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Scylla III

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Jul 26th, 2017
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  1. Cacaelia Racial Traits (Advanced on Land; Monstrous Underwater) [14 / 22 RP]
  2. +4 Dexterity, +2 Intelligence, -2 Charisma (4 RP)
  3. Cacaeliae have highly dextrous limbs which can act on their own due to their distributed nervous system, and are highly intelligent and capable of true multitasking. However, they have trouble understanding or relating with others, whose minds quite literally are not structured in the same way.
  4.  
  5. Amphibious (0 RP)
  6. Cacaeliae can breathe both air and water, but staying out of contact with water for more than 24 hours causes them to become slow and sluggish. They take a -4 penality to Dexterity and a -2 Penalty to Intelligence and Strength if kept out of water for more than 24 hours, and their base land speed changes to 20 ft. Submerging in water for two hours is enough to replenish their hydration, and these penalties disappear after two hours of continuous contact with fresh or saline water.
  7.  
  8. - Swim Speed, Jet., Ink Cloud (8 RP)
  9. Cacaeliae have a swim speed of 40 ft. As a full-round action, Cacaeliae can swim 200 ft. backwards. She must move in a straight line while jetting and does not provoke attacks of opportunity when she uses jet. Once per hour as a standard action, a Cacaelia can emit a 10 ft. radius sphere of ink while underwater. This ink cloud provides total concealment and persists for one minute.
  10.  
  11. Monstrous Humanoid
  12. Cacaeliae are Monstrous Humanoids with the Aquatic subtype.
  13.  
  14. Darkvision, 60 ft. (2 RP)
  15. Cacaeliae have Darkvision 60 ft.
  16.  
  17. Medium Creature (0 RP)
  18. Cacaeliae are medium creatures, and they have no bonuses or penalties due to their size.
  19.  
  20. Octopus Tentacles (8 RP)
  21. Cacaeliae gain a +4 Racial bonus on combat manuever checks to trip other creatures. They gain Improved Grapple as a bonus feat, and can attack even while grappling. Maintaining a grapple made by tentacles (but not your hand or any other part of your body) is a swift action that does not provoke an attack of opportunity for Cacaliae. Cacaeliae cannot be tripped. While Cacaliae cannot use their tentacles in any way but to manipulate Small objects (and cannot use them as extra limbs for attacking purposes) and cannot use more than two of them in this way, they still gain a natural attack. Cacaliae have two tentacle attacks (with a reach of 10 ft.) that count as primary natural attacks and deal 1d4 bludgeoning damage.
  22.  
  23. Languages
  24. Cacaeliae begin speaking Aquan and Common. Cacaeliae with a high Intelligence score can choose from the following: Aklo, Abyssal, Celestial, Draconic, Dwarven, Elven, Giant, and Sylvan.
  25.  
  26. #############################
  27.  
  28. Cecaelia Racial Traits (Monstrous on Land; Very Powerful Underwater) [25 / 33 RP]
  29.  
  30. +2 Strength, +4 Dexterity, +2 Intelligence, -2 Charisma (8 RP)
  31. Cacaeliae have strong and dextrous limbs which can act on their own due to their distributed nervous system, and are highly intelligent and capable of true multitasking. However, they have trouble understanding or relating with others, whose minds are, quite literally, not structured in the same way.
  32.  
  33. Amphibious (0 RP)
  34. Cacaeliae can breathe both air and water, but staying out of contact with water for more than 24 hours causes them to become slow and sluggish. They take a -4 penality to Dexterity and a -2 Penalty to Intelligence and Strength if kept out of water for more than 24 hours, and their base land speed changes to 20 ft. Submerging in water for two hours is enough to replenish their hydration, and these penalties disappear after two hours of continuous contact with fresh or saline water.
  35.  
