A Monster for Every Season: Summer 2
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    Barbarian in the Playground
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    Default Nekomimi (cat-folk) and various strange subraces

    Nekomimi

    The lady behind the counter smiles as you enter the shop. Her cat-like ears perk up slightly in curiosity and she asks you simply what you require.

    Nekomimi are, to put it simply, cat-like humanoids that more closely resemble humans with various bits of feline anatomy such as: eyes, ears, tail, claws, fur, and occasionally whiskers.

    Nekomimi
    Nekomimi characters possess the following racial traits:
    • +2 Dex, +2 Cha, -2 Con, -2 Wis (+2 App)
    • Medium Humanoids(Feline)
    • 5 foot space and 5 foot reach
    • Speed: 30 feet, 25 climb
    • Special Qualities: Low-light vision, prehensile tail, scent
    • Automatic Languages: Common and Felis Bonus Languages: Any, except secret.
    • Favored Class: Rogue
    • Level adjustment: +0


    Natural Attacks: Nekomimi have two retractable claw attacks that can be "drawn" as a free action. These claws deal 1d4 damage for a medium creature.

    Prehensile Tail: Nekomimi have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. If the character has the Quick Draw feat, they may use this as a free action instead.

    Skills: Nekomimi have a +8 racial bonus on Balance checks and climb checks and can take 10 on climb checks even if rushed or threatened. They can use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

    Subraces:


    Spoiler: Bastet
    Show
    Basteti Nekomimi

    More sociable than the common nekomimi, they more closely represent house cats than alley cats. These nekomimi more closely resemble Bastet

    BASTETI CHARACTERS

    Basteti characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Dex, +4 Cha, -2 Str, -2 Wis, -4 Con (+4 App)
    • Special Qualities: Social creature
    • Automatic Languages: Common, Khemet, and Felis

    Social Creature (Ex.): Once per day, a basteti can make a person's attitude increase to friendly for the rest of the day. However the next day their attitude decreases to one less than before this ability was used towards the character until that character raises it through diplomacy checks as usual.


    Spoiler: Sabretooth Tiger
    Show
    Cave Nekomimi

    These large creatures are regarded by many to be possible precursors to the modern nekomimi that somehow survived through the ages. They are often regarded in the same way that ogres are by other humanoid races. These creatures resemble massive nekomimi with the heads and manes of sabretooth cats, large claws that resemble the striped nekomimi, covered in fine, bristly fur, and massive physiques that put the most powerful nemean to shame.

    CAVE NEKOMIMI CHARACTERS

    Cave nekomimi characters possess the same racial traits as normal nekomimi except where noted here.
    • +4 Str, +2 Con, +4 Wis, -4 Dex, -6 Int, -4 Cha (-4 App)
    • Large Monstrous Humanoids
    • Speed: 30 ft.
    • Special Attacks: Improved Grab, Pounce, Rake (2d6+Str)
    • Automatic Languages: Felis. Bonus Languages: Goblin, Orc, and Giant
    • Level Advancement: +1 or NPC


    Improved Grab (Ex): To use this ability, a cave nekomimi must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

    Natural Attacks: Cave nekomimi have two claws instead of hands and two large fangs that protrude from their mouths in place of canine teeth. These claws are a primary natural attack that deal 1d10 damage for a large sized creature but they take a -8 to all attacks with manufactured weapons. These fangs grant the cave nekomimi a secondary natural bite attack that deals 2d6 damage for a large sized creature but they cannot speak complex languages and take a -10 to all checks relying on them speaking (spells with a verbal component, yelling a message over a good distance, etc.).

    Pounce (Ex): If a cave nekomimi charges, it can make a full attack, including two rake attacks.

    Rake (Ex): Damage 2d6+Str.


    Spoiler: Cheshire
    Show
    Cheshire Nekomimi

    These strange and ...eccentric nekomimi have striped hair, a capricious personality, and a strange aptitude for illusions.

    CHESHIRE CHARACTERS

    Cheshire characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Dex, +2 Wis, +2 Cha, -2 Str, -2 Con, -2 Int (+2 App)
    • Special Qualities: Wonderland Blood, Tricky Light
    • Favored Class: Cheshire Cat and any

    Tricky Light: Cheshire cast illusion spells at +1 Caster Level

    Wonderland Blood: Cheshire nekomimi may take class levels in the Cheshire Cat racial class but may multiclass as though it was not a racial class. If a cheshire does take levels in Cheshire Cat, the fey body ability at the first level does not grant them the fey typing or change their climb speed


    Spoiler: Dirlagraun/Displacer Beast
    Show
    Thorny Nekomimi

    Thorny nekomimi resemble a human crossed with a displacer beast. They are usually gruff and animalistic, brutal not just in battle but harsh in word as well.

    THORNY CHARACTERS

    Thorny characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Str, +2 Con, +2 Wis, -2 Dex, -2 Int, -2 Cha (-4 App)
    • Medium Monstrous Humanoid
    • Speed: 40 feet, Climb 30
    • Special Qualities: Displacement, Multiple Limbs
    • LA: +1

    Displacement (Su): A light bending glamer continually surrounds a thorny nekomimi, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the beast be some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.

    Natural attacks: In addition to their original two claws, thorny nekomimi have an additional set of claws and have two large tentacles sprouting from their waist area just above their hips. These tentacles have a reach of 10 feet and deal 1d4+1/2 Str of either bludgeoning or piercing and slashing damage

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


    Spoiler: Grimalkin
    Show
    Grimalkin Nekomimi

    These nekomimi have emerald green eyes, black hair, and a noticeably more gaunt appearance than other nekomimi.

    GRIMALKIN CHARACTERS

    Grimalkin characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Dex, +2 Int, -4 Con, -2 Cha (-2 App)
    • Special Qualities: Darkvision 60, grimalkin senses, necromantic skill, Witch Affinity


    Grimalkin Senses: Every two HD, grimalkin gain a +1 to spot and listen checks to determine if there is an invisible creature and where it is. In addition, grimalkin can hear incorporeal creatures as though they were choosing to make noise even if they normally do not.

    Necromantic Skill: Necromancy spells cast by grimalkins are cast a +1 caster level

    Witch Affinity: Witch Hexes gain +2 to their save DCs


    Spoiler: Manticore
    Show
    Manticori Nekomimi

    Very rare and often seen as brute beasts, the Manticori are nekomimi with poisonous quills at the tip of their tail and large wings on their back.

    MANTICORI CHARACTERS

    Name characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Str, +2 Dex, -4 Con, -2 Int, -2 Wis (+2 App)
    • Speed: 35 ft.
    • Special Attacks: Poison, spikes
    • Special Qualities: Flight, gliding, wing-aided movement
    • Level advancement: +1


    Gliding (Ex): A Manticori can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Manticori glide at a speed of 40 feet (average maneuverability), Even if a manticori's maneuverability improves, she can't hover while gliding. A manticori can't glide while carrying a medium or heavy load. If a manticori becomes unconscious or helpless while in mid air, her wings naturally unfurl and powerful ligaments stiffen the wings. The manticori descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.

    Flight (Ex): When a manticori reaches 3 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A manticori can't fly while carrying a medium or heavy load or while fatigued or exhausted. Manticori can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Manticori are likewise fatigued after spending a total of more than 10 minutes per day flying. Because manticori can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

    When they reach 5 Hit Dice, manticori have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A manticori with flight can make a dive attack. A dive attack works like a charge, but the manticori must move a minimum of30 feet and descend at least 10 feet. A manticori can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A manticori with flight can use the run action while flying, provided she flies in a straight line.

    Poison (Ex.): When a manticori reaches 4 Hit Dice, she becomes able to produce poison in the poison sacs attached to her spikes. This poison is an injury poison that deals initial and secondary damage of 1d4 Dex and has a Save DC of (10+1/2 HD+Con modifier). The poison's damage increases to 1d6 at 8 HD and to 2d4 at 12. At 16 HD the poison's secondary damage becomes 1d6 rounds of paralysis. At 20th level the poison's initial damage becomes 1d8 rounds of paralysis and the secondary damage becomes death.

    You have a single dose of poison per spike. If a dose is used without using the spike, that spike loses its poison until either the next day or a new one grows in its place.

    Prehensile Tail: Manticori do not have the Prehensile Tail trait.

    Spikes (Ex): With a snap of its tail, a manticori can loose one spike per iterative attack as an attack action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment and the spikes deal 1d4 piercing damage. All targets must be within 30 feet of each other. The manticori can launch only 4*HD spikes in any 24-hour period. At 4 Hit Dice the spikes begin to secrete poison from the sacs attached to their bases.

    Wing-Aided Movement: Manticori can use their wings to help with movement even if they can't fly yet. The extra lift from her wings gives a manticori a +10 racial bonus on acrobatics checks.


    Spoiler: Nemean Lion
    Show
    Nemeni Nekomimi

    Crass and volatile, nemeni are very strong and hardy but dim witted and stupid. They have large physiques and tend to have shaggy hair like a lion's mane

    NEMENI CHARACTERS

    Nemeni characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Str, +2 Con, -2 Int, -2 Wis (+0 App)
    • Special Qualities: Tough Hide

    Tough Hide (Ex): Nemeni gain a +2 Natural Armour bonus to AC and gain Damage Reduction 2 that is bypassed by all forms of damage except Bludgeoning damage. This damage reduction stacks with all other forms of damage reduction.

    Skills: Nemeni nekomimi also gain a +4 racial bonus to intimidate.


    Spoiler: Sea Cat
    Show
    (cat)Niptuna Nekomimi

    Sometimes confused with the sea cats, these nekomimi are bestial in appearance with scales covering their torso and face, a long dolphin like tail where their tail and legs should be, and a long mane of fur along their dorsal side.

    NIPTUNA CHARACTERS

    Niptuna characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Str, +2 Dex, +2 Con, +2 Wis, -2 Int, -4 cha (-4 App)
    • Large Monstrous Humanoid
    • 10 foot space and 5 foot reach
    • Speed: 10 ft., 35 ft. Swim, does not have racial Climb speed
    • Special Attacks: Rend (1d8+Str)
    • Special Qualities: Hold Breath
    • LA: +1

    Hold Breath (Ex): A niptuna nekomimi can hold it's breath for a number of rounds equal to 5 X its Constitution score before it risks drowning

    Rend (Ex): A niptuna nekomimi that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 1d8+Str points of damage.

    Skills: A niptuna nekomimi does not gain the racial skill bonuses of the base nekomimi race. Instead, the niptuna nekomimi 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. They can use their Dexterity modifier instead of their Strength modifier for Swim and Jump checks.


    Spoiler: Cheetah
    Show
    Sprinter Nekomimi

    Sprinters are commonly found in hot, savannah regions, their hair light and their bodies covered in small black spots with a black spot that covers the skin around their eyes and above their cheeks.

