| SmiloDan RPG Superstar 2012 Top 32 |
This is a work in process. I'm really concerned the bariaur is too much of a no-brainer for a combat character. But all the racial features seem to make sense for the racial concept.
BARIAUR
+2 Strength, +2 Constitution, -2 Dexterity: Bariaurs are strong and tough, but not too agile.
Medium Sized: Bariaurs are Medium-sized creatures.
Powerful Build: Bariaurs are treated as if they were one size category larger than they actually are if this would be considered advantageous, including gaining a +1 size bonus to their CMB and CMD. Bariaurs wield Medium-sized weapons due to their centaur-like physiologies. Also due to their unusual physiology, they must pay double the base cost for armor and clothing.
Native Outsider: Bariaurs are native outsiders, and therefore are immune to affects that specifically target humanoids.
Darkvision: Bariaurs can see 60 feet through darkness.
Fast Speed: Bariaurs have a base land speed of 40 feet.
Gore: A bariaur has a primary gore attack that causes 1d8 points of damage, plus the bariaur’s Strength modifier.
Keen Senses: Bariaurs have a +2 racial bonus on Perception skill checks.
Natural Armor: Bariaurs have a +1 natural armor bonus to their AC.
Powerful Charge: When a bariaur charges, he causes double damage with his gore attack if he hits and may make a bull rush attempt with a +4 bonus as a free action without provoking an attack of opportunity; the bariaur does not need to move with his opponent if his opponent is moved back more than 5 feet.
Surefooted: Bariaurs have four legs and gain a +4 racial bonus to their CMD to resist being bull rushed and tripped. Bariaurs have a +4 racial bonus on Acrobatics skill checks to balance or jump.
Languages: Bariaurs speak Common and Celestial. Bariaurs with above average Intelligence scores can choose to speak Dwarven, Giant, Gnome, Sylvan, or Terran.
BARIAUR RACIAL TRAITS:
Goat Gut: The bariaur can obtain sustenance from substances normally unpalatable to living creatures. They gain a +2 bonus on saving throws versus being diseased, nauseated, poisoned, or sickened.
Thick Wool: The bariaur gains cold resistance equal to his Constitution modifier.
[spoiler=Githzerai]
GITHZERAI
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium-sized.
Normal Speed.
Apostate: Githzerai cannot use any divine spells, spell-like abilities, or supernatural abilities.
Arcane Anathema: Githzerai have a +1 racial bonus on attack rolls made against arcane spell casters, and increase the DC of all Concentration checks of any arcane spellcaster they threaten by 1. They also have a +1 racial bonus on saving throws against arcane spells and spell-like effects.
Darkvision: Githzerai can see 60 feet in the dark.
Spell Resistance: Githzerai have spell resistance equal to 5 + their HD.
Languages: Common and Githzerai. Githzerai with above average Intelligence scores can learn to speak Abyssal, Celestial, Draconic, Infernal, and Undercommon.
[spoiler=Rogue Modron]
ROGUE MODRON
Rogue Modrons are 3 foot cubes standing on a pair of 3 foot long spindly mechanical legs. They have a pair of spindly mechanical arms, vestigial wings, and two eyes, a nose, and a mouth on the front face of their cubic body. All Rogue Modrons are identical unless their baseline body has been altered in some way. Rogue Modrons are genderless, and while some express a male or female personality, most have a neuter gender.
+2 Constitution, +2 Intelligence, -2 Dexterity, -2 Charisma.
Medium Sized: Rogue Modrons are Medium Sized.
Normal Speed: Rogue Modrons have a base land speed of 30 feet.
Automatic Action: Once per day, a Rogue Modron can select an action (standard, move, swift, or full-round) and a circumstance that triggers it. Thereafter, whenever that circumstance occurs, the Rogue Modron automatically performs that action, as if it had readied an action to perform that action. This does not re-set the Rogue Modron’s initiative. If the Rogue Modron does not want to do perform the automatic action, it must make a DC 20 Will Save to stop itself; otherwise, it performs the automatic action. If it is impossible for the Rogue Modron to perform automatic action for any reason, it becomes dazed for 1 round.
