by Tim Wallace
Originally,
I had intended for this to be the last of the Easy Hybrid Races posts. However, due to various external stimuli,
I was only able to complete the section on Aberrations.
Aberration Base Races
Here are a
few Aberrations that I thought might make fun races to play in a monstrous
and/or evil campaign. Aberrations are higher than everything but Constructs,
Plants, Outsiders, and Undead in the type hierarchy, so many hybrid
races including an Aberration base race will end up being Aberrations.
Chokers (standard ability scores: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma;
1 RP)
Underground
predators that often dwell on the outskirts of subterranean ruins or in the
deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash
out with their long, rubbery arms to grasp prey as it passes by. They seldom
attack multiple enemies at once, stalking their quarry until they can isolate a
weaker victim from its pack.
Essential Traits (3 RP; 4 RP with standard ability scores)
-
Aberration (1 RP)
-
Small: Chokers are Small creatures
and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1
penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4
size bonus on Stealth checks.
-
Slow Speed (–1 RP): Chokers have a base speed of 20 feet.
-
Climb (1 RP): Chokers have a
climb speed of 10 feet, and gain the +8 racial bonus on Climb checks
that a climb speed normally grants.
-
Darkvision (2 RP): Chokers can
see in the dark up to 60 feet.
-
Languages: Chokers
begin play speaking Undercommon. Chokers with high Intelligence scores can
choose from the following: Draconic, Dwarf, Elf, and Orc.
Standard Traits
-
Grab (4 RP): When a choker hits a creature up to two size categories
larger than itself with a tentacle attack, it deals normal damage and attempts
to start a grapple as a free action without provoking an attack of opportunity.
Chokers gain a +4 bonus on combat maneuver checks made to start and maintain a
grapple. You must have the reach trait to take this trait.
-
Reach (1 RP): Chokers have a reach of 10 feet. You must have the tentacles trait
to take this trait.
-
Strangle (1 RP): Chokers
have an unerring talent for seizing their victims by the neck. A creature that
is grappled by a choker cannot speak or cast spells with verbal components. You
must have the tentacles trait to take this trait.
-
Tentacles (3 RP): Chokers receive two tentacle attacks. These are primary
natural attacks that deal 1d4 damage.
Expanded Traits
-
Constrict (2 RP): Chokers can crush an opponent, dealing bludgeoning
damage, when it makes a successful grapple check (in addition to any other
effects caused by a successful check, including additional damage). The amount
of damage is equal to its tentacle damage. You must have the grab trait to take this
trait.
-
Quickness (4 RP): A
choker is supernaturally quick. It can take an extra move action during its
turn each round.
-
Rubbery Skin (3 RP): Chokers gain a +2 natural armor bonus to AC.
Driders (standard ability scores: +2 Constitution, +2 Intelligence, –2 Wisdom [male] or
+2 Constitution, +2 Wisdom, –2 Intelligence [female])
Created from
the body of a drow, warped and mutated through special poisons and elixirs to
take on the characteristics of a giant spider, the drider is a dangerous
creature. Driders are sexually dimorphic. A female drider's lower spider body
is sleek and graceful, often similar to a black widow's body, while its upper
drow torso retains its alluring curves and beautiful face (with the exception
of sharp, poisonous fangs). A male drider's lower body is bulky like a
tarantula, while its upper body is wiry and bears a hideous face more spider
than drow, complete with fanged mandibles.
Essential Traits (12 RP)
-
Aberration (1 RP)
-
Large (7 RP): Driders
are Large creatures and gain a +2 size bonus to Strength and a –2 size penalty
to Dexterity (in addition to their standard ability scores above). They take a
–1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on
combat maneuver checks and to their CMD, and a –4 size penalty on Stealth
checks. A drider takes up a space that is 10 feet by 10 feet and has a reach of
5 feet.
-
Normal Speed: Driders
have a base speed of 30 feet.
-
Superior Darkvision (3 RP): Driders can see in the dark up to 120 feet.
-
Spider Legs (3 RP): Driders possess
eight legs and two arms, granting them a +12 racial bonus to CMD against
trip attempts. In addition, driders use weapons and armor as
if they were Medium (instead of Large).
-
Light Blindness (–2):
Abrupt exposure to bright light blinds driders for 1 round; on subsequent
rounds, they are dazzled as long as they remain in the affected area.
