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Obitu Racial Traits

  • Ability Score Modifiers Obitu are supernaturally strong and quick, though often lack the self-confidence to be charismatic or charming. They gain a +2 bonus to Strength and Dexterity, but suffer a -2 penalty to Charisma.
  • Type: Obitus are outsiders with the (native) subtype.
  • Size: Obitus have no bonuses or penalties due to size.
  • Speed: Obitus move at base speed of 30 feet.
  • Senses: Obitu can see in the dark up to 60 feet.
  • Languages: Obitu begin play speaking Common. Obitu with high Intelligence scores can choose from the following: Dwarven, Elven, Halfling, Gnome, Goblin, or Orc.
  • Fossil Fortitude: Obitu gain a +4 racial bonus on saving throws against disease and poison.
  • Improved Initiative: Obitu gain the Improved Initiative feat at first level as a racial bonus feat.
  • Nimble Form: Due to a preternaturally thin and agile body, obitu gain a +2 racial bonus on Acrobatics, Escape Artist, and Sleight of Hand skill checks.
  • Negative Energy Resistance: Obitu have negative energy resistance equal to 5 + ½ their character level. This resistance applies to damage from channeled negative energy and spells that harness negative energy to cause damage such as inflict light wounds and harm.
  • Sleep Immunity: Rather than sleep, obitu enter a meditative state known as trance. They are fully aware of their surroundings while in this state. In addition, obitu are immune to magic sleep effects.
Edited by Steel Warrior (see edit history)
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Standard Racial Traits (13 RP)

Madcaps are commonly born alone outside of civilization and have only their tenacity and intellect to help them survive. They may struggle to navigate the intricacies of social interaction.

As a race born from the remains of a familiar, madcaps crave companionship and are adept at magic.

  • Ability Score Modifiers (+2 Con, +2 Int, –2 Cha; 0 RP): Madcaps are hardy and intelligent but sometimes difficult to interact with.
  • Size (Small; 0 RP): Madcaps are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Type (Fey; 2 RP): Madcaps are fey with the madcap subtype.
  • Speed (Slow; –1 RP): Madcaps have a base speed of 20 feet.
  • Senses (Low-light vision; 0 RP): Madcaps grow beneath the dimly lit canopies of glowing mushrooms. They can see twice as far as a race with normal vision in conditions of dim lights.
  • Languages (0 RP): Madcaps begin play speaking Common and Sylvan. Madcaps with high Intelligence scores can choose from the following: Aklo, Gnome, Terran, and Treant.

Other Racial Traits

  • Bottom Feeder (1 RP): Madcaps survive in the wild by feeding on carrion and dead plant material. They can eat spoiled or rotting food and drink without ill effect.
  • Familiarity (2 RP): Madcaps retain some of the magical properties of a familiar. At 1st level, choose one of the following benefits: +3 hit points +2 to Initiative checks +2 racial bonus to Acrobatics, Appraise, Bluff, Climb, Perception, or Stealth
  • Fey Realm Magic (Sp) (2 RP): Born from the soil of the fey realms, madcaps have an innate gift for magic. They add +1 to the DC of any saving throws against poison spells that they cast. Madcaps with an Intelligence score of 11 or higher also gain the following spell-like abilities: 1/daydetect poison, know direction, root, speak with animals. The caster level for these effects is equal to the madcap’s character level.
  • Healthy (2 RP): Madcaps are home to an array of poisonous mushrooms, bugs, and plants. They gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
  • Learned Survivalist (2 RP): Madcaps use cold logic to survive in the fey realms. They use their Intelligence modifier instead of their Wisdom modifier on Survival skill checks.
  • Spore Cloud (Ex) (2 RP): Madcaps grow an array of toxic fungi on their bodies that can be used to protect them from predators. Once per day, as a standard action, a madcap can release poisonous spores in a 10-foot radius burst centered on themself. Creatures who inhale the spores must make a Will saving throw (DC 10 + 1/2 the madcap’s character level + the madcap’s Constitution modifier) to avoid the psychoactive properties of the spores. Creatures who fail are dazed for 1 round. This is a poison and mind-affecting effect. The cloud remains for 1 round. Creatures who hold their breath can avoid inhaling the spores. Madcaps are immune to the effects of this poison.
  • Stability (1 RP): Madcaps have rootlike feet they can use to plant themselves in the earth. As an immediate action, they can root themselves against an attack. Doing so grants them a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Edited by Steel Warrior (see edit history)
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Troll Racial Traits

  • Ability Score Modifiers: +2 Strength, +2 Constitution, –4 Intelligence, –2 Wisdom, -4 Charisma: Trolls are capable of great
    feats of strength, but they’re dim even by the standards of other giants..
  • Type: Humanoid (Giant): Trolls are humanoids with the giant subtype. subtype.
  • Size: Medium: Trolls are Medium creatures and have no bonuses or penalties due to their size.Medium: As Medium creatures, Jotunnar have no special bonuses or penalties due to their size. Jotunnar can grow to even greater size.
  • Base Speed: Trolls have a base speed of 30 feet.Jotun have a base speed of 30 feet.
  • Languages: Trolls begin play speaking Common and Giant. Troll with high Intelligence scores can choose from the following: Draconic, Dwarven, Goblin, Gnoll, and Orc. for more information about these languages.

Feat and Skill Racial Traits

  • Tough Hide (Ex): A troll’s thick skin grants it a +1 natural armor bonus to its AC. skill checks.

Senses Racial Traits

  • Low-Light Vision: Trolls can see twice as far as humans in conditions of dim light. in conditions of dim light.
  • Darkvision (Ex): Trolls can see perfectly in the dark up to 60 feet.
Table: Troll
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +0 +2 Str, +2 Con, claws 1d4, regeneration 1
2nd +1 +3 +0 +0 +2 Dex, +2 Con, bite 1d6, scent
3rd +2 +3 +1 +1 +2 Str, +2 Con, +2 natural armor
4th +3 +4 +1 +1 +2 Con, Large size, bite 1d8, claws 1d6, regeneration 3
5th +3 +4 +1 +1 +2 Str, +2 Dex, rend
6th +4 +5 +2 +2 +2 Str, +2 Con, +2 natural armor, regeneration 5

Hit Die: d8.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
CLASS SKILLS
The troll’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Perception (Wis), and Survival (Wis).
Skill Ranks per Level: 2 + Int modifier.
 

Racial Abilities

Ability Score Increases: As a troll gains levels, its ability scores increase as noted on Table: Troll. These increases stack and are gained as if through level advancement.
Claws (Ex): At 1st level, a troll gains 2 claw attacks.
These are primary attacks that deal 1d4 points of damage plus the troll’s Strength modifier. When the troll grows to Large size at 4th level, the damage die of its claws increases to 1d6.
Regeneration (Ex): A troll’s most striking feature is how difficult it is to kill. At 1st level, a troll gains regeneration 1. The troll heals for its amount of regeneration at the beginning of each of its turns, and cannot die as long as its regeneration is still functioning (although it still fall unconscious when their hit points are below 0). If the troll takes acid or fire damage, its regeneration on the round following the attack. During this round, the troll does not heal any damage and can die normally.
Attack forms that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. A troll can regrow lost portions of its bodies, and can reattach severed limbs or other body parts if they are brought together within 1 hour of severing.
Severed parts that are not reattached wither and die normally.
At 4th level, the troll’s regeneration improves to regeneration 3, and at 6th level, it improves to regeneration 5.
Bite (Ex): At 2nd level, a troll gains a bite attack. This is a secondary attack that deals 1d6 points of damage plus the troll’s Strength modifier. When the troll grows to Large size at 4th level, the damage die of its bite increases to 1d8.
Scent (Ex): At 2nd level, a troll gains the scent special quality, allowing it to detect creatures within 30 feet by sense of smell. If the creature is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet.
Strong scents, such as smoke or rotting garbage, can be detected at twice these ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When the troll detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The troll can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

In addition, the troll can track by sense of smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2.
The ability otherwise follows the rules for the Survival skill. While tracking in this manner, the troll ignores the effects of surface conditions and poor visibility.
Natural Armor (Ex): At 3rdt level and again at 6th level, a troll’s natural armor bonus to its AC increases by +2.
Large Size: At 4th level, a troll grows to Large size. Its ability scores do not change, although it gains the normal benefits and penalties for being a Large creature. The troll’s space and reach both increase to 10 feet and it gains a –1 size modifier to attacks and armor class, a +1 special size modifier to its CMB and CMD, a –2 penalty to Fly checks, and a –4 penalty to Stealth checks, as normal.
Its claw attacks now deals 1d6 points of damage, and its bite attack now deals 1d8 points of damage.
Rend (Ex): Starting at 5th level, if a troll hits a creature with two claw attacks in a single round, it deals an additional 1d6 points of damage plus 1-1/2 times your Strength modifier to that creature.

 

Traits: Mixed Blood (Fire)

Edited by Steel Warrior (see edit history)
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The Obitu, The Madcap and The Troll

Character 1 (Adept)
Ability Bonuses: +2, +3.
Bonus HP: 9+Con+2
Class Skills (4):

Character 2 (Expert)
Ability Bonuses: +1, +2.
Bonus HP: 16+Con+2
Class Skills (5):

Character 3 (Warrior)
Ability Bonuses: +4, +1.
Bonus HP: 18+Con+2
Class Skills (3): Profession (Wis), Ride (Dex), and Swim (Str).

Edited by Steel Warrior (see edit history)
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@OgreWattage This is the 3 character concepts I have so far. Before I start working further on them. In particular the Troll I am wanting to make sure I have the go ahead. It's a Monster Class similar to the D&D 3.5 Savage Species, but this was done by Dreamscarred Press for Pathfinder 1e.

The Troll Class levels are listed above. He has the Mixed Blood (Race Trait) so in essence he's a Fire Troll. He's not immune to fire, but he has resistance to fire, vulnerability to cold taking 50% more damge from cold attacks.
 

1st. The Obitu
2nd. Madcap (Mind)
3rd. Troll (Soul)

 

Monster Class: Troll Screenshot

 

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image.png.6c161d935a65e7427f6ff2199395d51e.png

 

Edited by Steel Warrior (see edit history)
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