    SPRINTER CHARACTERS

    Sprinter characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Dex, +2 Wis, -4 Str, -2 Cha (+2 App)
    • Speed: 40 ft.
    • Special Qualities: Sprint

    Sprint (Ex.): Once per hour, a sprinter can move five times its normal speed (250 feet) when it makes a charge


    Spoiler: Tiger
    Show
    Striped Nekomimi

    These nekomimi more closely resemble the tigers found in tropical forests than the common alley cat.

    STRIPED NEKOMIMI CHARACTERS

    Striped nekomimi characters possess the same racial traits as normal nekomimi except where noted here.
    • +2 Str, +2 Wis, -2 Dex, -2 Con (+2 App)
    • Speed: 40 ft.
    • Special Attacks: Improved Grab

    Natural Attacks: Striped nekomimi have two large claws in place of normal hands, these claws deal 1d8 damage for a medium sized creature but striped nekomimi take a -4 to attack rolls with manufactured weapons.

    Improved Grab (Ex): To use this ability, a striped nekomimi must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

    Skills: Striped nekomimi also gain a +4 racial bonus to hide in tall grass or heavy undergrowth.


    Racial Feats:

    Cross Country
    Your stamina has grown and your legs have grown stronger.
    Prerequisites: Sprinter Nekomimi, 3 HD
    Benefit: You may use your sprint ability a number of times per hour equal to your Con modifier and the distance moved is increased to ten times your speed.
    Normal: You may only use your sprint ability once per hour and can travel only 5 times your speed.

    Hybridal Subrace [Racial]
    Your parents were strange, you are even stranger
    Prerequisites: 1st level only, race with subraces
    Benefit: Pick a subrace you do not belong to during character creation. You gain that subrace's traits in addition to your own (including LA and stat adjustments).

    Kitty Sense
    Your senses are heightened, much like your animal cousins.
    Prerequisites: Any Nekomimi, +6 BAB
    Benefit: You gain a +2 racial bonus to reflex saves and listen checks. In addition you may act in all surprise rounds.

    Lessen Poison[Racial]
    You have a greater control over the poison your spines produce than most members of your species.
    Prerequisites: Manticore Nekomimi, 8 HD
    Benefit: You may choose for your poison to deal a lower type of damage than it would normally deal. For example at 8 HD you may choose to have one or both of the initial and secondary damages deal 1d4 Dex instead of 1d6 Dex.

    Primal Fury [Racial]
    Your rage knows no bounds.
    Prerequisites: Cave Nekomimi, Rage
    Benefit: Your non-barbarian levels stack for the purposes of determining what rage you may use and how many times you may use it per day.

    Second Hand [General]
    You've learned to use your tail as an additional limb
    Prerequisites: Prehensile Tail, 3 HD
    Benefit: Your prehensile tail gains the ability to wield a light weapon you are proficient, but takes a -5 to the attack roll in addition to the double wielding penalties.
    Special: When you take this feat, you may replace your Two-Weapon Fighting feats with the Multiweapon fighting equivalent. You also gain a +2 to attack rolls with tail weapons.

    Sleeping Dose
    You have learned to target the center of consciousness instead of the nervous and cardiovascular system with your poison
    Prerequisites: Manticore Nekomimi, 16 HD, Lessen Poison
    Benefit: You may choose to have your poison cause unconsciousness instead of paralysis or death.
    Special: If you choose to replace death with unconsciousness, roll 2d10 for the number of hours the recipient is unconscious for.

    Slicing Spines [Racial]
    You've strengthened the muscles that fire the spines on your tail, allowing you to form your spines into a single large spike.
    Prerequisites: Manticori Nekomimi, 3 HD
    Benefit: You gain a tail spike melee natural weapon that deals 1d6 piercing damage, you cannot use this natural weapon if you have less than three spikes left.
    Special: At 4 HD and above, if you deal damage with this weapon you may choose to inject a dose of poison with the strike.

    Tougher hide [Racial]
    Through repeated fights your hide has grown tougher
    Prerequisites: Nemen Nekomimi, 5 HD
    Benefit: Your Natural armour increases by 2 and the DR against bludgeoning damage increases by 3.

    Wonder Full [Racial]
    Your link to the strange land of Wonder grows stronger
    Prerequisites: Cheshire Nekomimi, Spells of Madness, 10 HD, Wondrous Mind
    Benefit: You gain the domain power of the Madness domain with the following changes:
    • The Insanity bonus is equal to 1/2 your HD instead of just your cleric class levels.
    • You always treat your insanity bonus as positive.
    • You may use the "True Madness" bonus twice per day and instead of treating your insanity bonus as positive, as it is already considered positive, it doubles it for that check only.


    Wondrous Mind [Racial]
    You are mad mad mad
    Prerequisites: Cheshire Nekomimi, 3 HD
    Benefit: Once per day per 2 HD, you may reroll a will save you failed, with a bonus to the reroll equal to your charisma bonus. You must take the result of the second roll even if it is worse than the first roll.

    Wondrous Reality [Racial]
    Are they illusions or just fabrications?
    Prerequisites: Cheshire Nekomimi
    Benefit: You can use prestidigitation at will. At 3rd level you can use silent image 1/day per HD. At 10th level you can use silent image at will.
    Last edited by Aniikinis; 2018-08-14 at 10:55 AM.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
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    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
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  2. - Top - End - #2
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    In your racial traits list you can take out the reach, medium creatures have 5*5 unless noted otherwise anyhow.

    Prehensile Tail: I would allow it as a free action if the nekomimi has quick draw

    Nemen lion-tough hide Should be DR 2/bludgeoning, stacking with other similar DR

    after nemen lion you have an extra [/spoiler]

    Like the manticore, although with flight and all abilities +1 LA ... Of course I don't use LA so yeah Also for the poison, I would let them substitute a longer unconscious if they do not want to cause death... for taking prisoners eta eta.

    Cheshire Cat: By any chance have you seen Buu's cat fans unite threads? (G'luck finding the pdf, I couldn't). You'd probably like it.

    Cave: LA +9?!
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  3. - Top - End - #3
    Barbarian in the Playground
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Just gonna point out now that the vast majority of my homewbrewing is done when I'm about an hour or so from passing out for the day, so I'm usually half-asleep or in a sleep deprived state. I love it when others point out things I've missed.

    Quote Originally Posted by NothingAbnormal View Post
    In your racial traits list you can take out the reach, medium creatures have 5*5 unless noted otherwise anyhow.
    I know I'm just really used to it from a time when I homebrewed without internet for a group that would bitch if I didn't have that.

    Quote Originally Posted by NothingAbnormal View Post
    Prehensile Tail: I would allow it as a free action if the nekomimi has quick draw
    Makes sense, will add that in.

    Quote Originally Posted by NothingAbnormal View Post
    Nemen lion-tough hide Should be DR 2/bludgeoning, stacking with other similar DR and after nemen lion you have an extra [/spoiler]
    Huh, I always read DR as bypassed by the form of damage noted. Perhaps I've just been substituting in my head what makes sense though. But, yeah, stacking with other DR makes sense, will add that in.

    Quote Originally Posted by NothingAbnormal View Post
    Like the manticore, although with flight and all abilities +1 LA ... Of course I don't use LA so yeah Also for the poison, I would let them substitute a longer unconscious if they do not want to cause death... for taking prisoners eta eta.
    I ripped the flight, gliding, and wing-aided movement abilities straight from the Raptorans, which do not have LA. Although with the natural ranged attack and the ability to produce poison at later levels I can definitely see that. I was already thinking about that, two feats: one that allows the substitution of a lower-leveled poison damage and another that allows unconsciousness instead or paralysis and/or death.

    Quote Originally Posted by NothingAbnormal View Post
    Cheshire Cat: By any chance have you seen Buu's cat fans unite threads? (G'luck finding the pdf, I couldn't). You'd probably like it.
    I have not, and I'd like to read it. Although I do, in fact, hate cats and over 90-ish% of mammals. But I do find them fascinating creatures and would gladly read about them.

    Quote Originally Posted by NothingAbnormal View Post
    Cave: LA +9?!
    Yeah, I have no clue what my sleep-med addled brain was thinking with that. Probably just put a number to call it a day. Imo, they should only be LA+2 at the highest.
    Last edited by Aniikinis; 2017-10-12 at 07:32 AM.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  4. - Top - End - #4
    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post
    Just gonna point out now that the vast majority of my homewbrewing is done when I'm about an hour or so from passing out for the day, so I'm usually half-asleep or in a sleep deprived state. I love it when others point out things I've missed.
    Yeah, I find it sad when you post something and not a single comment ><
    "Was it that good/bad?"
    I know I'm just really used to it from a time when I homebrewed without internet for a group that would bitch if I didn't have that.
    Meh, just noting, it isn't a problem wither way, to me at least.
    Makes sense, will add that in.


    Huh, I always read DR as bypassed by the form of damage noted. Perhaps I've just been substituting in my head what makes sense though. But, yeah, stacking with other DR makes sense, will add that in.

    Belay that! I misread your thing, I was thinking it was overcome by bludgeoning XD

    I ripped the flight, gliding, and wing-aided movement abilities straight from the Raptorans, which do not have LA. Although with the natural ranged attack and the ability to produce poison at later levels I can definitely see that. I was already thinking about that, two feats: one that allows the substitution of a lower-leveled poison damage and another that allows unconsciousness instead or paralysis and/or death.
    Meh, if you do give it LA +1 tops, but once again I don't use LA XD
    I have not, and I'd like to read it. Although I do, in fact, hate cats and over 90-ish% of mammals. But I do find them fascinating creatures and would gladly read about them.
    Thread 1
    Thread 2
    Yeah, I have no clue what my sleep-med addled brain was thinking with that. Probably just put a number to call it a day. Imo, they should only be LA+2 at the highest.
    I would give them +1 tops :P
    Last edited by Westhart; 2017-10-12 at 07:06 AM.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by NothingAbnormal View Post

    Belay that! I misread your thing, I was thinking it was overcome by bludgeoning XD
    Ahhh okay. No harm done.

    Meh, if you do give it LA +1 tops, but once again I don't use LA XD
    That's what I put up there already, I was figuring that anyways

    Thank you for the links!

    I would give them +1 tops :P
    Alright, makes sense to me.

    Also, you posted this as I was writing up various feats so I didn't realize it was here for a few minutes.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

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    Ogre in the Playground
     
    NecromancerGirl

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post
    Thank you for the links!
    no problem, always link something... woulda gave you the pdf but g'luck
    Also, you posted this as I was writing up various feats so I didn't realize it was here for a few minutes.
    Ah, no worries, I'll peach the feats in an hour or so... I have some online college quizzes/tests I have to take.
    Homebrew: If it is mine feel free to PEACH and/or use it.

    Extended Signature

    Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.

  7. - Top - End - #7
    Barbarian in the Playground
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by NothingAbnormal View Post
    no problem, always link something... woulda gave you the pdf but g'luck
    It's fine dude.

