequisites: Cheshire Nekomimi, Spells of Madness, 10 HD, Wondrous Mind
Benefit: You gain the domain power of the Madness domain with the following changes:
The Insanity bonus is equal to 1/2 your HD instead of just your cleric class levels.
You always treat your insanity bonus as positive.
You may use the "True Madness" bonus twice per day and instead of treating your insanity bonus as positive, as it is already considered positive, it doubles it for that check only.
Wondrous Mind [Racial]
You are mad mad mad
Prerequisites: Cheshire Nekomimi, 3 HD
Benefit: Once per day per 2 HD, you may reroll a will save you failed, with a bonus to the reroll equal to your charisma bonus. You must take the result of the second roll even if it is worse than the first roll.
Wondrous Reality [Racial]
Are they illusions or just fabrications?
Prerequisites: Cheshire Nekomimi
Benefit: You can use prestidigitation at will. At 3rd level you can use silent image 1/day per HD. At 10th level you can use silent image at will.