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Pathfinder Neopet PC's V 0.1: Usul, Koi, Skeith

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Feb 4th, 2017
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  1. USUL
  2.  
  3. Usuls are a race of small, fuzzy creatures with squirrel-like tails and rabbit-like ears. Their blonde coats are often accompanied by ribbons or scarves of various colors and designs. While in the past they lived entirely arboreal lifestyles, many now make a living as models for the popular dolls in the likeness of the species. Still others seek out lives of adventure, or in rare cases, piracy.
  4.  
  5. STANDARD RACIAL TRAITS
  6. Ability Scores: +2 DEX, +2 CHA, -2 STR. Usuls are quick and conscious of their looks, but tend to favor speed over strength.
  7. Type: Humanoid (Usul)
  8. Size: Small (+1 AC, +1 to hit, -1 CMD, -1 CMB, +4 Stealth)
  9. Speed: 20 ft., climb 60 ft.
  10. Languages: Usuls begin play speaking Common. Usuls with high Intelligence scores may choose the following as bonus languages: Sylvan, Aquan, Halfling, and Gnome
  11.  
  12. FEAT AND SKILL RACIAL TRAITS
  13. Usuki: Usuls have a +4 to Disguise checks to appear as an inanimate toy.
  14.  
  15. SENSES RACIAL TRAIT
  16. Low-light vision: Usuls can see twice as far in dim light as normal
  17.  
  18. ===============================================================================================================================
  19. KOI
  20.  
  21. Koi, though easily mistaken for oversized goldfish, are an organized, far-ranging and intelligent race of aquatic creatures, with settlements spanning the length of the seafloor and little problem inhabiting freshwater environments. While curious, enduring, and outgoing, they are often awkward and feeble on land.
  22.  
  23. STANDARD RACIAL TRAITS
  24. Ability Scores: +2 INT, +2 CON, -2 DEX. Koi are hardy and inventive, but have little mobility outside of the water.
  25. Type: Magical Beast (Aquatic)
  26. Size: Medium
  27. Speed: 10 ft., swim 30 ft. As aquatic creatures, Swim is always a class skill for Koi and they can move in water without making a Swim check.
  28. Languages: Koi begin play speaking Common and Aquan. Koi with high Intelligence scores may choose the following as bonus languages: Aklo, Auran, Aboleth, and Sahuagin.
  29.  
  30. FEAT AND SKILL RACIAL TRAITS
  31. Maraquan Nobility: Koi have a +2 on Handle Animal checks targeting any Animal with the Aquatic subtype.
  32.  
  33. WEAKNESS RACIAL TRAITS
  34. Water Dependent: A Koi's body requires constant submersion in fresh or salt water. Koi who spend more than one day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
  35.  
  36. SENSES RACIAL TRAITS:
  37. Darkvision: Koi can see perfectly in the dark up to 60 feet.
  38. Low-light vision: Koi can see twice as far in dim light as normal.
  39.  
  40. OTHER RACIAL TRAITS
  41. Amphibious: Koi can breathe both water and air.
  42. =====================================================================================================================================
  43. SKEITH
  44.  
  45. Skeiths are portly creatures which might be mistaken for poorly-wrought gargoyles at first glance. A true encounter, however, will reveal a creature at once much friendlier and much greedier. Like dragons, Skeiths are prone to hoarding or guarding wealth, and are thus often employed as tax collectors or bank guards. However, many of them live frugally despite this, due to their uncanny ability to subsist on nearly anything in sight. Combine this with their propensity for raucous laughter and surprising perceptive abilities, and a Skeith can make a great ally indeed.
  46.  
  47. STANDARD RACIAL TRAITS
  48. Ability Scores: +2 WIS, +2 CON, -2 CHA. Skeiths, while hardy, perceptive, and even well-meaning, are often unintentionally rude. They're far better at reading others than at influencing them.
  49. Type: Humanoid (Skeith)
  50. Size: Medium
  51. Speed: 20 ft. (never modified by armor or encumbrance), fly 10 ft. (clumsy) (never modified by armor or encumbrance)
  52. Languages: Skeiths begin play speaking Common and Dwarven. Skeiths with high Intelligence scores may choose the following as bonus languages: Giant, Gnome, Halfling, and Terran.
  53.  
  54. DEFENSE RACIAL TRAITS
  55. Hard To Fool: Skeiths have a +2 on Will saves against illusion (phantasm) spells and spell-like abilities.
  56. Thick Skin: Skeiths have a +1 natural armor bonus.
  57. Iron Gut: Skeiths have a +4 on saves against poisons.
  58.  
  59. OFFENSE RACIAL TRAITS
  60. Hungering Gob: Skeiths possess a bite attack which deals 1d6 damage and is treated as a primary natural weapon.
  61.  
  62. OTHER RACIAL TRAITS
  63. Eat Anything: Skeiths are known for their bottomless iron stomachs, and can subsist as if they had consumed proper food and water for a day so long as they have consumed any amount of matter equaling ten pounds or more. Ingested non-masterwork weapons or armor are destroyed and do not deal damage to the Skeith when consumed. Masterwork weapons or armor, however, cause 1d6 nonlethal damage upon being ingested, and magic weapons and armor deal lethal damage - 1d6 per effective +1 enhancement bonus, as well as any damage which would be dealt by the weapon or armor's enchantments. Skeiths suffer no damage from consuming unattended magical items of other kinds, save for any damage which would naturally be dealt by a poison or other such item with a negative effect upon ingestion.
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