    Ah, no worries, I'll peach the feats in an hour or so... I have some online college quizzes/tests I have to take.
    Cool, no rush man I'll be sure to respond when I can.
    Last edited by Aniikinis; 2017-10-12 at 07:31 AM.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post
    Racial Feats:

    Cross Country
    Your stamina has grown and your legs have grown stronger.
    Prerequisites: Sprinter Nekomimi, 3 HD
    Benefit: You may use your sprint ability a number of times per hour equal to your Con modifier and the distance moved is increased to ten times your speed.
    Normal: You may only use your sprint ability once per hour and can travel only 5 times your speed.

    Kitty Sense
    Your senses are heightened, much like your animal cousins.
    Prerequisites: Any Nekomimi
    Benefit: You gain a +2 racial bonus to reflex saves and listen checks. In addition you may act in all surprise rounds.
    Hmm, acting in all surprise rounds is rather nice... I like it, although depending on builds and abilities (ahem spellcasters ahem) this may be preety powerful... as is I like it though.
    Lessen Poison[Racial]
    You have a greater control over the poison your spines produce than most members of your species.
    Prerequisites: Manticore Nekomimi, 8 HD
    Benefit: You may choose for your poison to deal a lower type of damage than it would normally deal. For example at 8 HD you may choose to have one or both of the initial and secondary damages deal 1d4 Dex instead of 1d6 Dex.
    Meh, seems like it should be worked into the race, but otherwise fine.
    Primal Fury [Racial]
    Your rage knows no bounds.
    Prerequisites: Cave Nekomimi, Rage
    Benefit: Your non-barbarian levels stack for the purposes of determining what rage you may use and how many times you may use it per day.
    stacking for rage benefits and rages/day... Anyone taking that dip for pounce would love this feat
    I would make it a prerequisite of a higher rage type, as is all you need to do is dip 1 level then at 20th you still rage as a 20th barbarian regardless... You could take this as a barbarian with a class that also advances rage uses per day and get a huge allotment of rages, which would be fun... and not unbalanced... after all, this thing isn't a caster :P

    Also, you missed an enter between this and second hand.
    Second Hand [General]
    You've learned to use your tail as an additional limb
    Prerequisites: Prehensile Tail, 3 HD
    Benefit: Your prehensile tail gains the ability to wield a light weapon you are proficient, but takes a -5 to the attack roll in addition to the double wielding penalties.
    Special: You qualify for the Multiweapon fighting feat and you gain a +2 to attack rolls with tail weapons.
    I would add under special that any TWF feats they have get replaced with the MWF equivalent.
    Sense of the Grimalkin
    You've become more attentive to the way that intangible and invisible creatures distort the natural world.
    Prerequisites: Grimalkin Nekomimi, 10 HD, Kitty Sense
    Benefit: You gain a +10 to spot and listen checks to determine if there is an invisible creature and where it is. In addition, you can hear incorporeal creatures as though they were choosing to make noise even if they normally do not.
    I would make this so it is a +1 per 2 levels or per level so it scales, also I would make it a racial bonus just because it seems more fitting (racial bonuses stack as well, so not that much of a problem I believe).
    Sleeping Dose
    You have learned to target the center of consciousness instead of the nervous and cardiovascular system with your poison
    Prerequisites: Manticore Nekomimi, 16 HD, Lessen Poison
    Benefit: You may choose to have your poison cause unconsciousness instead of paralysis or death.
    Special: If you choose to replace death with unconsciousness, roll 2d10 and take the lower result. This is the number of hours the recipient is unconscious for.
    This should also be worked into the race IMO, but if you don't I would say roll 2d10, (without the take the lower roll part). After all, in combat this (the long duration) won't matter much, and they are spending a feat to gain it.

    Slicing Spines [Racial]
    You've strengthened the muscles that fire the spines on your tail, allowing you to form your spines into a single large spike.
    Prerequisites: Manticori Nekomimi, 3 HD
    Benefit: You gain a tail spike melee natural weapon that deals 1d6 piercing damage, you cannot use this natural weapon if you have less than three spikes left.
    Special: At 4 HD and above, if you deal damage with this weapon you may choose to inject a dose of poison with the strike.

    Tougher hide [Racial]
    Through repeated fights your hide has grown tougher
    Prerequisites: Nemen Nekomimi, 5 HD
    Benefit: Your Natural armour increases by 2 and the DR against bludgeoning damage increases by 3.

    Wonder Full [Racial]
    Your link to the strange land of Wonder grows stronger
    Prerequisites: Cheshire Nekomimi, Spells of Madness, 5 HD
    Benefit: You gain the domain power of the Madness domain with the following changes:
    • The Insanity bonus is equal to 1/2 your HD instead of just your cleric class levels.
    • You always treat your insanity bonus as positive.
    • You may use the "True Madness" bonus twice per day and instead of treating your insanity bonus as positive, as it is already considered positive, it doubles it for that check only.
    While I love this it is an effect bonus to saves and wis checks equal to 1/2 level... and now I feel a hypocrite as I actually allowed a player to do exactly that
    Like this, I would increase the HD requirement, (10?) and require wondrous mind.
    Also, spells of madness? (Edit, it is an ability in the racial class my bad )
    Wondrous Mind [Racial]
    You are mad mad mad
    Prerequisites: Cheshire Nekomimi, 3 HD
    Benefit: Once per day per 2 HD, you may reroll a will save you failed, with a bonus to the reroll equal to your charisma bonus. You must take the result of the second roll even if it is worse than the first roll.
    Last edited by Westhart; 2017-10-12 at 09:26 AM.
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Love all of this! I'm also a "not-a-cat-person" who finds cat-related creatures fascinating in fictional settings...

    Is the Cheshire class really balanced enough to be giving PC's? "I'm Not Really Here" seems like it could be broken on some builds...

    I may need to borrow your poison+sleeping dose mechanic if I decided to add Luxans to my Farscape port...

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, acting in all surprise rounds is rather nice... I like it, although depending on builds and abilities (ahem spellcasters ahem) this may be preety powerful... as is I like it though.
    I know it's powerful, and I'm very tempted to give it like a BAB requirement.

    Meh, seems like it should be worked into the race, but otherwise fine.
    The idea I was going after is that the poison glands are mainly a subconscious thing, like breathing or your heart beating, so it would take a good amount of self-control to learn to modify the poison as it was being made.

    stacking for rage benefits and rages/day... Anyone taking that dip for pounce would love this feat
    I would make it a prerequisite of a higher rage type, as is all you need to do is dip 1 level then at 20th you still rage as a 20th barbarian regardless... You could take this as a barbarian with a class that also advances rage uses per day and get a huge allotment of rages, which would be fun... and not unbalanced... after all, this thing isn't a caster :P
    Also, you missed an enter between this and second hand.
    Totally not unbalanced, especially since the large-sized cave nekomimi gain rake and pounce as special abilities...

    I would add under special that any TWF feats they have get replaced with the MWF equivalent.
    That's a really good idea, actually, and will add it in asap.

    I would make this so it is a +1 per 2 levels or per level so it scales, also I would make it a racial bonus just because it seems more fitting (racial bonuses stack as well, so not that much of a problem I believe).
    Good point, plus since it's for an encounter type that probably won't come up all that often (usually depends on the setting/campaign) it won't feel super op.

    This should also be worked into the race IMO, but if you don't I would say roll 2d10, (without the take the lower roll part). After all, in combat this (the long duration) won't matter much, and they are spending a feat to gain it.
    You got a point there, will change that asap.

    While I love this it is an effect bonus to saves and wis checks equal to 1/2 level... and now I feel a hypocrite as I actually allowed a player to do exactly that
    Like this, I would increase the HD requirement, (10?) and require wondrous mind.
    Also, spells of madness? (Edit, it is an ability in the racial class my bad )
    Everyone does things like that at times so no big, and yeah increasing the HD requirement should be done. Funnily enough I thought I put that it needed Wondrous Mind but apparently I didn't.

    Quote Originally Posted by Ranged Ranger View Post
    Is the Cheshire class really balanced enough to be giving PC's? "I'm Not Really Here" seems like it could be broken on some builds...
    It's allowed to get as stupid as the DM will let it, yes, but most of the really good abilities don't show up until later on in the HD count. Besides it's honestly not as broken as it seems, it affords no special protection to the cheshire save the ability to slip by people not on alert and they still have to make checks to not be noticed. Invisibility purge, glitterdust, and the like still work on them and they must be clever in order to use it to the fullest capabilities. I've both played in and run games with people using this class and there have been only a few instances where I had to curtail the insanity.

    I may need to borrow your poison+sleeping dose mechanic if I decided to add Luxans to my Farscape port...
    Please do, it's always nice to see that others like my mechanics and/or races
    Last edited by Aniikinis; 2017-10-12 at 08:09 PM.
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Is it alright if I smack my DM in the face with this till he accepts me playing it? I mean I've been trying to stick to the animal theme so far as I've got a tibbet, a Kitsune, and the shape shifting animal folk from err journey to the east? But yeah.. Can I smack my DM with your homebrews since while I'm allergic to cats and they are the spawn of all that is unholy to the point even the dark ones hate them.. More animal races is always fun.

    Oh on to the homebrew. The only thing I could see that could be a issue the lack of clarification on if the sleep is. 'They are asleep till the time is up.' Or if its. 'They sleep but wake up the second they are hurt.' That and would the DC go up for the sleep since its a none lethal effect? Or would it stay the same since its still the same poison just you are making it do sleep instead of death or paralysis.. Which at the level you can most things could be immune to sleep.. Or more so poisons.. Since it would be effective character level 17 that this comes on line if you aren't allowed buy off. And at level 16 isn't it fairly common to see things that are just outright immune to poisons and sleep?

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post
    I know it's powerful, and I'm very tempted to give it like a BAB requirement.
    Hmm, BAB +3 gives 3rd level characters with full BAB entry at 3rd, and 4th (?) for 3/4 BAB characters... a while later for 1/2 such as casters.
    The idea I was going after is that the poison glands are mainly a subconscious thing, like breathing or your heart beating, so it would take a good amount of self-control to learn to modify the poison as it was being made.
    Fair enough
    Totally not unbalanced, especially since the large-sized cave nekomimi gain rake and pounce as special abilities...
    Fair enough XD
    That's a really good idea, actually, and will add it in asap.


    Good point, plus since it's for an encounter type that probably won't come up all that often (usually depends on the setting/campaign) it won't feel super op.
    It's better then a sudden +10 boost at 10th level IMO

    Quote Originally Posted by Holya View Post
    Is it alright if I smack my DM in the face with this till he accepts me playing it? I mean I've been trying to stick to the animal theme so far as I've got a tibbet, a Kitsune, and the shape shifting animal folk from err journey to the east? But yeah.. Can I smack my DM with your homebrews since while I'm allergic to cats and they are the spawn of all that is unholy to the point even the dark ones hate them.. More animal races is always fun.

