Born of the not-as-unlikely-as-you-may-think pairing of a
halfling and a tanuki, a half-tanuki generally resembles a Small version of a tanuki.
However, they also can shapechange into a halfling form that hints at their
tanuki heritage. As both of their parent races, half-tanuki are infamous
pranksters. However, when threatened they become quite fearsome in combat,
often using whatever is at hand as a weapon.
Half-Tanuki Racial Traits (13
RP)
+2 Dexterity, +2 Charisma, –2 Strength: Half-tanuki
are nimble and quick-witted, but their small stature makes them weaker than
other races.
Half-Tanuki: Half-tanuki
are humanoids with the halfling and shapechanger subtypes.
Small: Half-
tanuki 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.
Slow Speed (–1 RP): Half- tanuki have a base speed of 20 feet.
Low-Light Vision
(1 RP): Half- tanuki can see twice as far as humans in conditions of dim
light.
Adaptable Fighter
(2 RP): Half- tanuki receive Catch Off-Guard as a bonus feat at
1st level.
Change Shape (Su)
(3 RP): A half-tanuki can assume the appearance of a specific single halfling
form of the same sex. The half-tanuki always takes this specific form when she uses
this ability. A half-tanuki in halfling form gains a +10 racial bonus
on Disguise checks made to appear halfling. Changing shape is a
standard action. This ability otherwise functions as alter self, except that the half-tanuki does not adjust his ability
scores.
Gift of Tongues (2
RP): Half-tanuki gain +1 racial bonus on Bluff and Diplomacy checks, and
learn 2 languages each time they gain a rank in Linguistics rather
than 1 language.
Halfling Luck (2 RP): Half- tanuki receive a +1 racial bonus on all saving throws.
Saké Affinity (Su) (4 RP): As a swift action,
a half-tanuki can take a swig of saké. When she does so, she gains the effect
of one of the following spells (dependent on his level): at 1st level, a
half-tanuki can use this ability to gain the effect of divine favor; at 5th level, a half-tanuki can use this ability
to gain the effect of false life; and
at 7th level, a half-tanuki can use this ability to gain the effect of haste or rage. Unusual half-tanukis may swap out these spell effect choices
at the GM's discretion. A half-tanuki’s caster level is equal to his total Hit
Dice for this ability. Each time a half-tanuki takes a swig of saké, she becomes
progressively drunker and takes a –1 penalty to its AC and on Reflex saves for
1 minute. These penalties stack.
Languages: Half-tanuki
begin play speaking Halfing and Tanuki. Half-tanuki with high Intelligence scores can choose from the
following: any human language, Dwarven, Elven, Gnome, Sylvan, and Tengu.
Alternate Racial Traits
The following racial traits may be selected instead of
existing half-tanuki racial traits. Consult your GM before selecting any of
these new options.
Darkvision (Ex):
Your vision matches that of your tanuki parent. You gain darkvision 60 feet.
This replaces the low-light vision and adaptable fighter traits.
Fast Shifter (Su):
You were born with an innate talent for switching between your natural forms.
Using your racial change shape ability is a move action instead of a standard
action. This racial trait replaces the halfling luck trait.
Bake-Danuki (Su): Your shapechanging ability outstrips that of other half-tanuki. You can
assume the appearance of a Small or Medium humanoid as the alter self spell, save that you do
not adjust your ability scores. You still have static Small tanuki and halfling
forms that you probably use with allies. This trait replaces the change shape
and sake affinity racial traits.
Silver Tongued
(Ex): You gain a +2 bonus on Bluff and Diplomacy checks. In
addition, when you use Diplomacy to shift a creature's attitude, you
can do so up to three steps up rather than just two. This replaces the
adaptable fighter and gift of tongues traits.
Favored Class Options
The following options are available to all half-tanuki
who have the listed favored class, and unless otherwise stated, the bonus
applies each time you select the favored class reward.
Barbarian: Select
one known rage power usable only once per rage. The barbarian adds +1/6 to the
number of times it can be used per rage. Once that rage power is usable twice
per rage, the barbarian must select a different rage power.
Bard: Add a
+1/2 bonus on Bluff checks to lie and a +1/2 bonus
on Diplomacy checks to gather information.
Fighter: Add
+1 to the fighter's CMD when resisting a dirty
trick or steal attempt (see Advanced
Player’s Guide).
Ninja: The ninja
gains 1/6 of a new ninja trick or add +1/4 point to the ninja’s ki pool.
Monk: Add +1/4
point to the monk's ki pool.
Rogue: The
rogue gains 1/6 of a new rogue talent.
Racial Archetypes
Drunken Reveler (Bard)
Many bards both drink and perform, but
the drunken reveler has figured out how to use alcohol to fuel his performance
in new ways.
Drunken
Trapfinding: A drunken reveler adds +2 to Perception skill
checks made to locate traps and to Disable Device skill checks for
each alcoholic drink he has consumed, to a maximum of +2 per four drunken reveler
levels. As long as a drunken reveler has consumed an alcoholic drink within the
last minute, he can use Disable Device to disarm magic traps. This
ability replaces bardic knowledge.
Drunken Dance: A drunken reveler is trained
in the use of the Perform skill, especially dance, to create magical
effects on himself. This works like bardic performance, except
that he does not need to be able to see or hear his own
performance. Drunken dancing is treated as bardic
performance for the purposes of feats, abilities, and effects that
affect bardic performance, except that battle dancing does not benefit
from the Lingering Performance feat or any other ability that allows
a bardic performance to grant bonuses after it has ended. The
benefits of drunken dancing apply only when the bard is wearing light
or no armor. Like bardic performance, battle dancing cannot be maintained
at the same time as other performance abilities.
As long as the drunken reveler has consumed an alcoholic
drink within the last minute, starting a battle dance is a move action. If
the drunken reveler has not consumed an alcoholic drink within the last minute,
starting a drunken dance is a full-round action. A drunken dance can be maintained each round
as a free action. Changing a drunken dance from one effect to another
requires the drunken reveler to stop the previous performance and start the new
one as a move action (though he does not have to take another drink to do
so). Like a bard, a drunken reveler's performance ends immediately if
he is killed, paralyzed, stunned, knocked unconscious, or
otherwise prevented from taking a free action each round. A drunken reveler cannot
perform more than one battle dance at a time. At 10th level, the drunken
reveler can start a drunken dance by using a swift action instead of a move
action if he has consumed an alcoholic drink within the last minute; and as a
move action if he has not.
All abilities below that provide constant bonuses
to the drunken reveler for having drunk alcoholic drinks while performing a
drunken dance apply those bonuses concurrently for the duration of his drunken
dance. His first drink to start a drunken dance counts toward these bonuses. All
other types of bardic performance work normally (affecting the bard and his
allies, or the bard’s enemies, as appropriate).
This ability alters the standard bardic
performance ability.
Liquid
Courage (Ex): While dancing, the drunken reveler increases him morale bonus
on saving throws against mind-affecting effects by +1 for each alcoholic drink
he consumes during his dance, to a maximum of +1 increase per four drunken
reveler levels. This ability replaces countersong.
Roaring
Drunk (Ex): While dancing, the drunken reveler gains a +1 morale bonus
on Intimidate checks and to the save DC of any fear effects he creates
for each alcoholic drink he has consumed during his dance, to a maximum of +1
per four drunken reveler levels. This ability replaces fascinate.
Staggering
Drunk (Ex): While dancing, a drunken reveler gains a +1 dodge bonus to AC
against attacks of opportunity for each alcoholic drink he has consumed during his
dance, to a maximum of +1 per four drunken reveler levels. This ability
replaces well-versed.
