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Aniikinis
2018-06-13, 09:13 AM
I've been dwelling on this idea for some time now, but after seeing the artwork from SlightlySimian (http://slightlysimian.tumblr.com/) and reading over some arthropod civ ideas from /tg/ I've decided to actually stat it all out. The setting I've been thinking about is slightly different than his, but the artwork works wonders.

The first race will be in this post, the Formicids. I do not claim ownership of anything of his and am only stating that he was the final spark of inspiration that got me to actually work this out.

Anyways, on with the fun...

Sectan Races:
Ant (Formicids)
Bee (Apix)
Moth (Lepidonis)
Spider (Aranea)
Termite (Isopti)
Hornet (Velutina)

When playing these races in a setting other than Secta and in a party with races other than the ones noted here, add +2 LA and change their type to Monstrous Humanoid and add the Sectan subtype (They count as humanoid for all effectss that require the humanoid type and all effects that target insects). Even if this RHD would normally be switched to be a class level, this RHD instead is kept.


Formicids
https://78.media.tumblr.com/a711a75a2105e319f581c63495c3fdcb/tumblr_p2oc7fKkE61u1kir0o1_1280.png
Source: SlightlySimian (http://slightlysimian.tumblr.com/post/169791499692/and-here-are-the-images-on-their-own)
A soldier ant keeps watch as the worker leads her to a new field, ripe for taking.

The formicids (fȯr-mik-ˈid) are a race of ant-like people who, while expanding, are fairly diplomatic in their approaches. Often seen as being one with the earth, these ant-like people are masters of underground construction, carving out vast warrens and towns far from the baking sun of their arid equatorial home, the luscious river watered Altrbt-alswda. While they would never harm their colony, some formicids have a longing for adventure and leave once they're sure the colony can pick up the slack that their absence would create. These adventurers show that, while the colony may seem to be of one mind, they are in actuality independent but work together as on unit.

Formicids tend to be lawful in alignment, due to their strict hierarchies, but chaotic formicids are not unheard of. Formicid colonies can be anywhere on the lawful side of the alignment grid, but tend to be lawful neutral(leaning good) as an average.

Formicids
Formicid characters possess the following racial traits:

+2 Str, -2 Int(+0 App)
Humanoid (Formic)
Special Qualities: Carrying Capacity, Darkvision 60, Multiple Limbs, Scent, Swarming, Caste
Automatic Languages: Common and Formic Bonus Languages: Apis, Aranea, Lepid, Velut, Terran, Undercommon
Favored Class: Fighter
Level adjustment: +0

Carrying Capacity: Formicids count as two size categories higher and quadrupedal for the purposes of carry capacity. This racial trait does not stack with powerful build.

Multiple Limbs: Formicids have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.

Natural Weapons: Formicids have a primary sting natural attack that deals 1d6 damage as well as injects poison.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d8 acid damage. Secondary damage of 1d4 Dex damage.

Swarming: Formicids are used to living and fighting communally with other members of their race. Up to two formicids can share the same square at the same time. If two formicids that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Caste: Formicids are very similar to the ants they are physically similar to. All formicids belong to one of the castes below. The caste dictates your natural armour, size, speed, and may grant additional qualities or ability adjustments.

Castes:

Worker

These formicids make up the majority in a colony. While they are smaller than the other formicids, they are no weaker and can do far more than the others. They are physically genderless, as in they have no primary sexual characteristics even though they have typically female secondary characteristics.

WORKER CHARACTERS

Worker characters possess the base traits of other formicids in addition to the traits noted here.

+2 Wis (+0 App)
Size: Small
Speed: 25 feet
Special Qualities: Carrying Capacity, Powerful Build

Carrying Capacity: Workers count as three sizes higher and quadrupedal for the purposes of carry capacity. This racial trait does not stack with powerful build.

Natural Armour: Workers have a +1 natural armour bonus.

Powerful Build: The physical stature of workers lets them function in many ways as if they were one size category larger. Whenever a worker is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the worker is treated as one size larger if doing so is advantageous to her. A worker is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. A worker can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Soldier

Soldier formicids are the first and last line of defense for any formicid colony. They are physically imposing and adept at many forms of attack and defense.

SOLDIER CHARACTERS

Soldier characters possess the base traits of other formicids in addition to the traits noted here.

+2 Str (+0 App)
Size: Medium
Speed: 30 ft.
Special Qualities: Poison, Pounce, Strong Strikes

Natural Armour: Soldiers have a +3 natural armour bonus.

Natural Weapons: The sting of a soldier does 1d8 damage.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d12 acid damage. Secondary damage of 1d4 Str damage.

Strong Strikes: A soldier adds double her strength bonus to melee attacks twice instead of just once.

Queen

Unlike in many of the colonies of their likeness, queen formicids are in fact the absolute rulers of formicid colonies. Early in their life they help to found new colonies with drones and rule them until death. Queens have been known to live for hundreds of years, possibly over a thousand years if she is lucky.

QUEEN CHARACTERS

Queen characters possess the base traits of other formicids in addition to the traits noted here.

+4 Str, +6 Con, +4 Int, +4 Wis, +4 Cha (+4 App)
Size: Large
Speed: 35 feet
Special Qualities: Alate, Founding, Poison, Queen
LA: +4

Alate: After reaching maturity and before using her founding ability, queen formicids have wings and a fly speed of 80 ft (Good). After using her founding ability, her wings break away and both them and the muscles used for their operation are repurposed for better use in her new life.

Founding: A single time in her life, a queen can use this ability. Using her strength and the knowledge granted to her by her mother, she begins to dig out a new colony. Once the first few tunnels are complete she sheds her wings and begins to create drones, soldiers, and workers.

Natural Armour: Queens have a +5 natural armour bonus.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d6 acid damage. Secondary damage of paralysis 3d8 hours.

Queen: Queens have insane diplomatic and societal power. Whenever a queen gives an order to a member of her hive, the formicid doing the task gains an untyped bonus to all skill checks required to do said task equal to 1/3 of the queens HD-5.

Queens have a +5 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all formicids she created. This bonus decreases to +4 when dealing with non-queen formicids that are of other colonies. This bonus decreases to +2 when dealing with non-formicids. This bonus does not come into effect when dealing with other queens, whether they are formicid or not.

The queen also takes a -10 penalty to disguise when dealing with other queens. This penalty decreases to -5 when dealing with all formicids she created. This penalty decreases to -3 when dealing with non-queen formicids of other colonies. This penalty decreases to -2 when dealing with non-formicids.

Drone

The only male formicids, drones are unsurprisingly rare. They are commonly chosen as generals, sheriffs, etc. due to their concentrated pheromones, but can also just as easily end up as the queen's concubines. They are rarely found alone, often surrounded by soldiers, and when on the road are typically because they've been offered to another queen as a gift.

DRONE CHARACTERS

Drone characters possess the base traits of other formicids in addition to the traits noted here.

+2 Dex, +2 Int, +2 Cha (+2 App)
Size: Medium
Speed: 30
Special Qualities: Alate, Drone, Pheromones, Poison
LA: +3

Alate: After reaching maturity and before mating for the first time, drone formicids have wings and a fly speed of 70 ft (Good). After mating for the first time, his wings fall off and the muscles used for their operation are repurposed for better use in his new life.

Drone: Drones, while not as influential as queens, do have some measure of diplomatic and societal power. Drones have a +5 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all formicids of the colony he was born in. This bonus decreases to +3 when dealing with non-queen formicids that are of other colonies. This bonus decreases to +1 when dealing with non-formicids. This bonus does not come into effect when dealing with queens, whether they are formicid or not.

The drone also takes a -30 penalty to disguise when dealing with formicid queens. This penalty decreases to -15 when dealing with all formicids of the colony he was born in. This penalty decreases to -10 when dealing with non-queen formicids of other colonies. This penalty decreases to -5 when dealing with non-formicids.

Natural Armour: Drones have a +2 natural armour bonus.

