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- Playing as an Ushi-Oni Adventurer:
- Not recommended. However, the following rules are available if you wish to play one. The following assumes that you are either a 'civilized' Ushi-Oni or are a former human female corrupted via their Black Blood.
- Attribute Bonuses: +10 Strength, +8 Constitution, -4 Intelligence, -2 Wisdom, -2 Charisma. Ushi-Oni are incredibly strong and virtually never tire. However, they are generally focused to a fault on capturing a husband, and are rarely all mentally 'there' unless it involves sex or violence.
- Size: Medium (but see Powerful Build)
- Racial Skill Bonuses: +2 to Stealth, +2 to Swim.
- Speed: 40ft. Additionally, an Ushi-Oni can climb as per Spider Climb, the spell.
- Type: An Ushi-Oni is both a Humanoid and a Magical Beast for the purposes of spells.
- Language: An Ushi-Oni speaks Abyssal and Common. Particularly intelligent Ushi-Oni can learn Giant, Orc, Sylvan, or Infernal.
- Traits: Regeneration 10, disabled by being struck with a Good-aligned weapon, or an Evil-aligned weapon if the Ushi-Oni is Chaotic Good, Lawful Good, or Neutral Good.
- Natural Weapons: Ushi-Oni have two Claw attacks that deal 1d8 damage each. However, Ushi-Oni cannot carry or use weapons unless specifically made for them, at a 25% increase in cost to manufacture the weapon. (Enchanting costs remain the same.)
- Powerful Build: An Ushi-Oni is considered either a Medium creature when advantageous, or a Large creature when advantageous. This means that an Ushi-Oni has a base reach of 10ft.
- Natural Armor: Ushi-Oni have Natural Armor of +5, however they cannot wear armor except for Barding.
- LA: +2.
- Favored Classes:
- Barbarian: +1 round of Rage per level.
- Bloodrager: +1 round of Bloodrage per level.
- Brawler: +1/4 of the Brawler's level for purposes of unarmed strike.
- Fighter: +2 additional bonus to Attack rolls on a Charge.
- Sorceror: +1/2 point of Fire resistance per level.
- Mantis;
- Medium Humanoid
- Attribute Adjustments: +4 Dexterity, -2 Con.
- Type: Mantis are Medium humanoids with Mamono and Insect subtypes.
- Base Speed: 40ft. Additionally, a Mantis is constantly affected by Feather Fall if she so chooses.
- Languages: Mantises speak Common and Sylvan. Particularly intelligent Mantises can choose from Elven, Celestial, Infernal, Gnoll, Dwarven, and Terran.
- Defensive Traits:
- Mantises have +2 Natural Armor.
- Offensive Traits:
- Mantises have two Scythe natural attacks, Finesse weapons that deal 1d6 damage each.
- Burst of Speed: Once a day, a Mantis may activate Burst of Speed to gain +30 base speed for one round, Flight (Poor) for one round, and +2 to all attack rolls.
- General Traits:
- Special Eyes: Mantises have +2 to Perception rolls, as well as Low Light Vision.
- Favored Classes (unfinished)
- Yeti:
- Medium Humanoid
- Attribute Adjustments: +2 Strength, +2 Cha, -2 Int. Yeti are strong and likeable, but often airheaded.
- Type: Yeti are Medium humanoids with Mamono and Beastman subtypes.
- Base Speed: 30ft. Additionally, Yeti are never hindered by areas of light or heavy snowfall.
- Languages: Yeti normally speak Common and Giant. Yeti with high intelligence scores can choose from Aquan, Terran, Orc, Gnoll, and Draconic.
- Defensive Traits:
- Yeti have fluffy, thick fur that shelters them from the cold. They have Cold Resistance 5, and never suffer the effects of fatigue from cold weather.
- Offensive Traits:
- Strong Grappler: Yeti gain +4 on CMB to start or continue a Grapple.
- General Traits:
- Shared Warmth: Yeti grant Cold Resistance 1 to all allied characters within 5 feet of her.
- Favored Classes: Unfinished
- Lizardmen:
- Attribute Adjustments:
- +2 Strength, +2 Dex, -2 Cha. Lizardmen are known to be excellent warriors but generally abrasive.
- Size: Medium.
- Type: Lizardmen are Humanoids with the subtypes Mamono and Reptilian.
- Base Speed: 30ft, with a natural Swim Speed of 10ft. Lizardmen can take 10 on Swim checks, and gain a +8 on Swim checks to take a special action.
- Languages: Common and Draconic. Smart Lizardmen may learn Aquan, Goblin, Gnoll, and Orc.
- Racial traits:
- Well-balanced: Lizardmen have +4 to Acrobatics due to their natural sense of balance.
- Weapon Proficiency: Lizardmen are naturally proficient with Shortswords, Longswords, Greatswords, and Bastard Swords.
- Weapon Specialization (Bastard Sword): Lizardmen gain the feat of the same name, whether or not they meet it's prerequisites.
- Offensive Traits:
- Challenge!: Once a day, a Lizardman may issue a Challenge as a Cavalier.
- Favored Classes: Unfinished
- Merrow:
- Attribute Adjustments: +2 Charisma, +2 Wisdom, -2 Strength. Merrow are weak-armed but strong in heart.
- Size: Medium
- Type: Humanoid with the Aquatic and Mamono subtypes.
- Speed: 5ft per round on land. In water, however Merrow have 60ft Swim Speed, can take 10 on swim checks, and gain +16 on checks to attain a special action.
- Languages: Merrow speak Common and Aquan. Smart merrow can learn Undercommon, Abyssal, Terran, Orc, and Draconic.
- Racial Traits
- Merrow Magic: Merrow are considered to have a caster level of +1 higher than their actual caster level, and add +2 to the DC to resist their Enchantments.
- Natural Armor: Merrow have hard scales for armor, granting a +2 natural armor bonus.
- Warm Disposition: Merrow gain a +2 bonus to Diplomacy and Bluff.
- Favored Classes: Unfinished
- Opposition:
- USHI-ONI
- CE Large Magical Beast CR: 5
- Init +2, Senses: Darkvision 60ft, Low Light Vision, Perception +5.
- Defenses:
- AC 22, Touch 10, Flat Footed 18 (+6 armor, +2 Dex, +5 Natural, -1 Size
- HP: 80 (8d10+40)
- Fort: +11 Reflex: +8 Will: +5
- Offenses:
- Speed 50ft (50ft Climb and 50ft Ground)
- Melee: Two Claws +13 (2d6+5)
- Ranged: Webbing to 60ft (DC15 or be Snared)
- Space 10ft Reach 15ft(see Powerful Build)
- Statistics:
- 21 Strength, Dex 14, Con 20, Int 6, Wis 10, Cha 8.
- Skills: Stealth +12, Perception +4
- Feats: Power Attack, Iron Will, Improved Bull Rush
- Traits: Powerful Build, Regeneration 10 (disabled by Good-aligned) Location: HP
- Alignment: Usually CE.
- Environment:
- Mountains, Caverns, Underground
- Organization: Solitary or Family (2-4 plus 1 Human Male Fighter/Paladin)
- Treasure: Incidental.
- To do: Ushi-Oni Seal Removal needs to be mentioned.
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