-
Languages: Driders
begin play speaking Elven and Undercommon. Driders with high Intelligence
scores can choose from the following languages: Abyssal, Aklo, Aquan, Common,
Draconic, Drow Sign Language, Gnome, or Goblin.
Standard Traits
-
Climb Speed (2 RP): Driders have a climb speed of 20 feet, and gain the +8 racial
bonus on Climb checks that a climb speed normally grants.
-
Drider Immunities (2 RP): Driders are immune to magic sleep effects and gain a +2
racial bonus on saving throws against enchantment spells and effects.
Expanded Traits
-
Ancestral Grudge (1 RP): Driders gain a +1 bonus on attack rolls against
humanoids with the dwarf or elf subtypes because of their special training
against these reviled foes.
-
Bite (1 RP): Driders
gain a bite attack that deals 1d4 points of damage. The bite is a primary
attack; or a secondary attack if the drider is wielding manufactured weapons.
-
Blasphemous Covenant (3
RP): Driders gain a +2 bonus on Diplomacy checks
made against unbound creatures with the demon subtype. Furthermore, demons
conjured with any summon spell gain +2 hit points per Hit Die. Lastly,
the cost of bribes or offerings for any planar ally spell cast by
these driders to summon a demon is reduced by 20%.
-
Chitinous Armor (3 RP): Driders
gain a +2 natural armor bonus to AC.
-
Constant Detection (3 RP): Driders can use detect good, detect law, or detect magic as a constant
spell-like ability, but they can only use one of them at any given time. The caster level for
this effects is equal to the drider’s level.
-
Darklands Stalker (4 RP): Driders may move through
difficult terrain without penalty while underground. In addition, driders with
a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.
-
Drider Magic (4 RP): Driders gain with a Charisma of 11 or higher gain the
following spell-like abilities: 1/day—dancing lights, darkness, and faerie fire. The caster level for
these effects is equal to the drider’s level. The
DC for the spells is equal to 10 + the spell's level + the caster's Charisma
modifier.
-
Poison (3 RP): When a
drider hits with a bite attack, it can choose to poison the target in addition
to dealing normal damage. A drider can use this ability up to a number times
per a day equal to 1/2 the drider’s Hit Dice + the drider’s Constitution
modifier (minimum 1/day). You must have the bite trait to take this
trait.
§ Drider Venom: Injury; save Fort DC 10 +
1/2 the drider’s Hit Dice + the drider’s Constitution modifier; frequency 1/round
for 6 rounds; effect 1d2 Str; cure 1 save.
-
Poison Use (1 RP): Driders are
skilled in the use of poison and never risk accidentally poisoning themselves.
-
Sneaky (5 RP): Driders
gain a +4 racial bonus on Stealth checks.
-
Superior Spell Resistance (3 RP): Driders possess spell resistance equal to 11 plus their
class levels.
-
Weapon Familiarity (2 RP): Driders are proficient with the hand crossbow, rapier, and
short sword.
-
Web (2 RP): Driders
can use webs to support themselves and up to one additional creature of the
same size. In addition, driders can throw a web up to eight times per day.
This is similar to an attack with a net but has a maximum range of 50 feet,
with a range increment of 10 feet, and is effective against targets up to Huge
size. An entangled creature can escape with a
successful Escape Artist check or burst the web with a Strength
check. Both are standard actions with a DC equal to 10 + 1/2 drider’s level +
drider’s Constitution modifier. Attempts to burst a web by those caught in it
suffer a –4 penalty. Driders can create sheets of sticky webbing up to three
times their size. Approaching
creatures must succeed on a DC 20 Perception check to notice a web;
otherwise they stumble into it and become trapped as though by a successful web
attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped
creature has something to walk on or grab while pulling free. Each 5-foot-square
section of web has a number of hit points equal to the Hit Dice of the drider
that created it and DR 5/—. The strands of a web are flammable. A flaming weapon can slash them away as easily
as a hand brushes away cobwebs. Any fire can set the webs alight and burn away
one 5-foot square in 1 round. All creatures within flaming webs take 2d4 points
of fire damage from the flames. A drider can move across its own web at its
climb speed and can pinpoint the location of any creature touching its web. You
must have the climb trait to take this trait.