Boasting Taunt (Ex):
While dancing, the drunken reveler can incite a creature to attack him by
making an Intimidate check to demoralize. If the check succeeds, the
target is also shaken as long as the drunken reveler is visible and dancing or
until it makes a melee attack against the drunken reveler. The drunken reveler
receives a +2 circumstance bonus on this check for every alcoholic drink he has
consumed during this dance. This is a language-dependent mind-affecting effect,
and it relies on audible components. This ability replaces suggestion.
Good for
What Ails You (Ex): While dancing, the drunken reveler who takes a drink of
alcohol may attempt a new saving throw against one of the following conditions that
may be affecting him: blinded, confused, dazzled, deafened, exhausted,
fatigued, frightened, nauseated, panicked, shaken, or sickened. If he succeeds
at the save, the effect is suppressed for the duration of the dance. he also
may attempt a new saving throw if poisoned; a successful save counts against
those required for a cure, but a failed save has no ill effect. This ability
replaces lore master.
Mass Boasting Taunt (Ex):
While dancing, the drunken reveler can incite multiple creatures to attack him
by making an Intimidate check to demoralize. If the check succeeds,
the targets are also shaken as long as the drunken reveler is visible and dancing
or until they make melee attacks against the drunken reveler. The drunken reveler
receives a +2 circumstance bonus on this check for every alcoholic drink he has
consumed during this dance. This is a language-dependent mind-affecting effect,
and it relies on audible components. He can target one creature for every three
levels of drunken reveler he has attained beyond 1st. This ability replaces
mass suggestion.
Zen Rager (Monk)
While a barbarian is the picture of
rage unbridled, a zen rager is the picture of rage bottled up and given a
focus.
Rage (Ex): At 1st level, a zen rager
can call upon inner reserves of strength and ferocity, granting her additional
combat prowess. Starting at 4th level, a zen rager can rage for a number of
rounds per day equal to 4 + her Wisdom modifier. At each level after 4th,
she can rage for 2 additional rounds. Temporary increases to Wisdom, such
as those gained from spells like owl’s
wisdom, do not increase the total number of rounds that a zen rager
can rage per day. A zen rager can enter rage as a free action. The total number
of rounds of rage per day is renewed after resting for 8 hours, although these
hours do not need to be consecutive.
While in rage, a zen rager gains a +4 morale
bonus to her Strength and Constitution, as well as a +2 morale
bonus on Will saves. In addition, she takes a –2 penalty to Armor
Class. The increase to Constitution grants the zen rager 2 hit points
per Hit Dice, but these disappear when the rage ends and are not lost first
like temporary hit points. While in rage, a zen rager cannot use any Charisma-, Dexterity-,
or Intelligence-based skills (except Acrobatics, Fly, Intimidate,
and Ride) or any ability that requires patience or concentration.
A zen rager can end her rage as a free action
and is fatigued after rage for a number of rounds equal to 2 times
the number of rounds spent in the rage. A zen rager cannot enter a new rage
while fatigued or exhausted but can otherwise enter rage
multiple times during a single encounter or combat. If a zen rager falls unconscious,
her rage immediately ends, placing her in peril of death.
This ability replaces stunning fist.
Bonus Feat: Add Extra Rage to her
list of available bonus feats at 1st level, and Extra Rage Power APG to her
list of available bonus feats at 6th level.
Stunning Fist (Ex): At 4th level,
the zen rager gains Stunning Fist as a bonus feat, even if she does not meet
the prerequisites. At 4th level, and every 4 levels thereafter, the zen rager
gains the ability to apply a new condition to the target of his Stunning Fist.
This condition replaces stunning the target for 1 round, and a
successful saving throw still negates the effect. At 4th level, she can
choose to make the target fatigued. At 8th level, she can make the
target sickened for 1 minute. At 12th level, she can make the
target staggered for 1d6+1 rounds. At 16th level, she can permanently
blind or deafen the target. At 20th level, she can paralyze the target for
1d6+1 rounds. The zen rager must choose which condition will apply before the
attack roll is made. These effects do not stack with themselves (a
creature sickened by Stunning Fist cannot become nauseated if
hit by Stunning Fist again), but additional hits do increase the duration.