Pheromones: All formicids use pheromones in some way, but drones use them in more concentrated forms. As a standard action once per day per HD, a drone can release a cloud of pheromones that affect all allies within (10 ft. +5 ft. per HD) and can do one of the following:

Rapport: While drones can speak, these magically laced pheromones enable them to establish telepathic communication with other formicids and with intelligent beings. A successful Fortitude saving throw (DC 10+1/2 HD+Cha modifier) negates the effect, but it is harmless. Rapport lasts for 60 (+30 minutes for each HD) minutes with creatures of the drones choosing, but for 8 hours with other formicids. Rapport pheromones can be released as either a spread or a 40-foot ray. Regardless of the release area, the communication range is 120 feet once rapport is established.
Distress: These pheromones alert all other creatures within the area that danger is near. This is similar to Intimidate check if a subject is not aware of your presence.
Reproduction: These pheromones can only be used if the drone has not yet mated for the first time and is in a colony that is not the one he was born in. These pheromones signal to all formicids that this drone has come as a gift to the queen. All attacking formicid workers and soldiers then proceed to escort the drone to their queen and stand guard, ready to kill the drone if he tries anything. This can only be used once and counts as all spore releases for the day.
Pacification: These pheromones are released as a 40-foot ray. The target must make a Fortitude saving throw (DC 10+1/2 HD+Cha) or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don’t involve attacking. This is a mind-affecting compulsion effect.
Hallucination: These pheromones are released as a 40-foot ray. The target must make a Fortitude saving throw (DC 10+1/2 HD+Cha) or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.

This ability is functionally identical to the myconid spores ability.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 acid damage. Secondary damage of 1d4 Wis damage.

Aniikinis
2018-06-13, 09:14 AM
Apix
https://78.media.tumblr.com/19822c789b0d1b49c2d1863f55598666/tumblr_p27jotcU4Y1u1kir0o1_1280.png
Source: SlightlySimian (http://slightlysimian.tumblr.com/post/169440536502/and-heres-the-last-image-on-its-own)
A guard flits down to see what you want, ready to defend her hive to the death.

The apix are a race of honeybee-like humanoids that tend to dwell within the forested lands of Méli-Kypséli, their hives built either among the canopies of multiple trees or within the trunks of megafauna. They are very friendly and willing to aid other, but are also extremely wary and will defend themselves and their hives viciously. Their honey is a prime luxury and is traded all throughout Secta, often being sold for tens of gold coins a pint. Apix are even more individualistic than the other hive races, except maybe the velutian, and as long as they've found another to take their place they can leave for adventure.

Unlike the formicids or the isopti, the worker caste are not sterile. Rather, they give up their breeding rights for the safety and security of the hive. However, they can produce unfertilized eggs and produce drones upon access to royal jelly. Some queens allow select workers access to royal jelly and allow them to become gynes(breeding females) under her control to help swell their ranks. Very few hives allow this however, since the gyne has the possibility to overthrow the original queen due to the genetic difference between the offspring of the gyne and the queen.

Apix tend toward good alignments but any alignment can be found among them.

Apix
Apix characters possess the following racial traits:

+2 Wis, -2 Cha(+0 App)
Humanoid (Apix)
Special Qualities: Dance of the Honeybees, Deadly Stinger, Low Light Vision, Multiple Limbs, Poison, Scent, Sting of Loss, Temperature Reception, Caste
Automatic Languages: Common, Apis, and Waggle Bonus Languages: Aranea, Formic, Lepid, Velut, Auran, Undercommon
Favored Class: Ranger
Level adjustment: +0

Dance of the Honeybees: Apix have a +2 racial bonus to Perform: Dance and can understand the waggle dance of honeybees. All apix know how to dance the waggle dance and it's a DC 15 sleight of hand check to send a waggle dance message while dancing.

In addition, apix always treat survival as a class skill and can remember any path you travel, giving a +15 racial bonus to retrace your steps.

Deadly Stinger: Once the apix has stung a creature, it embeds in the victim's flesh and the barbs impose a -1 penalty on attacks, saves, and checks per HD of the apix. The stinger has a poison sac attached to it that, if sufficiently messed with, will apply another dose of poison into the wound. There are three ways of removing the stinger.

The first option is to take a full-round action to rip it from the flesh it is embedded in. This deals 3d6 piercing damage and requires a fortitude save or injects poison.

The second option is to make a DC (10+1/2 HD+Con) Heal check that takes two full-round actions to remove. This deals 1d8 damage to the victim but requires no fortitude save against poison.

The third option is to make a DC (15+1/2 HD+2xCon) Heal check that takes four full-round actions to remove. This deals no damage to the victim and does not require a check vs poison.

If either of the heal checks fail by four or more points, the poison sac is agitated and the victim must make another save against poison. Each multiple of four below the DC applies another dose of the poison (Ex: The DC is 20. At 16 the poison is applied once. At 12 the poison is applied twice. At 8 the poison is applied thrice. At 4 the poison is applied four times. At 0 the poison is applied five times.)

Multiple Limbs: Apix have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.

Natural Weapons: Apix have a primary sting natural attack that deals 2d8 damage as well as injects poison.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d4 Dex damage.

Sting of Loss:Upon using their stinger, an apix must make a DC 30 Fortitude save vs ability drain every hour until either they're healed or their stinger is replaced through magic. If they fail the fortitude save or are healed through magic means without regaining their stinger, they take 1d4 points of Constitution drain.

While the apix does not have their stinger, they suffer a -1 morale penalty to all attack and damage rolls. This penalty increases by 1 for every HD above 1 the apix is and is not stopped by immunity to morale penalties or mind-affecting effects.

Once the constitution drain is healed (through such spells as regeneration) or the apix levels up they regain their stinger and the morale penalty is removed. If the apix regained their stinger through level up, the constitution drain is healed immediately.

Temperature Reception: Apix are very receptive to changes in ambient temperature. They take double penalties for cold and hot weather. This does not function as cold or fire vulnerability as it only deals with ambient temperature and not with elemental damage.

Caste: Apix are very similar to the bees they are physically similar to. All apix belong to one of the castes below. The caste dictates your natural armour, size, speed, and may grant additional qualities or ability adjustments.

Castes:

Worker

These Apix make up the majority in a hive. While they are smaller than the other apix, they are more flexible in their ability to perform tasks than other apix. They are all female, and typically will give up their reproductive freedom in exchange for the safety of the hive under their mother, the queen. However, it is very possible for a worker who has stolen some royal jelly to seduce a drone and begin to produce offspring. A worker who does this can, after a long amount of time, send a hive into revolt and pit her children against her former sisters and mother, trying to usurp the throne of the reigning queen of the hive.

WORKER CHARACTERS

Worker characters possess the base traits of other apix in addition to the traits noted here.

+2 Dex (+0 App)
Size: Small
Speed: 25 feet, Fly 45 (Average)
Special Qualities: Flexible, Track, Weapon Proficiency

Flexible: Workers may switch their profession, perform, and craft skills with a day of study to another of that type (Profession: Baker to Profession: Barrister for example).

Natural Armour: Workers have a +1 natural armour bonus.

Track: Workers gain Track as a bonus feat.

Weapon Proficiency: Workers are automatically proficient with the shortspear, spear, javelin, and shortbow

Queen

The queen apix is the absolute ruler of the hive, creating the workers and drones of her hive. Early in their life they help to found new hives with drones and rule them until death. Queens have been known to live for hundreds of years, possibly over a thousand years if she is lucky.

QUEEN CHARACTERS

Queen characters possess the base traits of other formicids in addition to the traits noted here.

+2 Str, +4 Con, +4 Int, +6 Wis, +6 Cha (+4 App)
Size: Medium
Speed: 30 feet, Fly 60 (Good)
Special Qualities: Founding, Poison, Queen, Rally
LA: +4

Founding: A single time in her life, a queen can use this ability. Using her strength and the knowledge granted to her by her mother, she begins to create a new hive. Once the first few layers and combs are complete she begins to lay the eggs fertilized by the drones and starts her rule over the new hive.

Natural Armour: Queens have a +6 natural armour bonus.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of unconsciousness for 1d6 rounds. Secondary damage of Paralyzed for 3d4 hours.

Queen: Queens have insane diplomatic and societal power. Whenever a queen gives an order to a member of her hive, the apix doing the task gains an untyped bonus to all skill checks required to do said task equal to 1/3 of the queens HD-5.

