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Rappy
2008-05-22, 05:07 AM
Not so long ago, in an internet forum not so far away, I had a d20 Modern campaign setting PDF called Molti Segreti Nascosti. It received no feedback at all beyond an "I'll download it and see" comment. After reviewing the PDF of no commentary, I found enough errata to fill a page or two on its own. I now have decided to bring it here, with new stuff splattered in, slowly getting fixed and revised before its next PDF release.

Molti Segreti Nascosti PDFs Repository (http://www.mediafire.com/?sharekey=50b6279bedeb319bab1eab3e9fa335ca1992b525 b09da0eb)

Molti Segreti Nastosti restarts now, first with the basic premise and the first portion of the feats section (yes, I know, some are d20 Modernized D&D feats: the PDF wasn't all new crunch). I hope that this time I can get the first PDF items up off the ground and have some followup sourcebooks like I originally intended. I wouldn't mind comments and commentary, since, of course, this is a revision and suggestion product, after all.

Premise
The world of mundane humanity is only one facet of the world. Behind the facade that is humankind's wishful thinking that it is the only accomplished sapient species in existence, various creatures and beings hide in the shadows of Man. From evidence gathered via various archaeological evidence and residual memories, it appears that humans were once more open to these other beings, but some unknown form of great cataclysmic change in the politics of man and being shattered this relationship. In the modern day, only the most stubborn-willed of nonhuman occupants still actually dwell on earth. The majority of creatures and beings dwell beyond the simplistic human concept of the universe, their own Material Plane, dwelling in the varied planes and demiplanes of existence beyond the scope of humanity.

Amongst the chief of these is a demiplane of the Material Plane itself known as Arkaden Dividre. A sort of "spellcaster's Eden", Arkaden Dividre is the home of the Krin-Dash, usually more simply referred to in human terms as the Mage's Council, a dozen of the most learned practitioners of the arcane and the divine that in essence act as the judge and jury for the species of magical beings and beasts. Their eyes, ears, mouth, and hands are the Dash-Gyal, the Council Agents, an investigative group and paramilitary organization for the Council. They come from all walks of life, individuals assigned to police certain locations. An individual is usually chosen to best be suited for his or her particular jurisdiction: for example, it wouldn't be a wise decision to have a merfolk policing the Plane of Fire, but the endless seas of the Plane of Water would be a perfect location (sort of obvious, don't you think?)

Despite the majority of the "unnaturals" existing in other planes or in some of the most uninhabited or inhospitable places in the world, there are times in which species or creatures do live in places where they may come in contact with typical humans. These events are one of the very reasons earth has some of the most constant dire need for more Council Agents. Mundane humans are considered by most other species to be some of the most hostile and paranoid of creatures, and not to be trusted. Different beings and creatures dwell on earth in different ways: some magically conceal themselves or transmute into human forms to survive, others hide themselves away in magical "safe houses", still others don't care about humans seeing them due to either lack of concern for their fellow beings or the fact that they see the world in "humans = tasty foodstuffs".

Despite all the efforts that the Krin-Dash, humans do on occasion manage to encounter beasts that are not from their typical view of the world. While some of these encounters are more enlightening experiences, such as a close encounter with a celestial or a passing of apothecaric teachings from an elderly elven druid, most end badly for the human in question. Beings such as orcs and trolls will perform old-fashioned "whackings" to get rid of any chance of being sought out and discovered, predators such as manticores or chromatic dragons will consume an unwary and unprepared human, and psionic aberrations of nature that dwell in the deepest, darkest corners of mankind's primal fears cerebrally lobotomize easily manipulated commonfolk thralls.

Out of all beings, amazingly, the most humanoid tend to be the least likely to reveal themselves. Humans gifted with magic are some of the most likely to disappear from the sight of Man. This is not without reason, since events like the Inquisitions of Europe and Salem are still figuratively fresh in the minds of spellcasters, and their enmity toward humanity as a whole remains a strong force in the collective grouping of the teachers and masters of the spellcasting orders such as the Mage's Council. Most spellcasters hide their powers the best they can, fearful for their lives against the fact that even today, spellcasting individuals can be hunted by Creatures of the Night, beings wanting absolute power, and humans that want them either experimented with or exterminated.

All in all, the worlds of the seen and unseen waver at a tenuous peace. It is a peace that is always on a gray line between one side or the other, between the world of the mundane and the world of the magical. Planes of fiends watch for the signs of the moon and stars that they can finally break the dimensions to reach earth, ancient prophecies come and go, humankind grows into new cities and towns while the planet takes back its land where people shrink in number, new species keep being discovered each day and the fear magical beasts might be amongst them grows with it. In all of the grand scale, there are heroes: the players. Be they everyday humans exposed to a greater world, casters or beings watching out for the good of their kind or leading humans into destruction, or ordinary folks caught between the twin worlds, they are the points on the map of the planes of existence, either the bright hope for tomorrow or apocalyptic bringers of doom.

Feats
Amazon [Initial]
You were born in a culture where females were the more powerful gender. You might be from a tribal culture, a matriarchal species, or even the fabled Amazons themselves.
Prerequisites: Female, Strength 14+, born in a matriarchal species or society.
Benefits: You gain a +2 bonus to Diplomacy and Knowledge (Tactics) checks when conversing with females, and a +2 bonus to Intimidate checks against males. You also gain Weapon Focus with one archaic weapon.

Cloak Dance [General]
You can create optical illusions with the movements of your body.
Prerequisites: Hide 10 ranks, Perform (Dance) 2 ranks.
Benefits: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

Cloning Technology [General]
You have learned the secrets to cloning creatures and beings.
Prerequisites: Craft (electronic or pharmaceutical) 2 ranks, Knowledge (technology) 4 ranks.
Benefits: You gain a +4 bonus to all saves and checks concerning cloning (see d20 Future).

Deflect Arrows [General]
You can pull the “movie trick” of hitting away an arrow as if it was a leaf.
Prerequisites: Dex 13, Defensive Martial Arts.
Benefits: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, bullets, and ranged attacks generated by spell effects can’t be deflected.
Special: Characters from the Fast hero class or Martial Artist advanced class consider this as a bonus feat.

Diehard [General]
They try to kill you, but you just keep coming back.
Prerequisites: Endurance.
Benefits: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round. When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Special: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

black dragoon
2008-05-22, 07:40 AM
Reminds me of Dark*Matter. I need more but it sounds interesting.

Rappy
2008-05-24, 01:57 AM
Yeah, Dark*Matter is a semi-inspiration, as well as a few webcomics and stories I have read. Anyway, here are the rest of the non-monstrous feats and the occupations.

Heavy Weapon Holder [General]
You can hold weapons bigger than you should be able to.
Prerequisites: Strength 15+, BAB +3.
Benefits: You can hold weapons one size larger than you could normally do at the cost of a -2 to attack rolls. For instance, a Medium-size character with this feat can hold a Huge weapon two-handed and a Large weapon in one hand. This does not stack with the Dreadnought’s heavy artillery special quality or the powerful build special quality.

Inquisitor [Psionic]
You can use psionic focus to discern truth from lies.
Prerequisite: Wis 13.
Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Sense Motive check to oppose a Bluff check. You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn’t lying, you still expend your psionic focus.

Mounted Combat [General]
You are efficient at fighting while on a mount.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Defense if it’s higher than the mount’s regular Defense.)
Special: Characters from the Strong hero class and Soldier, Survivalist, and Wildlord advanced classes consider this as a bonus feat.

Mounted Fire
You can fire a weapon from atop a mount better than others.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Special: Characters from the Strong hero class and Soldier, Survivalist, and Wildlord advanced classes consider this as a bonus feat.

Orion’s Child [Initial]
You are supposedly descended from the legendary Orion the Hunter.
Benefit: You lower the DCs for all Survival checks to track wildlife by 4. You also gain a +2 bonus to attack rolls against creatures size Large or larger, but have a -2 penalty to attack rolls against monstrous vermin.

Ride-By Attack
You can shoot alongside the enemy in your charge.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: Characters from the Strong hero class and Soldier, Survivalist, and Wildlord advanced classes consider this as a bonus feat.

Snatch Arrows
You can pull the classic “movie stunt” of catching an arrow with your bare hands.
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
Special: Characters from the Martial Artist advanced class and Martial Arts Master prestige class consider this as a bonus feat.

Up the Walls [Psionic]
You can psionically propel yourself up vertical surfaces.
Prerequisite: Wis 13.
Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.
Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

Zero Waves
You can cause your mind to go blank with brain wave silence, taking off knowledge with you.
Prerequisites: Autohypnosis 5 ranks.
Benefits: As a full-round action, you may hypnotize yourself into forgetting the past three minutes of your memory. All Bluff and Intimidate checks directed toward questioning you about that period of time are increased by 6.

Occupations
Barbarian
You come from a warrior group that prides themselves in their power. You might be a Bear Sarker, a follower of Furor Celtica, or plagued by totemic battle rages.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.
Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Survival (Wis), Swim (Str).
Bonus Feat: Archaic Weapon Proficiency, Armor Proficiency (Light, Medium), Weapon Focus (one melee weapon).
Special: You consider the Rage talent tree available for all classes.

Caravaneer
You are a part of some sort of caravan, be it animal, ship, or modern vehicle. You might be the caravan driver, a guard, or a traveler along for the ride.
Prerequisite: Age 18+.
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.
Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Drive (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (Current events, streetwise) (Int), Perform (Any) (Cha), Ride (Dex), Spot (Wis), Survival (Wis).
Wealth Bonus Increase: +1.

Giant Slayer
You are a professional slayer of great beasts and beings, taking them down with masterful skill and prowess...for a healthy sum of money.
Prerequisite: Age 20+.
Skills: Choose one of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill.
Balance (Dex), Bluff (Cha), Climb (Str), Intimidate (Cha), Jump (Str), Search (Int), Spot (Wis), Survival (Wis), Swim (Str).
Bonus Feat: Renown or Track.
Wealth Bonus Increase: +2.

