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    Aug 2013

    Default Re: 3.5 Tarresque Race (Petite Paragon, PEACH)

    ADAPTATIONS



    INITIATOR VARIANT

    For games using the Tome of Battle rules for Initiators, the Monk level can be replaced by an Unarmed Swordsage level as follows:

    Lose: Favored Enemy, AC Bonus, Social Intuition, Poison Use.

    Gain: Maneuvers, Stance, Discipline Focus, Quick to Act, Skills. (See Below)

    Maneuvers (Ex) As the Swordsage ability; A Tarresque begins with knowledge of six 1st-level martial maneuvers. The disciplines available to them are Desert Wind, Diamond Mind, Setting Sun, Shadow Hand, Stone Dragon, and Tiger Claw.

    A Tarresque's Initiator level for these abilities is 4, plus 1/2 for each additional Hit Die or Class Level. A Tarresque that gains Swordsage levels advances as if they already have one level in Swordsage. For example, a Tarresque Swordsage 1 would have a Racial Initiator Level of 5, gain the AC Bonus ability, a maneuver known and a stance known. Their racial Initiator Level is replaced by their Swordsage Initiator level.

    Maneuvers Readied (Ex) As the Swordsage ability; A Tarresque can ready four of their six maneuvers known. They ready your maneuvers by meditating and exercising for 5 minutes.

    Stances Known (Ex) As the Swordsage ability; A Tarresque begins play with knowledge of one 1st-level stance from any discipline open to them.

    Discipline Focus (Ex) As the Swordsage ability; You gain the benefit of the Weapon Focus feat for weapons associated with the chosen discipline. See the discipline descriptions in Chapter 4.

    Quick to Act (Ex) You gain a +1 bonus on initiative checks.

    Skills As Tarresque, plus an additional 8 Skill Points at first level.




    RACIAL CLASS OPTION

    The abilities of a PC race with level adjustments can be divided into base racial abilities (equivalent to a human, elf, or other standard PC race) and racial levels to fill out the remainder of the race's level adjustment. Racial classes allow a player to create a 1st-level character of a level-adjusted race at the same power level as a 1st-level character of a standard race. Thereafter, the character can take levels in her racial class in order to gain her full complement of racial abilities. These racial class levels follow the normal rules for gaining levels in a template class.

    For flexibility, we'll create an LA 0 Base Race and Racial Class levels for lower-level Tarrasque PC play. This will loosely follow how the race was originally built (from classes and templates)


    TARRESQUE RACIAL TRAITS
    • +2 Str, +4 Con, -2 Int, -2 Cha
    • Magical Beast (Human): Tarresques are not subject to spells or effects that would affect humanoids, unless such abilities target the Human subtype specifically. For example, Favored Enemy(Human) would apply, while Hold Person would have no effect.
    • Medium size
    • Base land speed is 40 feet.
    • Darkvision out to 60 feet.
    • Racial Skills: 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Special Qualities: Paragon of Nature, Love of Nature, Regeneration, Multiple Limbs, Low Maintenance.
    • Natural Attacks: A Tarresque can attack with an Unarmed Strike dealing 1d4 damage. A Tarresque can attack with a weapon (or multiple weapons) at its normal attack bonus and make an Unarmed Strike as a secondary attack as long as at least one hand is free. For example, a Tarresque ranger with the Multiweapon Fighting feat who is armed with three short swords could attack with all three swords at a -2 penalty (the normal penalty for fighting with multiple weapons while using light weapons in off hands) and also make an Unarmed Strike at a -2 penalty, if it's fourth hand is free.
    • Automatic Languages: Common, Terran
    • Favored Class: Ranger
    • Level adjustment +0


    Paragon of Nature (Ex) A Tarresque is a pure predator forced into a human form, with some drawbacks. They gain a +2 racial bonus to Initiative, a -2 penalty to attacks with manufactured weapons, and subtract 1 from their hit points gained at each level. A Tarresque may not have any other Flaws or Traits beyond these already incorporated. (DM Discretion: Two flaws, feats, and traits are included in this Race, which is the usual limit. Games may feel free to bypass this limit as desired.)

    Love of Nature (Ex) A Tarresque does not wish undue harm upon any natural creature, and must succeed at a DC 15 Will save before attacking any creature with the animal, plant, or vermin type, or lose their action. Note that animals, plants, and vermin may attack them without penalty.

