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Vlorax wrote:
You can use Flurry of Blows with these bows. You can use your other monk feats or monk abilities that normally require unarmed attacks with these bows when attacking within half the first range increment (normally 50 feet for a longbow and 30 feet for a shortbow), so long as the feat or ability doesn't require a single, specific Strike. ![]()
This is the text of the spell from the book DEFREX HARDINESS
The target becomes infused with the resilience of a defrex and sprouts bristling spines. It gains DR/— equal to your caster level, and any creature adjacent to the target that hits it with a melee attack takes piercing damage equal to your caster level. ![]()
Space Kobold:
Racial Traits Ability Adjustments: (+4 Dex, -2 Str) Hit Points: 2 Size and Type: Space kobolds are Small humanoids with the kobold subtype Darkvision: Space kobolds have darkvision with a range of 60 feet. Saboteurs: Space kobolds receive a +2 racial bonus to Engineering, Stealth, and Profession (Miner) skill checks. Fast: Space kobolds are fast for their size and have a base speed of 35 feet. Cosmic Wind Resistance: Space kobolds are immune to low radiation. They also gain a +2 racial bonus to Fortitude saving throws against radiation. Trap Minded: Space kobolds gain a +2 to perception to see traps and to skill checks to disarm traps. Light Blindness: Kobolds are adapted to dark tunnels, and as such a Space Kobold exposed to bright light is blinded for 1 round and dazzled as long as she remains in areas of bright light, unless wearing eye protection. This is my homebrew for Kobolds i did buff their power a bit because they were only a 5 RP race in pathfinder so i wanted them to be a bit closer to what i felt was a 8 - 10 point race I have them base in the asteroid belt of Diaspora so they live in lightly shielded asteroids so they have developed low radiation resistance. Kobold Time Delay Grenade Trap:
CR: 5+ XP: 1600 Trap Type: technological Perception DC: 25 Creature Type:- Disable: Engineering DC 22 (disable Trigger plate) or DC22 (jam release mechanism) Trigger: floor plates Init: 14 Duration: immediate Onset Delay: 2-3 rounds after the trap is set off it releases another grenade then 1-2 rounds later it releases the last grenade Reset: manual Bypass: none Effect: Initial: the trap fire and primed grenade then follows up with two more grenades set on a time delay that can be changed but most leave it as it’s set up. The trigger can also be set to close an automatic door if needed. Description: This trap consists of several 5-foot-square trigger plates that then wirelessly activates the trap box to release and primes three grenades and drops or throws them in to the targeted area of the triggered plate. The box can be filled with any type and level of grenade and it will use them in ordered of how they were loaded. Kobolds like to use stickybomb grenade to trap someone then it is followed by an Incendiary grenade to make everyone rush to save them then a frag grenade as everyone is hopefully clustered together. I let my inner kobold out and came up with this awful trap that they would totally make and use on people in small tight tunnels. ![]()
Here are some of the uplifted races I already made.
Also from what i can tell for race hp the rule is small = 2 hp,
Uplifted Chameleon
Hit Points 2 Size and Type: Uplifted chameleons are Small magical beasts with the chameleon subtype. Slow: Uplifted chameleons have a land speed of 20 feet. Climber: Uplifted chameleons have a climb speed of 30 feet. Social Chameleon: Uplifted chameleons are socially adaptable and gain a +2 racial bonus to Culture and Diplomacy checks. Sneaky: Uplifted chameleons receive a +2 racial bonus to Stealth checks. In addition, Uplifted chameleons reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. Agile Tongue: Uplifted chameleons have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the disarm combat maneuvers, or make melee touch attacks with your tongue. 360 Vision: Uplifted chameleons have a unique eye structure that allows them to look in different directions at the same time. As a swift action they can choses to watch behind them self-becoming unflankable but take a –2 to hit on all attacks they make and –2 vs gaze attack saves until they switch their vision back for as a swift action. Complex Augmentation: Because of the complex nature of the uplifted chameleon’s eyes it is very costly to install eye augmentation in their race so the cost to install them are three times (3X) as expansive. Height/Weight
Age/Maximum Age
Uplifted Turtle
Hit Points 6 Size and Type: Uplifted turtles are Medium magical beasts with the Turtle subtype. Slow: Uplifted Turtles have a land speed of 20 feet. Natural Weapons: Uplifted turtles are always considered armed. They can deal 1d3 lethal slashing damage with a Bite and the attack doesn’t count as archaic. Uplifted Turtles gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). Limited Augmentation: Because the uplifted turtle’s spine is fused with their shell they are unable to have spine augmentations installed. Shelled: Uplifted Turtles gain a +1 racial bonus to KAC because of their tough shell. Subspecies: Uplifted turtles belong to one of two subspecies: terrapin or tortoise.
Terrapins are very social (+2 Charisma) but are weaker than their cousins (-2
Swimming: Uplifted Turtles gain a swim speed of 40ft and can hold their breath for five time (5X) as many rounds as normal. Sprint: You may move two time your normal movement speed as a move action this ability is limited to one uses per encounter. Blindsense (water) 30ft: Uplifted turtles can sense what is around it while in water. Tortoises are wise (+2 Wisdom) but are more (-2 Charisma).
Steady: Uplifted Turtles speed is never modified when they are encumbered or wearing heavy armor. Defensive Shell: As a move action, an uplifted turtles can retreat into their shell. While in their shell, an uplifted Turtles can only uncurl itself as a move action or take the total defense action. If they take the total defense action, its bonus to KAC is increased to +5. Height/Weight
Age/Maximum Age
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