Rappy
2008-05-26, 02:37 AM
Steaming on right ahead, then. Here are the talent trees, spells, and the first two species. While the original PDF contains spells converted from D&D SRD, for simplicity's sake, I will only include the new ones here.

Talents and Talent Trees
Arcanist [All Base Classes]
You are one of those special people that are naturals at spellcasting, specifically arcane spells. Depending on your class level, you can cast a certain amount of arcane spells from the spell pool (see Spells) at a certain level. Once you leave the base classes and enter a spellcasting advanced or prestige class, you no longer add to your spell pool via your base class, but as per your advanced/prestige spellcasting class. This talent can also be used for divine spells under the talent tree name Diviner.
{table=head]Class Level | Spell Pool Amount
1-3 | 15
6-8 | 30
9-11 | 45
12-15 | 60
15-17 | 75
18-20 | 90[/table]

Barbaric Rage Talent Tree [Strong and Tough]
You are a ferocious warrior, going into a barbaric rage that empowers you in battle.
Lesser Rage: A character with the Lesser Rage talent can, once per day at the cost of an action point, fly into a barbaric rage. With this talent, he gains a temporary +4 bonus to Strength and Constitution and a +2 morale bonus on Will saves, but at the cost of a -2 to Defense. He also gains 2 points to hp from the Constitution score increase. The character cannot use skills based on Dexterity, Intelligence, and Charisma, with the exception of Balance, Escape Artist, Intimidate, and Ride, the Concentration skill, or any concentration-based skills and spells (such as spells needing divine focus). The hero retains use of all skills except for the following: Agile Riposte, Combat Expertise, Point Blank Shot and its child feats, and metamagic and metapsionic feats. A lesser rage lasts a number of rounds equal to 3 + the current Constitution modifier. When the rage ends or the character chooses to end the rage, the bonuses and penalties are gone and he is considered fatigued for the rest of the encounter.
Greater Rage: You may rage twice a day, and when you go into a rage, your bonus to Constitution and Strength is +6 rather than +4, and the Will save goes from +2 to +4.
Prerequisites: Lesser Rage, level 3.
Unbridled Rage: Your rages last 6 rounds + your Constitution modifier rather than 3, and instead of automatically being fatigued after a rage ends, you may make a Fortitude save (DC 10 + your Constitution modifier) to steel up your body and be immune to the fatigue effects of the rage.
Prerequisites: Lesser Rage, Greater Rage, level 8.
Focused Rage: Unlike most ragers, you can attempt to get your mind into focus to perform normally restricted actions. You may make a Wisdom check (DC 10 + your Constitution score) to use the restricted feats above or concentration-based spells.
Prerequisites: Lesser Rage, Greater Rage, level 8.

Determined Incantationist [Dedicated and Smart]
You are Mistress of incantations, a queen of crafting powers from words and symbols etched into a surface.
Incantation Memory: You have a knack for remembering incantations, and you often remember things in your subconscious that “spring forth”. You may add your Wisdom modifier to any Knowledge (Arcane Lore) checks to make incantations.
Speed-Drawer: Due to your near-photographic memory mixed with a fast drawing hand, you may speedily etch out the various arcane symbols needed for incantations, cutting down the incantation time by 2 minutes. Any incantation under 2 minutes is automatically done as a full-round action.
Prerequisites: Incantation Memory, level 5.

Spells

New Rule-Spell Pool
This is a new rule that is a basis for Molti Segreti Nascosti, but is in essence optional. Most spellcasters (but not all) utilize a natural or faith-based tapping of spellpower. The Polynesian spellcasters call it mana, elven casters Earth’s Life-Pulse, Inuit casters the Spirits Calling. Overall, the technical term is a spell pool. Advanced and prestige spellcasting classes gain spell pool points in a general pattern of 2d6 pool points per level for advanced classes, and 3d6 per level for prestige classes. Twin caster advanced and prestige classes choose whether they gain arcane or divine pool points each level. If you have the talent Arcanist or Diviner, you may gain spell pool points in non-spellcasting classes as well. The following tables show how many spell pool points nonmagical advanced and prestige classes gain depending on their basis and how many pool points spells of each level generally use.

{table=head]Advanced class's fastest route | Pool points per level | PPPL for AdC-based prestige classes
Charismatic Hero | 1d8 | 2d8
Dedicated Hero | 1d10 | 2d10
Fast Hero | 1d6 | 2d6
Smart Hero | 1d0 | 2d10
Strong Hero | 1d8 | 2d8
Tough Hero | 1d8 | 2d8[/table]

{table=head]Spell level | Pool point cost
0 | 0 (Usable without cost)
1st | 15
2nd | 30
3rd | 45
4th | 60
5th | 75 [/table]

Amazon Ground
Conjuration [Jinx*]
Level: Arcane 2, Divine 2
Components: V, S, M/DF
Casting Time: 2 minutes
Range: Touch
Target: A 10 x 10 ft. square of ground or concrete
Duration: 10 minutes after being triggered
Saving Throw: Yes (Reflex negates)
Spell Resistance: No
The spell Amazon Ground is usually used as a guard post that spellcasters will know to levitate over but others will blunder into, springing the trap within. Once someone or something over 100 lbs. steps on the 10 x 10 square, it magically dissolves into a muddy water pit 10 feet deep, filled with a piranha swarm incited with rage spells (see Urban Arcana pg. 238 or the appropriate section of the SRD). The piranhas will perform their attack actions round after round until the duration is over, in which the ground slowly refills, pushing the target and any still bite grappling fish back upwards to the surface with it.
Material Components: One piranha tooth, a cup of mud from a large river.
*Jinx spells are designed to trap, trip, and otherwise slip the opponent into a planned trapping by the caster. Jinxes are usually Conjuration or Evocation.

Blood Lightning
Evocation [Electricity]
Level: Arcane 3
This spell functions exactly like the divine spell Call Lightning, except that instead of dealing 3d6 points of electricity damage, it deals 2d6 points of electricity and 1d6 points of damage from pure arcane energy. Members of the Stormlord prestige class can use this as a level 1 spell.

Bramble-Thrash Rope
Evocation
Level: Divine 1
Components: V, S, DF
Casting Time: Standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No
Thorny rose stem “vines” whirl from your hands, enacting in a grapple as if they were your own hands. With every successful grapple, you deal 1d6 points of piercing damage. The spell is designed more as a defense than an offense, but some druids prefer it over bullwhips.

Body of Beasts
Necromancy [Evil]
Level: Class Level
Components: V, S, M
Casting Time: 7 minutes
Range: 5 feet
Target: One Large, 2 Medium-size, 4 Small, or 6 Tiny taxidermied animals
Duration: Instantaneous
Saving Throw: Yes (object)
Spell Resistance: Non
This spell is a less than ethical practice of reviving creatures mounted with taxidermy and using them as puppets in battle.
Material Components: One or more mounted animals

New Template: Taxidermy Beast
Sometimes, beasts that were killed and mounted don’t just rest in peace in some hunter’s wall or a shop, especially with necromancers around. Bones and decayed flesh restored inside the plaster casings that hold the pelts in place, plaster reforming to allow freedom of movement while making a mesh or armor inside the beast. They tramp with new life into battle, creatures with foul odors and foul tempers.
Creating a Taxidermy Beast
“Taxidermy Beast” is an acquired template that can be added to any animal (referred to hereafter as the base creature). The creature's type changes to undead. It uses all the base creature's statistics and special abilities except as noted here.
CR: Same as the base creature +2.
HD: Change to d12. Taxidermy Beasts have no Constitution score.
Defense: The base creature's natural armor improves by +4.
Special Qualities: A Taxidermy Beast retains all the special qualities of the base creature and gains the additional special qualities described below.
Vile Expulsion (Ex): One per day, a Taxidermy Beast may expel some of its re-crafted rotting organs as an attack action. It is treated as a ranged touch attack of up to 10 feet, and deals 2d4 points of acid damage upon contact, as well as having lingering effect of the stench special quality for 1d8 rounds before fading into dust.
Hooks and Barbs (Su): If a Taxidermy Beast has a creature grappled for two or more rounds, it may choose to enact this special quality, spinning out hooked armature wires given life from its foul belly. The round this action is emplaced and any round after in which the grapple is sustained, the target is dealt 1d6 points of piercing damage if the creature is size Tiny, 2d6 if Small, 3d6 if Medium, and 4d6 if Large.
Abilities: Change from the base creature as follows: Str +4, Dex -2. As undead, Taxidermy Beasts have no Constitution score.
Feats: Taxidermy Beasts gain the feat Lightning Reflexes as well as any size Large gaining Powerful Blow, assuming they meet the prerequisites.
Challenge Rating: Same as the base creature +2.

Transform
Transmutation
Level: Arcane 3, Divine 4
Components: V, S
Casting Time: Move action
Range: 10 feet
Target: One living thing or object (objects much be size Medium or smaller)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Various forms transform have separate effects.
Female Transformation-Target becomes a lithe female version of themself and has the ability modifiers of -2 Strength and +2 Dex.
Male Transformation-The exact opposite of female transformation in changes and ability modifications.
Species Transformation-The target becomes a creature that can gain class levels (considered a race.) They gain the ability modifiers, base languages, and special qualities of the race.
Creature Transformation-The character gains the stats of the creature (non-classing being) he has been transformed into, save for his Intelligence modifier. The creature must have no more hit die than the caster. The character retains their pool points and retain the ability to cast this spell in their new form (if they can cast without the verbal or somatic components). A target other than the character can still be changed into any creature within the HD limit of the caster targeting them.
Inanimate Transformation-The target becomes an inanimate object such as a statue or piece of equipment. They are pretty much the same as the equipment but gain lesser mindlink with other people transformed into inanimates and (if wearable) the wearer.
Individual Transformation-The target becomes an exact copy of the target in all class levels, physical stats, Charisma score, skills, and feats. Their mental scores remain the same, and they do not gain the target's items. The individual must be equal to or lower than the target in class levels. They retain pool points and retain the ability to cast this spell in the new form. A target other than the character can still be changed into any individual within the class limit of the caster targeting them.
Reverse Transformation-The target is transformed to its base “typical” state. Unlike most forms of the spell, this action takes a full round rather than an attack action.