Queens have a +4 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all apix she created. This bonus decreases to +3 when dealing with non-queen apix that are of other colonies. This bonus decreases to +2 when dealing with non-apix. This bonus does not come into effect when dealing with other queens, whether they are apix or not.

The queen also takes a -10 penalty to disguise when dealing with other queens. This penalty decreases to -5 when dealing with all apix she created. This penalty decreases to -2 when dealing with non-queen apix of other colonies. This penalty decreases to -1 when dealing with non-apix.

Rally: Queens have an inspiring power to them. When she joins her children and allies in a fight, they gain a morale bonus to attack, damage, and saves equal to the queen's HD+5.

Drone

The only male apix, drones are unsurprisingly rare. They are commonly chosen as generals, sheriffs, etc. due to their ability to stir the hearts of their kin, but can also just as easily end up as the queen's concubines. They are rarely found alone, often surrounded by soldiers, and when on the road are typically because they've been offered to another queen as a gift.

DRONE CHARACTERS

Drone characters possess the base traits of other formicids in addition to the traits noted here.

+2 Con, +4 Int, +2 Cha (+2 App)
Size: Medium
Speed: 30 feet, Fly 60 feet (Good)
Special Qualities: Buzz, Drone, Poison, Rally
LA: +3

Buzz: As a full-round action, a drone can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10+HD+Cha) or fall asleep as the sleep spell. There is no Hit Dice limit for this effect. Apix are immune to apix buzz attacks.

Drone: Drones, while not as influential as queens, do have some measure of diplomatic and societal power. Drones have a +3 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all apix of the colony he was born in. This bonus decreases to +2 when dealing with non-queen apix that are of other colonies. This bonus decreases to +1 when dealing with non-apix. This bonus does not come into effect when dealing with queens, whether they are apix or not.

The drone also takes a -30 penalty to disguise when dealing with apix queens. This penalty decreases to -15 when dealing with all apix of the colony he was born in. This penalty decreases to -10 when dealing with non-queen apix of other colonies. This penalty decreases to -5 when dealing with non-apix.

Natural Armour: Drones have a +3 natural armour bonus.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d8 Dex damage.

Rally: Drones have an inspiring power to them, but less so than queens. When he joins his children and allies in a fight, they gain a morale bonus to attack, damage, and saves equal to 1/2 the drone's HD.

I know that royal jelly doesn't turn workers into queens, but this makes for some good inter-hive conflict and a much less game-friendly form of it is apparent in nature.

Aniikinis
2018-06-13, 09:16 AM
Lepidoni
https://1d4chan.org/images/thumb/1/16/Mothkin_6.jpg/800px-Mothkin_6.jpg
The trader smiles as you walk into his view, he and his partner hope you would buy some of their wares.

The kind and cheerful lepidoni (lep-id-don-nee) are not natives of secta. Travelers, traders, and merchants from a far off land beyond the deserts and far from the shores of the golden sea, these moth-folk have brought many wondrous items and ideas from that far off land. Many have decided to raise and/or start a family within the lands of secta and they are generally welcome anywhere they go.

Different than the hive races and more similarly to the aranea, the lepidoni are in fact a single race without a caste structure. They are almost equally male and female and the two typically share the load and help each other as much as possible. Male lepidoni are shorter than their female counterparts, more rounded and stout, and are very colourful, covered in orange, yellow, and red-brown hair formed in small spots and stripes along their body is multiple patterns. Females, on the other hand, are lean and graceful, covered in white hair with golden spots on the back. Females seem to have a blue-grey colouring on the front a golden colouration from the back.

Lepidoni tend towards good alignments but the best and worst are found among them.

Lepidoni
Lepidonis characters possess the following racial traits:

+2 Dex, +4 Cha, -2 Str, -2 Con (+2 App)
Small Humanoid (Lepidonis)
Speed: 25 feet, Fly 40 feet (Good)
Special Qualities: Darkvision 120, Foreign Knowledge, Light Blindness, Multiple Limbs, Slight Build, Scent, Spell-Like Abilities
Automatic Languages: Common and Lepid Bonus Languages: Apis, Aranea, Formic, Velut, Terran, Undercommon
Favored Class: Fighter
Level adjustment: +0

Foreign Knowledge: As the lepidoni come from a far off land and often act as traders, they frequently have information unknown in the lands of the four kingdoms. Lepidoni count all knowledge skills as class skills and can use them untrained.

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds lepidoni for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Multiple Limbs: Lepidoni have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.

Natural Armour: Lepidoni have a +3 natural armour bonus.

Slight Build: The physical stature of lepidoni lets them function in many ways as if they were one size category smaller. Whenever a lepidoni is subject to a size modifier or special size modifier for an opposed check (such as Hide), the lepidoni is treated as one size smaller if doing so is advantageous to the character. A lepidoni is also considered to be one size smaller when "squeezing" through a restrictive space. A lepidoni can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a lepidoni remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Spell-like abilities: A number of times per day equal to their HD plus their Charisma modifier they can use the following spells as spell-like abilities.

Know Direction
Lullabye
Read Magic


Once per day plus once per every 4 HD they can use the following spell as spell-like abilities.

Comprehend Languages
Glitterdust

Aniikinis
2018-06-13, 09:17 AM
Aranea
https://78.media.tumblr.com/d0079eeed2711e030a8e8e77496c342b/tumblr_p1g3pxV25s1u1kir0o1_r3_500.png
A young mimc aranea tries to integrate into an ant colony. It's probably not going to go well and she should try to observe better before trying again. If she survives.
Source: SlightlySimian (http://slightlysimian.tumblr.com/post/168877215872/boy-our-ant-queen-sure-is-great-am-i-right)

The Aranea (Are-an-ee-uh), unlike most other races, are actually multiple different species of arachnid-like people. They can take many forms but all have agreed to simply go under the moniker of "aranea". Just as they're many different peoples under the same name, any individual aranea can have any kind of disposition or personality. However different any individual aranea can look from another, they all have a number of similarities. All have a chitinous body, at least 7 eyes, 8 limbs, spinnerets, and dangerous fangs.

Aranea are feared by many others due to their looks, but will very rarely feed upon other sentient races, preferring the flesh of animals and monsters to the civil folk. While they can be dangerous, more than often than not they are amicable and diplomatic. Most aranea make their living as mercenaries, farmers, or other high-risk or labour intensive jobs.

Strangely, unlike the hive races and more similarly to the lepidoni, aranea are typically solitary in their pursuits. While they can be fairly social and can be found in some towns, they don't necessarily need to be.

Aranea
Aranea characters possess the following racial traits:

Humanoid (Aranea)
Special Qualities: Darkvision 60, Light Blindness, Multiple Limbs, Poison, Subtype, Tremorsense 30 ft., Web
Automatic Languages: Common and Aranea Bonus Languages: Apis, Formic, Lepid, Velut, Terran, Undercommon
Favored Class: Ranger

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds aranea for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Multiple Limbs: Hunter and Mimic aranea have multiple arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. The number of arms is noted below.

Natural Armour: Aranea have a +3 natural armour bonus.

Natural Weapons: Aranea have a bite attack that deals 1d4 damage and applies poison. This bite attacks is primary for mimic and webspinner aranea and secondary for hunters.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d6 Dex damage.

Subtype: All aranea are contained within three types which decide their size, speed, and additional qualities. Choose one from below.

Tremorsense: Aranea can detect and pinpoint any creature or object within 30 feet in contact with the ground, or within any range in contact with the aranea’s webs while they're in contact with it.

Web: All three types of aranea tend wait in their webs, hideaways or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the aranea and one creature of the same size.

An aranea can move across its own web at its climb speed and can pinpoint the location of any creature touching its web while it is in contact with it.

Skills: Aranea have a +4 racial bonus to hide and spot and a +8 racial bonus to climb due to having a climb speed.

Subtypes:
Hunter

Hunters are very large, stable aranea with four arms and legs and typically have a dangerous feel or look to them. They trend toward dangerous jobs like mercenary work and are often barred entry to upscale establishments

The most often seen are those reminiscent of the ogre-faced spider, the lynx spider, ground spider, and wolf spider, but crabs, jumpers, and trapdoors are not unheard of.

HUNTER CHARACTERS

Hunter characters possess the base traits of other aranea in addition to the traits noted here.

