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[Pathfinder] beastisrfrt

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651054

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Featured Races 2

helpless monk does not gain the benefits of resilience.

This ability replaces evasion.

Ki Pool (Su): At 4th level, an ironskin monk can spend 1

point from his ki pool to gain a damage bonus equal to 1/2

his level against objects and constructs for 1 round. This

replaces the ability to increase speed with ki.

Staggering Blow (Ex): At 5th level, an ironskin monk

attacking with an unarmed strike can spend 1 point from

his ki pool as a free action after a successful critical hit to

stagger the creature struck for 1 round (Fort DC 10 + 1/2

the ironskin monk’s level + the ironskin monk’s Wisdom

modifier negates). This ability replaces high jump.

Tough as Nails (Ex): At 6th level, an ironskin monk gains

DR 1/—. Subtract 1 point from the damage the ironskin

monk takes each time he is dealt damage from a weapon

or a natural attack. This damage reduction increases by

1 point at 9th level and every 3 levels thereafter. Damage

reduction can reduce damage to 0 but not below 0. This

ability replaces fast movement and slow fall.

Evasion (Ex): At 9th level, an ironskin monk gains

evasion. This ability replaces improved evasion.

Surefooted (Ex): At 17th level, an ironskin monk’s speed

is not reduced by difficult terrain. This ability replaces

tongue of the sun and moon.

Unbreakable (Ex): At 20th level, an ironskin monk sets

aside many of the frailties of mortal f lesh. He becomes

immune to death effects and stunning. He is not subject

to ability damage or ability drain, and has a 75% chance of

ignoring the extra damage dealt by critical hits and sneak

attacks. This ability replaces perfect self.

NEW RACIAL RULES

The following options are available to hobgoblins. At the

GM’s discretion, other appropriate races may make use of

some of these new rules.

Hobgoblin Equipment

Hobgoblins have access to the following equipment.

Brewed Reek: Animal musk, spoiled meat, pungent

plants, and any other foul-smelling substances on hand

go into a batch of brewed reek. When boiled, this mixture

becomes a thick alchemical slime that adheres to anything

it touches. You can hurl brewed reek as a splash weapon

with a range increment of 10 feet. A creature struck with

a direct hit must succeed at a DC 15 Fortitude save or be

sickened for 2d6 rounds. If the target fails its save, it must

make a second Fortitude save or be nauseated for 1 round.

Creatures in the splash area must make a Fortitude save or

be sickened for 1 round. A creature that drinks brewed reek

does not get a saving throw and is sickened for 2d6 rounds

and nauseated for 1 round.

Fetters: Fetters are manacles fitted around the ankles

rather than the wrists, and use the same rules (Core

Rulebook 156) for breaking, escape, and cost relative to size.

A creature in fetters is entangled and can only move at half

speed. In addition, a fettered creature must succeed at a

DC 15 Acrobatics check to move more than its (reduced)

speed in a round. If it fails the check by 5 or more, the

creature falls prone.

Hobgoblin War Draught: This drink is a foul-smelling

alchemical blend of raw alcohol, mashed grubs, and

medicinal mushrooms. A hobgoblin under the effects

of hobgoblin war draught ignores all penalties resulting

from the fatigued and shaken conditions for 10 minutes,

after which he must succeed at a DC 15 Fortitude save or be

sickened for 1 hour. Anyone lacking the goblinoid subtype

who drinks hobgoblin war draught must immediately make

a DC 15 Fortitude save or be sickened for 1 hour; success

means the drinker ignores all penalties resulting from the

fatigued and shaken conditions for 1 minute, after which he

is sickened for 10 minutes. Hobgoblin war draught has no

effect on creatures that are immune to poison.

Manacle Barbs: Barbs added to these manacles wound

a captive who does more than move slowly and with care.

A creature secured in barbed manacles takes 1 point

of piercing damage if it takes more than a single move

action during a round. Rough movement of any kind,

such as being struck in combat or falling prone, likewise

causes 1 point of damage. Attempting to break out of

barbed manacles with a Strength check deals 1d4 points

of piercing damage to the captive regardless of the success

of the attempt.

Fetters can also be fitted with barbs, but the wearer can

avoid damage by not taking actions that involve moving

its legs. Hobgoblins often use such fetters to secure

artisans to their worktables. Securing a captive with

multiple sets of manacles and/or fetters doesn’t cause

additional damage.

Unstable Accelerant: A volatile mix of incendiary

reagents, unstable accelerant can be thrown just like

alchemist’s fire. In the hands of an alchemist, a f lask of

unstable accelerant can be used as part of creating a bomb,

increasing its fire damage by +1d6 points. It has no effect

on bombs that do not deal fire damage. If the bomb lasts

for more than an instant, the extra damage only applies to

the first round’s damage.

Hobgoblin Equipment

Item Cost Weight Craft DC

Brewed reek 40 gp 1 lb. DC 25

Fetters 15 gp 2 lbs. —

Fetters, masterwork 50 gp 2 lbs. —

Hobgoblin war draught 10 gp 1 lb. DC 20*

Manacle barbs +15 gp 1 lb. —

Unstable accelerant 50 gp 1/2 lb. DC 25

* Craft DC 15 for hobgoblins

123

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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