Species
Blue
A species of naturally psionic goblinoids, blues are rare outside of their sparse villages dotting the Great Plains of North America. They are close trade partners with American goblins, even exchanging services in combat if the occasion calls for it. Unusual for mammals, blues have pale blue skin, along with dull eyes and a short stature of around 3 feet. A typical blue who leaves his village rarely lasts long, since the species isn’t the most hardy of breeds. Those that do might make a living among other goblin tribes. This can often be quite beneficial for the blue, since basic goblins often look to their psionic “brothers” for enhanced strength in defense and offense.
Species Traits
Size: Small. Blues gain a +1 bonus to Defense, a +1 bonus to attack rolls, and a +4 bonus to Hide checks. They suffer a -4 penalty to grapple checks. Blues must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium-size character.
Ability Modifiers: -2 Strength, +2 Intelligence, –2 Charisma.
Base Speed: 20 feet.
Darkvision: Blues can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and blues can function with no light at all.
Skill Bonuses: Blues gain a +4 species bonus on Move Silently and Ride checks.
Bonus Feat: Blues are inherently psionic and gain the bonus feat Wild Talent.
Free Language Skills: Common and Goblin.
Additional Languages: Draconic, Elven, Giant, Gnoll, Orc.
LA: +1.

Centaur
Centaurs are the most famous tauric species among mundanes, common in pop culture and old legends. One factor in the current rarity of centaurs was caused by a race of humans known as the Lapiths, who hunted centaurs down like beasts of the field and later spread legends that they were the more civilized in this ancient war. Those legends grew into tales that the battles had been caused by centaurs taking Lapith women, a fallacy that still causes centaurs to bear grudges against the few remaining descendents of the Lapith line. The other factor is the Black Plague, which was spread about the range of centaur power during the Middle Ages. They had little resistance against the deadly pestilence, which further wiped out their kind’s numbers. In 1991, only around 500 centaurs existed, all in the dimension of Arkaden Dividere after a long relocation effort in 1987. The many efforts to keep the centaurs from going extinct is doing moderately well, as the last census of population in 2007 showed a population of 963 individuals.
Species Traits
Type: Monstrous humanoid.
Size: Large. Centaurs take a –1 size penalty to Defense and a –1 size penalty on attack rolls. They gain a +4 size bonus on grapple checks and suffer a –4 size penalty on Hide checks. Unlike most Large creatures, however, centaurs only have a 5-foot reach.
Extra Starting Hit Dice: A centaur gains 4 Hit Dice (4d8 hit points). The centaur’s Constitution modifier applies to each Hit Die when determining hit points.
Ability Modifiers: +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
Base Speed: 50 feet.
Natural Armor Bonus: Centaurs have thick horse hides and gain a +3 natural armor bonus to Defense.
Darkvision: Centaurs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and centaurs can function with no light at all.
Free Language Skills: Sylvan and Elven.
Additional Languages: Common, Gnome, Halfling.
LA: +2.

black dragoon
2008-05-26, 10:29 AM
*nods in approval*
I likes it!:smallsmile:
Hey I have a lil' question could you mabye look up my setting it may suit your tastes and really is in need of help.

Rappy
2008-05-29, 01:11 AM
Okay, I'll look that over when I can. For now, though, we move into the rest of the races. Be forewarned, two share the name of D&D monsters, but are differing in concept.

Gatorfolk
These robust bipedal reptilians are swamp masters, dwelling in the deepest parts of wetlands such as Florida’s Everglades and Louisiana’s Atchafalaya Basin. Gatorfolk are gruff, survivalist, and to the point, rarely wasting time on “unneeded knickknacks” such as firearms or boats when they can use nature. This leads to a problematic issue when Gatorfolk move territory…they basically strut themselves across the roads and towns until they find new food and water supplies. For this reason, the Mage’s Council heavily polices their migratory routes, for fear that big bipedal gators might cause a bit too much attention for comfort. Gatorfolk are not evil, but they can be dangerous if anyone attempts to encroach on their swamps or otherwise bind their freedom. This, in fact, is the reason that the Council didn’t move the species as a whole elsewhere to avoid humanity.
Species Traits
Type: Monstrous humanoid.
Size: Medium-size. As Medium creatures, Gatorfolk have no special bonuses or penalties due to their size.
Ability Modifiers: +4 Strength, +2 Constitution, -2 Wisdom.
Base Speed: 30 feet, swim 20 feet.
Natural Attack: Gatorfolk are thick-skinned and have a +2 natural armor bonus to Defense.
Hold Breath: A Gatorfolk can hold his breath for a number of rounds equal to 8 x his Constitution modifier.
Low-light Vision: A Gatorfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Free Language Skills: Gatorfolk.
Additional Languages: Aquan, Common, Draconic, Elven, Giant, Sylvan.
LA: +3.

Half-Giant
Big but not in the least stupid, half-giants are the results of breeding between humans and Elder Giants. Elder Giants are a species that are the most like humans, basically looking like gigantic humans, and are naturally psionic. This passes on to their children, resulting in muscular humanoids that are usually 7-8 feet tall, brunette-haired despite their overall Scandinavian appearance, and born with lesser psionic abilities. In the past, half-giants were often the scorn of their towns, considered freaks or sideshow fodder. They were also sometimes hunted by giant slayers, who didn’t often take the time to discriminate beyond height and into good and evil. Half-giants are rarer and rarer in the modern era due to the smaller populations of Elder Giants as they have lost territory to the more ferocious frost giants.
Species Traits
Size: Medium-size. As Medium creatures, half-giants have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, +2 Constitution, -2 Dexterity.
Base Speed: 30 feet.
Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant 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 half-giant is treated as one size larger if doing so is advantageous to him. A half-giant 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 him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his 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.
Bonus Feat: Due to being naturally psionic, half-giants gain Wild Talent as a bonus feat.
Free Language Skills: Common.
Additional Languages: Draconic, Giant, Gnoll, Ignan.
LA: +1.

Half-Nymph
Half-nymphs are an increasingly common species due to human males’ infatuation with the nymph species. Half-nymphs are always female, unnaturally comely, curvy in all the right places, appearing to have some Japanese ancestry, and without blemish or wrinkle even into elderly age. Half-nymphs may occasionally be the hair color of their father, particularly if he is blonde or fiery redheaded, but more often than not she will have vibrant hair ranging anywhere from green to blue to purple, and all the hues in between. Their eyes are vibrant sparkling sapphire blue 99% of the time. Half-nymphs enjoy being near water, and thus are often swimsuit models or lifeguards amongst humans.
Species Traits
Size: Medium-size. As Medium creatures, half-nymphs have no special bonuses or penalties due to their size.
Ability Modifiers: -2 Strength, +2 Dexterity, +2 Charisma.
Base Speed: 20 feet.
Unnatural Beauty (Su): Half-nymphs gain a +4 bonus to any Charisma-based skill checks when dealing with male humanoids.
Free Language Skills: Common.
Additional Languages: Aquan, Elven, Gnome, Halfling, Sylvan.
LA: +0.

Hitotsume-Kozo
One of the oddest species of goblinoids, Hitotsume-Kozo are a species endemic to Japan. They basically resemble monks the size of 10-year olds, save for one major feature: they have a single eye, similar to that of a Cyclops. The Hitotsume-Kozo are content to train and meditate in peace in the bamboo forests away from humans. They do, however, have a bad habit of harassing any humanoids that are (in their opinion) being too loud, often to the point of frightening the targets from the area for good. A traditional spellcaster trick to get rid of Hitotsume-Kozo is to put up warding sticks of alchemist’s silver.
Species Traits
Size: Small. Hitotsume-Kozo gain a +1 bonus to Defense, a +1 bonus to attack rolls, and a +4 bonus to Hide checks. They suffer a -4 penalty to grapple checks. Hitotsume-Kozo must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium-size character.
Ability Modifiers: -2 Dexterity, +4 Wisdom.
Base Speed: 20 feet.
Ocular Impairment (Ex): Due to only having a single eye, Hitotsume-Kozo have poor depth perception, and have a -2 penalty to Search and Spot checks. All ranged attacks have a range 5 feet shorter than typical.
Ocular Projection (Sp): An unusual ability of the Hitotsume-Kozo is their ability to focus and use a “third eye” to focus mental energy into their monocular structure and make a blast of mind-energy. This blast is a 30-foot cone of energy (this range is not changed by the penalties or ocular impairment) that deals 1d6 points of sonic damage and stuns the target for 2d4 rounds.
Bonus Feat: Hitotsume-Kozo gain Defensive Martial Arts as a bonus feat.
Free Language Skills: Common, Goblin.
Additional Languages: Draconic, Giant, Gnoll, Orc, Sylvan.
LA: +0.

Hobgoblin
Larger and stronger than most goblins, almost looking like rusty orcs, the forceful and expert tacticians known as hobgoblins make a habit of being to the point, often to the point of being blunt. Hobs are military masters, practicing to be expert tacticians from elementary school level, and as such are prized by armies. It has been said that even the Huns used some hobgoblin tacticians in their war against Medieval Europe. The greatest hobgoblin feat on record was a single commander taking out an entire army of 500 ogres with but 300 men and 2 siege towers. He managed to position the towers in the exact spot the ogres would be the most vulnerable at in the winding and sometimes boggy pass the battle took place in, and thus slaughtered the enemy.
Species Traits
Size: Medium-size. As Medium creatures, hobgoblins have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, +2 Constitution.
Base Speed: 30 feet.
Darkvision: Hobgoblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function with no light at all.
Skill Bonuses: Hobgoblins have a +4 racial bonus on Move Silently checks.
Bonus Feat: Hobgoblins gain Archaic Weapons Proficiency and Armor Proficiency (Light) as bonus feats.
Free Language Skills: Common, Goblin.
Additional Languages: Draconic, Dwarven, Infernal, Giant, Orc.
LA: +1.

