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  1. +2 STR, +2 CON, +2 DEX, -2 WIS, -4 CHA
  2. Strong, healthy, and lithe, Savesh (Singular Saveshi) are still a brash, impulsive, and aggressive race with a known history of violence.
  3. Medium
  4. Land speed 30 feet, swim speed 40 feet
  5. Tail provides a +4 racial bonus on balance and swim checks, can take ten when swimming regardless of circumstances
  6. Scent (Works underwater, too!)
  7. Can breath underwater
  8. Low light vision
  9. Ferocity: Once per day, when a Savesh is brought below 0 hit points but not killed, she can fight on for one
  10. more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately
  11. falls unconscious and begins dying.
  12. +4 Racial bonus to Intimidate
  13. +2 racial bonus to perception from their sensory organs
  14. Savesh have a bite attack that does 1d6 damage
  15. Savesh begin speaking Common and Saveshtek
  16. Savesh age as half-orcs
  17.  
  18. Savesh are born with either sharklike skin, or eel-like skin. They may choose one of the following:
  19. Skin-Teeth: Any unarmed attack the Saveshi makes does plus one damage and may do lethal damage, and any creature that attacks her with an unarmed attack takes one point of lethal damage. She also gains a +1 natural armour bonus to AC.
  20.  
  21. Slippery: The Saveshi's +2 racial bonus to perception is replaced with a +6 racial bonus to perception and a +4 racial bonus to escape artist checks. She also gains blindsense out to twenty feet when underwater. This only picks up on underwater creatures and obstacles, nothing out of the water is detected.
  22.  
  23. [Savesh are tall, usually almost seven and a half feet, though some have been said to reach as high as eight and a half. They are, however, light for their stature, with low body fat and powerful, corded, taut muscles. They have long, powerful tails like an eel's, with sharklike fins at the end, long fingers and digitigrade legs with webbing between their digits. They have long, thin, predatory snouts with large slit nostrils at the tip, closeable earholes, multiple rows of large, sharp, slashing teeth that are quickly replaceable, and big, angled, predatory eyes that come in blue, gold, or brown, with large pupils that expand to fill the entire eye when needed. Where their heads and their necks connect their is a frill of reddish or whitish sensory organs like an axolotl's (rami) that pick up on electric signals in the water. Savesh have broad, sloping shoulders, almost avoral stances, and hydrodynamic bodies with lots of smooth slopes and sharp angles. The underside of their bodies and limbs are typically lighter in colour. Their skin comes in a variety of colours, textures, and patterns, especially between the 'Saw-Skins' and 'Smooth-skins', but the most common are dark, watery colours that blend in well with marine environments. They have a second, smaller mouth at the base of their throat that has limited motion and teeth more meant for chewing that helps them eat. Their tongues are a warm purple colour and ribbed, and their throats are lined with dextrous tentacles covered in soft 'teeth' to further help with feeding. Anything indigestable after all that is coughed back up and snapped into smaller, passable pieces. Females are typically larger and more aggressive. Saw-skin Savesh tend to be covered in scar tissue, whereas Smooth-skins typically heal without leaving any permanant mark.
  24.  
  25. Savesh have short, violent life spans, spanning from their natural aggression, predatory instincts, and territorial nature. Their very formation in the womb is violent, with them forming as identical twins and one almost always eating the other in the womb before birth. Those born as surviving pairs of twins are said to have very strong bonds and typically take special training as a fighting pair of raiders, with one commonly comitting suicide when the other dies. Because of the greater strength, aggression, and ambition of the females, their society is loosely matriarchal, with female Savesh typically taking positions of power and choosing multiple mates from those who bring them pleasing gifts. Savesh like ornamental art that they can wear and that won't tarnish underwater, having little love for less sturdy surface arts and music. They also have a hatred for merfolk music, such as it is weaponized by their enemies, though they hold a special place in their hearts for sea shanties, especially those that tell tales of pirates and raiders. Savesh grow more aggressive during the full moon, and also tend to dive deeper in search of food, often encountering Gilded Sea Serpents and taking their hide and venom.
  26.  
  27. Savesh society is very military, and closely organized. The Savesh speak of a time in eons past when they lived in small, chaotic family groups and constantly warred amongst each other, and were nearly destroyed by the Seasworn. While they show no qualms over infighting and enraged cannibalism and fratricide are common, if there's one thing that gains the loyalty of a Saveshi, it's the bond shared by warriors. As a coming of age ritual, Savesh must join on a raid against the Seasworn or a coastal surface dweller settlement and kill and eat an enemy using no manufactured weapons. Witches, druids, and oracles are common spellcasters, typically with aquatic archetypes, with the Savesh rarely bothering with arcane magic and possessing no organized religion, though they do revere the moon, storms, and their Empress.
  28.  
