[Pathfinder] beastisrfrt

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651120222412822241286511206511202224128paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Uncommon Races 3RACIAL ARCHETYPESThe following racial archetype is available to gillmen.Eldritch Raider (Rogue)An eldritch raider is a rogue who seeks to unravel themysteries of the destruction of the gillmen’s homeland.They explore old ruins that date back to the days of the oldhuman empire and track down relics and lore from its glorydays. An eldritch raider has the following class features.Class Skills: An eldritch raider adds Knowledge (arcana),Knowledge (history), and Spellcraft to her list of class skillsand removes Disguise, Perform, and Sleight of Hand fromher list of class skills.Skill Ranks per Level: 6 + Int modifier.Detect Magic (Sp): At 2nd level, an eldritch raider gainsthe ability to use detect magic at will. The eldritch raidertreats her rogue level as her caster level for this ability.This ability counts as the minor magic rogue talent forpurposes of qualifying for other rogue talents. This abilityreplaces the rogue talent rogues gained at 2nd level.Eldritch Intuition (Ex): At 3rd level, an eldritch raidergains an intuitive sense that allows her to more easilyactivate sorcerer and wizard spell completion and spelltrigger items. She gains a +1 bonus on Use Magic Devicechecks for this purpose. This bonus increases to +2 at 6thlevel, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at18th level. This ability replaces the trap sense class feature.New Talents: An eldritch raider has access to the followingnew advanced talents when selecting rogue advanced talents.Major Eldritch Magic (Sp): The eldritch raider gains theability to cast a 3rd-level spell from the sorcerer/wizardspell list two times per day as a spell-like ability. Thecaster level for this ability is equal to her rogue level. Thesave DC for this spell is 13 + her Intelligence modifier. Theeldritch raider must have an Intelligence of at least 13 toselect this talent. The eldritch raider must have the majormagic, minor eldritch magic, and minor magic roguetalents before choosing this talent.Minor Eldritch Magic (Sp): The eldritch raider gains theability to cast a 2nd-level spell from the sorcerer/wizardspell list two times per day as a spell-like ability. The casterlevel for this ability is equal to her rogue level. The save DCfor this spell is 12 + her Intelligence modifier. The eldritchraider must have an Intelligence of at least 12 to select thistalent. The eldritch raider must have the major magic andminor magic rogue talents before choosing this talent.Rogue Talents: The following rogue talents complementthe eldritch raider archetype: major magic, minor magic,quick disable, trap spotter (Core Rulebook); fast picks(Advanced Player’s Guide); black market connections,esoteric scholar, ninja trick (slow metabolism, wallclimber) (Ultimate Combat).Advanced Talents: The following advanced rogue talentscomplement the eldritch raider archetype: dispellingattack, improved evasion, slippery mind (Core Rulebook);major eldritch magic, minor eldritch magic (Advanced RaceGuide); thoughtful reexamination (Advanced Player’s Guide);familiar, hard to fool (Ultimate Combat).NEW RACIAL RULESThe following options are available to gillmen. At theGM’s discretion, other appropriate races may make use ofthese as well.Gillman EquipmentGillmen have access to the following equipment.Sea-Knife: A sea-knife is a long-handled weapon witha short blade. It is designed to be strapped to the ankleor foot of the wielder, pointing downward and juttingout beyond the wearer’s leg. Donning or removing a seaknifeis a full-round action. The wearer cannot use a legwith a sea-knife strapped to it for walking or running. Asea-knife can be used as a light melee weapon when thewielder is swimming, f lying, or prone. This allows thewielder to use a two-handed weapon, or wield a weaponwith one hand and carry a shield, and still make off-handattacks with the sea-knife. Attacks made with a sea-knifetake a –2 circumstance penalty on attack rolls in additionto all other attack penalties.Gillman SpellsGillmen have access to the following new spell.ABOLETH’S LUNGSchool transmutation; Level cleric 2, druid 2, sorcerer/wizard 2,witch 2Casting Time 1 standard actionComponents V, S, M/DF (piece of seaweed)Range touchTarget living creatures touchedDuration 1 hour/level; see textSaving Throw Will negates; Spell Resistance yesThe targets are able to breathe water, freely. However, theycan no longer breathe air. Divide the duration evenly amongall the creatures you touch. This spell has no effect oncreatures that can already breathe water.Table 3–2: Gillman WeaponMartial Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type SpecialSea-knife 8 gp 1d3 1d4 19–20/×2 — 1 lb. S —189paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65112122241292224129paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126511216511212224129GripplisGripplis stand just over 2 feet tall and have mottled greenand-brownskin. Most gripplis are primitive huntergatherers, living on large insects and fish found near theirtreetop homes, and are unconcerned about events outsidetheir swamps. The rare grippli who leaves the safety of theswamp tends to be a ranger or alchemist seeking to tradefor metals and gems.ALTERNATE RACIAL TRAITSThe following racial traits may be selected instead ofexisting grippli racial traits. Consult your GM beforeselecting any of these new options.Glider: Gripplis’ aerodynamic bodies and thick webbingbetween the toes enable a falling grippli to treat thedistance fallen as half the actual distance. The gripplican steer himself while falling,moving horizontally up toa number of feet equal tohalf the vertical distancefallen. The gripplicannot use this traitif it is wearing heavyarmor, is carryinga heavy load, or isunable to react tothe fall (such asbeing helpless).This racial traitreplaces swampstride.Jumper: Gripplis with this trait are always consideredto have a running start when making Acrobatics checks tojump. This racial trait replaces camouf lage.Princely: The grippli gains proficiency with rapiers and a+2 racial bonus on Diplomacy and Intimidate checks. Thisracial trait replaces swamp stride and weapon familiarity.Toxic Skin (Ex): Once per day as a swift action, a gripplican create a poison that can be applied to a weapon ordelivered as a touch attack. Alternatively, the grippli cansmear the poison on its own body as a standard action,affecting the first creature to hit it with an unarmed strikeor natural weapon. The poison loses its potency after 1hour. The grippli is immune to its own poison. This racialtrait replaces swamp stride and camouf lage.Grippli Poison: Skin or weapon—contact or injury; saveFort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitutionmodifier; frequency 1/round for 6 rounds; effect 1d2Dexterity damage; cure 1 save.FAVORED CLASS OPTIONSThe following options are available to all gripplis who havethe listed favored class, and unless otherwise stated, thebonus applies each time you select the favored class reward.Alchemist: Add +1/4 to the number of toxic skin usesper day.Druid: Add a +1/2 bonus on concentration checks. Thisbonus doubles in a forest or swamp terrain.Gunslinger: Add a +1/4 bonus on attack rolls whenmaking a utility shot or a dead shot.Rogue: Add a +1/2 bonus on Perception checks while ina forest or swamp.Ranger: Add a +1 racial bonus on Swim skill checks.When this bonus reaches +8, the ranger gains a swimspeed of 15 feet (this does not grant the ranger another +8racial bonus on Swim checks).Grippli Racial Traits+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 sizebonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus onStealth checks.Grippli: Gripplis are humanoids with the grippli subtype.Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.Darkvision: Gripplis can see in the dark up to 60 feet.Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes andforested areas.Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed whilewithin a swamp. Magically altered terrain affects a grippli normally.Weapon Familiarity: Gripplis are proficient with nets.Languages: Gripplis begin play speaking Common and Grippli. Gripplis with highIntelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin,and Sylvan.190paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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Gripplis