Knocker
Knockers are small humanoids found in underground areas across the West European countryside, as well as some areas of the United States and Canada. Also known as bucca and knackers, knockers mine minerals from the soil to create their underground hovels, as well as a form of currency to trade with other species such as dwarves and kobolds. They are, in fact, sometimes known as kobolds, much to the chagrin of both the little people and the small reptilians. A knocker has the appearance of a squat miniature human with a large bulbous nose and tasseled gray hair, typically wearing miner‘s garb and carrying a small pick axe. Male knockers usually like to leave their beards untrimmed as a sort of “fast screen” against dust and debris.
Species Traits
Size: Small. Knockers gain a +1 bonus to Defense, a +1 bonus to attack rolls, and a +4 bonus to Hide checks. They suffer a -4 penalty to grapple checks. Knockers must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium-size character.
Ability Modifiers: -2 Strength, +2 Dexterity, +2 Wisdom.
Base Speed: 20 feet, burrow 10 feet.
Darkvision: Knockers can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and knockers can function with no light at all.
Mineral Sense (Su): Knockers may use their noses as a sort of underground sonar, tapping the walls to sense for gemstones and other precious minerals. Any piece of precious mineral larger than 4 inches in diameter within 10 square feet of the tapping point is immediately “spotted” by the knocker.
Skill Bonuses: Knockers gain a +2 bonus to Climb and Survival checks.
Free Language Skills: Common, Undertongue.
Additional Languages: Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Terran.
LA: +0.

Locathah
In the deeper and more isolated regions of the Caribbean, there dwells a species of fish-like humanoids that call themselves the Locathah. Around 5 feet in height and resembling something akin to an anthropomorphic lionfish, the Locathah are another species that prefers to be left alone to their age-old rituals and customs rather than be bothered by humans and other species. They are a species with a rigid para-military tribal society, the chieftain of a clan even being called a Captain. Locathah often wear clothing they weave from nets they rip apart to defend the fish of their tropic reef homeland with increasing frequency. Despite their loner nature, Locathah are not unfamiliar with forms of human technology, actually often using crossbows and underwater-modified trap to defend their homewaters. Luckily, the Mage’s Council recently decreed their waters a no-fishing zone.
Species Traits
Size: Medium-size. As Medium creatures, Locathah have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Dexterity, +2 Intelligence, +2 Wisdom.
Extra Starting Hit Dice: A Locathah gains 2 Hit Dice (2d8 hit points). Its Constitution modifier applies to each Hit Die when determining hit points.
Base Speed: 10 feet, swim 60 feet.
Aquatic: Locathah can breath water as well as they can air, and do not have to hold their breath or make Swim checks to dwell underwater.
Skill Bonuses: A Locathah 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.
Bonus Feat: Locathah gain Archaic Weapons Proficiency as a bonus feat.
Free Language Skills: Aquan.
Additional Languages: Common, Draconic, Elven, Giant.
LA: +1.

Nymph
Of the fey species, the nymphs are the most commonly seen by humans. They are feyfolk that live in and around clear and unpolluted bodies of water. This can be any kind of wet substance from a clear mountain stream to a sandy beachfront. When asked to describe a nymph, the answer usually consists of “extreme supermodel with elf ears”. Nymphs have neon blue hair and matching eyes of sparkling sapphire color. Nymph spellcasters will sometimes change their hair color with prestidigitation and cover their ears with hats in order to better blend in with the humans they are around. All nymphs are female, as are their spawn with human children. More often than not, the fey blood prevails to create a new nymph daughter, but there are times when the bonds are blurred and a half-nymph is created from such an act of either lust or true committed passion.
Species Traits
Type: Fey.
Size: Medium-size. As Medium creatures, nymphs have no special bonuses or penalties due to their size.
Ability Modifiers: -2 Strength, +2 Dexterity, +4 Charisma.
Base Speed: 30 feet, swim 30 feet.
Beauty of the Sidhe (Su): Nymphs have a natural poise and grace beyond nearly any other species, and know just how to use it to their advantage. They gain a +6 bonus to any Charisma-based skill check against male humanoids.
Skill Bonuses: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Free Language Skills: Common, Elven.
Additional Languages: Aquan, Dwarven, Gnome, Halfling, Sylvan.
LA: +2.

Selkie
Selkies are a species from North Europe and some areas of Canada and Alaska, a rare species of shapeshifters that are slowly becoming extinct. A common misconception by humans is that selkies literally shed a skin like a seal to become human in form. This is quite untrue: they shapeshift in ways similar to most spellcasters perform a transform spell. In human form, they appear to be fit and attractive people of Scottish ancestry, and with their natural shapeshifting, they may take on the form of a fur seal. For the most part, they enjoy humans, and like their other form, are often curious and playful with them. Humanoids that hunt or harm seals, on the other hand, are brutally dealt with. Selkie clans are led by a male spellcaster of high prowess.
Species Traits
Size: Medium-size. As Medium creatures, selkies have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, +2 Wisdom.
Base Speed: 30 feet, swim 20 feet.
Hold Breath: A selkie can hold his breath underwater for a number of rounds equal to 7 x his Constitution modifier.
Skill Bonuses: A selkie 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.
Alternate Form (Su): Selkies have an alternate form of a fur seal (see below).
Free Language Skills: Aquan, Common.
Additional Languages: Elven, Gnome, Halfling, Sylvan.
LA: +2.

Creature-Fur Seal
Fur seals are large pinnipeds, closer to sea lions than seals despite their name. Northern fur seals may be found in the North Pacific, while several species such as the Galapagos fur seal are found in the farther reaches of the Southern Hemisphere. These stats can also reflect similar species such as the California sea lion.
Fur Seal: CR 1; Medium-size animal; HD 2d8+8; Hp 17; Mas 18; Init +1 (Dex); Spd 10 ft., swim 40 ft.; Defense 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); BAB +1; Grap +4; Atk +4 melee (1d6+3, bite) or +4 melee (2d4, bite); Full atk +4 melee (1d6+3, bite) or +4 melee (2d4, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Hold breath (7 x Con mod), improved grab (bite), low-light vision, scent; AL none; SV Fort +7, Ref +4. Will +1; AP 0; Rep +0; Str 17, Dex 12, Con 18, Int 2, Wis 13, Cha 4.
Skills: Balance +2, Listen +3, Spot +2, Survival +2, Swim +11.
Feats: None.
Skill Bonuses: Seals have 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.

Succubus
Succubi are a species that resemble very comely women with magically hideable sinuous pointed tails and bat-like wings, often touted as demons or evil spirits. In truth, they are two separate but nearly identical species. One are the Lower or “True” Succubi, the fiends of a hellish plane known as Tartaron that live to cause torture for humans. The other are the Upper Succubi, kind-hearted souls that prefer to use their charms for good rather than evil. Both have the odd ability to literally eat the Y chromosomes in a body, resulting in a genetic rewrite. While Upper Succubi prefer to eat more humans foods and rarely do this unless they feel the opponent is truly deserving of a change of character, while Lower Succubi revel in the sensations of fear in their prey.
Species Traits
Type: Outsider.
Size: Medium.
Ability Modifiers: -2 Strength, -2 Constitution, +2 Dexterity, +4 Charisma.
Base Speed: 30 feet, fly 40 feet (average).
Soul Drink (Su): As an attack action, a Lower Succubus can drain some soul essence of her victim. This only works on males. Each time she does so, the victim must make a Will save (DC 10 + the Succubus‘ Constitution modifier) or lose 1d6 Constitution points which then heal that amount of the Succubus' HP if she's lost any. If reduced to 0, he immediately dies. Instead of this special quality, Upper Succubi gain the tongues ability due the inherent evil nature of reveling in killing a man’s soul.
Male Essence Removal (Su): As with soul drink, this only works on males. As a full round action, the Succubus can attempt to steal the victim's male essence. If the victim fails a Will save (DC 10 + the Succubus‘ Constitution modifier), his genetics reform into a light-build female version of himself (-2 Strength, +2 Dexterity). This effect cannot be reversed except through some effect that transforms the character. A Succubus who has performed this move has a +2 bonus to Strength for 2 hours and can only use this special ability once per day.
Unnatural Beauty (Su): Succubi gain a +4 bonus to any Charisma-based skill checks when dealing with male humanoids.
Darkvision: Succubi can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Succubi can function with no light at all.
Allegiance: A Lower Succubus must start out with an allegiance to either law, evil, or both. An Upper Succubus must start out with an allegiance to either law, good, or both.
Free Languages: Abyssal, Common for Lower Succubi; Celestial, Common for Upper.
Additional Languages: All, except for secret languages.

Tengu
Tengu are bird-warriors from the forested mountains of Japan. They are the original masters of the Sword and the Fist, slicing with blades and belting out unarmed attacks with the same prowess as some of the most skilled martial artists. Tengu also tout themselves as the original inventors of blades hidden in poles, although no one knows if this claim is true. Tengu prefer to be left to their own means in the wilderness, training themselves, but they are not above fighting anyone that challenges them. One of their most bitter rivalries is with the Yama-Oni.
Species Traits
Type: Monstrous humanoid.
Size: Medium-size. As Medium creatures, Tengu have no special bonuses or penalties due to their size.
Ability Modifiers: +2 Strength, +2 Wisdom.
Base Speed: 30 feet, fly 40 feet (average).
Darkvision: Tengu can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Tengu can function with no light at all.
Bonus Feats: Tengu gain Exotic Weapons Proficiency (Shikomi-zue), Defensive Martial Arts, and Combat Martial Arts (if qualified) as bonus feats.
Free Language Skills: Auran, Japanese.
Additional Languages: Common, Giant, Halfling, Sylvan.
LA: +3.

black dragoon
2008-05-29, 06:28 AM
I see you're borrowing from folklore, cool:smallsmile:. THis looks really good.

