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Tuesday, March 24, 2015

Unearthed Errata: Sibeccai Race

by Tim Wallace and Adam Frank

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.