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). | ||
+ | * 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 |