Rappy
2008-06-03, 05:05 AM
Indeed, folklore is fun to work with. Moving on, we reach creatures. Although the book has both creatures used with permission from some other creature creators, I will just focus on the core rulebook creatures that are either originals or D&D conversions.

Aboleth
A horrid fish beast that slithers through the fetid swamps and sewers of the world, the aboleth is a true horror story. Originally from the Plane of Water, the aboleths have slowly spread outward, taking hold in dimensions such as Arkaden Dividre and even the Material Plane. With its pale and slimy piscine body writhing with tentacles and hideous sores oozing viscous gunk, it is a fearsome beast, insanely grotesque and aberrant. Younger aboleths particularly enjoy sewers around fast food joints, because the greasy smell somewhat resembles that of their kin. This can lead to trouble when one crawls up the toilet pipes and slithers into the kitchen. There is a particularly large colony of these aberrations under the streets of New York City, which may explain some sewer gator sightings.

Species Traits
Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a domination power (caster level 16th). An enslaved creature obeys the aboleths telepathic commands until freed by a remove curse spell, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Psionics (Sp): At will-Charm creature, conceal thoughts, detect thoughts, false sensory input. Cast level 16; the saves are Charisma-based.

Slime (Ex): A blow from an aboleths tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creatures natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only an incantation with the heal seed can reverse the affliction.

Aboleth: CR 7; Huge aberration; HD 8d8+40; hp 76; Mas 20; Init +1; Spd 10 ft., swim 60 ft.; Defense 16, touch 9, flat-footed 15 (2 size, +1 Dex, +7 natural); BAB +6; Grap +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full atk +12 melee (1d6+8 plus slime, 4 tentacles); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Aquatic, dark vision 60 ft., enslave, mucus cloud, psionics, slime; AL any (usually evil, law); SV Fort +7, Ref +3. Will +11; AP 0; Rep +0; Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17.
Skills: Concentration 16, Knowledge (any one) +13, Listen +16, Speak Aboleth, Speak Aquan, Speak Undercommon, Spot +16, Swim +8.
Feats: Alertness, Iron Will, Quicken Power.

Allip (Vengeful Spirit)
All too common in the modern world, allips are the result of someone driven to commit suicide. They are a dangerous breed who have nothing on their mind but the demand of vengeance on those who caused them suffering in life and still spin in their minds after death. The most common spots for allips are around bridges or other mass suicide locations, where they brood over their past until they decide to strike. Allips flail madly in vengeance at their tormentors, but are not kind upon those that get in their way either. Shattered shells of their former selves, it can be wondered whether they are to be feared or pitied.

Species Traits
Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same allips babble for 24 hours. The save DC is Charisma-based.

Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

Allip: CR 3: Medium undead; HD 4d12; Hp 26; Mas -; Init +5; Spd Fly 30 ft. (perfect); Defense 15, touch 15, flat-footed 14 (+1 Dex, +4 deflection); BAB +2; Grap -; Atk +3 melee (1d4 Wisdom drain, incorporeal touch); Full atk +3 melee (1d4 Wisdom drain, incorporeal touch); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Babble, darkvision 60 ft., incorporeal, madness, +2 turn resistance; AL Vengeance;
SV Fort +1, Ref +4. Will +4; AP 0; Rep +0; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18.
Skills: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)
Feats: Improved Initiative, Lightning Reflexes.

Ankheg
This unusual invertebrate is only found in the lands where the African savannah meets Sahara Desert, and rare even there. Ankhegs are most likely to be seen at night, when the come out of their burrows to prey on animals such as desert foxes and young camels. They typically burrow at half speed to create 5x5 tunnels reaching from 60 to 150 feet in length. This is not always true, however, and some Ankhegs have often given grave robbers a messy end in tombs.

Species Traits
Spit Acid: Once ever 6 hours, an Ankheg can spray a 30-foot line of acid that deals 4d4 damage. A Reflex save (DC 14) can be made to half the damage. An Ankheg may only use this ability of distressed or desperate, such as failing a grapple or reduced to below half its hp.

Ankheg: CR 3; Large magical beast; HD 3d10+12; hp 28; Mas 17; Init +0; Spd 30 ft., burrow 20 ft.; Defense 18, touch 9, flat-footed 18 (–1 size, +9 natural); BAB +3; Grap +12; Atk +7 melee (2d6+7 plus 1d4 acid, bite); Full atk +7 melee (2d6+7 plus 1d4 acid, bite); FS 10 ft. by 10 ft.; Reach 5 ft.; SQ Darkvision 60 ft., improved grab, low-light vision, spit acid, tremor sense 60 ft.; AL none; SV Fort +6, Ref +3. Will +2; AP 0; Rep +0; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6.
Skills: Climb +8, Listen +6, Spot +3.
Feats: Alertness, Toughness.

black dragoon
2008-06-03, 07:21 AM
Sounds good, I like the fact that these monsters act like animals and have preffered territory and habits. Very lifelike:smallsmile:

Rappy
2008-06-05, 02:31 AM
Moving onward to the animals under B.

Badger
The badger is a form of mustelid noted for its tenacity and ferocity despite its size, noted for scaring off creatures as large as black bears. There are eight species of varied badgers in total, including the stink badgers and ferret badgers of the Southeast Asian jungles, the forest-dwelling Eurasian badger, the prairie dweller known as the American badger, and the ratel, or honey badger, of the African savannah. All badgers create burrows called setts as a form of shelter for themselves and any family they might have. Badgers are omnivores that feast upon mushrooms and other ground fungi and plants, as well the small creatures of their local environment, be it small rodents, reptiles and amphibians, insects, or fish.

Species Traits
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Defense. The creature cannot end its rage voluntarily.

Skills: A badger has a +4 racial bonus on Escape Artist checks.

Badger: CR 1/2; Small animal; HD 1d8+2; Hp 6; Mas 15; Init +3; Spd 30 ft., burrow 10 ft.; Defense 15, touch 14, flat-footed 12 (+1 size, +3 Dex, +1 natural); BAB +0; Grap -5; Atk +4 melee (1d2-1, claw); Full atk +4 melee (1d2-1, 2 claws) and bite -1 melee (1d3-1, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Low-light vision, rage, scent; AL none; SV Fort +4, Ref +5. Will +1; AP 0; Rep +0; Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6.
Skills: Escape Artist +9, Listen +3, Spot +3.
Feats: Agile, Track, Weapon Finesse (Claws).
Advancement: 2 HD (Small).

Basilisk
A far cry from most dragons, the basilisk (Pachydraco petratops) looks more like a dull-colored hexapedal lizard than a typical dragon (although some have been reported with even more limbs). Like the lizard known as the Gila monster, the basilisk has a thick tail that stores fat, allowing it to stay sedentary for months at a time while waiting for potential food to wander by. A basilisk doesn't care about moving after prey: it doesn't need too. When a rodent or lizard ambles along, a basilisk simply waits in camouflaged anticipation until the creature stumbles into its lair. If the creature directly meets the gaze of the basilisk, it is turned to stone. If it is a casual glance or there is no eye contact made, the creature escapes and the basilisk goes back to its slothful vigil.

Species Traits
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.

Skills: The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

Basilisk: CR 5; Medium-size magical beast; HD 6d10+12 ; Hp 45; Mas 15; Init -1; Spd 20 ft.; Defense 16, touch 9, flat-footed 16 (–1 Dex, +7 natural); BAB +6; Grap +8; Atk +8 melee (1d8+3, bite); Full atk +8 melee (1d8+3, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Darkvision 60 ft., low-light vision, petrifying gaze; AL none; SV Fort +9, Ref +4. Will +3; AP 0; Rep +0; Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11.
Skills: Hide +0, Listen +7, Spot +7.
Feats: Alertness, Blind-Fight, Great Fortitude.
Advancement: 7–10 HD (Medium); 11–18 HD (Large).

Bear, Black
American black bears (Ursus americanus) are one of the most common bears in North America, found in Mexico, Canada, and all but 9 states in the USA. The typical adult male American black bear is a brawny animal around 6 feet in length and weighing up to 500 pounds. Voracious omnivores, the American black bear tends to be the apex predator in areas where big cats and other bears are sparse. Black bears have historically been connected with humans as well: the teddy bear commonly given to children was inspired by a black bear, and most bearskin caps in the past have been made of black bear fur. These stats also work for the more aggresive Asiatic black bear.

Species Traits
Skills: A black bear has a natural +4 bonus to Swim checks.

Black Bear: CR 2; Medium-size animal; HD 3d8+6; hp 19; Mas 15; Init +1; Spd 40 ft.; Defense 13, touch 11, flat-footed 12 (+1 Dex, +2 natural); BAB +2; Grap +6; Atk +6 melee (1d4+4, claw); Full atk +6 melee (1d4+4, 2 claws) and +1 melee (1d6+2, bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Low-light vision, scent; AL none; SV Fort +5, Ref +4. Will +2; AP 0; Rep +0; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6.
Skills: Climb +4, Listen +4, Spot +4, Swim +8.
Feats: None.
Advancement: 4–5 HD (Medium)

Boar, Razorback
There are tales in many places of wild boars and feral hogs that have reached sizes unprecedented in their species, sometimes even shot and preserved as a testament. There are, however, true monstrous boars that currently remain hiding in the shadows: these are the razorbacks. At nearly 8 feet in length and weighing in at 900 pounds or more, razorback hogs are true monsters. Only exceeded by the prehistoric and dire boars, razorbacks are notoriously short-tempered omnivores that will not hesitate to gore a human that gets too close. These boars are typically found in thick woodland, boggy swamp, or other areas where they can remain alone as they increase in size.