    Oh on to the homebrew. The only thing I could see that could be a issue the lack of clarification on if the sleep is. 'They are asleep till the time is up.' Or if its. 'They sleep but wake up the second they are hurt.' That and would the DC go up for the sleep since its a none lethal effect? Or would it stay the same since its still the same poison just you are making it do sleep instead of death or paralysis.. Which at the level you can most things could be immune to sleep.. Or more so poisons.. Since it would be effective character level 17 that this comes on line if you aren't allowed buy off. And at level 16 isn't it fairly common to see things that are just outright immune to poisons and sleep?
    Yes, poison immunity is rather common, even druids get it... Part of the reason for my shadow death assassin gets the ability to bypass it.
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Holya View Post
    Is it alright if I smack my DM in the face with this till he accepts me playing it?
    You can try to get him to look at any of my homebrew if you'd like to! The gods know I could use more people to look them over and I'd love to know how it works out, but please, as a PC with the Vow of Peace I'd love it if you didn't smack him with it.

    The only thing I could see that could be a issue the lack of clarification on if the sleep is...
    It's not sleep, it's unconsciousness, they are different in game terms.

    Would the DC go up for the sleep since its a none lethal effect? Or would it stay the same since its still the same poison just you are making it do sleep instead of death or paralysis..
    Nope, the DC stays the same, you are just substituting the damage type.

    And at level 16 isn't it fairly common to see things that are just outright immune to poisons and sleep?
    That's kind of the reason for why it's not super bogged down with the LA.

    Quote Originally Posted by NothingAbnormal View Post
    Hmm, BAB +3 gives 3rd level characters with full BAB entry at 3rd, and 4th (?) for 3/4 BAB characters... a while later for 1/2 such as casters.
    I was thinking like +6 BAB, those that would love it can grab it ASAP and by the time the 1/2-ling BABies () would get it they would already have a magic item that lets them do it anyways.

    It's better then a sudden +10 boost at 10th level IMO
    Agreed, and already put it into the racial traits

    Yes, poison immunity is rather common, even druids get it... Part of the reason for my shadow death assassin gets the ability to bypass it.
    That's a major reason for why poison isn't too useful at all, unless you're a rogue in a low powered campaign that is. Also, awesome will check it out.
    Last edited by Aniikinis; 2017-10-13 at 08:51 AM.
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post

    I was thinking like +6 BAB, those that would love it can grab it ASAP and by the time the 1/2-ling BABies () would get it they would already have a magic item that lets them do it anyways.
    Hmm, rogue comes online... around 9th I think? Seems fair enough.
    Agreed, and already put it into the racial traits


    That's a major reason for why poison isn't too useful at all, unless you're a rogue in a low powered campaign that is. Also, awesome will check it out.
    Yeah, and feedback is always welcome
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Would a displacer beast relative be to out there? I mean they are kitty whippens.. And from what I've seen of the list we have magical and prehistoric racial variants.. What about aberration cousins?

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Holya View Post
    Would a displacer beast relative be to out there? ... What about aberration cousins?
    Well technically, Displacer Beasts are Magical Beasts, not aberrations. I'm very tempted to make a displacer beast subrace, it'd probably be ~+2 LA due to the useful abilities unless I made them scale similarly to the manticori's poison. I've also been tempted to make the Sea Cat into a subrace too, a neko-mermaid if you will.

    In addition, does anyone know where I could find a list of cat creatures for 3.5?
    Quote Originally Posted by Quarian Rex View Post
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    bhu had some he made, tibbet in dragon compendium... cat folk somewhere (races of destiny?)... as for an actual list I couldn't find anything...
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Hmmm, I'll go comb through the Monster Manuals when I can and see what I find. Also, I added a feat that can be taken by any race with subraces:

    Hybridal Subrace [Racial]
    Your parents were strange, you are even stranger
    Prerequisites: 1st level only, race with subraces
    Benefit: Pick a subrace you do not belong to during character creation. You gain that subrace's traits in addition to your own (including LA and stat adjustments).
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Displacer Beast and Sea Cat subraces sound fun... although thinking of them as neko-mermaid seems a bit strange with the whole two tails of different types thing... I'm thinking the shoal halfling's aquatic adaption might fit better - can pass as a member of the main race, but with webbed fingers and toes + amphibious trait...

    I like the hybridal subrace feat, although it might have some la creep if used to combine to subraces from the upper end of their LA... say subraces with their own sla lists and no LA...

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    .
    Nitpick: IRL, cats don't have prehensile tails. Lemurs and some monkeys OTOH do.

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Ranged Ranger View Post
    Displacer Beast and Sea Cat subraces sound fun... although thinking of them as neko-mermaid seems a bit strange with the whole two tails of different types thing... I'm thinking the shoal halfling's aquatic adaptation might fit better - can pass as a member of the main race, but with webbed fingers and toes + amphibious trait...
    I was going to go for a more animalistic feel sort of like the sea cat itself and the abyssal mermaid.

    I like the hybridal subrace feat, although it might have some la creep if used to combine to subraces from the upper end of their LA... say subraces with their own sla lists and no LA...
    It would have to be dealt with on a case-by-case basis of course.

    Quote Originally Posted by nonsi View Post
    Nitpick: IRL, cats don't have prehensile tails. Lemurs and some monkeys OTOH do.
    Fully aware of this, I just like the idea.
    Quote Originally Posted by Quarian Rex View Post
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Just chiming in to say that I always like the "feel" of your homebrewed races - anime catgirls normally irritate me but I somehow don't mind these ones. Assuming these are for Pathfinder they all seem balanced (even a bit on the weak side given some of the ability penalties); what do you see them using Lesser Poison for though? Also not sure if this is another anime reference but usually it's "Nemean" lion.

    Good job, as always.