+4 Str, -2 Cha
Size: Medium
Speed: 30 feet, Climb 35 feet
Special Qualities: Quadruped, Rend Armour, Soft Foot, Web Net
LA: +0

Multiple Limbs: Hunter aranea have 4 arms.

Natural Weapons: Hunter aranea have four primary claw attacks that deal 1d4 damage and their bite attack deals 1d6 damage.

Quadruped: Hunters are exceptionally stable on their four feet. A hunter aranea has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and counts as a quadruped for carrying capacity.

Rend Armour: If a hunter aranea hits with all four claw attacks, it pulls apart any armor worn by its foe. This attack deals 2d4+(twice str modifier) points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Soft Foot: Hunter aranea always have hide and move silently as class skills and have a bonus to them equal to half of their HD.

Web Net: Hunters can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions with a check DC equal to 10+1/2 HD+Con and the Strength check DC includes a +4 racial bonus.

Skills: Huntings have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks instead of the normal bonus to spot.

Mimic

Mimic are smaller than both of the other types, with 6 arms and two legs. They are more often found in towns and places populated by the hive races due to their ability to fool other races into believing they are what the look like. They trend towards diplomatic and espionage type jobs.

Mimic aranea are found all over and can seem like any form of worker found in the setting, though the termite and ant are by far the most common. There are practically none that mimic the worker bees or hornets due to their lack of wings.

MIMIC CHARACTERS

Mimic characters possess the base traits of other aranea in addition to the traits noted here.

+2 Dex, +4 Cha, -2 Con, -2 Int, -2 Wis
Size: Small
Speed: 25 feet, Climb 30 feet
Special Qualities: Mimicry, Multiple Limbs, Spinnerets
Favored Class: Rogue
LA: +2

Mimicry: During character creation, choose one race allowed for player characters. If picking from a sectan race, you must pick a worker. The mimic aranea gains the outward physical appearance of that race and extremely similar pheromones to those the race produces, this grants a +5 racial bonus to disguise as that race. This bonus goes up by 5 at the second Hit Die and every 2 HD after, to a maximum of +12 at 20 HD. This does not give the knowledge to fit in with that race or even that location, however, so be sure to keep that in mind.

Multiple Limbs: Mimic aranea have 6 arms.

Natural Armour: Mimic aranea have a +2 natural armour instead of t

Spinnerets: Although these aranea do not have the flashy net ability of the hunters, nor the extremely useful sheet ability of the webspinners, but they do still have spinnerets. These spinnerets allow the mimic to create up to 500 feet of silk rope per day and can be any combination of silk types. While this can allow the mimic aranea to create a web similar to the webspinner, it takes over 30 times longer and is much better put to use in creating traps and items. Each of the different types of silk has different properties and the spinnerets of the mimic are more capable of producing the different types than the other types of aranea.

A mimic aranea can produce up to 15 feet of silk per turn and can spit that amount between any types of silk the mimic wants. All silk created by the mimic aranea has the same basic stats: 4 hit points and damage reduction 3/slashing. The differences of the types are as follows:

Curling: When used on a grappling trap or as an item as part of a grapple, the mimic or trap gains a +2 untyped bonus to grapple.
Firm: When used as a rope, it grants a +6 to use rope checks used to secure a location or creature.
Foundation: This silk has 6 hit points and damage reduction 4/slashing.
Soft: This silk has 2 hit points and grants a +2 competence bonus to diplomacy if made into clothing.
Sticky: When used as part of a rope, single-use item, or trap, it causes any creature other than aranea to become entangled. When used as part of a rope, it can also allow the rope to be used as a grappling hook.


A silken rope or clothing made by a mimic aranea from their own silk can be made from up to three different types of the above silk.

Skills: Mimics have a +5 racial bonus to diplomacy and sense motive.

Web

Webspinners are the largest of the aranea, with six legs and two arms. They are often seen as either elegant and beautiful or horrific and conniving and as such there is no real way of telling whether or not they will be allowed into upscale establishments. They tend towards jobs that are typically sedentary and require a lot of mental work compared to physical work, such as bookkeeping, scribework, and like.

The most often seen are those reminiscent of the black widow, tarantula, orb weaver, and spanish funnel-web.

WEBSPINNER CHARACTERS

Webspinner characters possess the base traits of other aranea in addition to the traits noted here.

+2 Int, +4 Wis, -2 Dex, -2 Con, -2 Cha
Size: Large
Speed: 35 feet, Climb 40 feet
Special Qualities: Multiple Limbs, Quadruped, Poison, Web Sheet
LA: +0

Multiple Limbs: Webspinners only have two arms and thus cannot take the multiweapon fighting feat.

Quadruped: Webspinners are exceptionally stable on their six feet. A webspinner aranea has a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground) and counts as a quadruped for carrying capacity.

Poison Initial damage 1d2 Con, secondary damage 1d4 Con. Web aranea venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.

Web Sheet: Webspinners can create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the web needed. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has six hitpoints, and sheet webs have damage reduction 5/—.

Skill: Webspinners have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Aniikinis
2018-06-13, 09:19 AM
Ispoti
https://78.media.tumblr.com/68ca55da9447e6caad49247da9350727/tumblr_inline_ookz6kev7Q1t3v0ry_500.png
Source: SlightlySimian (http://slightlysimian.tumblr.com/post/159697883752/we-all-know-some-ants-are-satan-and-with-all-this)
Two isopti face towards the location of a scent, stopping their conversation as they do.

The isopti (eye-sop-tee) are a race of termite-like people who like to keep to themselves but their exploration and trading parties are often raided. As such, they are very defensive, building massive fortress complexes around their nests and guarding them heavily while sending a good amount of guards along with all of their groups that leave. This defensiveness is less pronounced within their homeland of Höyük due to how fortified the entire location is with each hive acting as a mini fortress. Some isopti leave their colony to seek out adventure. Often more than not, these stragglers tend to be killed and eaten due to their sightless nature. Somehow, a few actually manage to become adventurers, relying on their senses and making sure to double check everything. These adventurers show that, like the formicids, the colony may seem to be of one mind, but they are in actuality independent and work together as one unit.

They tend towards the lawful and good alignments, but it is not unheard of for chaotic or even evil isopti to leave their hives for a life of adventure. Isopti hives tend to be lawful or neutral good and have a heavy preference towards the worship of one god or a specific set of gods; however, hives can be of any lawful or neutral alignment.

Isopti
Isopti characters possess the following racial traits:

+2 Str, -2 Cha(-2 App)
Humanoid (Isopti)
Special Qualities: Carrying Capacity, Multiple Limbs, Scent, Swarming, Caste
Automatic Languages: Common and Isop Bonus Languages: Apis, Aranea, Formic, Lepid, Velut, Terran, Undercommon
Favored Class: Fighter
Level adjustment: +0

Bonus Feat: All isopti gain improved scent(Savage Species) as a bonus feat at level 1.

Carrying Capacity: Isopti count as two size categories higher and quadrupedal for the purposes of carry capacity. This racial trait does not stack with powerful build.

Multiple Limbs: Isopti have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.

Swarming: Isopti are used to living and fighting communally with other members of their race. Up to two isopti can share the same square at the same time. If two formicids that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Caste: Isopti are very similar to the termites they are physically similar to. All isopti belong to one of the castes below. The caste dictates your natural armour, size, speed, and may grant additional qualities or ability adjustments.

Castes:

Worker

These isopti make up the majority in a colony. While they are smaller than the other isopti, they are no weaker and can do far more than the others. They are physically genderless, as in they have no primary sexual characteristics even though they have typically female secondary characteristics.

WORKER CHARACTERS

Worker characters possess the base traits of other isopti in addition to the traits noted here.

+2 Wis (+0 App)
Size: Small
Speed: 25 feet
Special Qualities: Blind, Carrying Capacity, Eyeless Sight, Powerful Build

Blind: The workers have no eyes, they are blind and cannot see. They take a -2 penalty to Armor Class, loses their Dexterity bonus to AC (if any), move at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading writing and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blind character. They are also immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

When the isopti gains blindsense, she loses the penalty to armor class, gains her dexterity bonus to AC(if any), can move at her full speed, and opponents are no longer have total concealment to her. She still takes the penalty to search and most strength and dexterity based skill checks.