Species Traits
Ferocity (Ex): A razorback is such a tenacious combatant that it continues to fight without penalty, even while disabled or dying.

Razorback Boar: CR 4; Medium-size animal; HD 5d8+15; Hp 37; Mas 17; Init +0; Spd 40 ft.; Defense 17, touch 10, flat-footed 17 (+7 natural); BAB +3; Grap +7; Atk +7 melee (1d8+4, gore); Full atk +7 melee (1d8+4, gore); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Ferocity, low-light vision, scent; AL none; SV Fort +7, Ref +4. Will +2; AP 0; Rep +0; Str 18, Dex 10, Con 17, Int 2, Wis 13, Cha 6.
Skills: Listen +7, Spot +3.
Feats: None.
Advancement: 6-7 HD (Medium); 8-9 HD (Large).

Bulette
The bulette is a large and vaguely bullet-shaped reptile found in the hills of the temperate zones of Eurasia and Australia. Also known as the landshark, these thick-bodied predators will attack anything considered edible, regardless of hunger or danger. For reasons unknown, the bulette dislikes the taste of dwarves and elves, usually regurgitating them. The thick hide of the hardy landshark is so durable that there have even been reports of bullets snapping off of the thick skin.

Species Traits
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.

Bulette: CR 7; Huge magical beast; HD 9d10+45; Hp 94; Mas 20; Init +2; Spd 40 ft., burrow 10 ft.; Defense 22, touch 10, flat-footed 20 (–2 size, +2 Dex, +12 natural); BAB +9; Grap +25; Atk + 16 melee (2d8+8, bite); Full atk +16 melee (2d8+8, bite) and +10 melee (2d6+4, 2 claws); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Darkvision 60 ft., leap, low-light vision, scent, tremorsense 60 ft.; AL none; SV Fort +11, Ref +8. Will +6; AP 0; Rep +0; Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6.
Skills: Jump +18, Listen +9, Spot +3.
Feats: Alertness, Iron Will, Track.
Advancement: 10–16 HD (Huge); 17–27 HD (Gargantuan).

black dragoon
2008-06-05, 06:29 AM
I normally wouldn't contain mundane animals in your listing Rappy. Just give a modest suggestion of whats there and if it's not statted then list it. also nice work on giving them proper names. The bio-geek in me is all giddy:smallbiggrin:

Rappy
2008-06-05, 04:11 PM
With the PDF nearly done, I'm going to be doing the prestige classes here, since the creatures section will be a large mish-mash of magical and mundane to view in completion when its time comes. First, we get the first example of one of the more interesting facets of Molti Segreti Nascosti: the twin casters.

Battlecaster
Table: The Battlecaster
{table="head"]Level|BAB|Fort|Ref|Will|Special |Def|Rep

1st|+1|+1|+2|+1|Arcane spells, divine spells|+1|+0

2nd|+2|+1|+3|+1|Spell armor 1, familiar|+2|+0

3rd|+3|+2|+3|+2|Bonus feat|+3|+0

4th|+4|+2|+4|+2|War mount|+4|+1

5th|+5|+3|+4|+3|Spell armor 2|+5|+1

6th|+6|+3|+5|+3|Bonus feat|+6|+1

7th|+7|+3|+5|+3|Forceful focus|+7|+2

8th|+8|+4|+6|+4|Spell armor 3|+8|+2

9th|+9|+4|+6|+4|Bonus feat|+9|+2

10th|+10|+5|+7|+5|Spell bombard|+10|+3
[/table]
There are spellcasters that keep their heads in books, there are spellcasters that go out into the field, then there are spellcasters that are different altogether. There are some that live for battle, pouring their magic into combat: these are the Battlecasters. A Battlecaster is a warrior-spellcaster whose mission is to fight the enemy using arcane spells to the best of his abilities. Depending on who he is, a Battlecaster might be a hero defending his people or a heinous enemy bringing down a dark hammer on the world. Use this advanced class if you want a divine and arcane spellcaster who can also be a melee warrior. The easiest path into this class is through the Tough hero class, but that isn’t the only path.. With no tweaking at all, this advanced class can become a singular spell class: Battlemage for arcane-only or War Cleric for divine-only.

Requirements
To qualify to become a Battlecaster, a character must meet the following prerequisites.
BAB: +3.
Skills: Concentration 3 ranks, Intimidate 3 ranks, Ride 3 ranks.
Feats: Endurance.

Class Information
The following information pertains to the Battlecaster advanced class.

Hit Die
The Battlecaster gains 1d10 hit points per level, The character’s Constitution modifier applies.

Action Points
A Battlecaster gains a number of action points equal to 6 + one-half his character level, rounded down, every time he gains a level in this class.

Class Skills
The Battlecaster’s class skills are as follows.
Climb (Str), Concentration (Con), Craft (chemical, structural) (Int), Decipher Script (Int), Intimidate (Cha), Knowledge (Arcane lore, earth and life sciences, history, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following features pertain to the Battlecaster advanced class.

Arcane and Divine Spells
As a twin caster, Battlecasters can cast arcane and divine spells from the profiles of the Mage and Acolyte. They gain pool points as typical for a Tough hero-based advanced class.

Spell Armor
The Battlecaster is a master at spellcasting while armored, and it shows in battle. At 2nd level, a Battlecaster no longer suffers a chance of arcane spell failure in light armor. At 5th, the negation also applies to medium armor, then at 8th level, arcane spell failure is no longer suffered in heavy or powered armor.

Familiar
At 2nd level, the Battlecaster gains a familiar. The familiar works as per the familiar in the Mage advanced class.

Bonus Feat
At 3rd, 6th, and 9th levels, the Battlecaster gains a bonus feat. He must choose from the following list and must meet all the prerequisites.
Archaic Weapons Proficiency, Armor Proficiency (Heavy, medium, light), Combat Martial Arts, Greater Spell Penetration, Improved Combat Martial Arts, Improved Overrun, Improved Two-Weapon Fighting, Magic Defense, Mounted Combat, Mounted Fire, Ride-by Attack, Spell Penetration, Toughness, Two-Weapon Fighting.

War Mount
At 4th level, a Battlecaster may call upon the wilderness to supply him a mount for combat against the enemy. The creature must be of the Animal type, of correct size for the Battlecaster to ride upon and no longer than size Large at 4th level, and having no more HD than the Battlecaster has class levels. The war mount advanced as would a Wildlord’s animal companion. The Battlecaster may only have one war mount at a time. At 6th level, the size of the War Mount may be up to Huge, at 8th he may obtain one up to size Gargantuan, and at 10th level, he may call a war mount up to size Colossal.

Forceful Focus
At 7th level, the Battlecaster gains excellent focus amidst the violence and noise of the battlefield. He and his mount gain a +6 bonus to Concentration checks made in the heat of combat.

Spell Bombard
At 10th level, the Battlecaster can go into the brunt of combat with fury, and cast spells that can utterly decimate the enemy. As a full-round action, the Battlecaster may summon up all his energies, and forcefully cast a single spell two levels higher than his current spell pool would allow. Afterwards, the Battlecaster is fatigued for the rest of the encounter, and has the spell pool he used (arcane or divine) immediately dropped to 0 until he can let them reaccumulate.

black dragoon
2008-06-06, 11:11 AM
I like it! It's like a warmage lite! Hrm...THe only thing I can say is that it may be tad overowered for modern. Mabye remove the no spell failure and say it is lowered by a certain percentage.

Rappy
2008-06-07, 09:13 AM
The whole point of the campaign setting is to produce a much stronger form of magic in d20 Modern, actually. I like d20 Modern more than D&D, but even while working within the "5 levels of spells, incantations and special abilities afterward", I enjoy bending the rules a bit for magic. The setting is more or less a Modernized version of a story series, so like the creation of Star Wars for d20 Modern, if one were to do so, new rules begin to generate themselves. In the actual PDF, I did give a note on this, stating that if a GM doesn't like high magic as much, they can choose to avoid it. Then again, it isn't the most broken thing that has ever come from d20 Modern, even from its creators. Two words for that: Bottomless Magazine. This time, we get two new prestige classes from the setting in a row: since they are 5-level classes, I figured I'd give a double-up of the fun. :smalltongue:

Beast Hunter
Table: The Beast Hunter
{table="head"]Level|BAB|Fort|Ref|Will|Special |Def|Rep

1st|+1|+2|+2|+1|Bonus feat, fell the beast 1|+1|+1

2nd|+2|+2|+2|+1|Chosen territory|+2|+1

3rd|+3|+3|+3|+1|Fell the beast 2|+3|+2

4th|+4|+3|+3|+2|Bonus feat|+4|+2

5th|+5|+4|+4|+2|Blood Blow|+5|+3
[/table]
Legends from all over the world tell of great hunters that slay beasts of impressive size, strength, and ferocity. These are the beast hunters: masters against the most formidable of beasts and foes. They hunt monstrous creatures on a regular basis, and have over time become living legends to the people they have met and left an impression on. While most beast hunters slay to protect the innocent and to earn a living, there are other less savory hunters that kill for the sheer enjoyment of ripping apart something bigger and fiercer than they are, be it good or evil. The easiest path into this prestige class is through the Wildlord advanced class, but that isn’t the only path.

Requirements
To qualify to become a Beast Hunter, a character must meet the following prerequisites.
BAB: +6.
Skills: Climb 3 ranks, Survival 6 ranks, Spot 6 ranks.
Feats: Run, Endurance, Track, and either Archaic Weapons Proficiency or Armor Proficiency (Light).

Class Information
The following information pertains to the Beast Hunter prestige class.

Hit Die
The Beast Hunter gains 1d8 hit points per level, The character’s Constitution modifier applies.

Action Points
A Beast Hunter gains a number of action points equal to 6 + one-half his character level, rounded down, every time he gains a level in this class.