Faceless Stalkers (standard ability scores: +2 Strength, +2 Constitution, –2 Intelligence; 1 RP)
Ugothols (as
faceless stalkers call themselves) are one of the many tools created and then
discarded by the aboleths in their long war against the surface dwellers.
Scorned by their former masters when the scheme for which they were designed
unraveled, the faceless stalkers fled into swamps, marshes, or any other dark,
wet places they could find—the closest they could come to the aquatic cities
they once considered home.
Essential Traits (7 RP; 8 RP with standard ability scores)
-
Aberration (shapechanger) (1 RP)
-
Medium: Faceless stalkers are Medium creatures and have no
bonuses or penalties due to their size.
-
Normal Speed: Faceless stalkers have a base speed of 30 feet.
-
Darkvision (2 RP): Faceless stalkers
can see in the dark up to 60 feet.
-
Change Shape (3 RP): A
faceless stalker can assume the form of a Medium humanoid at will but
requires 10 uninterrupted minutes to alter its body. Performing this
transformation is somewhat painful, but the faceless stalker can maintain its
new form indefinitely once it has achieved it. It can change back to its true
form as a swift action and gains a +2 morale bonus on attack rolls, damage
rolls, skill checks, and saving throws for 1 round after it does so. Faceless
stalkers retain their own innate abilities when they assume their new form and
do not gain any of those belonging to the creature they mimic. A faceless
stalker gains a +10 bonus on Disguise checks when they are used in
conjunction with this ability.
-
Faceless (1 RP): In its natural form, a faceless stalker has no
discernible facial features. It gains a +4 bonus on saving throws made to
resist attacks or effects that target the senses. This
includes gaze attacks, odor-based attacks, sonic attacks and similar
attacks. This bonus does not apply to illusions.
-
Languages: Faceless
stalkers begin play speaking Aquan and Common. Faceless stalkers with high
Intelligence scores can choose from the following languages: Aklo, Aboleth, Goblin,
Orc, or Undercommon.
Standard Traits
-
Blood Drain (1 RP): A faceless
stalker drains blood at the end of its turn if it grapples a foe, inflicting 1
point of Constitution damage. You must have the grab trait to take this
trait.
-
Grab (2 RP): When a
faceless stalker hits a creature its size or smaller with a slam attack, it
deals normal damage and attempts to start a grapple as a free action without
provoking an attack of opportunity. Faceless stalkers gain a +4 bonus on combat
maneuver checks made to start and maintain a grapple. You must have the slam trait to
take this trait.
-
Slam (2 RP): Faceless
stalkers gain a slam attack that deals 1d6 points of damage. The slam is a
primary attack or a secondary attack if the faceless stalker is wielding
manufactured weapons.
Expanded Traits
-
Blunt Damage Reduction (1 RP): Faceless stalkers gain DR 2/piercing or slashing. This
DR increases by 1/piercing or slashing for every three character levels beyond
1st (to a maximum of 5/piercing or slashing at 10th level).
-
Compression (2 RP): A faceless
stalker can move through an area as small as
one-quarter its space without squeezing, or one-eighth its
space when squeezing.
-
Deceptive (2 RP): Faceless stalkers
gain a +2 racial bonus on Disguise checks.
-
Rubbery Skin (3 RP): Faceless stalkers gain a +2 natural
armor bonus to AC.
-
Slippery (5 RP): Faceless stalkers
gain a +4 racial bonus on Escape Artist checks.
-
Sneak Attack (4 RP): Faceless stalkers
deal 2d6 extra precision damage anytime its target would be denied
a Dexterity bonus to AC (whether the target actually has
a Dexterity bonus or not), or when the faceless stalker flanks her target. Should the faceless stalker score a critical
hit with a sneak attack, this extra damage is not multiplied. Ranged
attacks can count as sneak attacks only if the target is within 30 feet. If a faceless stalker gets a precision
damage bonus from another source, the bonuses on damage stack.
-
Tongues (3 RP): Faceless
stalkers have the ability to speak and understand the
language of any intelligent creature as if subject to a continual tongues spell.