Clockwork Construction: Rogue Modrons have light fortification: a 25% chance to negate extra damage from a critical hit, sneak attack, or similar precision-based damage. Craft alchemy or Craft metalworking can be used in addition to Heal to treat the wounds of a Rogue Modron.
Damage Reduction: Rogue Modrons have DR 2/chaotic.
Insightful Initiative: Rogue Modrons add their Intelligence modifier to their Initiative Rolls. Rogue Modrons can choose to Take 10 on their initiative rolls.
Lawful Nature: Rogue Modrons must be lawful in alignment, but can be Lawful Neutral, Lawful Good, or Lawful Evil.
Living Construct: Rogue Modrons are constructs with the living construct sub-type. Unlike most constructs, living constructs have a Constitution score and do not get bonus hit points based on their size.
Unlike other constructs, living constructs do not have darkvision or lowlight vision.
Unlike other constructs, living constructs are not immune to mind affecting effects.
Living constructs are immune to disease, exhaustion, fatigue, being nauseated, negative energy, being sickened, paralysis, and poison.
Living constructs do not heal damage naturally.
Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fortitude save, death from massive damage, non-lethal damage, stunning, ability damage and drain, and death effects or necromancy effects.
Unlike other constructs, living constructs can use the run action.
Living constructs are affected by effects that target living creatures as well as effects that target constructs.
Living constructs can be raised or resurrected.
Living constructs do not need to eat, drink, sleep, or breathe, but can still benefit from the effects of consumable potions and magic items. Living constructs must rest 8 hours before preparing spells.
Ordered Existence: Rogue Modrons can choose to Take 10 on a number of d20 rolls per day equal to their level + their Intelligence modifier.
Languages: Rogue Modrons can speak Common and Orthovox. Rogue Modrons of above average Intelligence can choose to learn the following languages: Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
ROGUE MODRON RACIAL TRAITS:
Eyes in the Back of My Head: The Rogue Modron has a pair of eyes on the back of its head/body. The Rogue Modron cannot be flanked.
Heavy Armored Plating: The Rogue Modron gains a +9 armor bonus to AC, -9 Armor Check Penalty, a maximum Dexterity bonus to AC of +0, and a 45% Arcane Spell Failure chance. This reduces the Rogue Modron’s base land speed to 15 feet.
Improved Clockwork Construction: The Rogue Modron’s fortification improves to Medium: it gets a 50% chance to negate additional damage from a critical hit, sneak attack, or similar precision-based damage.
Lantern Eyes: The Rogue Modron gains darkvision 60 feet and low light vision.
Light Armored Plating: The Rogue Modron gains a +3 armor bonus to AC, -3 Armor Check Penalty, a maximum Dexterity bonus to AC of +6, and a 15% Arcane Spell Failure chance.
Mechanical Maneuvers: The Rogue Modron adds its Constitution modifier to its CMB and CMD.
Medium Armored Plating: The Rogue Modron gains a +6 armor bonus to AC, -6 Armor Check Penalty, a maximum Dexterity bonus to AC of +3, and a 30% Arcane Spell Failure chance. This reduces the Rogue Modron’s base land speed to 20 feet.
Multiple Arms: The Rogue Modron has an additional pair of arms. This does not allow it to make more than one attack per round (unless it takes the Multi-Weapon Fighting feat) but it does allow the Rogue Modron to manipulate multiple tools or weapons or items at the same time.
Multiple Legs: The Rogue Modron has an additional pair of legs; this increases its base land speed by 10 and increases its CMD to resist bull rush and trip attempts by 4.
Non-vestigial Wings: The Rogue Modron’s wings can be used to slow a fall as if it cast feather fall and grants it a +10 racial bonus on Acrobatics checks to jump.
| Drejk |
My initial thought: drop the living construct subtyp from Modron and instead make them Outsider with constructed feature like Inevitables.
| SmiloDan RPG Superstar 2012 Top 32 |
My initial thought: drop the living construct subtyp from Modron and instead make them Outsider with constructed feature like Inevitables.
I like that--so much better than re-inventing the wheel!