Class Skills
The Beast Hunter’s class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Tumble (Dex.)
Skill Points at Each Level: 4 + Int modifier.

Class Features
The following features pertain to the Beast Hunter prestige class.

Bonus Feat
At 1st and 4th levels, the Beast Hunter gains a bonus feat. The bonus feat must be selected from the following list, and the Beast Hunter must meet all of the prerequisites of the feat to select it.
Acrobatic, Athletic, Brawl, Dead Aim, Deceptive, Dodge, Endurance, Far Shot, Improved Brawl, Lightning Reflexes.

Fell the Beast
At 1st level, the Beast Hunter gains a +2 bonus to attacks on creatures two or more size categories larger than him. At 3rd level, this bonus increases to +4, and applies to any creature one size category or more.

Chosen Territory
At 2nd level, the Beast Hunter becomes and expert at traversing and tracking in his home terrain. He gains a +4 bonus to Survival, Listen, Search, and Spot checks in the environment he chooses.

Blood Blow
At 5th level, the Beast Hunter is brutally effective at letting the blood flow with his attack blows. By expending an action point, he may immediately drop a creature of the vermin, magical beast, dragon, or animal type with 1/3 or less hp left to -1 hp with a successful attack.

Chameleon
Table: The Chameleon
{table="head"]Level|BAB|Fort|Ref|Will|Special |Def|Rep

1st|+1|+1|+2|+2|Blend into the crowd|+0|+0

2nd|+1|+2|+3|+2|Chromosome cruncher|+1|+0

3rd|+2|+3|+3|+3|Heightened shift|+2|+0

4th|+2|+4|+4|+3|Used to changes|+3|+1

5th|+3|+5|+4|+4|Forceful shift|+4|+1
[/table]
Shapeshifter: the very word conjures up fantastic beasts with the power to mold and move flesh into many forms and functions. Above all, there are the Chameleons, the masters of shapeshifting, the ultimate spellcasters of body. You might have seen a Chameleon on the street and never known. Most people are scared of the idea of the Chameleons, due to the side-effects: your friend might be a Chameleon, or your brother, or even your parents. Many Chameleons are good people, changing forms either for helping others or for fun. Like any group, however, there are the dark Chameleons that steal and thieve with their powers. The fastest way into this prestige class is through the Infiltrator advanced class, but that isn’t the only path. This class increases your caster level and spell pool as per a Fast Hero-based caster class.

Requirements
To qualify to become a Chameleon, a character must meet the following prerequisites.
BAB: +6.
Skills: Knowledge (Streetwise) 3 ranks, Search 6 ranks, Sleight of Hand 6 ranks.
Special: The ability to cast spells and knowledge on how to perform the transformation spell.

Class Information
The following information pertains to the Chameleon prestige class.

Hit Die
The Chameleon gains 1d8 hit points per level, The character’s Constitution modifier applies.

Action Points
A Chameleon gains a number of action points equal to 6 + one-half his character level, rounded down, every time he gains a level in this class.

Class Skills
The Chameleon’s class skills are as follows.
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Disguise (Cha), Hide (Dex), Knowledge (Arcane lore, current events, streetwise) (Int), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Read/Write Language (none), Search (Int), Sleight of Hand (Dex), Speak Language (none), Spot (Wis), Tumble (Dex.)
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following features pertain to the Chameleon prestige class.

Blend Into the Crowd
At 1st level, the Chameleon can easily blend himself into the surrounding crowds of common folk. He may cast individual transformation into a level 3 or lower ordinary as a free action rather than a move action.

Chromosome Cruncher
At 2nd level, the Chameleon has learned how to easily manipulate pieces of DNA. He may cast male or female transformation as a free action rather than a move action.

Heightened Shift
At 3rd level, the Chameleon can push his powers beyond what typical magic would dictate of him. When using individual or animal transformation, he may change into an individual character 2 levels higher than himself or a creature with 2 more HD than him.

Used to Changes
At 4th level, the Chameleon has become so used to transforming himself that he has gained a resistance to attacks that disrupt the body. The Chameleon gains Sonic Resistance 5. This stacks upon any other sonic resistance already gained.

Forceful Shift
At 5th level, the Chameleon can force his body to fuel higher transformation spells. When using individual or animal transformation, he may change into an individual character 4 levels higher than himself or a creature with 4 more HD than him, but he takes 1d8 points of bludgeoning damage from body recoil every time he does so.

Bayar
2008-06-07, 09:56 AM
Why does the Hobgoblin get a LA +1 ?

Rappy
2008-06-07, 12:08 PM
I'm not sure, honestly. There has been debate over whether the hobgoblin deserves the LA +1 that Dungeons and Dragons 3.5 gave it or not. Now, in order to not have a big blank post, I'll add the dinosaurs before we move on.

Dinosaur
Dinosaurs are a group of prehistoric archosaurs considered some of the most successful and magnificent lifeforms to ever walk the face of the earth. Coming in many shapes and sizes, dinosaurs are considered by the majority of humanoids to be extinct. This is, however, untrue: whether by magic or miracle of nature, there are various places in the world that act as “lost worlds” for dinosaurs and other prehistoric beasts to still exist in the modern era. The following three dinosaurs are common examples for use.

*Dinosaur, Brachiosaurus
Brachiosaurus is a massive sauropod and one of the most famous of the group. With a heavy head and long spined neck, the brachiosaurus looms over most other species as a browser of the canopies on the edges of savannahs. Thundering across the plains in huge herds, the towering sauropods move from food source to food source, eating their fill before moving on to the next source of sustenance. The wreckage they leave is not a truly bad thing: many forms of nourishment are dropped to the reaches of smaller dinosaurs, and the trees taken down leave room for new growth. Despite their massive size, living alongside huge theropods such as Allosaurus maximus has made brachiosaurus an extremely wary species, and reports of humanoids being trampled by spooked individuals are common on trade routes. Some larger empires in lost worlds have had some modicum of success in training them to traipse across the arid, dusty plains carrying supplies or howdahs on their backs.

Species Traits
Trample (Ex): As a full-round action, a brachiosaurus may move up to twice its typical speed and trample creatures size Huge or smaller. The attack deals 1d10+18 points of bludgeoning damage. A trampled target may make attacks of opportunity at a -4 penalty. A trampled creature that does not make an attack of opportunity may make a Reflex save (DC 34) to half the trample damage. A brachiosaurus may only trample each creature in its attack path once per round.
Feats: Brachiosaurus gain the feats Great Fortitude, Power Attack, and Toughness as bonus feats.

Brachiosaurus: CR 18; Colossal animal; HD 25d8+228; Hp 340; Mas 28; Init +0; Spd 30 ft.; Defense 14, touch 2, flat-footed 14 (-8 size, +12 natural); BAB +18; Grap +46; Atk +22 melee (4d6+12, tail slap) or +22 melee (1d10+12, slam); Full atk +22 melee (4d6+12, tail slap) or +22 melee (1d10+12, slam); FS 40 ft. by 40 ft.; Reach 30 ft.; SQ Low-light vision, scent, trample; AL none; SV Fort +25, Ref +14, Will +9; AP 0; Rep +0; Str 34, Dex 10, Con 28, Int 1, Wis 13, Cha 9.
Skills: Listen +6, Search +5, Spot +6, Survival +9.
Feats: Great Fortitude, Power Attack, Toughness.
Advancement: 26-35 HD (Colossal).

*Dinosaur, Gorgosaurus
Found in the Cretaceous strata of Canada, the tyrannosaurid gorgosaurus was 30 feet long and slightly lighter in build than its gigantic cousin, tyrannosaurus. The typical gorgosaurus has a thickly serrated nose and dusky gray skin with midnight blue rings, and can stand taller than a grown man. In the modern era, gorgosaurus can be found in so-called “lost worlds” in parts of North and South America. They are hunters of the plains, typically congregating in packs of 3-6 to hunt large dinosaurs such as hadrosaurs. These stats can also be used for albertosaurus and the more robust daspletosaurus (attack increased to 3d6 for the latter).

Species Traits
Swallow Whole (Ex): A gorgosaurus can try to swallow a grabbed opponent of up to two sizes smaller than itself by making a successful grapple check. The swallowed creature takes 2d6+8 points of bludgeoning damage and 6 points of acid damage per round from the gorgosaurus' gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 24 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Feats: Gorgosaurus gain Toughness and Track as bonus feats.

Gorgosaurus: CR ; Huge animal; HD 18d8+93; Hp 174; Mas 20; Init +2 ( Dex); Spd 40 ft.; Defense 14, touch 10, flat-footed 12 (-2 size, +2 Dex, +4 natural); BAB +13; Grap +29; Atk +19 melee (2d6+8, bite); Full atk +19 melee (2d6+8, bite); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Darkvision 60 ft., improved initiative, low-light vision, scent, swallow whole; AL none; SV Fort +16, Ref +13, Will +7; AP 0; Rep +0; Str 27, Dex 14, Con 20, Int 2, Wis 13, Cha 10.
Skills: Intimidate +2, Listen +8, Spot +8, Survival +6.
Feats: Toughness, Track.
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan).

*Dinosaur, Triceratops
The famous “three-horned face”, triceratops is a dinosaur built like a saurian rhinoceros. With a heavyset body, thick scales, a wide-brimmed neck frill, and three imposing horns, triceratops is an animalian tank, seldom attacked by even the most desperate of predators. The only true danger this ceratopsian faces is from tyrannosaurus, which is often depicted by popular media in combat with the three-horned dinosaur. At nearly 10 tons and 25 feet long, this powerhouse lives in herds that thunder across the plains with few ever wishing to impose the right of way.

Species Traits
Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage.
Trample (Ex): Reflex half DC 28. The save DC is Strength-based.

