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''Nekomimi'' are a major case against experimental transmutation (scientific, arcane, divine, or all of the above, depending on setting) being performed on humanoids. The result of merging cat-like features into humans, their cat-like tendencies are more internal than external - usually. The resulting species is fully fertile, but also capable of turning other humanoids into them. ''Personality:'' Nekomimi have as wide a personality range as most species, but tend to have at least two stereotypical cat-like tendencies in their psyche - particularly, they are known for viewing themselves as superior to all other humanoid species. Some Nekomimi who have mastered one or more forms of transmutation actually view it as a racial duty to 'upgrade' other beings into being Nekomimi themselves... Nekomimi tend to exhibit more subtle cat-like tendencies as well - a preference for walking along fences rather than on a street just to show off their balance being particularly observed. They also tend to gather together - any city with a significant Nekomimi presence is likely to have a small district dedicated to them. As an artificial species, they lack an inherent culture - most Nekomimi districts therefore try to develop their own. This often results in them openly resenting authority, developing a strong cultural bias towards Chaotic alignment. ''Physical Description:'' Nekomimi are most typically compared to elves - a good bit shorter than a typical human, and much ligher as well. More strikingly obvious, however, are their cat-like ears and tail - usually the same color as their hair and skin (barring the use of hair dye). More striking is the way a Nekomimi moves - with an active slink in their motion, using the less obvious advantages of their nature more thoroughly. ''Alignment:'' A being turned into a Nekomimi keeps its alignment. A natural-born Nekomimi will develop per the culture around it - if this is a Nekomimi culture, this tends to favor chaos over law. ''Religion:'' Any god whose priesthood doesn't refer to Nekomimi as 'abominations', 'freaks', or similar derogatory terms is prone to have at least some Nekomimi worshippers. Surprisingly, this includes many gods of nature - who view their relative closeness to true species of nature as something to envy, if not openly seek to emulate. ''Language:'' Nekomimi learn Common, and seem to inherently know Cat. They also tend to develop languages of the cultural area around them. == Player character Nekomimi == * '''+2 Dexterity, -2 Strength, +2 Charisma, -2 Wisdom''': Nekomimi are famously lithe and charming, but tend to be too curious for their own good, and have a different bone structure than humans that makes equally-strong muscles less effective in practice. * '''Medium Size''': Nekomimi do not receive any size adjustments. * '''Nekomimi''': Nekomimi are humanoids with the (Nekomimi) Subtype. * '''Speed''': A Nekomimi's base land speed is 40 feet. * '''Low-Light Vision''' * '''Keen Hearing''': Nekomimi ears aren't just for looks - they have superior hearing to most beings. +2 to Awareness checks where hearing could help - no matter how subtly. * '''Slink''': Nekomimi bone structures can fold in more places than a typical humanoid's - allowing them to slip through spaces that others can't. For the purposes of fitting in tight spaces, they are considered one size smaller than normal. * '''Pounce''': The same bone structures are also capable of putting great force when put into a full-body motion. +4 to Athletics checks where a full-body motion can help (such as a jump). Nekomimi can jump as if they were running from a standstill. * '''Claws''': Nekomimi's nails, while as clippable as a typical human's, are ''much'' sharper. They have Claws as a natural weapon, dealing 1d3 damage... Unless they clip them. ** A Nekomimi who consistently maintains clipped claws may take a bonus feat at 1st level. (If the claws ever develop enough to qualify as a weapon, the feat is permanently lost.) * '''Balance''': A Nekomimi's tail gives them a much better sense of balance than their inner ear would alone. They gain an inherent +4 to Acrobatics checks related to balance... Unless their tail has been cut off. ** A Nekomimi who loses its tail can only grow it back by magical means. * '''Camraderie''': Nekomimi can make Diplomacy checks on cats and feline creatures, and do so at a +4 bonus. ** '''Enmity''': Dogs and canine creatures react to Nekomimi at one step worse than they otherwise would (Neutral to Unfriendly). * Favored Class: [[d20r:Hunter|Hunter]]. == Template Nekomimi == Alchemical experiments can turn any Medium humanoid into a '''Nekomimi'''. Once the transformation is completed, it is not usually reversible. The results are usually rather traumatic - especially for Dwarves, whose builds are warped the most by the change. '''Size and Type''' :The creature's race-given subtype changes to Nekomimi. All other subtypes remain as-is. '''Hit Dice''' :Does not change. '''Speed''' :The creature's speed increases to 40 feet. '''Armor Class''' :Does not change. '''Attacks''' :The creature's attack bonus does not change. '''Damage''' :The creature's damage bonus does not change. '''Special Attacks''' :The creature gains the Nekomimi's Claws (see above), but loses any other natural weapons or special attacks of physical nature. '''Special Qualities''' :The created creature gains the Slink, Pounce, Balance, and Camraderie special qualities (see above). They lose all special qualities of physical nature. '''Saves''' :Do not change. '''Abilities''' :+2 Dexterity, -2 Strength, +2 Charisma, -2 Wisdom. '''Skills''' :Do not change. '''Prowess''' :The creature gains no extra prowess. '''Feats''' :Gain Natural Weapon (Claws). '''Alignment''' :Does not change. '''Advancement''' :As normal. '''CR''' :+0 '''LA''' :+0
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