    Regeneration (Ex) Fire and acid deal normal damage to a Tarresque. If a Tarresque loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Multiple Limbs (Ex) Tarresques have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Tarresques can also take the Multiattack feat. These are not bonus feats.

    Low Maintenance (Ex) A Tarresque consumes food and water as if they were one size smaller.


    TARRESQUE RACIAL CLASS

    Alignment: True Neutral to Chaotic Neutral
    Skill Points: 2 + Int (x4 at 1st level)

    Level HD BAB Fort Reflex Wil Special
    1st 1d10
    +1
    +2
    +2
    +0
    Str +2, Con +2, Sting(Lesser), Immunity(Least), AC Bonus, Resistances(Lesser), Unarmed Strike(Lesser), Favored Enemy(Arcanists +2)
    2nd 2d10
    +2
    +3
    +3
    +0
    Dex +2, Natural Armor +1, Scent, Track, Gore(Lesser), Resistances(Greater), Social Intuition, Racial Skills +2
    3rd
    Str +2, Con +2, Powerful Build, Tremorsense(Lesser), Claws(lesser), Speak with Beasts, Wild Empathy, Favored Enemy(Undead +2)
    4th 3d10
    +3
    +3
    +3
    +1
    Wis +2, Natural Armor +1, Iron Will, Fast Movement(Lesser), Immunity(Lesser), Poison(Lesser), Poison Use, Racial Skills +4
    5th 4d10
    +4
    +4
    +4
    +1
    Str +2, Con +2, Damage Reduction 5/Silver and Magic, Improved Grab, Constrict, Poison(Greater), Favored Enemy(Constructs +2)
    6th
    Natural Armor +1, Climb Speed, Tremorsense(Greater), Fast Movement(Greater), Immunity(Moderate), Earthbind, Racial Skills +6
    7th 5d10
    +5
    +4
    +4
    +1
    Bite, Claws(Greater), Gore(Greater), Sting(Greater), Unarmed Strike(Greater), Favored Enemy(Arcanists +4)
    8th 6d10
    +6/+1
    +5
    +5
    +2
    Str +4, Con +4, Natural Armor +1, Immunity(Greater), Racial Skills +8


    Ability Score Changes (Ex) The ability score in question increases or decreases by the indicated amount. Ability score increases are unnamed bonuses that stack with all other bonuses.

    Bonus Feats (Ex) At 2nd and 4th level, a Tarresque gains the feats indicated, assuming that they don't already have them. Bonus feats ignore prerequisites (if any).

    Favored Enemy (Ex) As the Ranger class ability; A Tarresque gains a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of these types. Likewise, they get a bonus on weapon damage rolls against such creatures. This stacks with other classes with this ability as if the Tarresque was a Ranger level equal to their Hit Die.

    A Tarresque gains a +2 bonus against Arcanists (any target capable of casting arcane spells or using invocations, but not other spell-like abilities).

    At 3rd level, they gain a +2 bonus against Undead. At 5th level they gain a +2 bonus against Constructs. At 7th level, the bonus against Arcanists increases to +4.

    AC Bonus (Ex) As the Monk class ability; A Tarresque adds their Wisdom modifier as a bonus to Armor Class, as long as they wear light armor, are unencumbered, and do not use a shield.

    Unarmed Strike (Ex) As the Monk Ability; A Tarresque deals 1d8 damage with with fist, elbows, knees, and feet. A Tarresque may even make unarmed strikes with their hands full. A Tarresque may always apply their full Strength bonus on damage rolls for all unarmed strikes.

    At 7th level this damage increases to 2d6, and stacks with other Unarmed Strike abilities as if the Tarresque was a Large 4th Level Monk.

    Sting (Ex) A Tarresque has a Sting attack that deals 1d6 damage. At 4th level, this becomes a poisonous Sting (see below), and at 7th level it increases to 1d8 damage.

    Gore (Ex) Starting at 2nd level, a Tarresque has a Gore attack that deals 2d6 damage. At 7th level, this increases to 3d6 damage.

    Claws (Ex) Starting at 3rd level, a Tarresque has four Claw attacks that deal 1d6 damage. At 7th level, this increases to 2d6 damage.

    Bite (Ex) At 7th level, a Tarresque gains a Bite attack that deals 2d6 damage.

    Immunities (Ex) A Tarresque reduces the effects of exhaustion and fatigue, by one step. They cannot become exhausted. If exposed to an effect or condition that would normally make them exhausted, they become fatigued instead. If an effect or condition (such as the end of barbarian rage) would normally make them fatigued, that effect is negated.

    At 4th level, Tarresques gain immunities to poison, disease, sickness, nausea, and mind-affecting effects.

    6th level Tarresques are immune to being pushed back as the result of a bull rush, including the effects of spells such as Bigby’s forceful hand and telekinesis (when used to perform a bull rush).

    At 8th level, Tarresques are also immune to stunning and critical hits.

    Resistances (Ex) At 1st level, a Tarresque gains cold resistance 2, fire resistance 2, and electricity resistance 2. When they reach 2nd level, each of these resistances increases to 5.

    Tremorsense (Ex) At 3rd level, a Tarresque gains Tremorsense 30'. When reaching 6th level, this sense increases to 60'.

    Social Intuition (Ex) At second level, a Tarresque's animal senses pair with their human mannerisms to provide an uncanny awareness of social situations both familiar and unknown. This grants benefits to a number of their skill checks:
    • Making a Gather Information check to gain knowledge takes a Tarresque only 1d4+1 × 10 minutes, instead of the normal 1d4+1 hours.
    • A gut assessment of a social situation with a Sense Motive check can be made as a full-round action instead of taking a full minute.
    • A Tarresque can take 10 on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks, even if stress or distraction would normally prevent them from doing so.


    Wild Empathy (Ex) As the Druid class ability; A 3rd level Tarresque gains a +4 bonus on wild empathy checks made to influence the reactions of magical beasts. This stacks with other classes with this ability as if the Tarresque was a Druid level equal to their Hit Die.

    Speak with Beasts (Su) A 3rd level Tarresque can use Speak with Animals, as the spell. You can also use this ability to communicate with magical beasts that have an Intelligence score of 1 or 2. You can use this ability at will.

    Powerful Build (Ex) The physical stature of a 3rd level Tarresque lets them function in many ways as if they were one size category larger. When subjected to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Tarresque is treated as one size larger if doing so is advantageous to them. A Tarresque 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 them. A Tarresque can use weapons designed for a creature one size larger without penalty. However, their 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.

    Fast Movement (Ex) At 4th level, a Tarresque's movement speed increases by 10 feet (to 50' land speed), and at 6th level increases by another 10 feet (to 60' land speed).

    Poison (Ex) A Tarresque gains a poisonous sting at 4th level (Injury, Fortitude DC 20, initial and secondary damage 1d2 Con) The save DC is Constitution-based. At 5th level, both initial and secondary damage increases to 1d3 Con.

    Poison Use (Ex) A 4th level Tarresque is trained in the use of poison, and are never at risk of accidentally poisoning themselves when applying poison to a weapon.

    Damage Reduction (Su) At 5th level, a Tarresque gains damage reduction 5/Silver and Magic. A Tarresque's natural weapons are treated as magic silver weapons for the purpose of overcoming damage reduction.

    Improved Grab (Ex) At 5th level, a Tarresque begins to grapple with Claw and Tail. To use this ability, a Tarresque must hit with a Claw or Sting attack. A Tarresque can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. When using Sting, it may initiate a grapple against an opponent of any size. A Tarresque deals automatic claw and/or sting damage on a successful grapple check, including Poison (if applicable).

    A successful hold immediately deals Constriction damage (see below) if desired, and each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold, including Poison (if applicable), and Constriction damage as well (if desired).

    Constrict (Ex) At 5th level, a Tarresque deals automatic Claw or Sting damage on a successful grapple check, depending on the attack that established the hold.

    Climb (Ex) At 6th level, a Tarresque gains a natural Climb speed of 20 feet. Creatures with a climb speed have a +8 racial bonus on all Climb checks, must make a Climb check to climb any wall or slope with a DC of more than 0, but can always choose to take 10 even if rushed or threatened while climbing. Such creatures retain any Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.

    Earthbind (Su) A 6th level Tarresque has a pale form of the Tarrasque's gravity field, and can use Earthbind as the spell (Caster level equal to hit dice). You can use this ability at will. The save DC is Wisdom-based.

    Racial Skills A Tarresque's racial skills for their Magical Beast Hit Dice are: Balance, Climb, Handle Animal, Hide, Intimidate, Jump, Knowledge(Arcana), Knowledge(Nature), Listen, Move Silently, Spot, Survival, Tumble.

    At second level, a Tarresque gains a +2 racial bonus on Hide, Intimidate, Jump and Spot checks. This bonus increases to +4 at 4th level, +6 at sixth level, and +8 at eight level.