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Curvedclaw Racial Traits (PEACH)

For the Sauric Isles campaign setting by LOTRFan

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Curvedclaw Racial Traits (PEACH)

Postby LOTRfan » Mon Jan 17, 2011 5:54 pm

Curvedclaw
Medium Humanoid (Reptilian)
Hit Die:
2d8+2 (11 hp)
Initiative: +1
Speed: 40 ft.
Armor Class: 15 (+4 natural, +1 Dex), touch 11, flat footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
Full Attack: 2 Claws +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft., scent, Cold Torpor, Protection to Sonic Attacks, Vulnerability to Gas Attacks
Saves: Fort +1, Ref +4, Will -1
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Intimidate +4, Knowledge (Geography) +5, Survival +5
Feats: Track
Challenge Rating: 1
Environment: Warm Deserts
Organization: Solitary, Pack (3-6), or Tribe (11-22 plus leader of 5th level and 10% noncombatants)
Treasure:
Standard
Alignment: Usually Lawful Evil
Advancement: By character class
Level Adjustment: +2

A large, reptilian creature stands atop a sand dune. Suddenly, three more appear from behind the dune to the side. All four large, partially feathered humanoids surround you.

Curvedclaws are a race of humanoid dromaeosaurids, specifically looking like a cross between a humanoid, deinonychus, and velociraptor. The Curvedclaws have lived in the deserts for hundreds of years now, but it is originally thought that they have come from jungles. Why this migration has occurred is unknown, but many believe that the early Curvedclaw civilization could not deal with the constant threats from dinosaurs and the neighboring Saurial race, the Sharpteeth.

Curvedclaws have adapted to their environment, being fast hunters and ambushers. Their home has little food or water, so groups wandering the desert seem to stay small enough to get rid of any unnecessary worries about a lack of food or water. Unfortunately, this view has also made them very cruel in disposition towards others, including other Curvedclaw tribes.

Curvedclaws are nomadic, and as a result can rarely be found in the same area for more than two weeks. They engage in bloody tribal wars with neighbors, and some of the more depraved practice cannibalism. In their minds, if you are not strong enough to defend your land, you are nothing better than livestock.

Combat
Curvedclaws prefer quick and bloody combat. They set up ambushes, and once the trap is set, they run in and rip enemies apart.

Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.

Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.

Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.


Curvedclaw Racial Traits
• +2 Dex, +2 Wis
Medium Humanoid (Reptilian);
• Base Speed 40 ft.
• Lowlight Vision
Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
Racial Levels: A Curvedclaw has 2 levels of Humanoid. This grants it a BAB of +1 and Fort +0, Ref +3, Will +0.
Racial Skills: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Racial Feats: A Curvedclaw's racial levels grant it 1 feat.
• +4 natural armor
• Scent
• Tail Attack (1d3 Damage)
• Claw Attacks (1d4 damage)
Favored Class: Ranger
Level Adjustment: +2
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Re: Curvedclaw Racial Traits (PEACH)

Postby LOTRfan » Mon Jan 17, 2011 5:55 pm

Saurial Racial Class
Hit DiceSkillsBase Attack<br>BonusFort SaveRef SaveWill SaveSpecial
1d8
(2+INT) x4
+0
+0
+2
+0
Starting Racial Traits, Feat
1d8
-----
+0
+0
+2
+0
+2 Natural Armor, +2 Dex
2d8
(2+INT)
+1
+0
+3
+0
2 Claw Attacks (1d4 damage)
2d8
-----
+1
+0
+3
+0
Scent, +2 natural armor


Starting Racial Traits
• +2 Wis
Medium Humanoid (Reptilian);
• Base Speed 30 ft.
• Lowlight Vision
Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
• Tail Attack (1d4 Damage)
• Claw Attacks (1d4 damage)
Favored Class: Barbarian


Class Skills
A Curvedclaw’s class skills are Spot (Wis), Listen (Wis), Knowledge (Geography) (Int), Survival (Wis), and Jump (Str).

Weapon and Armor Proficiency:
Curvedclaws are proficient with no armor, and all simple weapons.

Natural Armor: At 2nd level, a Curvedclaws gains +2 to natural armor. This increases by 2 again at 4th level.

Bite Attack: At 3rd level, Curvedclaws gains a bite attack that does 1d6 damage.

Scent (Ex): At 4th level, Curvedclaws gain scent. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

Ability Increase: At 2nd level, Curvedclaws get a +2 ability increase to strength.
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