Gripplis stand just over 2 feet tall and have mottled greenand-brown

skin. Most gripplis are primitive hunter

gatherers, living on large insects and fish found near their

treetop homes, and are unconcerned about events outside

their swamps. The rare grippli who leaves the safety of the

swamp tends to be a ranger or alchemist seeking to trade

for metals and gems.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of

existing grippli racial traits. Consult your GM before

selecting any of these new options.

Glider: Gripplis’ aerodynamic bodies and thick webbing

between the toes enable a falling grippli to treat the

distance fallen as half the actual distance. The grippli

can steer himself while falling,

moving horizontally up to

a number of feet equal to

half the vertical distance

fallen. The grippli

cannot use this trait

if it is wearing heavy

armor, is carrying

a heavy load, or is

unable to react to

the fall (such as

being helpless).

This racial trait

replaces swamp

stride.

Jumper: Gripplis with this trait are always considered

to have a running start when making Acrobatics checks to

jump. This racial trait replaces camouf lage.

Princely: The grippli gains proficiency with rapiers and a

+2 racial bonus on Diplomacy and Intimidate checks. This

racial trait replaces swamp stride and weapon familiarity.

Toxic Skin (Ex): Once per day as a swift action, a grippli

can create a poison that can be applied to a weapon or

delivered as a touch attack. Alternatively, the grippli can

smear the poison on its own body as a standard action,

affecting the first creature to hit it with an unarmed strike

or natural weapon. The poison loses its potency after 1

hour. The grippli is immune to its own poison. This racial

trait replaces swamp stride and camouf lage.

Grippli Poison: Skin or weapon—contact or injury; save

Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution

modifier; frequency 1/round for 6 rounds; effect 1d2

Dexterity damage; cure 1 save.

FAVORED CLASS OPTIONS

The following options are available to all gripplis who have

the listed favored class, and unless otherwise stated, the

bonus applies each time you select the favored class reward.

Alchemist: Add +1/4 to the number of toxic skin uses

per day.

Druid: Add a +1/2 bonus on concentration checks. This

bonus doubles in a forest or swamp terrain.

Gunslinger: Add a +1/4 bonus on attack rolls when

making a utility shot or a dead shot.

Rogue: Add a +1/2 bonus on Perception checks while in

a forest or swamp.

Ranger: Add a +1 racial bonus on Swim skill checks.

When this bonus reaches +8, the ranger gains a swim

speed of 15 feet (this does not grant the ranger another +8

racial bonus on Swim checks).

Grippli Racial Traits

+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.

Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size

bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on

Stealth checks.

Grippli: Gripplis are humanoids with the grippli subtype.

Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.

Darkvision: Gripplis can see in the dark up to 60 feet.

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and

forested areas.

Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while

within a swamp. Magically altered terrain affects a grippli normally.

Weapon Familiarity: Gripplis are proficient with nets.

Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high

Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin,

and Sylvan.

190

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

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