When the isopti gains blindsight, she loses the penalty to search and strength and dexterity based skill checks.

Carrying Capacity: Workers count as three sizes higher and quadrupedal for the purposes of carry capacity. This racial trait does not stack with powerful build.

Eyeless Sight: At 4th level, due to their heightened scent ability the worker gain blindsense out to 40 feet. At 8th level, the worker gains blindsight out to 40 feet and blindsense for 40 feet after that. At 12th level, the range for both increases by 10 feet. At 16th level, the range increases again by another 10 feet. And at level 20, the range increases by another 20 feet.

Natural Armour: Workers have a +1 natural armour bonus.


Mandible

Mandible isopti are one of the soldier castes of the isopti and the melee oriented caste of the termite-folk. They are physically imposing and adept at many forms of attack and defense. Strangely, mandible isopti are physically female but have male secondary characteristics

MANDIBLE CHARACTERS

Mandible characters possess the base traits of other isopti in addition to the traits noted here.

+2 Str (+0 App)
Size: Medium
Speed: 30 ft.
Special Qualities: Blind, Eyeless Sight, Improved Grab, Strong Strikes

Blind: The mandibles have no eyes, they are blind and cannot see. They take a -2 penalty to Armor Class, loses their Dexterity bonus to AC (if any), move at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading writing and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blind character. They are also immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

When the isopti gains blindsense, she loses the penalty to armor class, gains her dexterity bonus to AC(if any), can move at her full speed, and opponents are no longer have total concealment to her. She still takes the penalty to search and most strength and dexterity based skill checks.

When the isopti gains blindsight, she loses the penalty to search and strength and dexterity based skill checks.

Eyeless Sight: At 4th level, due to their heightened scent ability the mandible gain blindsense out to 40 feet. At 8th level, the mandible gains blindsight out to 40 feet and blindsense for 40 feet after that. At 12th level, the range for both increases by 10 feet. At 16th level, the range increases again by another 10 feet. And at level 20, the range increases by another 20 feet.

Improved Grab: If a mandible manages to strike with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required.

This ability only works against opponents at least one size category smaller than the mandible. The mandible has the option to conduct the grapple normally, or simply use its mandibles to hold the opponent. If you choose to do the latter, you takes a -20 penalty on the grapple checks, but are not considered grappled yourself; you do not lose your Dexterity bonus to AC, still threaten an area, and can use your remaining attacks against other opponents.

If you maintain the hold, each successful grapple check you make during successive rounds automatically deals the damage indicated for the bite attack.

When you get a hold after an improved grab attack, you pull the opponent into your space. This act does not provoke attacks of opportunity. You can even move (possibly carrying away the opponent), provided you can drag the opponent’s weight.

Natural Armour: Mandible have a +3 natural armour bonus.

Natural Weapons: Mandible isopti have a primary bite attack that deals 1d8 damage.

Strong Strikes: A mandible adds double her strength bonus to melee attacks twice instead of just once.

Nasute

Nasute isopti are one of the soldier castes of the isopti and the ranged oriented caste of the termite-folk. They are less physically imposing than the mandible soldiers but have a more powerful attack.

NASUTE CHARACTERS

Nasute characters possess the base traits of other isopti in addition to the traits noted here.

+2 Dex (+0 App)
Size: Medium
Speed: 30 ft.
Special Qualities: Blind, Eyeless Sight, Entangling Spit, Precise Spit

Blind: The nasute have no eyes, they are blind and cannot see. They take a -2 penalty to Armor Class, loses their Dexterity bonus to AC (if any), move at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading writing and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blind character. They are also immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

When the isopti gains blindsense, she loses the penalty to armor class, gains her dexterity bonus to AC(if any), can move at her full speed, and opponents are no longer have total concealment to her. She still takes the penalty to search and most strength and dexterity based skill checks.

When the isopti gains blindsight, she loses the penalty to search and strength and dexterity based skill checks.

Eyeless Sight: At 4th level, due to her heightened scent ability the nasute gain blindsense out to 40 feet. At 8th level, the nasute gains blindsight out to 40 feet and blindsense for 40 feet after that. At 12th level, the range for both increases by 10 feet. At 16th level, the range increases again by another 10 feet. And at level 20, the range increases by another 20 feet.

Entangling spit: When a nasute strikes an opponent with her spit attack, the opponent must make a reflex save (DC 10+1/2 HD+Con) or become entangled.

Natural Armour: Nasute have a +2 natural armour bonus.

Natural Weapons: Nasute isopti have a primary ranged spit attack that deals 1d8 bludgeoning damage.

Precise Spit: A nasute has such innate prowess for her spit attack that she only suffers half of the concealment penalty due to blindness for enemies while using her spit attack.

Queen

Unlike the vast majority of isopti, queens have actual eyes and can see. They still have the insane ability of scent but are less in tune with that sense. Early in their life they help to found new colonies with drones and rule them until death. Queens have been known to live for hundreds of years, possibly over a thousand years if she is lucky.

QUEEN CHARACTERS

Queen characters possess the base traits of other isopti in addition to the traits noted here.

+2 Str, +2 Dex, +4 Con, +4 Int, +6 Wis, +6 Cha (+2 App)
Size: Large
Speed: 35 feet
Special Qualities: Alate, Egg Sac, Eyeless Sight, Founding, Queen
LA: +4

Alate: After reaching maturity and before using her founding ability, queen isopti have wings and a fly speed of 60 ft (Good). After using her founding ability, her wings break away and both them and the muscles used for their operation are repurposed for better use in her new life.

Egg Sac: After using her founding ability, the queen grows an egg sac around her abdomen. This cuts down her speed to 5 feet per round, increases her natural armour by 2, increases her size by one (to huge), and she is able to produce offspring.

During times of intense struggle, the queen is able to remove her egg sac. When she does she takes 2d4 con damage and is nauseated by 1 round. Once the struggle is over she is able to regrow the egg sac with no penalties.

Eyeless Sight: At 8th level, due to her heightened scent ability the queen gain blindsense out to 40 feet. At 18th level, the queen gains blindsight out to 40 feet and blindsense for 40 feet after that.

Founding: A single time in her life, a queen can use this ability. Using her strength and the knowledge granted to her by her mother, she begins to dig out a new colony. Once the first few tunnels are complete she sheds her wings, grows her egg sac, and begins to create drones, soldiers, and workers.

Natural Armour: Queens have a +5 natural armour bonus.

Queen: Queens have insane diplomatic and societal power. Whenever a queen gives an order to a member of her hive, the isopti doing the task gains an untyped bonus to all skill checks required to do said task equal to 1/3 of the queens HD-5.

Queens have a +5 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all isopti she created. This bonus decreases to +4 when dealing with non-queen isopti that are of other colonies. This bonus decreases to +2 when dealing with non-isopti. This bonus does not come into effect when dealing with other queens, whether they are formicid or not.

The queen also takes a -40 penalty to disguise when dealing with other queens. This penalty decreases to -30 when dealing with all isopti she created. This penalty decreases to -25 when dealing with non-queen isopti of other colonies. This penalty decreases to -20 when dealing with non-isopti. All of these penalties are doubled while her egg sac is intact

Drone

The only male isopti, drones are unsurprisingly rare and like the queen they have eyes and can see. They are commonly chosen as generals, diplomats, etc. due to their diplomatic prowess, but can also just as easily end up as the queen's concubines. They are rarely found alone, often surrounded by soldiers, and when on the road are typically because they've been offered to another queen as a gift.

DRONE CHARACTERS

Drone characters possess the base traits of other isopti in addition to the traits noted here.

+2 Int, +2 Wis, +8 Cha (+0 App)
Size: Medium
Speed: 30
Special Qualities: Alate, Diplomatic, Drone, Eyeless Sight
LA: +3

Alate: After reaching maturity and before mating for the first time, drone formicids have wings and a fly speed of 70 ft (Good). After mating for the first time, his wings fall off and the muscles used for their operation are repurposed for better use in his new life.

Diplomatic: Drones always have bluff and diplomacy as class skills and have a racial bonus to them equal to their hit dice. In addition, drones may always take 15 on diplomacy and sense motive checks.

Eyeless Sight: At 8th level, due to his heightened scent ability the drone gain blindsense out to 40 feet. At 18th level, the drone gains blindsight out to 40 feet and blindsense for 40 feet after that.

Drone: Drones, while not as influential as queens, do have some measure of diplomatic and societal power. Drones have a +4 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all formicids of the colony he was born in. This bonus decreases to +2 when dealing with non-queen formicids that are of other colonies. This bonus decreases to +1 when dealing with non-formicids. This bonus does not come into effect when dealing with queens, whether they are formicid or not.

The drone also takes a -30 penalty to disguise when dealing with formicid queens. This penalty decreases to -25 when dealing with all formicids of the colony he was born in. This penalty decreases to -20 when dealing with non-queen formicids of other colonies. This penalty decreases to -15 when dealing with non-formicids.

Natural Armour: Drones have a +4 natural armour bonus.



Before anyone says anything, I know that termites don't have both types of workers. But I like the idea and had a good thought for it, so yeah...

Aniikinis
2018-06-13, 09:20 AM
Velutina
https://78.media.tumblr.com/3e3d05e7b250e4dc564a3d006798fff3/tumblr_inline_onld3qpJ4u1t3v0ry_500.png
Source: SlightlySimian (http://slightlysimian.tumblr.com/post/158973753052/out-of-curiosity-would-hornet-people-be-large-and)
A squad lands before you and demands to know what your business is, and if they should kill you where you stand.

Velutina (Vel-loo-teen-uh) are hornet-like humanoids with hives hidden deep in the desert and in rocky crevices. They are extremely violent and get a good portion of their food and goods by raiding the other races of the Sectan lands. The velutina are similar to the apix, save that the workers are far more likely to become adventurers and cannot become gynes(breeding females). Also they are extremely violent. As in, stepping on a toe could end with a cracked thorax or worse. Few towns will allow them to enter without excessive show of peace and almost none will allow one to walk around without a squad of guards keeping their eyes on the possible raider.

They tend towards the more evil alignments, but this can tend to vary between hives. Velutina hives are commonly lawful evil but can be any lawful or neutral alignment, though the good and neutral ones are very often either raided or thought to be liars.

Velutina
Velut characters possess the following racial traits:

+2 Str, -4 Cha(+0 App)
Humanoid (Velutina)
Special Qualities: Darkvision 60 ft., Ferocity, Low Light Vision, Multiple Limbs, Poison, Scent, Caste
Automatic Languages: Common and Velut Bonus Languages: Aranea, Formic, Lepid, Velut, Auran, Undercommon
Favored Class: Ranger
Level adjustment: +0

Ferocity: If the hit points of a velutina fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Multiple Limbs: Velutina have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat.

Natural Weapons: Velutina have a primary sting natural attack that deals 1d8 damage as well as injects poison.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d4 Dex damage.

Caste: Velutina are very similar to the hornets they are physically similar to. All Velutina belong to one of the castes below. The caste dictates your natural armour, size, speed, and may grant additional qualities or ability adjustments.

Castes:

Worker

These velutina make up the majority in a hive. They are biologically female, but have typically male secondary sex characteristics. They are less violent than the other castes, but not by very much.

WORKER CHARACTERS

Worker characters possess the base traits of other velutina in addition to the traits noted here.

+2 Dex, +2 Wis (+0 App)
Size: Medium
Speed: 30 feet, Fly 40 (Average)
Special Qualities: Hover, Raiding, Track

Hover: Workers gain Hover as a bonus feat.

Natural Armour: Workers have a +2 natural armour bonus.

Raiding: Workers are very adept at raiding and striking fear into others. They always treat intimidation as a class skill and gain a morale bonus to AC, attack, and damage equal to a third of their HD when attacking enemies that they believe are weaker than them.

Track: Workers gain Track as a bonus feat.

Queen

The queen Velutina is the despotic ruler of her hive, creating the workers and drones of her hive. Early in their life they help to found new hives with drones and rule them until death. Queens have been known to live for hundreds of years, possibly over a thousand years if she is lucky.

QUEEN CHARACTERS

Queen characters possess the base traits of other formicids in addition to the traits noted here.

+4 Str, +4 Con, +6 Wis, +6 Cha (+4 App)
Size: Large
Speed: 35 feet, Fly 70 (Perfect)
Special Qualities: Founding, Latent Poison, Poison, Queen, Quell
LA: +4

Founding: A single time in her life, a queen can use this ability. Using her strength and the knowledge granted to her by her mother, she begins to create a new hive. Once the first few layers and combs are complete she begins to lay the eggs fertilized by the drones and starts her rule over the new hive.

Latent Poison: Two days after being stung by a queen the afflicted must make a fortitude save (DC 10+2/3 HD+Con) or die immediately.

Natural Armour: Queens have a +6 natural armour bonus.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of unconsciousness for 1d6 rounds. Secondary damage of paralysis for 3d6 hours.

Queen: Queens have insane diplomatic and societal power. Whenever a queen gives an order to a member of her hive, the velutina doing the task gains an untyped bonus to all skill checks required to do said task equal to 1/3 of the queens HD-5.

Queens have a +5 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all velutina she created. This bonus decreases to +4 when dealing with non-queen velutina that are of other colonies. This bonus decreases to +2 when dealing with non-velutina. This bonus does not come into effect when dealing with other queens, whether they are velutina or not.

The queen also takes a -60 penalty to disguise when dealing with other queens. This penalty decreases to -30 when dealing with all velutina she created. This penalty decreases to -20 when dealing with non-queen velutina of other colonies. This penalty decreases to -10 when dealing with non-velutina.

Quell: Queens have a terrifying power to them. When she joins her children and allies in a fight, her enemies take a morale penalty to attack, damage, and saves equal to half the queen's HD+5.

Drone

The only male velutina, drones are unsurprisingly rare. They are commonly chosen as generals, sheriffs, etc. due to their ability to stir the hearts of their kin, but can also just as easily end up as the queen's concubines. They are rarely found alone, often surrounded by soldiers, and when on the road are typically because they've been offered to another queen as a gift.

DRONE CHARACTERS

Drone characters possess the base traits of other formicids in addition to the traits noted here.

+2 Con, +4 Int, +2 Cha (+2 App)
Size: Medium
Speed: 30 feet, Fly 60 feet (Perfect)
Special Qualities: Buzz, Drone, Poison, Quell
LA: +3

Buzz: As a full-round action, a drone can beat its wings to create a droning buzz in a 60-foot spread. Each creature in the area must make a Will save (DC 10+HD+Cha) or fall asleep as the sleep spell. There is no Hit Dice limit for this effect. Velutina are immune to velutina buzz attacks.

Drone: Drones, while not as influential as queens, do have some measure of diplomatic and societal power. Drones have a +4 to bluff, diplomacy, intimidate, gather information, and sense motive when dealing with all velutina of the colony he was born in. This bonus decreases to +2 when dealing with non-queen velutina that are of other colonies. This bonus decreases to +1 when dealing with non-velutina. This bonus does not come into effect when dealing with queens, whether they are velutina or not.

The drone also takes a -30 penalty to disguise when dealing with velutina queens. This penalty decreases to -25 when dealing with all velutina of the colony he was born in. This penalty decreases to -20 when dealing with non-queen velutina of other colonies. This penalty decreases to -15 when dealing with non-velutina.

Natural Armour: Drones have a +3 natural armour bonus.

Poison: Injury. DC (10+1/2 HD+Con). Initial damage of 1d4 Dex damage. Secondary damage of 1d8 Dex damage.

Quell: Drones have a terrifying power to them, but less so than queens. When he joins his children and allies in a fight, his enemies take a morale penalties to attack, damage, and saves equal to 1/2 the drone's HD-5.

noob
2018-06-13, 01:53 PM
"This penalty decreases to -215 when dealing with non-formicids"
Can someone successfully make a build that beats that disguise penalty?

Aniikinis
2018-06-13, 04:15 PM
"This penalty decreases to -215 when dealing with non-formicids"
Can someone successfully make a build that beats that disguise penalty?

Yes, because that was a typo. :smallcool: Thanks for pointing that out.

Maat Mons
2018-06-13, 06:16 PM
I think your main issue balancing these races is going to be the four arms.

