D20r:Nekomimi

From Fax Encyclopedicus

Jump to: navigation, search
(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 …')
Line 17: Line 17:
== 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).

Revision as of 00:13, 20 August 2010

Personal tools
Google AdSense