  29. Savesh often become mercenaries for other races, and bring back what they've learned and earned as a weapon in it's own right. Living underwater, they have little use for firesand and most heavy metal objects or machinery, but they are beginning to experiment with lighter metals such as mithril and silksteel, and blasting jelly has started garnering much interest among them. Those few surface dwellers who know of their advancements fear for the day they lead an army ashore bedecked in agile golem armour and bearing blasting jelly artillery.]
  30.  
  31. =================================================================
  32.  
  33. Racial feats
  34.  
  35. Rip and Tear
  36. Requirements: Savesh, BAB+1
  37. Description: The saveshi rips into her enemies with wild, savage abandon when biting into their flesh
  38. Benefit: Any critical hits with bite attacks inflict 1d3 bleed damage.
  39.  
  40. Jaws of The Empress
  41. Requirements: Savesh, Rip and Tear, Improved Grapple, BAB+3
  42. Description: The saveshi has particularly powerful jaws, and uses them to take hold of her unfortunate foe.
  43. Benefit: Anytime the saveshi succeeds on a bite attack, she may immediately make a grapple attempt on the bitten enemy.
  44.  
  45. Voracious Appetite
  46. Requirements: Savesh, Rip and Tear, Jaws of The Empress, BAB+7
  47. Description: The saveshi cannot hold her hunger back when flesh is in her mouth, and her pharyngeal jaw darts forward to gnaw at her prey.
  48. Benefit: When the saveshi begins a round with an enemy grappled by her bite attack, her inner jaw automatically does 1d6+STR bonus damage to the grappled foe.
  49.  
  50. Blood In The Water
  51. Requirements: Savesh, BAB+1
  52. Description: When the saveshi smells blood, predatorial instincts break out and she goes in for the kill.
  53. Benefit: When a living humanoid, animal, monstrous humanoid, magical beast, or dragon is injured with a slashing or piercing weapon within sixty feet or the saveshi otherwise smells fresh blood from one of those sources, she must make a dc 10 + (the saveshi's character level) will save or go into a rage as per a barbarian's level one rage ability. This rage lasts as many rounds as 1 + (the saveshi's constitution modifier). She can willingly fail the save.
  54. Special: A barbarian that takes this feat can apply any class features that modify rages to this feat's rage.
  55.  
  56. Hammerhead
  57. Requirements: Savesh
  58. Description: The saveshi has a wide cephalofoil like a hammerhead shark, giving her better senses and a wide field of view.
  59. Benefit: The saveshi gains a further +4 bonus to perception, and can only be flanked by three or more enemies.
  60. Special: This feat must be taken at character creation.
  61.  
  62. =================================================================
  63.  
  64. Empress Roan Scheherakke 10th level Martial Artist/3rd Level Storm Druid/Eel Animal Lord LN CR 14 (Outsider, Native, Shapechanger)
  65. Female Smooth-Skin Saveshi
  66.  
  67. STR 24
  68. DEX 18
  69. CON 20
  70. INT 12
  71. WIS 13
  72. CHA 12
  73.  
  74. AC: 10+4 DEX+2 Class+1 Dodge+4 natural armour+5 armour =26, touch 15, flat footed 19
  75.  
  76. HD: (10d8+3d8+65)
  77.  
  78. Init: +4+4=8 Low Light vision, blindsense 20 feet underwater, scent
  79.  
  80. Speed: 60 (swim 70)
  81.  
  82. Attacks: Bite +16 (2d6+7+grab) or touch +16 (1d6 electricity) or unarmed strike + 16 (1d10+7) or flurry of blows +15/+15/+10/+10 (1d10+7 each) or two unarmed strikes +16/+11 and bite +14 and touch +12; can add 1d6 acid, electric, cold, or fire damage to any attacks with natural weapons (Bite, unarmed strike)
  83.  
  84. BAB: +9/+4 CMB +19 CMD +31
  85.  
  86. Fort +12 Ref +10 Will +10
  87.  
  88. Feats: Improved Unarmed Strike, Stunning Fist, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Intitiative, Lunge, Elemental Fist, Improved Grapple, Greater Improved Grapple, Multiattack,
  89.  
  90. Skills: +6 Survival +6 Knowledge (Nature), +12 Escape Artist, +10 Perception, +14 intimidate, spellcraft +9, diplomacy +9, sense motive +11, swim +11, stealth +14, bluff +11
  91.  
  92. Class features: Flurry of blows +8/+8/+3/+3, 1d10 unarmed strike damage, +2 AC bonus, +30 fast movement, Pain Points (+1 on critical hit confirmation, +1 to stunning fist and quivering palm DC), Martial Arts Master, Exploit Weakness (Ultimate Combat pg 59), Extreme Endurance (Immunity to Fatigue and Exhaustion), Physical Resistance (Any ability that causes ability damage, drain or penalties does -2 points of it), Stunning Fist (Stunned, Fatigued, or Sickened), Evasion, Maneuver Training, High Jump, Improved Evasion, Spontaneous Domain Casting, Windwalker (Effects of Wind are one step less), Storm Voice (Perception check to hear voice DC-3), Orisons, Nature Sense, Wild Empathy, Storm Burst (1d6+2 nonlethal damage to one foe within 30 feet, target takes -2 penalty on attack rolls for one round, 4 times/day)
  93.  