Thri-kreen are 2 RHD and +2 LA. Sahuagin mutants are 2 RHD and +3 LA. And, if I remember, it just gets worse from there.

The workers and soldiers you've outlined here have no racial hit dice and only +1 LA. That makes them far and away the best 4-weapon fighters in the game.

And with regard to your signature, it's called photic sneeze reflex (https://en.wikipedia.org/wiki/Photic_sneeze_reflex).

Aniikinis
2018-06-13, 08:46 PM
I think your main issue balancing these races is going to be the four arms.

Thri-kreen are 2 RHD and +2 LA. Sahuagin mutants are 2 RHD and +3 LA. And, if I remember, it just gets worse from there.

The workers and soldiers you've outlined here have no racial hit dice and only +1 LA. That makes them far and away the best 4-weapon fighters in the game.

Hmm true, I should bump the non-setting LA up to at least +4.


And with regard to your signature, it's called photic sneeze reflex (https://en.wikipedia.org/wiki/Photic_sneeze_reflex).

Hmm, it's possible, but it's more pain than sneeze inducing, it's possibly bene dilitatism but I'm not sure. What I do know is that it's definitely not helped by having icey blue eyes.

Aniikinis
2018-06-16, 08:35 AM
Well, all of the races are done with. I'm not sure if I should add more LA to the aranea and isopti.

khadgar567
2018-06-16, 08:51 AM
actualy there is 4 armed race with 0 LA but its pathfinder content to be spesific its starfinder race called kasatha they are in core rule book of starfinder.

Aniikinis
2018-06-16, 09:05 AM
actualy there is 4 armed race with 0 LA but its pathfinder content to be spesific its starfinder race called kasatha they are in core rule book of starfinder.

That's true, but their racial trait sort of diminishes the impact of their multi-limbed-ness:

Four-Armed

Kasathas have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

noob
2018-06-16, 02:57 PM
Spell-like abilities: A number of times per day equal to their HD plus their Charisma modifier they can use the following spells as spell-like abilities.
Comprehend Languages
Glitterdust
Know Direction
Lullabye
Read Magic
So for example a level 1 sorcerer of that race will get probably more than three castings of glitterdust per day(assuming its base charisma is 10 or more).
Glitterdust is really a powerful spell(which is why it is a level 2 spell) as not only it prevents hiding but it also can blind opponents which is a nasty condition(even if you are blinded for a single round you basically can lose a round and also take more hits due to armor penalty from blindness).

Maat Mons
2018-06-16, 05:10 PM
I'd just have losing the stinger deal some amount of damage. Maybe constitution damage, so it's not trivial at higher levels.

Since regenerate is the only spell I know of that restores lost body parts, and it's 7th level, you might want to give some built-in way to regrow it.

So, scratch what I said earlier about damage/ability damage. Make it ability drain and then the stinger grows back as soon as soon as constitution is full restored (which requires magic).

And for as hard as a detachable stinger is to use at low levels, maybe it could continue pumping poison into the victim until its removed (with a DC-whatever heal check). And trying to get the stinger out of the wound could have the possibility of dealing more damage (since it's barbed) or injecting even more poison (because you accidentally squeezed the venom sack).



For anthropomorphic spiders imitating anthropomorphic ants, I've always favored that one spider that holds its "extra" set of legs up, pretending they're antennae, or that one that walk around holding a decapitated ant head in front of its face.



Velutina say they're bee-like, but you said earlier they would be hornet-like. Maybe I'm splitting hairs.

Aniikinis
2018-06-16, 08:59 PM
So for example a level 1 sorcerer of that race will get probably more than three castings of glitterdust per day(assuming its base charisma is 10 or more).
Glitterdust is really a powerful spell(which is why it is a level 2 spell) as not only it prevents hiding but it also can blind opponents which is a nasty condition(even if you are blinded for a single round you basically can lose a round and also take more hits due to armor penalty from blindness).

True, I really should have thought about that. Will change the number of times per day for the spell-likes when I get back from work.


I'd just have losing the stinger deal some amount of damage. Maybe constitution damage, so it's not trivial at higher levels.

Yeah that makes more sense. I was going a little to into the basic biology and wasn't thinking in terms that would be more playable.


Since regenerate is the only spell I know of that restores lost body parts, and it's 7th level, you might want to give some built-in way to regrow it.

That's true, possibly allow the saves to stop once the apix gets magical healing and allow the apix to regrow the stinger upon gaining a level. But would take a morale penalty to attack and damage rolls until the stinger is regrown. How would that sound?


So, scratch what I said earlier about damage/ability damage. Make it ability drain and then the stinger grows back as soon as soon as constitution is full restored (which requires magic).

Yeah that's a better idea. Actually, I'm tempted to do both. As above and upon gaining a level and regrowing the stinger, the ability drain is removed automatically. It can still be grown back with regenerate to stop it immediately.


And for as hard as a detachable stinger is to use at low levels, maybe it could continue pumping poison into the victim until its removed (with a DC-whatever heal check). And trying to get the stinger out of the wound could have the possibility of dealing more damage (since it's barbed) or injecting even more poison (because you accidentally squeezed the venom sack).

That sounds pretty good, I forgot about the automatically pumping poison sacs. How about: A DC 10+1/2 HD+Con for the heal check, and rolling 4 points below the DC makes the poison sac apply another dose to the victim. Each multiple of 4 below applies another dose. Normally removing a stinger takes an hour and a half and deals 1d8 damage to the victim, however the stinger can be removed in two rounds and deal 3d6 damage to the victim.


For anthropomorphic spiders imitating anthropomorphic ants, I've always favored that one spider that holds its "extra" set of legs up, pretending they're antennae, or that one that walk around holding a decapitated ant head in front of its face.

I was going more for the one that holds its' "extra" legs above its head, but I wasn't sure about a good way to implement it.


Velutina say they're bee-like, but you said earlier they would be hornet-like. Maybe I'm splitting hairs.

Nah, you're good. I reused the Apix templating when I was tired and didn't check if I'd missed some things. I did WotC quality work and it deserves to be pointed out.

Holya
2018-07-21, 12:57 AM
I have to point this out. Even though it does nothing at all for the balancing. Its good to see you back at the homebrewing since last I say you was with the Mythos proxy classes. Also on a side note.. All of your races are ****ing adorable.

Aniikinis
2018-07-21, 07:33 AM
I have to point this out. Even though it does nothing at all for the balancing. Its good to see you back at the homebrewing since last I say you was with the Mythos proxy classes. Also on a side note.. All of your races are ****ing adorable.

I've been homebrewing a lot since then, but most of them have been fairly small. If you want to see even more cuteness, check out the source underneath most of the pictures.

Holya
2018-07-21, 11:48 AM
I've been homebrewing a lot since then, but most of them have been fairly small. If you want to see even more cuteness, check out the source underneath most of the pictures.

Ah.. That is alot of cuteness.. Also I've been looking through your older homebrew. You ever going to do anything with the horror monster? I ask here because I have no idea how thread necromancy works when it comes to hoembrew pages. Oh and the races here. They all look good. Nothing out of balance at a quick read.

Aniikinis
2018-07-21, 12:27 PM
Ah.. That is alot of cuteness..

Oh yeah, I love their art so much.


Also I've been looking through your older homebrew. You ever going to do anything with the horror monster?

Yes, when I get the motivation to finish it. I'm working on another class right now, and like 3 other things too, but I was planning on getting back around to dealing with it.


I ask here because I have no idea how thread necromancy works when it comes to homebrew pages.

I believe that it's like around 45 days or so.


Oh and the races here. They all look good. Nothing out of balance at a quick read.

Good to hear. I will say that I'm hoping to do some more playtesting with them, just to iron out any kinks I didn't notice.

Hish
2018-07-23, 04:08 PM
I like these. They are cool. On the whole, not much seems broken. There were a few things I did notice. In no particular order:

+5 LA for playing Sectans outside of the setting is far too much. I'd probably assign +2, maybe +1 or possibly +3. Upthread, it was mentioned that the lowest ECL of the four armed races is 4 on the Thri-kreen. But Thri-kreen have 2 Racial Hit Dice, giving them HP, BAB, Saves, and Skills. LA gives you nothing, making non-setting Sectans squishy, bad at hitting things, and unskilled. There is also an ECL 3 Thri-kreen without its psionics, but with all four arms. If you're willing to assign non-setting RHD (I would recommend it), I'd eyeball the numbers to be 2 or 3 RHD and 1 or 2 LA. No real reasoning went into that, just an estimate.

