[Pathfinder] beastisrfrt

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651132222414022241406511326511322224140paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Uncommon Races 3RACIAL ARCHETYPESThe following racial archetype is available to strix.DC to cast while entangled in a snag net is 17 + the spell’slevel. The Escape Artist DC to escape a snag net is 22.Airborne Ambusher (Fighter)Driven by suspicion and hatred, strix doggedly guard theirterritories, making deadly use of their f light. Using swiftstrikes from above, strix plummet onto their foes withlethal force.Weapon and Armor Proficiency: An airborne ambusheris not proficient with heavy armor or tower shields.Class Skills: An airborne ambusher adds Fly to his list ofclass skills and removes Climb from his list of class skills.Combat Flyer (Ex): At 2nd level, an airborne ambushermay use his fighter bonus feats to select Flyby Attack andHover. This replaces bravery.Aerobatics (Ex): At 5th level, an airborne ambushermay make a Fly check instead of an Acrobatics check tomove through a threatened area or an enemy’s space. Thisreplaces weapon training 1.Flying Dodger (Ex): At 9th level, when an airborneambusher f lies at least half its f ly speed on its turn, it gainsa +1 dodge bonus to AC for 1 round. This bonus increasesto +2 at 11th level and +4 at 17th level. This ability replacesweapon training 2.Plummeting Charge (Ex): At 13th level, if an airborneambusher f lies at least half its f ly speed as part of acharge, it gains a +2 racial bonus on the attack roll (inaddition to the normal charge bonus) and a +4 bonus onits critical confirmation roll. These bonuses improve to+4 and +6 at 17th level. This replaces weapon training 3and 4.Strix FeatsStrix have access to the following feat.Stretched WingsYou strengthen your crippled wings.Prerequisites: Str 13, Skill Focus (Fly), strix, wingclippedracial trait.Benefit: Your strix racial f ly speed increases to 60 feet(average). You ignore the wing-clipped trait’s Fly checkrequirement to f ly upward.Strix Magic ItemsStrix have a fondness for magic items like this one.STONEMIST CLOAKAura faint conjuration (creation) and illusion; CL 3rdSlot shoulders; Price 3,500 gp; Weight 1 lb.DESCRIPTIONIn rocky or mountainous areas, when this stone-gray cloak isworn with the hood drawn up around the head, the wearer gainsa +5 competence bonus on Stealth checks. Once per day, thewearer can create an area of fog equivalent to obscuring mist.CONSTRUCTIONRequirements Craft Wondrous Item, invisibility, obscuringmist; Cost 1,750 gpStrix SpellsStrix have access to the following spell.NEW RACIAL RULESThe following options are available to strix. At the GM’sdiscretion, other appropriate races may also make use ofsome of these.Strix EquipmentStrix have access to the following equipment.Snag Net: This short, wide net is covered in barbedloops and slipknots. It works like a typical net exoticweapon, except it has the trip weapon special feature.If you entangle an opponent and hold the trailing rope,on your turn in place of a melee attack you may make atrip combat maneuver check against that opponent; ifyou succeed, you may trip the opponent or deal 1 pointof piercing damage to the opponent. The concentrationSTRONG WINGSSchool transmutation; Level druid 1, ranger 1, sorcerer/wizard 1,witch 1Casting Time 1 standard actionComponents V, SRange touchTarget creature touchedDuration 1 minute/levelSave Fortitude negates (harmless); Spell Resistance yes(harmless)The target’s wings grow more powerful, causing its fly speedto increase by +10 feet and its maneuverability to improveby one category (to a maximum of good). This increasecounts as an enhancement bonus. This spell has no effecton wingless creatures or winged creatures that cannot f ly.Table 3–4: Strix WeaponExotic Weapons Cost Dmg (S) Dmg (M) Critical Range Weight Type SpecialTwo-Handed Melee WeaponsNet, snag 30 gp see text see text — 10 ft. 10 lbs. P Trip, see text201paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65113322241412224141paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126511336511332224141SulisSulis, or suli-jann, are the descendents of mortals and jann.They manifest their otherworldly heritage in adolescence,or when awakened by an encounter with a genie. Strongand attractive, these dynamic individuals can call forthelemental energies to augment their prowess in combat.Neither genie nor quite human, sulis stand in two worldsand often feel as if they don’t belong to either.ALTERNATE RACIAL TRAITSThe following racial trait may be selected instead ofexisting suli racial traits. Consult your GM beforeselecting this new option.Energy Strike (Su): A suli with this racial trait has astronger connection to one energy type than to the otherthree used by sulis. Choose one energy type: acid, cold,electricity, or fire. The suli’s elemental assault ability canonly deal energy damage of this type. The suli has resistance5 to this energy type and no racial resistance to the otherthree types. While her elemental assault is active, the suligains an additional ability based on the chosen energy type.Earthfoot (acid): Whenever the suli moves throughdifficult terrain related to earth and stone(rubble, mud, sand, and so on), she maymove through 5 feet of that difficultterrain each round as if it were normalterrain. This allows the suli to take a 5-foot step into thatdifficult terrain. Other kinds of difficult terrain (ice,caltrops, foliage, and so on) affect the suli normally.Firehand ( fire): Instead of adding damage to a meleeattack, the suli may hurl a piece of her arm-f lames as ifit were a thrown weapon. The suli makes a ranged touchattack; if the attack hits, the target takes 1d6 points of firedamage. The f lames have a range increment of 10 feet.Icewalk (cold): The suli can walk on water-based liquidsas if using water walk, except instead of hovering above thesurface, she creates a temporary layer of ice that supportsher and immediately melts once she moves away from it.This ice is not slippery to the suli and does not affect herbalance or speed, though other ice affects her normally.Other creatures cannot travel on this ice, but the suli maycarry a creature while moving.Shockshield (electricity): Once per round as an immediateaction, the suli can shock a creature that touches orattacks her with a natural attack, unarmed strike, ormetal melee weapon, dealing 1d6 points of electricitydamage to the creature.This racial trait otherwise works like and replaceselemental assault.FAVORED CLASS OPTIONSThe following options are available to all sulis who have thelisted favored class, and unless otherwise stated, the bonusapplies each time you select the favored class reward.Suli Racial Traits+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawnyand charming, but slow-witted.Native Outsider: Sulis are outsiders with the native subtype.Medium: Sulis are Medium creatures and have no bonusesor penalties due to their size.Normal Speed: Sulis have a base speed of 30 feet.Low-Light Vision: Sulis can see twice as far as humansin dim light.Negotiator: Sulis are keen negotiators, and gain a +2 racialbonus on Diplomacy and Sense Motive checks.Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms inacid, cold, electricity, or fire. This lasts for one round per level, and can be dismissedas a free action. Unarmed strikes with her arms or hands (or attacks withweapons held in those hands) deal +1d6 points of damage of the appropriateenergy type.Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5,and fire 5.Languages: Sulis begin play speaking Common and one elementallanguage (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligencescores can choose from the following: Aquan, Auran, Draconic,Ignan, and Terran.202paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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Sulis