  94. Special Qualities: DR 10/silver, Can take shape of an electric or giant moray eel (as per shapechange) as a move action, consantly under a speak with animals spell that works eels only, and can cast charm monster on eels at will, electricity (on a critical hit from an unarmed attack, the creature struck must make a DC 15 fortitude save or be stunned for 1d4 rounds, Gnaw (If Roan begins a turn with a grbabed foe, she inflicts automatic bite damage. She has a second set of jaws in her throat that can make a second bite attack against a foe she has already grabbed. +16 1d6+7)
  95.  
  96. Gear: Empress's Raiment (+2 Grinding Eel hide studded leather, +5 to ac, +7 max dex, -0 armour check, 15% arcane spell failure, 20 pounds, electricity resistance 2, any creature succeeding on a grapple check against the wearer takes 2 damage), Bonebreaker Gauntlets (Ultimate equipment), Hand of The Mage (Mage hand at will), Wand of Entangle (Fifty Charges), 2 potions of cure serious wounds, 2 potions cure light wounds, potion of mage armour, 2 potions of expeditious retreat, 2 potions of bull's strength, spell component pouch, soft coral and fishbone (holly and mistletoe), potion sponges for all potions, mithril anklets (300 gold), headdress of small white pearls and red garnets (225 gold),
  97.  
  98. Typical Spells:
  99. 0
  100. Light
  101. Stabilize
  102. Detect Magic
  103. Detect Poison
  104.  
  105. 1
  106. Faerie Fire
  107. Magic Fang
  108. Summon Nature's Ally 1
  109.  
  110. 2
  111. Summon nature's ally 2
  112.  
  113. Domain spells:
  114. 1
  115. Obscuring Mist
  116.  
  117. 2
  118. Fog Cloud
  119.  
  120. Domain: Storms
  121.  
  122. Languages: Common, Saveshtek, Druidic, Aquan
  123.  
  124. Tactics: Roan prefers to have a head start on combat and to be able to prepare ahead of time if she can. Underwater combat is where she really shines, especially when supported by more Savesh. If caught off guard, she attempts to make her way to an advantageous position from which to conceal herself and quickly prepare before savaging her enemies. She prefers to hide and evaluate her enemy with detect magic and using eels in the area as scouts, casting magic fang on herself and drinking potions of bull's strength and expeditious retreat, then casts summon nature's ally to summon sharks or eels and uses her wand of entangle on the enemy, grabbing as many as she can with it. She makes liberal use of spring attack and lunge, darting through crowds of entangled enemies and hitting as many as she can before darting away. She attempts to take out weaker enemies first to thin the ranks, but will strike any obvious sources of power and attempt to entangle or otherwise keep dangerous enemies out of the fight as long as possible. She makes use of obscuring mist and fog cloud to turn the battlefield to her favour, and uses faerie fire to detect any invisible enemies. More dangerous enemies are the targets of storm burst and stunning fist, and when she can seperate an enemy from their allies, she attempts to grapple it with a bite and use her gnaw ability on it. She makes sure to use exploit weakness every turn, and unless she has a good reason not to, uses elemental fist with every attack, always choosing electricity unless the enemy has a specific weakness. Roan intimidates enemies as best she can, and if brought below 25% health, flees, using her second potion of expeditious retreat and letting her followers cover her retreat until she can get magical healing and rejoin the battle.
  125.  
  126. Roan Scheherakke is always accompanied by enough sharks, eels, and savesh to make at least a cr 16 encounter.
  127.  
  128. [A tall, powerful smooth-skin saveshi with black and white striped skin with orange mottling along her spine and limbs and golden eyes. Her rami are a pale red in colour, and decorated with a long, tangled mesh of small white pearls and glittering red hematite gems strung on silvery cord. She wears a regal yet practical set of armour resembling a single piece swim suit crossed with a tunic and a cingulum, crafted from deep blue eel hide and studded with mithril. Mithril anklets cover her legs and fishing nets are wrapped tightly around her body to hold onto a small collection of potion sponges and her forearms are covered with bracers made of tightly wrapped kelp and gently undulating soft corals. Her gaze is friendly, much calmer than that of her followers, but her eyes still bely the fact she sizes people up as meals before making other considerations.
  129.  
  130. Empress Roan Scheherakke is the undisputed leader of the savesh, having united their people centuries ago by generally going about knocking heads together. Despite being what other races would consider violent to the point of insanity and possessing a bloodlust to rival a blood orc chifetain's, she is sensible and calm enough to keep the sevash together as a people and pass onto them the concepts of 'laws' and 'farming' and 'not eating anyone that even remotely annoys you'. She was the first of the smooth-skins, all others being descended from her along some point of her long rule.]
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