palcosmo
2005-09-20, 09:24 PM
CAPU-CAPU
Size/Type: Small Monstrous Humanoid
Hit Dice: 2d8+4 (12 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 11 (+1 size, -1 Dex, +1 natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: Claw +3 melee (1d3) or javelin +2 ranged (1d4)
Full Attack: 2 claws +3 melee (1d3); or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane, Impale, Quill Defense
Special Qualities: Armor Enfeeblement
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 10, Dex 8, Con 14, Int 8, Wis 12, Cha 10
Skills: Climb +1, Spot +3, Bluff or Diplomacy or Intimidate +9*
Feats: Great Fortitude
Environment: Temperate and warm forest
Organization: Solitary, pair, pack (3-5) or tribe (6-50)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2
*Includes +8 racial bonus to either Bluff, Diplomacy or Intimidate – see CAPU-CAPUS AS CHARACTERS
Capu-capus speak Goblin.
"In no world but a fallen one could such monstrosities exist." – Janos Bergerac
Capu-capus – better known as Skullmasks amongst civilised and pretentious sages alike who cannot lower themselves to utter something as base and awkward as "capu-capu" – are short, squat bipeds, whose near-entire bodies (save their face, hands and feet) are covered by a dense coat of sharp, triangular quills. They have wide, immovable heads that run the equal breadth of their entire bodies. Their shoulders are set abreast of their head, but their arms are so monstrously long that they are often forced to brutishly drag their claws. Though bizarre, their strange anatomy still does not outshine their nightmarish visage: their faces are but their skulls peering through an elliptical gap in their quill coats. Worse yet, every capu-capus’ skull-face bears an unearthly resemblance to a singular, fixed and distinctly humanoid expression.
The entire race has recently been stricken with an unknown disease that has left the entire people sterile; they are essentially a dying race. Their master, Hoodwink, who they worship fervently, has taken responsibility for the disease and has since promised that it will end the suffering if the capu-capus continue to serve it unerringly. Unfortunately, Hoodwink does not hold the power necessary to end their plight, nor does it have plans to ever find the resources necessary.
COMBAT
Capu-capus rarely initiate combat, unless it is demanded: usually if someone fails to leave their territory after a single warning, or if their master, Hoodwink, commands it. If combat is necessary, they are content to impair foes with their bane ability – occasionally inflicting the necessary wound themselves – and then follow up with grappling, typically with multiple capu-capus relentlessly focusing on a single foe.
However, if they face opponents who are larger than themselves, and are therefore almost assuredly superior grapplers, capu-capus are wise enough to still begin combat with their bane ability, but merely follow up with claw or spear attacks instead of grappling.
They use glumtons only as a last resort, to paralyse their foes, so that they can make a speedy retreat.
Armor Enfeeblement (Ex): When a capu-capu wears armor, it loses its Impale and Quill Defense extraordinary abilities, as its quills are now inaccessible underneath the armor. Furthermore, the capu-capu’s Bane ability has its radius reduced to 10 feet as the capu-capu’s bane is unable to jet and spread properly into the air. A capu-capu can still improve its AC with spells and magical items like Bracers of Armor, which do not interfere with its extraordinary abilities.
Bane (Ex): Once a day, when a capu-capu is injured by a piercing or slashing weapon, the capu-capu may, as a free action, will its gelatinous, foul-smelling bane to violently spray from the wound. All living creatures (except capu-capus) within 30 feet of the capu-capu must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based.
The capu-capu must wilfully choose to use this ability during its turn, after being injured by a piercing or slashing weapon immediately prior to its turn; the bane will not reflexively jet forth on any injury caused by a piercing or slashing weapon, so the capu-capu may save this ability for opponents of its choice. The stench persists for a number of rounds equal to 3 + Constitution Modifier of the capu-capu (always a minimum of 1), with the capu-capu acting as the center of the stench. Therefore, if another living creature moves within 30 feet of the capu-capu during this time -- or vice versa -- the living creature must make a saving throw or be sickened for 10 rounds.
Creatures that successfully save cannot be affected by the same capu-capu’s stench for 24 hours, although a standard capu-capu can only use its bane ability once a day. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Impale (Ex): A capu-capu can deal 2d2 + 1 ½ x Strength Modifier points of piercing damage to a grabbed opponent with a successful grapple check. A capu-capu may instead substitute this impaling damage with the damage from an unarmed attack, as per standard grappling rules.
Quill Defense (Ex): Any creature striking a capu-capu with handheld weapons or natural weapons takes d2 + Strength Modifier points of piercing and slashing damage from the capu-capu’s quills. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Skills: Capu-capus have a +8 to one of their following checks: Bluff, Diplomacy or Intimidate.
CAPU-CAPUS AS CHARACTERS
· -2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom: Capu-capus have an animalistic insight and can take a surprising amount of physical punishment, but they have awkward forms and are naturally obtuse.
· Small: As Small creatures, capu-capus gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Hide checks, and a –4 penalty on grapple checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
· Capu-capu base speed is 20 feet.
· Racial Hit Dice: A capu-capu begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
· Racial Skills: A capu-capu’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Climb, Diplomacy, Intimidate, Spot, and Survival.
· A capu-capu’s monstrous humanoid levels give it one feat.
· Favored Class: Barbarian. Capu-capus take advantage of the formidable Hit Dice and damage reduction afforded by the Barbarian class in order to use their quills with great potency.
· Choose a +8 racial bonus for Bluff, Diplomacy or Intimidate checks: A capu-capu’s fixed face saves it from making unwanted or self-defeating facial expressions, naturally making them skilled at the art of bluffing, diplomacy, or intimidation.
· -4 racial penalty on Listen checks: A capu-capu’s thick quill coat covers its ear holes and drastically dampens noise.
· -4 to Language-Based skills: As capu-capus have difficulty speaking, since they lack lips to help them with proper enunciation, they suffer a holistic penalty to any Language-Based skills. These can include: Bluff, Diplomacy, Gather Information, Intimidate, Perform (oratory), and others. If it is possible for the capu-capu to communicate via only gestures, this penalty is not included. Nevertheless, depending on the situation, limiting communication to only a series of gestures may confer a similar penalty.
· Capu-capus do not sleep.
· Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Giant.
· Capu-capus can make two claw attacks. Claw attacks deal 1d3 points of damage plus Strength modifier.
· Natural Armor: A Capu-capu has +1 natural armor.
· Special Attacks (see above): Bane, Impale (2d2 + 1 ½ Str modifier), Quill Defense (1d2 + Str modifier).
· Special Qualities (see above): Armor Enfeeblement.
· Level Adjustment: +2.
Size/Type: Small Monstrous Humanoid
Hit Dice: 2d8+4 (12 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 11 (+1 size, -1 Dex, +1 natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: Claw +3 melee (1d3) or javelin +2 ranged (1d4)
Full Attack: 2 claws +3 melee (1d3); or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane, Impale, Quill Defense
Special Qualities: Armor Enfeeblement
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 10, Dex 8, Con 14, Int 8, Wis 12, Cha 10
Skills: Climb +1, Spot +3, Bluff or Diplomacy or Intimidate +9*
Feats: Great Fortitude
Environment: Temperate and warm forest
Organization: Solitary, pair, pack (3-5) or tribe (6-50)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2
*Includes +8 racial bonus to either Bluff, Diplomacy or Intimidate – see CAPU-CAPUS AS CHARACTERS
Capu-capus speak Goblin.
"In no world but a fallen one could such monstrosities exist." – Janos Bergerac
Capu-capus – better known as Skullmasks amongst civilised and pretentious sages alike who cannot lower themselves to utter something as base and awkward as "capu-capu" – are short, squat bipeds, whose near-entire bodies (save their face, hands and feet) are covered by a dense coat of sharp, triangular quills. They have wide, immovable heads that run the equal breadth of their entire bodies. Their shoulders are set abreast of their head, but their arms are so monstrously long that they are often forced to brutishly drag their claws. Though bizarre, their strange anatomy still does not outshine their nightmarish visage: their faces are but their skulls peering through an elliptical gap in their quill coats. Worse yet, every capu-capus’ skull-face bears an unearthly resemblance to a singular, fixed and distinctly humanoid expression.
The entire race has recently been stricken with an unknown disease that has left the entire people sterile; they are essentially a dying race. Their master, Hoodwink, who they worship fervently, has taken responsibility for the disease and has since promised that it will end the suffering if the capu-capus continue to serve it unerringly. Unfortunately, Hoodwink does not hold the power necessary to end their plight, nor does it have plans to ever find the resources necessary.
COMBAT
Capu-capus rarely initiate combat, unless it is demanded: usually if someone fails to leave their territory after a single warning, or if their master, Hoodwink, commands it. If combat is necessary, they are content to impair foes with their bane ability – occasionally inflicting the necessary wound themselves – and then follow up with grappling, typically with multiple capu-capus relentlessly focusing on a single foe.
However, if they face opponents who are larger than themselves, and are therefore almost assuredly superior grapplers, capu-capus are wise enough to still begin combat with their bane ability, but merely follow up with claw or spear attacks instead of grappling.
They use glumtons only as a last resort, to paralyse their foes, so that they can make a speedy retreat.
Armor Enfeeblement (Ex): When a capu-capu wears armor, it loses its Impale and Quill Defense extraordinary abilities, as its quills are now inaccessible underneath the armor. Furthermore, the capu-capu’s Bane ability has its radius reduced to 10 feet as the capu-capu’s bane is unable to jet and spread properly into the air. A capu-capu can still improve its AC with spells and magical items like Bracers of Armor, which do not interfere with its extraordinary abilities.
Bane (Ex): Once a day, when a capu-capu is injured by a piercing or slashing weapon, the capu-capu may, as a free action, will its gelatinous, foul-smelling bane to violently spray from the wound. All living creatures (except capu-capus) within 30 feet of the capu-capu must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based.
The capu-capu must wilfully choose to use this ability during its turn, after being injured by a piercing or slashing weapon immediately prior to its turn; the bane will not reflexively jet forth on any injury caused by a piercing or slashing weapon, so the capu-capu may save this ability for opponents of its choice. The stench persists for a number of rounds equal to 3 + Constitution Modifier of the capu-capu (always a minimum of 1), with the capu-capu acting as the center of the stench. Therefore, if another living creature moves within 30 feet of the capu-capu during this time -- or vice versa -- the living creature must make a saving throw or be sickened for 10 rounds.
Creatures that successfully save cannot be affected by the same capu-capu’s stench for 24 hours, although a standard capu-capu can only use its bane ability once a day. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Impale (Ex): A capu-capu can deal 2d2 + 1 ½ x Strength Modifier points of piercing damage to a grabbed opponent with a successful grapple check. A capu-capu may instead substitute this impaling damage with the damage from an unarmed attack, as per standard grappling rules.
Quill Defense (Ex): Any creature striking a capu-capu with handheld weapons or natural weapons takes d2 + Strength Modifier points of piercing and slashing damage from the capu-capu’s quills. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Skills: Capu-capus have a +8 to one of their following checks: Bluff, Diplomacy or Intimidate.
CAPU-CAPUS AS CHARACTERS
· -2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom: Capu-capus have an animalistic insight and can take a surprising amount of physical punishment, but they have awkward forms and are naturally obtuse.
· Small: As Small creatures, capu-capus gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a +4 size bonus on Hide checks, and a –4 penalty on grapple checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are ¾ of those of Medium-size characters.
· Capu-capu base speed is 20 feet.
· Racial Hit Dice: A capu-capu begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
· Racial Skills: A capu-capu’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Bluff, Climb, Diplomacy, Intimidate, Spot, and Survival.
· A capu-capu’s monstrous humanoid levels give it one feat.
· Favored Class: Barbarian. Capu-capus take advantage of the formidable Hit Dice and damage reduction afforded by the Barbarian class in order to use their quills with great potency.
· Choose a +8 racial bonus for Bluff, Diplomacy or Intimidate checks: A capu-capu’s fixed face saves it from making unwanted or self-defeating facial expressions, naturally making them skilled at the art of bluffing, diplomacy, or intimidation.
· -4 racial penalty on Listen checks: A capu-capu’s thick quill coat covers its ear holes and drastically dampens noise.
· -4 to Language-Based skills: As capu-capus have difficulty speaking, since they lack lips to help them with proper enunciation, they suffer a holistic penalty to any Language-Based skills. These can include: Bluff, Diplomacy, Gather Information, Intimidate, Perform (oratory), and others. If it is possible for the capu-capu to communicate via only gestures, this penalty is not included. Nevertheless, depending on the situation, limiting communication to only a series of gestures may confer a similar penalty.
· Capu-capus do not sleep.
· Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Giant.
· Capu-capus can make two claw attacks. Claw attacks deal 1d3 points of damage plus Strength modifier.
· Natural Armor: A Capu-capu has +1 natural armor.
· Special Attacks (see above): Bane, Impale (2d2 + 1 ½ Str modifier), Quill Defense (1d2 + Str modifier).
· Special Qualities (see above): Armor Enfeeblement.
· Level Adjustment: +2.