Sinspawn (standard ability scores: +4 Strength, –2 Intelligence , –2 Wisdom, –2 Charisma
[envy]; +4 Constitution, –2 Intelligence , –2 Wisdom, –2 Charisma [gluttony];
+4 Dexterity, –2 Intelligence , –2 Wisdom, –2 Charisma [greed]; +4 Charisma, –2
Strength, –2 Dexterity, –2 Constitution [lust]; +2 Dexterity, +2 Constitution,
–2 Charisma [pride]; +4 Wisdom, –2 Strength, –2 Dexterity, –2 Constitution
[sloth]; or +2 Strength, +2 Constitution, –2 Intelligence [wrath]; 1 RP)
Sinspawn are
corrupted products of magic used by spellcasters in a past era as shock troops
for their armies. Literally the embodiment of a sin made flesh, they are
sentient abominations of distilled ectoplasm imprinted with the soul-image of
slain creatures that possessed an abundance of a particular sin.
Essential Traits (7 RP; 8 RP with standard ability scores)
-
Aberration (1 RP)
-
Medium: Sinspawn are Medium creatures and have no bonuses or
penalties due to their size.
-
Fast Speed (1 RP): Sinspawn have a base speed of 40 feet.
-
Darkvision (2 RP): Sinspawn can
see in the dark up to 60 feet.
-
Sinspawn Immunities (2 RP): Sinspawn are
immune to magic mind-affecting effects.
-
Sin-Scent (1 RP): Sinspawn have scent against creatures
whose nature reflects the sinspawn's sin. For example, wrathful sinspawn
can scent creatures using rage effects. The GM should adjudicate what
creatures a particular sinspawn can scent.
-
Languages: Sinspawn
begin play Aklo. Sinspawn with high Intelligence scores can choose from the
following languages: Aboleth, Common, Gnoll, Goblin, Orc, or Undercommon.
Standard Traits
-
Bite (3 RP): Sinspawn
gain a bite attack that deals 1d6 points of damage. The bite is a primary
attack; or a secondary attack if the sinspawn is wielding manufactured weapons.
-
Sinful Bite (2 RP): A creature
bitten by a sinspawn must make a Will save (DC 10 + 1/2 the sinspawn’s Hit Dice
+ the sinspawn’s Charisma modifier) overwhelmed with sinful thoughts. These
emotions are so powerful that the target becomes sickened for 1d6 minutes. An
affected target that is bitten a second time is staggered for 1 round if it
fails its saving throw. Calm emotions, remove curse, or break enchantment negates
the effects of sinful bite. This is a mind-affecting effect.
-
Weapon Familiarity (1 RP): Sinspawn are proficient with ranseurs.
Expanded Traits
-
Claws (2 RP): Sinspawn gain
two claw attacks that deal 1d4 points of damage. These attacks are primary
attacks.
-
Natural Armor (2 RP):
Sinspawn gain
a +1 natural armor bonus to AC.
-
Superior Spell Resistance (3 RP): Sinspawn possess spell resistance equal to 11 plus
their class levels.
Example Races
Here are a
couple examples made using these new rules.
Faceless Stalker/Sylph Hybrid
TYPE
|
||
Outsider
(native, shapechanger) [hybrid]
|
2 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Normal
|
— RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Dexterity, +2 Intelligence, –2 Constitution)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Electricity
Resistance
|
1 RP
|
|
Storm
in the Blood
|
3 RP
|
|
Magic
Racial Traits
|
||
Change
Shape
|
3 RP
|
|
Faceless
|
1 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
TOTAL
12 RP
|
Orc/Sinspawn (Wrath) Hybrid
TYPE
|
||
Aberration
(orc) [hybrid]
|
2 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Fast
|
1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
1 RP
|
|
(+2
Strength, +2 Constitution, –2 Intelligence )
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Sinspawn
Immunities
|
2 RP
|
|
Offense
Racial Traits
|
||
Ferocity
|
4 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
Sin-Scent
|
1 RP
|
|
Weakness
Racial Traits
|
||
Light
Sensitivity
|
–1 RP
|
|
TOTAL
12 RP
|
Wayang/Choker Hybrid
TYPE
|
||
Aberration
(wayang) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Dexterity, +2 Intelligence, –2 Wisdom)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Dual-Minded
|
1 RP
|
|
Light
and Dark
|
1 RP
|
|
Shadow
Resistance
|
1 RP
|
|
Movement
Racial Traits
|
||
Climb
|
1 RP
|
|
Offense
Racial Traits
|
||
Reach
|
1 RP
|
|
Strangle
|
1 RP
|
|
Tentacles
|
3 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
TOTAL
12 RP
|
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