This ability replaces ki pool and ki strike
(all).
Rage
Powers (Ex): At 5th, 7th, and 12th levels, a zen rager gains a rage power
drawn from the list of barbarian rage powers. Her zen rager level counts as her
barbarian level for the purpose of meeting the perquisites of rage powers. This
ability replaces high jump, wholeness of body, and abundant step.
Tireless
Rage (Ex): Starting at 19th level, a zen rager no longer
becomes fatigued at the end of her rage. This ability replaces empty
body.
Half-Tanuki Feats
Half-tanuki have access to the following feats.
Improved Saké
Affinity
Your favorite drink
affects you in new ways.
Prerequisites: Character level
3rd, half-tanuki or tanuki, saké affinity.
Benefit: You gain a new
spell effect when you drink saké. Choose one of the following spells (availability
dependent on your character level or hit dice): illusion of calm uc (3rd), invisibility (5th), displacement (7th), freedom
of movement (9th), resurgent
transformation APG (11th), or statue (13th). You may instead gain that
ability when you use your saké affinity ability. Your caster level is
equal to your total Hit Dice for this ability.
Special: You may select
this feat up to six times. Each time you take it, you gain new spell effect for
your saké affinity ability.
Master Brewer
Your mastery of brewing
alcohol borders on the supernatural.
Prerequisite: Craft (alcoholic
beverages) or Profession (brewer) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alcoholic
beverages) checks, and you may create mundane alcoholic beverages much more
quickly than normal. When making alcoholic beverages, you can create a number
of doses equal to your Intelligence modifier (minimum 1) at one time. These
additional doses do not increase the time required, but they do increase the
raw material cost.
In addition, whenever you make alcoholic beverages
using Craft (alcoholic beverages), use the item's gp value as its sp
value when determining your progress (do not multiply the item's gp cost by 10
to determine its sp cost).
Raccoon Shape
You can change into
a raccoon.
Prerequisites: Cha 13, character
level 3rd, half-tanuki.
Benefit: You can take the
appearance of a raccoon (see Bestiary 3) whose appearance
is static and cannot be changed each time you assume this form. You gain a bite
attack which deals 1d3 damage and gain a +10 racial bonus on Disguise checks
made to appear as a raccoon. In addition, while in raccoon shape you add your Dexterity
(instead of Strength) modifier to modify Climb and Swim checks. Changing from
half-tanuki to raccoon shape is a standard action. This ability otherwise
functions as beast shape II, and you
ability scores change accordingly.
Swift Tanuki
Skinchanger
You can change into
a raccoon.
Prerequisites: Dex 13, character
level 3rd, half-tanuki or tanuki.
Benefit: You can assume
any of your shape changing abilities as a swift action.
Normal: A tanuki or
half-tanuki’s shape changing abilities require a standard action.
Bake-Danuki Skinchanger
Your shapechanging
ability outstrips that of other half-tanuki.
Prerequisites: Cha 13, character
level 3rd, half-tanuki or tanuki.
Benefit: You can
assume the appearance of a Small or Medium humanoid as the alter self spell, save that you do
not adjust your ability scores. You still have static Small tanuki and halfling
forms that you probably use with allies.
Half-Tanuki Magic Items
Half-tanuki have
access to the following magic item.
Mahōfukube (魔法瓢)
Price 8,000
gp; Aura moderate transmutaion; CL 7th; Weight 1
lb.
This drinking gourd appears unremarkable. To gain the
benefit of the gourd, it must be filled with saké, Whenever a drink is taken
from the gourd, the drinker gains a +4 bonus to their caster level for saké
affinity spell effects. If the drinker does not have saké affinity, they gain
no benefit from drinking from the saké- filled mahōfukube.
Construction Requirements
Cost 4,000 gp; Craft Wondrous Item, saké
affinity
No comments:
Post a Comment