D20r:Nekomimi
From Fax Encyclopedicus
(Created page with '''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 …') |
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== Player character Nekomimi == | == 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. | + | * '''+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. | + | * '''Medium Size''': Nekomimi do not receive any size adjustments. |
- | * ''Nekomimi'': Nekomimi are humanoids with the (Nekomimi) Subtype. | + | * '''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). |