  36. - Swim Speed, Jet., Ink Cloud (8 RP)
  37. Cacaeliae have a swim speed of 40 ft. As a full-round action, Cacaeliae can swim 200 ft. backwards. She must move in a straight line while jetting and does not provoke attacks of opportunity when she uses jet. Once per hour as a standard action, a Cacaelia can emit a 10 ft. radius sphere of ink while underwater. This ink cloud provides total concealment and persists for one minute.
  38.  
  39. Monstrous Humanoid
  40. Cacaeliae are Monstrous Humanoids with the Aquatic subtype.
  41.  
  42. Darkvision, 60 ft. (2 RP)
  43. Cacaeliae have Darkvision 60 ft.
  44.  
  45. Medium Creature (0 RP)
  46. Cacaeliae are medium creatures, and they have no bonuses or penalties due to their size.
  47.  
  48. Wild Tentacles (15 RP)
  49. Cacaeliae gain a +4 Racial bonus on combat manuever checks to trip other creatures. They gain Improved Grapple as a bonus feat, and can attack even while grappling. Maintaining a grapple made by tentacles (but not your hands or any other part of your body) is a swift action that does not provoke an attack of opportunity for Cacaliae. Cacaeliae cannot be tripped. Cacaeliae count as having four limbs, as they may use up to two of their tentacles to attack or otherwise manipulate objects, and gain 10 ft. reach attacks and grapple checks made with their tentacles. Cacaliae have two tentacle attacks (with a reach of 10 ft.) that count as primary natural attacks and deal 1d4 bludgeoning damage. These tenacles are the same tentacles used to manipulate objects and wield weapons.
  50.  
  51. Languages
  52. Cacaeliae begin speaking Aquan and Common. Cacaeliae with a high Intelligence score can choose from the following: Aklo, Abyssal, Celestial, Draconic, Dwarven, Elven, Giant, and Sylvan.
  53.  
  54. #############################
  55.  
  56. Racial Feats
  57. Gripping Tentacles [Combat, Monk Bonus Feat]
  58. Prerequisite: Cacaelia
  59. A Cacaelia which takes this feat gains the Grab quality on all of her natural tentacle attacks, but does not take the normal -20 penalty to maintain a grapple. Tentacles used to maintain a grapple cannot be used in any other way, and she must use the tentacles used for her natural attacks to maintain this grapple.
  60.  
  61. Grabbing Tentacles [Combat, Monk Bonus Feat (added at 6th level)]
  62. Prerequisite: Cacaelia, Gripping Tentacles, BAB 6
  63. A Cacaelia which takes this feat gains Greater Grapple as a bonus feat (and rolls twice, taking the better result, for grapples maintained by tentacles). In addition, a Cacaelia who takes this feat can attempt a grapple check made by any tentacle attack. If the tentacle was holding a weapon, the weapon is dropped (a free action), and the Cacaelia takes a -5 penalty to her grapple check. This feat causes a Caecalia's tentacles to count as Unarmed Attacks for the purposes of Monk features and abilities that specify Unarmed Attacks.
  64.  
  65. Suffocating Tentacles [Combat, Monk Bonus Feat (added at 10th level)]
  66. Prerequisite: Cacaelia, Grabbing Tentacles, BAB 10
  67. A Cacaelia adds the Constrict (1d4+Strength Bludgeoning) special property to all her grapples made with tentacles.
  68. She can also attempt to Suffocate her opponent by making a grapple check as a full-round action. If the opponent fails this check, it takes grappling damage as normal and must make a DC (8+Cacaelia's Strength Modifier) Constitution check, and is considered to be in danger of drowning. The constitution check increases by 2 each turn instead of by 1 that the Cacaelia succeeds at her grapple check. An opponent that fails two checks (consecutive or not) is considered to be Drowning, and dies in three rounds. During these three turns, the opponent is considered Helpless, and his CMD against grapples is 0.
  69. An opponent that does not actively breathe (whether or not he needs air or water to survive) cannot be affected in this way - worms and similar creatures, therefore, are immune to suffocation. Deadly Agility and similar abilities have no effect on the damage of the Constrict attack, and do not affect the DC of Suffocation.
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