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by rferries View Post
    Just chiming in to say that I always like the "feel" of your homebrewed races - anime catgirls normally irritate me but I somehow don't mind these ones. Assuming these are for Pathfinder they all seem balanced (even a bit on the weak side given some of the ability penalties).
    To be very fair, I wasn't going anime at all. I just like the idea of human-like beast races and the nekomimi and cat-like monsters within fantasy have a bit of lore behind them that I've always loved anyways. Made them for 3.5, then balanced them on the low end of the scale too.

    what do you see them using Lesser Poison for though? Also not sure if this is another anime reference but usually it's "Nemean" lion.
    I mainly see them using lesser poison for if they would wish to sell their poison, making sure to charge more for better effects and if they would wish to simply incapacitate instead of kill without using unconsciousness. I figured I was getting that wrong, but that's how I've always read it.

    Good job, as always.
    Danke!
    Quote Originally Posted by Quarian Rex View Post
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post
    To be very fair, I wasn't going anime at all. I just like the idea of human-like beast races and the nekomimi and cat-like monsters within fantasy have a bit of lore behind them that I've always loved anyways. Made them for 3.5, then balanced them on the low end of the scale too.
    Oh ha! In that case, might I suggest Mirri or some other catfolk to use as artwork? These are definitely more on the "bestial" side, no worries if you prefer more humanoid.

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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by rferries View Post
    Oh ha! In that case, might I suggest Mirri or some other catfolk to use as artwork? These are definitely more on the "bestial" side, no worries if you prefer more humanoid.

    -Lots of images-
    Yeah, I'm very tempted to use a few of those, especially for the Cave Nekomimi. My original idea of the race(s) was basically Khajiit with the faces of Dunmer, fur and all with added/modified bits consistent with the subrace if used.

    also, I think I should give the Cave nekomimi +8 racial bonus to intimidate, because I don't know about you but I'd **** myself if I saw this coming at me:
    Quote Originally Posted by Quarian Rex View Post
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Kudos to you for making this race! I've needed something like this for a while to use in my homebrew setting, so thanks for making it! It's flavorful and balanced, so it checks all boxes. In particular I like the Cheshire subrace since the main/chief deity of my setting is basicly an evil/mad version of Alice (in the wonderland sense) who can warp reality with her imagination...so they pretty seemlesly fit in as her favored servants among the nekomimi.

    Also, since I am weeb trash, I now want to pair this race with the Shrine Maiden Cleric variant class I made and posted here. (which coincidentally casts off Cha instead of Wis for unintended stat synergy with this race...) Look what you've gone and done...
    Last edited by Giegue; 2017-10-15 at 08:45 AM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    Mine started at a dinner party in the BBEG's estate.

  27. - Top - End - #27
    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
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    Vancouver <-> Dublin
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Aniikinis View Post
    Yeah, I'm very tempted to use a few of those, especially for the Cave Nekomimi. My original idea of the race(s) was basically Khajiit with the faces of Dunmer, fur and all with added/modified bits consistent with the subrace if used.

    also, I think I should give the Cave nekomimi +8 racial bonus to intimidate, because I don't know about you but I'd **** myself if I saw this coming at me:
    Yeah, I wouldn't have to worry about it killing me because I'd probably have a heart attack first. :D

  28. - Top - End - #28
    Barbarian in the Playground
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    Dec 2015
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Quote Originally Posted by Giegue View Post
    Kudos to you for making this race! I've needed something like this for a while to use in my homebrew setting, so thanks for making it! It's flavorful and balanced, so it checks all boxes. In particular I like the Cheshire subrace since the main/chief deity of my setting is basically an evil/mad version of Alice (in the wonderland sense) who can warp reality with her imagination...so they pretty seamlessly fit in as her favored servants among the nekomimi.
    Go for it, one of the 5 highest deities in my homebrew setting (that I probably will never post without loads of permission/massive changes due to homebrew from others...) is a god that, among other things:
    • created the changelings(eberron)
    • The Far Realms
    • The Ozodrin and Slender classes
    • A major rip in reality simply because "meh I was bored"
    • Turned the holy symbol of another god(lower rank, made monkey people) into a banana because he minorly offended him.

    He acts like a cheshire cat on acid. ...He may also be a slight self-insert character due to him acting 98% like me...

    Also, since I am weeb trash, I now want to pair this race with the Shrine Maiden Cleric variant class I made and posted here. (which coincidentally casts off Cha instead of Wis for unintended stat synergy with this race...) Look what you've gone and done...
    Go ahead and do it, just keep in mind that they won't be anime catgirls like in the picture; I just couldn't find a good picture. They look like:
    Quote Originally Posted by Aniikinis View Post
    Khajiit with the faces of Dunmer, fur and all with added/modified bits consistent with the subrace if used.
    Last edited by Aniikinis; 2017-10-15 at 09:36 AM.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  29. - Top - End - #29
    Barbarian in the Playground
    Join Date
    Dec 2015
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    On the "Web"
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    Default Re: Nekomimi (cat-folk) and various strange subraces

    Edited the OP for the Niptuna and Thorny nekomimi subraces. Yes the Capnip and Tuna joke was on purpose.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Steam: Papa Palpy Palpatine
    Pesterchum: mysticUmbra
    YouTube: Noctus Does Things

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    The Rest of my Signature
    My Hombrew

  30. - Top - End - #30
    Dwarf in the Playground
    Join Date
    Nov 2016
    Gender
    Male

    Default Re: Nekomimi (cat-folk) and various strange subraces

    Cool... but what happened to the displacer beast's extra set of forelegs?

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