Triceratops: CR 9; Huge animal; HD 16d8+112; Hp 184; Mas 25; Init -1; Spd 30 ft.; Defense 18, touch 7, flat-footed 18 (-2 size, -1 Dex, +11 natural); BAB +12; Grap +30; Atk +20 melee (2d8+10, gore); Full atk +20 melee (2d8+10, gore); FS 15 ft. by 15 ft.; Reach 10 ft.; SQ Low-light vision, powerful charge, scent, trample 2d12+15; AL none; SV Fort +17, Ref +9, Will +6; AP 0; Rep +0; Str 30, Dex 9, Con 25, Int 2, Wis 12, Cha 7.
Skills: Listen +12, Spot +9.
Feats: None.
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan).

black dragoon
2008-06-09, 07:38 AM
I like them!*flees to Africa in search of Brachiosaur*:smallbiggrin:
The only things I can add to the Prestige classes is that the Chameleon does not adress natural shapeshifters and that everyone has Simple W. Prof. so you may want to adjust accordingly.
As for the Dinos Is'nt there already tricerotops stats?

Rappy
2008-06-09, 02:57 PM
Right, I will do so.

Rappy
2008-06-11, 11:35 AM
Okay, I'd like any suggestions on how to rework the Chameleon with natural shapeshifters, but for now, I have fixed the Beast Hunter. Here is the next advanced class, altered from D&D to mix into d20 Modern, plus a monster.

Dwarven Defender
Table: The Dwarven Defender
{table="head"]Level|BAB|Fort|Ref|Will|Special |Def|Rep

1st|+1|+2|+0|+1|Defensive stance 1/day|+1|+0

2nd|+2|+3|+0|+1|Uncanny dodge|+2|+0

3rd|+3|+3|+0|+1|Bonus feat|+3|+1

4th|+4|+4|+1|+2|Defensive stance 2/day|+4|+1

5th|+5|+4|+1|+2|Trap sense +1, DR 3/-|+5|+2

6th|+6|+5|+1|+2|Bonus feat|+6|+2

7th|+7|+5|+2|+3|Defensive Stance 3/day, trap sense +2|+7|+3

8th|+8|+6|+2|+3|Mobile defense|+8|+3

9th|+9|+6|+2|+3|Bonus feat|+9|+4

10th|+10|+7|+3|+4|Defensive stance 4/day, DR 6/-|+10|+4
[/table]
Dwarves are a species that have large holds on the economy of the lands of the Mage’s Council, since they hold the major stores of gemstones, ores, and precious metals. Being smart businessmen and knowing their homes and assets are always at danger from larger brutish species of the underground, mountains, and plains that they inhabit, the dwarven people have long trained special forces known as the Dwarven Defenders. The Defenders are heroes of their cities who are masters of both defense and offense, protecting their lands with their weapons and their lives. The fastest path into this advanced class is through a combination of the Fast Tough hero classes, but that isn’t the only path.

Requirements
To qualify to become a Dwarven Defender, a character must meet the following prerequisites.
BAB: +7.
Species: Dwarf.
Allegiance: Dwarven city of origin.
Feats: Dodge, Endurance, Toughness.

Class Information
The following information pertains to the Dwarven Defender advanced class.

Hit Die
The Dwarven Defender gains 1d12 hit points per level, The character’s Constitution modifier applies.

Action Points
A Dwarven Defender gains a number of action points equal to 5 + one-half his character level, rounded down, every time he gains a level in this class.

Class Skills
The Dwarven Defender’s class skills are as follows.
Craft (Mechanical, structural), Listen (Wis), Sense Motive (Wis), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Class Features
The following features pertain to the Dwarven Defender advanced class.

Defensive Stance
The Dwarven Defender is a natural master at keeping himself well-fortified, but at the cost of his own mobility. As a free action, the Dwarven Defender may drop to a defensive position for a number of rounds equal to 3 + his Constitution modifier. While in his defensive stance, he gains +2 Strength, +4 Constitution, a +2 resistance bonus to all saving throws, and a +4 dodge bonus to Defense. During the defense, he cannot move or use any skill or ability that would require him to move, and he takes a -2 penalty to Strength from being winded for the rest of the encounter once the stance is ended.

Uncanny Dodge
At 2nd level, the Dwarven Defender gains uncanny dodge 1. If he already has uncanny dodge 1, he instead gains uncanny dodge 2. If he has both of these abilities already, this class feature has no additive effects to his previous features.

Bonus Feat
At 3rd, 6th, and 9th levels, the Dwarven Defender gains a bonus feat. He must choose from the following list and must meet all the prerequisites.
Archaic Weapons Proficiency, Advanced Two-Weapon Fighting. Armor Proficiency (Heavy, medium, light), Cleave, Combat Throw, Defensive Martial Arts, Die Hard, Great Cleave, Improved Grapple, Improved Two-Weapon Fighting, Iron Will, Power Attack, Sunder, Toughness, Two-Weapon Fighting, Weapon Focus.

Trap Sense
At 5th level, the Dwarven Defender learns how to sniff out traps. He gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to Defense against trap-related attacks. At 7th level, these bonuses increase to +2. If he gains levels in any other advanced or prestige classes with trap sense, these bonuses stack.

Damage Reduction
At 5th level, the Dwarven Defender gains damage reduction 3/-. At 10th level, this bonus increases to 6/-.

Mobile Defense
At 8th level, the Dwarven Defender has learned to keep himself bunkered while moving. He may make a 5-foot step during his defensive stance without losing the benefits of the stance, and may use any skills or special abilities that can be used without extensive movement.

Chemosit
The Chemosit is a ferocious nocturnal danger in the rural communities on the warm and lightly wooded savannahs of Equatorial Africa. Amazingly, despite its ferocity and clawed hands, the Chemosit is actually a member of the gorilla family. They hide in the upper reaches of tree branches, then will attack a passerby beneath, lifting it up like a rag doll with its prodigious strength then cracking the prey animal's skull and lapping up the inner sustenance of the brain. Even leopards fear areas inhabited by the Chemosit, and will take great strides to avoid the beasts whenever they can. Humans in areas inhabited by the Chemosit know to be wary of going out alone at night, especially if there have recently been unexplained disappearances near stands of trees.

Species Traits
Feats: Chemosit gain Alertness and Toughness as bonus feats.

Chemosit: CR 4; Large animal; HD 7d8+24; Hp 55; Mas 17; Init +2 (Dex); Spd 30 ft., climb 30 ft.; Defense 16, touch 11, flat-footed 14 (-1 size, +2 Dex, +5 natural); BAB +5; Grap +15; Atk +10 melee (1d8+6, claw); Full atk (1d8+6, 2 claws) and +5 melee (1d8+3, bite); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Improved grab (claws), low-light vision, scent; AL none; SV Fort +8, Ref +7. Will +3; AP 0; Rep +0; Str 23, Dex 15, Con 17, Int 2, Wis 13, Cha 8.
Skills: Climb +14, Listen +8, Spot +8.
Feats: Alertness, Toughness.
Advancement: 8-14 HD (Large), 15-21 HD (Huge).

black dragoon
2008-06-11, 12:29 PM
:smallbiggrin:The Chemosit sounds like a predator! The dwarven defender actually fits fairly well into the modern world as a sorta dwarven uber bouncer. Hrm..mabye it can amplify any natural shapeshifting? make it last longer or be more effeective along with the boost to transmutation magiks?

Rappy
2008-06-24, 12:33 AM
With the imminent release of the PDF of the Molti core rulebook, I am foregoing more previews and starting on other books that we will work on, as well as material that just didn't make it into the core rulebook. Here are the slated 2008 books:

Muddy Waters, Marshy Ground
From New Orleans down to the Gulf Coast, the Mississippi Fan of Louisiana is some of the richest land of nature and culture. This PDF features the varied lands and peoples of Southeast Louisiana, including New Orleans, Jean Lafitte, and the Gulf waters. In addition to natural creatures such as stingrays and catfish and mysterious beasts such as swamp monsters, you will find a plethora of vehicles, NPCs, equipment, and survival rules of the bayous and marshes of the Sportsman's Paradise.

Goliaths and Atlases: Libri Giganteus 1
Giants: those primordial beings of epic size and strength. This book reintroduces you to the "old staples" of the giants from the Dungeons and Dragons SRD, as well as adding new equipment, classes, and feats for them to utilize. The book also has a new playable species: the Anakim, the gigantic men of Middle Eastern legend.

Brutes and Ogres: Libri Giganteus 2
Doing for the minotaurs, ogres, trolls, merrow, and scrags what Goliaths and Atlases did for the classic giants, Libri Giganteus 2 provides options for these more brutish of giants. In addition, the book introduces the Æternae, cliff ogre, Cutty Dyer, cyclops, grindylow, and forest windigo as new monsters, in addition to the chest-faced Acephalus as a new playable species.

Tales from the Campfire
The loggers of the American frontier had many tales of odd and aberrant creatures, used to keep the lumberjacks entertained at night and explain the oddities of the wilderness. Those are just old tales, though...aren't they? Including creatures like the Agropelter, Guyascutus, Log Gar, and Jackalope, this book introduces more eccentric creatures to your campaign.

black dragoon
2008-06-25, 05:06 PM
I like It!! Also please feel free to look at the TCG that challenages the world ANd play your 2 Cp card hey, who knows you may even get your own card:smallbiggrin:

Rappy
2008-06-26, 05:34 PM
EDIT: Look the first post!

Rappy
2008-07-04, 05:13 PM
EDIT: Errata fixed and will be up soon.

Rappy
2008-09-05, 04:55 PM
Okay, folks, epic news! Scroll up to the first post and you'll find a little gift...technically two!

1. The Revised Core Rulebook was...revised. Transformation was clarified, some errata has been done, and the Stormlord and Tsuriai casters were removed. Why? The more I saw them, the less I liked them as something other than specialized casters that already existed, leading to...

2. Spellcasting Classes! A small PDF book, but one I hope readers will like. It has alternative Mage, Acolyte, and Occultist advanced classes, as well as four spells and d20 Modern revisions of the dretch, imp, and grave ghoul.