D20r:Nekomimi

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(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 ==
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* ''+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.
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* '''+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.
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* ''Medium Size'': Nekomimi do not receive any size adjustments.
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* '''Medium Size''': Nekomimi do not receive any size adjustments.
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* ''Nekomimi'': Nekomimi are humanoids with the (Nekomimi) Subtype.
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* '''Nekomimi''': Nekomimi are humanoids with the (Nekomimi) Subtype.
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* '''Speed''': A Nekomimi's base land speed is 40 feet.
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* '''Low-Light Vision'''
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* '''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.
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* '''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.
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* '''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.
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* '''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.
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** 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.)
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* '''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.
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** A Nekomimi who loses its tail can only grow it back by magical means.
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* '''Camraderie''': Nekomimi can make Diplomacy checks on cats and feline creatures, and do so at a +4 bonus.
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** '''Enmity''': Dogs and canine creatures react to Nekomimi at one step worse than they otherwise would (Neutral to Unfriendly).
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* Favored Class: [[d20r:Hunter|Hunter]].
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== Template Nekomimi ==
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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.
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'''Size and Type'''
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:The creature's race-given subtype changes to Nekomimi. All other subtypes remain as-is.
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'''Hit Dice'''
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:Does not change.
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'''Speed'''
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:The creature's speed increases to 40 feet.
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'''Armor Class'''
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:Does not change.
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'''Attacks'''
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:The creature's attack bonus does not change.
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'''Damage'''
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:The creature's damage bonus does not change.
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'''Special Attacks'''
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:The creature gains the Nekomimi's Claws (see above), but loses any other natural weapons or special attacks of physical nature.
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'''Special Qualities'''
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:The created creature gains the Slink, Pounce, Balance, and Camraderie special qualities (see above). They lose all special qualities of physical nature.
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'''Saves'''
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:Do not change.
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'''Abilities'''
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:+2 Dexterity, -2 Strength, +2 Charisma, -2 Wisdom.
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'''Skills'''
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:Do not change.
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'''Prowess'''
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:The creature gains no extra prowess.
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'''Feats'''
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:Gain Natural Weapon (Claws).
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'''Alignment'''
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:Does not change.
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'''Advancement'''
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:As normal.
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'''CR'''
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:+0
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'''LA'''
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:+0

Current revision as of 04:47, 20 August 2010

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