Aranea is already the name of a creature in the MM1.

The social buffs from being a queen are too high, especially diplomacy. A second level Apix queen with bare minimum diplomacy optimization can, with an average of four minutes of work, make any Apix in her hive Fanatic. With a little more optimization, she can do it in 24 seconds. IMO, a unique ability would be a better substitute for massive skill bonuses. Maybe a different ability for each species of queen.

The Apix bonus to Perform (Dance) makes me a little nervous. Massive scaling bonuses to skills can generally be abused somehow - the first thing that occurs to me is the Virtuoso PrC from CAdv, which uses Perform checks to run a number of class features, but I'm sure there is more you can do. A possible solution is giving Apices max ranks in Perform (Dance) instead of a bonus.

I like the art too. I haven't had a chance to check out the other art, but I will look soon.

Maat Mons
2018-07-23, 06:09 PM
I hadn't been aware that Shining South published a non-psionic thri-kreen with only +1 LA.

But the 2 racial hit dice are a cost not a benefit. Granted, an much easier cost to swallow than the same amount of level adjustment.

If the non-setting LA were only +1 (and still no RHD), sectans would be strictly better options than non-psionic thri-kreen. At the same ECL, both races would have the same number of hit dice, but two of the thri-kreen's HD would be featureless racial HD, whereas all of the sectan's would be class levels.

I could see a +2 non-setting LA. That would mean sectans and non-psionic thri kreen would both come online at ECL 3. The sectan would be squishier (1 less total HD), but would have 1 more class level.

Aniikinis
2018-07-24, 10:11 AM
I like these. They are cool. On the whole, not much seems broken. There were a few things I did notice. In no particular order:

Alright, let's see.


+5 LA for playing Sectans outside of the setting is far too much. I'd probably assign +2, maybe +1 or possibly +3. Upthread, it was mentioned that the lowest ECL of the four armed races is 4 on the Thri-kreen. But Thri-kreen have 2 Racial Hit Dice, giving them HP, BAB, Saves, and Skills. LA gives you nothing, making non-setting Sectans squishy, bad at hitting things, and unskilled. There is also an ECL 3 Thri-kreen without its psionics, but with all four arms. If you're willing to assign non-setting RHD (I would recommend it), I'd eyeball the numbers to be 2 or 3 RHD and 1 or 2 LA. No real reasoning went into that, just an estimate.

Yeah, I was more wanting to just do LA for the simple reason of you can decrease LA, but you can't decrease RHD (barring some very niche cases with lots of rule bending). I'm pretty tempted to do the RHD but at the same time, I'm pretty tempted to just stick with the daunting looking LA.


Aranea is already the name of a creature in the MM1.

True, but I can't really think of a better name.


The social buffs from being a queen are too high, especially diplomacy. A second level Apix queen with bare minimum diplomacy optimization can, with an average of four minutes of work, make any Apix in her hive Fanatic. With a little more optimization, she can do it in 24 seconds. IMO, a unique ability would be a better substitute for massive skill bonuses. Maybe a different ability for each species of queen.

True, what sort of ability would you suggest?


The Apix bonus to Perform (Dance) makes me a little nervous. Massive scaling bonuses to skills can generally be abused somehow - the first thing that occurs to me is the Virtuoso PrC from CAdv, which uses Perform checks to run a number of class features, but I'm sure there is more you can do. A possible solution is giving Apices max ranks in Perform (Dance) instead of a bonus.

The same could be said of the bard though and the virtuoso isn't really that much worse. I think I'm just going to make the scaling bonus a static one.


I like the art too. I haven't had a chance to check out the other art, but I will look soon.

The art on that blog is so good.


I hadn't been aware that Shining South published a non-psionic thri-kreen with only +1 LA.

Me either, I'll need to check it out.


Granted, an much easier cost to swallow than the same amount of level adjustment.

Hmm, yeah good point.


If the non-setting LA were only +1 (and still no RHD), sectans would be strictly better options than non-psionic thri-kreen. At the same ECL, both races would have the same number of hit dice, but two of the thri-kreen's HD would be featureless racial HD, whereas all of the sectan's would be class levels.

I could see a +2 non-setting LA. That would mean sectans and non-psionic thri kreen would both come online at ECL 3. The sectan would be squishier (1 less total HD), but would have 1 more class level.

I think I'm swayed to the RHD choice. I'm thinking about 1 RHD and +2 LA, the inverse of the non-psionic thri-kreen and starting at the same level. The thri-kreen is initially better for the additional RHD, but if the LA is allowed to be bought off, then the sectan is better in the long run for being able to have an additional class level by level 20.

Maat Mons
2018-07-24, 06:21 PM
I'm thinking about 1 RHD and +2 LA



In a practical sense, 1 RHD is the same as 0 RHD.


Creatures with 1 or less HD replace their monster levels with their character levels.

Dumb as it may seem, you need to give a minimum of 2 RHD if you want any of them to stick.

Aniikinis
2018-07-24, 09:22 PM
In a practical sense, 1 RHD is the same as 0 RHD.

True, but the reason is to make them more squishy than the thri-kreen at the starting level.


Dumb as it may seem, you need to give a minimum of 2 RHD if you want any of them to stick.

Actually that rule is only for humanoids. Their type is monstrous humanoids when used in other settings and monstrous humanoids don't have that bit of rules text.

aimlessPolymath
2018-07-24, 11:34 PM
Alright, let's see.
True, what sort of ability would you suggest?


My personal favorite would be an ability relating to giving orders- perhaps any lower caste given an instruction by the queen gains a +2 bonus to skill checks in carrying it out?

Aniikinis
2018-07-25, 12:05 AM
My personal favorite would be an ability relating to giving orders- perhaps any lower caste given an instruction by the queen gains a +2 bonus to skill checks in carrying it out?

Hmm, maybe. I'd still keep a slight bonus to diplomacy, but not as insane as it is now.

Hish
2018-07-25, 09:52 PM
The same could be said of the bard though and the virtuoso isn't really that much worse. I think I'm just going to make the scaling bonus a static one.

The only reason I didn't say Bard is that you have to be able to hear bardic music. Hard to hear a dance.
A flat bonus shouldn't be a problem.


I think I'm swayed to the RHD choice. I'm thinking about 1 RHD and +2 LA, the inverse of the non-psionic thri-kreen and starting at the same level. The thri-kreen is initially better for the additional RHD, but if the LA is allowed to be bought off, then the sectan is better in the long run for being able to have an additional class level by level 20.

That sounds good.


Actually that rule is only for humanoids. Their type is monstrous humanoids when used in other settings and monstrous humanoids don't have that bit of rules text.
That ruling is a bit contentious. I'm personally of the opinion that that is a general rule, not a humanoid-specific rule. Regardless, you could clarify that sectans keep their one RHD even if they'd usually lose it.


My personal favorite would be an ability relating to giving orders- perhaps any lower caste given an instruction by the queen gains a +2 bonus to skill checks in carrying it out?
That sounds goods too.

Aniikinis
2018-07-25, 11:34 PM
The only reason I didn't say Bard is that you have to be able to hear bardic music. Hard to hear a dance.
A flat bonus shouldn't be a problem.

This is where the bard's case is a bit muddied. Using common sense says that it can only be song, speech, and the like, but the actual class feature doesn't require a specific perform skill and in fact doesn't single any of them out. All it has that points towards that is this:


While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.

However, in the very next line:


Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

So theoretically, you could have those in dance and only speak what was needed without even really needing to put ranks in Perform(spoken word), (oratory), (singing), etc


That sounds good.

Alright.


That ruling is a bit contentious. I'm personally of the opinion that that is a general rule, not a humanoid-specific rule. Regardless, you could clarify that sectans keep their one RHD even if they'd usually lose it.

I've always seen it as a humanoid-only thing, but I will definitely clarify it.


That sounds goods too.

Agreed, I'll probably put it in pretty soon unless anyone has any objections.