Sulis, or suli-jann, are the descendents of mortals and jann.

They manifest their otherworldly heritage in adolescence,

or when awakened by an encounter with a genie. Strong

and attractive, these dynamic individuals can call forth

elemental energies to augment their prowess in combat.

Neither genie nor quite human, sulis stand in two worlds

and often feel as if they don’t belong to either.

ALTERNATE RACIAL TRAITS

The following racial trait may be selected instead of

existing suli racial traits. Consult your GM before

selecting this new option.

Energy Strike (Su): A suli with this racial trait has a

stronger connection to one energy type than to the other

three used by sulis. Choose one energy type: acid, cold,

electricity, or fire. The suli’s elemental assault ability can

only deal energy damage of this type. The suli has resistance

5 to this energy type and no racial resistance to the other

three types. While her elemental assault is active, the suli

gains an additional ability based on the chosen energy type.

Earthfoot (acid): Whenever the suli moves through

difficult terrain related to earth and stone

(rubble, mud, sand, and so on), she may

move through 5 feet of that difficult

terrain each round as if it were normal

terrain. This allows the suli to take a 5-foot step into that

difficult terrain. Other kinds of difficult terrain (ice,

caltrops, foliage, and so on) affect the suli normally.

Firehand ( fire): Instead of adding damage to a melee

attack, the suli may hurl a piece of her arm-f lames as if

it were a thrown weapon. The suli makes a ranged touch

attack; if the attack hits, the target takes 1d6 points of fire

damage. The f lames have a range increment of 10 feet.

Icewalk (cold): The suli can walk on water-based liquids

as if using water walk, except instead of hovering above the

surface, she creates a temporary layer of ice that supports

her and immediately melts once she moves away from it.

This ice is not slippery to the suli and does not affect her

balance or speed, though other ice affects her normally.

Other creatures cannot travel on this ice, but the suli may

carry a creature while moving.

Shockshield (electricity): Once per round as an immediate

action, the suli can shock a creature that touches or

attacks her with a natural attack, unarmed strike, or

metal melee weapon, dealing 1d6 points of electricity

damage to the creature.

This racial trait otherwise works like and replaces

elemental assault.

FAVORED CLASS OPTIONS

The following options are available to all sulis who have the

listed favored class, and unless otherwise stated, the bonus

applies each time you select the favored class reward.

Suli Racial Traits

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny

and charming, but slow-witted.

Native Outsider: Sulis are outsiders with the native subtype.

Medium: Sulis are Medium creatures and have no bonuses

or penalties due to their size.

Normal Speed: Sulis have a base speed of 30 feet.

Low-Light Vision: Sulis can see twice as far as humans

in dim light.

Negotiator: Sulis are keen negotiators, and gain a +2 racial

bonus on Diplomacy and Sense Motive checks.

Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in

acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed

as a free action. Unarmed strikes with her arms or hands (or attacks with

weapons held in those hands) deal +1d6 points of damage of the appropriate

energy type.

Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5,

and fire 5.

Languages: Sulis begin play speaking Common and one elemental

language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence

scores can choose from the following: Aquan, Auran, Draconic,

Ignan, and Terran.

202

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

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