Ranged Ranger
2019-01-01, 07:15 PM
Edit:modified the Roar and Empowered Roar abilities.
So I've been playing the mmorpg, RuneScape, for over 15 years now... (The game is celebrating its 18th birthday later this week...) Every year, they release new seasonal content for Christmas (as well as Easter and Halloween...) This year it was a permanent quest where we helped a yeti family prepare for their winter festival... I enjoyed it so much, that I decided to try to create stats for the runescape version of Yetis.
RS Yeti's are a bit more catlike than most depictions of yeti...
+2 Strength, +2 Constitution, –2 Wisdom: Yeti are a large, hardy offshoot of Catfolk that live in harsh snowy environments.
Catfolk: Yeti are humanoids with the catfolk subtype.
Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Speed: Yeti have a base speed of 40 feet. They also have a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).
Low-Light Vision: In dim light, Yeti can see twice as far as humans.
Snowsight: Yetis can see to the normal limits of their vision even in whiteout conditions and ignore all penalties due to snow glare and snow blindness.
Cat's Claws: Yeti have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d6 points of damage.
Roar: A Yeti can loose a devastating roar every 1d4 rounds. The roar is a 20-foot cone that deals 2d4 sonic damage. A successful Reflex saving throw (DC 10 + Con modifier) reduces damage by half. Creatures and items under 500 (750 if the creature/item is on ice or other slippery surface) pounds are blown away. When a Yeti reaches 5 HD, their breath weapon damage increases to 4d4.
Winter Adaption: A yeti’s white fur gives a +12 racial bonus to Hide checks in snow and a +2 racial bonus on saving throws against cold damage and cold effects. Yeti can also exist comfortably in conditions between –20° and 90° F (severe cold to hot) without having to make Fortitude saves. This ability counts as if a yeti had the Cold Endurance feat for purposes of fulfilling prerequisites for other feats or prestige classes.
Languages: Yeti begin play speaking Common and Catfolk. Yeti with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Paragon Class
Table: The Yeti Paragon
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Empowered Roar
2nd +2 +0 +3 +0 Cold Immunity
3rd +3 +1 +3 +1 Ability boost (Str +2)
Hit die: d8
Class Skills: Climb (Str), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Empowered Roar: The yeti's breath weapon now deals d6's of damage instead of d4's, and the yeti can choose whether to deal sonic or cold damage each time it uses its roar. Additionally, any creature that takes 15 or more points of damage from its roar is stunned for 1d4 rounds.
So I've been playing the mmorpg, RuneScape, for over 15 years now... (The game is celebrating its 18th birthday later this week...) Every year, they release new seasonal content for Christmas (as well as Easter and Halloween...) This year it was a permanent quest where we helped a yeti family prepare for their winter festival... I enjoyed it so much, that I decided to try to create stats for the runescape version of Yetis.
RS Yeti's are a bit more catlike than most depictions of yeti...
+2 Strength, +2 Constitution, –2 Wisdom: Yeti are a large, hardy offshoot of Catfolk that live in harsh snowy environments.
Catfolk: Yeti are humanoids with the catfolk subtype.
Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Speed: Yeti have a base speed of 40 feet. They also have a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).
Low-Light Vision: In dim light, Yeti can see twice as far as humans.
Snowsight: Yetis can see to the normal limits of their vision even in whiteout conditions and ignore all penalties due to snow glare and snow blindness.
Cat's Claws: Yeti have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d6 points of damage.
Roar: A Yeti can loose a devastating roar every 1d4 rounds. The roar is a 20-foot cone that deals 2d4 sonic damage. A successful Reflex saving throw (DC 10 + Con modifier) reduces damage by half. Creatures and items under 500 (750 if the creature/item is on ice or other slippery surface) pounds are blown away. When a Yeti reaches 5 HD, their breath weapon damage increases to 4d4.
Winter Adaption: A yeti’s white fur gives a +12 racial bonus to Hide checks in snow and a +2 racial bonus on saving throws against cold damage and cold effects. Yeti can also exist comfortably in conditions between –20° and 90° F (severe cold to hot) without having to make Fortitude saves. This ability counts as if a yeti had the Cold Endurance feat for purposes of fulfilling prerequisites for other feats or prestige classes.
Languages: Yeti begin play speaking Common and Catfolk. Yeti with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Paragon Class
Table: The Yeti Paragon
Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Empowered Roar
2nd +2 +0 +3 +0 Cold Immunity
3rd +3 +1 +3 +1 Ability boost (Str +2)
Hit die: d8
Class Skills: Climb (Str), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.
Empowered Roar: The yeti's breath weapon now deals d6's of damage instead of d4's, and the yeti can choose whether to deal sonic or cold damage each time it uses its roar. Additionally, any creature that takes 15 or more points of damage from its roar is stunned for 1d4 rounds.