Advertisement
Gauf

Random MGE pathfinder statistics (Rough)

Feb 7th, 2015
341
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.10 KB | None | 0 0
  1. Playing as an Ushi-Oni Adventurer:
  2. 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.
  3.  
  4. 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.
  5. Size: Medium (but see Powerful Build)
  6. Racial Skill Bonuses: +2 to Stealth, +2 to Swim.
  7. Speed: 40ft. Additionally, an Ushi-Oni can climb as per Spider Climb, the spell.
  8. Type: An Ushi-Oni is both a Humanoid and a Magical Beast for the purposes of spells.
  9. Language: An Ushi-Oni speaks Abyssal and Common. Particularly intelligent Ushi-Oni can learn Giant, Orc, Sylvan, or Infernal.
  10. 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.
  11. 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.)
  12. 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.
  13. Natural Armor: Ushi-Oni have Natural Armor of +5, however they cannot wear armor except for Barding.
  14. LA: +2.
  15.  
  16. Favored Classes:
  17. Barbarian: +1 round of Rage per level.
  18. Bloodrager: +1 round of Bloodrage per level.
  19. Brawler: +1/4 of the Brawler's level for purposes of unarmed strike.
  20. Fighter: +2 additional bonus to Attack rolls on a Charge.
  21. Sorceror: +1/2 point of Fire resistance per level.
  22.  
  23. Mantis;
  24. Medium Humanoid
  25. Attribute Adjustments: +4 Dexterity, -2 Con.
  26. Type: Mantis are Medium humanoids with Mamono and Insect subtypes.
  27. Base Speed: 40ft. Additionally, a Mantis is constantly affected by Feather Fall if she so chooses.
  28. Languages: Mantises speak Common and Sylvan. Particularly intelligent Mantises can choose from Elven, Celestial, Infernal, Gnoll, Dwarven, and Terran.
  29.  
  30. Defensive Traits:
  31. Mantises have +2 Natural Armor.
  32.  
  33. Offensive Traits:
  34. Mantises have two Scythe natural attacks, Finesse weapons that deal 1d6 damage each.
  35. 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.
  36.  
  37. General Traits:
  38. Special Eyes: Mantises have +2 to Perception rolls, as well as Low Light Vision.
  39. Favored Classes (unfinished)
  40.  
  41.  
  42. Yeti:
  43. Medium Humanoid
  44. Attribute Adjustments: +2 Strength, +2 Cha, -2 Int. Yeti are strong and likeable, but often airheaded.
  45. Type: Yeti are Medium humanoids with Mamono and Beastman subtypes.
  46. Base Speed: 30ft. Additionally, Yeti are never hindered by areas of light or heavy snowfall.
  47. Languages: Yeti normally speak Common and Giant. Yeti with high intelligence scores can choose from Aquan, Terran, Orc, Gnoll, and Draconic.
  48.  
  49. Defensive Traits:
  50. 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.
  51.  
  52. Offensive Traits:
  53. Strong Grappler: Yeti gain +4 on CMB to start or continue a Grapple.
  54.  
  55. General Traits:
  56. Shared Warmth: Yeti grant Cold Resistance 1 to all allied characters within 5 feet of her.
  57. Favored Classes: Unfinished
  58.  
  59. Lizardmen:
  60. Attribute Adjustments:
  61. +2 Strength, +2 Dex, -2 Cha. Lizardmen are known to be excellent warriors but generally abrasive.
  62. Size: Medium.
  63. Type: Lizardmen are Humanoids with the subtypes Mamono and Reptilian.
  64. 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.
  65. Languages: Common and Draconic. Smart Lizardmen may learn Aquan, Goblin, Gnoll, and Orc.
  66.  
  67. Racial traits:
  68. Well-balanced: Lizardmen have +4 to Acrobatics due to their natural sense of balance.
  69. Weapon Proficiency: Lizardmen are naturally proficient with Shortswords, Longswords, Greatswords, and Bastard Swords.
  70. Weapon Specialization (Bastard Sword): Lizardmen gain the feat of the same name, whether or not they meet it's prerequisites.
  71.  
  72. Offensive Traits:
  73. Challenge!: Once a day, a Lizardman may issue a Challenge as a Cavalier.
  74. Favored Classes: Unfinished
  75.  
  76. Merrow:
  77. Attribute Adjustments: +2 Charisma, +2 Wisdom, -2 Strength. Merrow are weak-armed but strong in heart.
  78. Size: Medium
  79. Type: Humanoid with the Aquatic and Mamono subtypes.
  80. 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.
  81. Languages: Merrow speak Common and Aquan. Smart merrow can learn Undercommon, Abyssal, Terran, Orc, and Draconic.
  82.  
  83. Racial Traits
  84. 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.
  85.  
  86. Natural Armor: Merrow have hard scales for armor, granting a +2 natural armor bonus.
  87.  
  88. Warm Disposition: Merrow gain a +2 bonus to Diplomacy and Bluff.
  89. Favored Classes: Unfinished
  90.  
  91.  
  92.  
  93.  
  94. Opposition:
  95.  
  96. USHI-ONI
  97. CE Large Magical Beast CR: 5
  98. Init +2, Senses: Darkvision 60ft, Low Light Vision, Perception +5.
  99. Defenses:
  100. AC 22, Touch 10, Flat Footed 18 (+6 armor, +2 Dex, +5 Natural, -1 Size
  101. HP: 80 (8d10+40)
  102. Fort: +11 Reflex: +8 Will: +5
  103. Offenses:
  104. Speed 50ft (50ft Climb and 50ft Ground)
  105. Melee: Two Claws +13 (2d6+5)
  106. Ranged: Webbing to 60ft (DC15 or be Snared)
  107. Space 10ft Reach 15ft(see Powerful Build)
  108. Statistics:
  109. 21 Strength, Dex 14, Con 20, Int 6, Wis 10, Cha 8.
  110. Skills: Stealth +12, Perception +4
  111. Feats: Power Attack, Iron Will, Improved Bull Rush
  112. Traits: Powerful Build, Regeneration 10 (disabled by Good-aligned) Location: HP
  113. Alignment: Usually CE.
  114.  
  115. Environment:
  116. Mountains, Caverns, Underground
  117. Organization: Solitary or Family (2-4 plus 1 Human Male Fighter/Paladin)
  118. Treasure: Incidental.
  119.  
  120. To do: Ushi-Oni Seal Removal needs to be mentioned.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement