Sibeccai
Seen as slaves and servants these canids were
created by the rephaim to act as a sort of
friend and companion. These creatures are commonly kind and caring, often ready
to please and fiercely loyal to those they consider family. The sibeccai feel
most at home when helping others and as this is their primary role it is often
why other races misconstrue them as slaves. In truth, the sibeccai are a free
race who have by and large chosen to live with and help the rephaim grow and
prosper; thus allowing themselves the same benefits.
Physical Description: These jackal headed
humanoids range in height from about four feet tall to as tall as six and a
half or seven feet. Males tend to be taller than the females and both genders
have similar body types to humans. They have light to dark brown fur commonly
adorned with natural spots or stripes. To adorn themselves the males will
pierce their ears, while the females will pierce their noses and ears; a common
piece of jewelry is a light, thin chain connecting these piercings together.
Society: The sibeccai work
and live in the rephaim cities helping to build and beautify. These canids
serve in many ways and are at their happiest when serving. This can range from
a butler or cook, to an artist who creates beautiful pieces of work to help
decorate the cities. They don't have marriages and thus their family units are
often fleeting. A young sibeccai will stay with its mother or father until it
feels the desire to go off and learn a trade, an art form, or even protect
their homes as soldiers.
Relations: Outside of some
quiet derision the sibeccai tend to get along well with other races as they are
always the first to jump to help out. They live to serve and will go out of
their ways to help someone in need. The only race who really seems to resent
them are the litorians. The litorians see the sibeccai
as slaves to their giant masters and want to see them break away; the fact that
the sibeccai don't see themselves as slaves nor do they wish to stop serving
others even when it doesn't benefit them only serves to widen the rift.
Alignment and Religion: The sibeccai tend
follow no religions though will often pay lip service to whatever religion is
prevalent around them to better fit in and help the society. Slaves or helpers,
servants or loyal friends the sibeccai are overwhelmingly a goodly people and
do their level best to help that and serve when they can.
Adventurers: Sibeccai
adventurers are surprisingly common as they enjoy exploring and helping grow a
group of adventurers into a strong team. They always will take an active hand
in being helpful whenever the opportunity presents itself. They can be seen
across all classes as each has its own unique way of bringing something to the
adventuring table.
Male
Names:
Adio, Asim, Chigaru, Gyasi, Jumoke, Thabit, Ubiad
Female
Names:
Akiiki, Anippe, Chibale, Jendayi, Tahirah, Safiya, Umayma
Sibeccai Racial Traits (10 RP)
+2 Dexterity, +2 Constitution, –2 Intelligence (1 RP): Sibeccai are
fast and tough, but not deep thinkers.
Humanoid (sibeccai): Sibeccai are humanoids with
the sibeccai subtype.
Medium: Sibeccai
are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Sibeccai have a base speed of 30 feet.
Low-Light Vision (1 RP): Sibeccai can see twice as far as humans in conditions of
dim light.
Affable (4 RP): Sibeccai gain a +2 racial bonus on Gather Information and
Handle Animal.
Agile Steps (2 RP): Sibeccai gain a +2 racial bonus on Stealth checks.
Weapon Familiarity (1
RP):
Sibeccai are proficient with sickles and sibeccai khopeshes.
Languages (1 RP): Sibeccai begin play
speaking Common and Giant.
Sibeccai with high Intelligence scores can choose any languages they want
(except secret languages, such as Druidic and Verrik).
Alternate Sibeccai Racial Traits
The following racial traits may be selected
instead of existing sibeccai racial traits. Consult your GM before selecting
any of these new options.
Canid
Nose: Sibeccai
with this trait gains the scent ability. This trait
replaces affable.
Canid Teeth: Sibeccai with this
trait gain a natural bite attack. The bite is a primary attack that deals 1d4
damage, or a secondary attack if the sibeccai is wielding manufactured weapons.
This trait replaces agile steps.
Cornered Fury: Whenever a sibeccai
with this racial trait is reduced to half or fewer of his hit points, and has
no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack
rolls and to Armor Class. This trait replaces affable.
Digger: Sibeccai with this
trait gain a burrow speed of 20 feet. This trait replaces agile steps and
weapon familiarity.
Focused Study: At 1st, 8th,
and 16th level, sibeccai with this racial trait gain Skill Focus in a skill of
their choice as a bonus feat. This trait replaces affable.
Weapon
Trained:
Some sibeccai have been trained with all weapons of a specific type. Sibeccai
with this trait choose one of the fighter weapon groups. They are proficient
with all the weapons in that weapon group. This trait replaces the affable
trait and the sibeccai’s weapon familiarity.
Favored
Class Options
The following options are available to all sibeccai
who have the listed favored class, and unless otherwise stated, the bonus applies
each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage
rounds per day.
Bloodrager: Add 1 foot to the bloodrager's base speed. In
combat, this only has an effect for every five increases in base speed. This
bonus stacks with the bloodrager's fast movement class feature, and applies
under the same conditions and that feature.
Brawler: Add 1 foot to the brawler's base speed. In combat,
this has an effect only for every five increases in the brawler's base speed.
Fighter: Add a +1/2 circumstance bonus on critical hit
confirmation rolls with a weapon of the fighter's choice (maximum bonus +4).
This bonus does not stack with Critical Focus.
Magus: Select one known magus arcana usable only once per day. The magus adds
+1/6 to the number of times it can be used per day. Once that magus arcana is
usable twice per day, the magus must select a different magus arcana.
Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
Slayer: Increase the studied target bonus
on Perception and Survival checks by 1/4. When the slayer
gains the stalker class feature, he also gains this increase to the studied
target bonus on Stealth checks.
Racial
Class Options
The following racial slayer archetype is available
to sibeccai.
Insurgent (Slayer)
The insurgent excels at destroying structures
as well as his enemies.
Class Skills: An insurgent adds Knowledge (engineering)
to his list of class skills.
Bomb (Su): At 2nd
level, an insurgent gains the ability to create bombs. This ability functions
exactly like the alchemist ability of the same name.
This ability stacks with the alchemist bomb ability to determine the level of
bomb damage. This ability replaces the slayer talent gained at 2nd level.
Talented Discoveries: An insurgent gains access to the following alchemist discovery, or may
select any alchemist discovery that modifies his bombs in place of a slayer
talent. He counts his slayer level as his alchemist level for the purpose of
qualifying for discoveries. If he has levels in alchemist, these levels stack.
Bore Bomb*: When the saboteur
creates a bomb, he may choose to make it a bore bomb. If a bore bomb strikes a
wall, gate, siege engine, or similar large, solid, inanimate structure, it
ignores half the target's hardness and deals 1 point of damage per saboteur
level. If a bore bomb reduces an inanimate target to half its hit points or
fewer, it blows a hole 5 feet wide and 5 feet deep in the target.
New
Racial Rules
The following options are available to sibeccai.
At the GM's discretion, other appropriate races may also make use of some of these.
Sibeccai Equipment
Sibeccai have access to the following equipment.
Khopesh, Sibeccai: This sword’s blade
is straight near the hilt but ends in a curve. It is only about 2 feet long but
very heavy.
Sibeccai Weapons
Exotic
Weapons
|
Cost
|
Dmg
(S)
|
Dmg
(M)
|
Critical
|
Range
|
Weight1
|
Type
|
Special
|
One-Handed
Melee Weapons
|
||||||||
Khopesh,
sibeccai
|
65 gp
|
1d8
|
1d10
|
19-20/×2
|
—
|
15
lbs.
|
S
|
1 Weight figures are for Medium weapons. A Small weapon
weighs half as much, and a Large weapon weighs twice as much.
Sibeccai Feats
Sibeccai have access to the following feats.
Canid Bite (Combat)
Your powerful jaws and steely teeth are
deadly enough to give you a bite attack.
Prerequisites: Sibeccai.
Benefit: You gain a natural
bite attack. The bite is a primary attack that deals 1d4 points of damage,
or a secondary attack if you are wielding manufactured weapons.
Charging Trip
(Combat)
The unorthodox manner in which you attack
gives you the advantage when attempting to trip your opponents.
Prerequisites: Sibeccai,
Four-Footed Run, bite attack.
Benefit: If you hit with
your bite attack after making a charge attack on all fours, you can attempt to
trip your opponent. In addition, you receive a +2 bonus on the trip attempt,
and it does not provoke attacks of opportunity.
Special: You count as having
taken the Improved Trip feat in order to
meet prerequisites.
Dual Disarm
(Teamwork)
You know how to work together to disarm your
foes.
Prerequisites: Rephaim or sibeccai.
Benefit: Whenever you
attempt a disarm combat maneuver against an enemy threatened by an ally with
this feat, you roll twice and take the better result.
Four-Footed Run
You move more quickly when using all of you
limbs.
Prerequisites: Sibeccai.
Benefit: You gain a +30 foot
enhancement bonus to your base speed if you don’t hold or carry anything in
your hands. When running on all fours, you are treated as if you had the Run feat.
Sibeccai Spells
Sibeccai have access to the following spell.
SPIRIT
OF PROWESS
|
School
conjuration;
Level bard 2, magus 2, shaman 3, sorcerer/wizard 3
Casting
Time
1 standard action
Components V, S
Range personal
Target you
Duration 10 min/level or
until discharged
Saving
Throw
Will negates (harmless); Spell Resistance yes (harmless)
You gain a +6
competence bonus to two attack rolls of your choice. Choosing to use this bonus
is a free action that you must take before you make your attack roll, and you
can only do it once per round. You must make the attacks before the spell’s
duration ends.
At caster level 10th,
and every five caster levels thereafter, you gain an additional +6 bonus to one
attack roll.
Age,
Height, & Weight
Random Starting Age
Race
|
Adulthood
|
Intuitive1
|
Self-Taught2
|
Trained3
|
Sibeccai
|
15
years
|
+1d4
|
+1d6
|
+2d6
|
1 This category includes barbarians, oracles, rogues,
and sorcerers.
2 This category includes bards, cavaliers, fighters,
gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids,
inquisitors, magi, monks, and wizards.
Aging Effects
Race
|
Middle Age1
|
Old2
|
Venerable3
|
Maximum Age
|
Sibeccai
|
35
years
|
55
years
|
75
years
|
75
+2d10 years
|
1 At middle age, –1 to Str, Dex, and Con and +1
to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to
Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and
+1 to Int, Wis, and Cha.
Random Height & Weight
Race
|
Base Height
|
Base Weight
|
Modifier
|
Weight Modifier
|
Sibeccai,
male
|
5 ft.
8 in.
|
160
lbs.
|
2d4
|
×7
lbs.
|
Sibeccai,
female
|
5 ft.
8 in.
|
160
lbs.
|
2d4
|
×7
lbs.
|
No comments:
Post a Comment