Kappas of Golarion


Homebrew and House Rules


Kappa (Total RP = 17 RP)
Type
Monstrous Humanoid (3 RP)
Size
Small (0 RP)
Base Speed
Slow (-1 RP)
Ability Score Modifier
Standard (+2 Dex, -2 Int, +2 Wis) (0 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Energy Resistance (acid 5/cold 5) (2 RP)
Natural Armor (2 RP)
Hide in Shell (3 RP) Homebrew
Movement Racial Traits
Swim (3 RP)
Advanced Traits
Powerful Swimmer (1 RP)
Offensive Racial Traits
Advanced Traits
Claws (2 RP)
Senses Racial Traits
Darkvision (-RP)
Weakness Racial Traits
Head Bowl (-2 RP) Homebrew
Other Racial Traits
Amphibious (2 RP)

Kappa Racial Traits
+2 Dexterity,-2 Intelligence,+2 Wisdom: Kappa are wise, possessing a long lifespan, are fast, but slow-witted.
Small: Kappa gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
Slow Speed: Kappa have a base speed of 20 feet.
Swim: Kappa have a swim speed of 40 feet and gain +8 racial bonus on Swim checks that a swim speed normally grants.
Amphibious: Kappa can breathe both air and water.
Natural Armor: Kappa gain a +1 natural armor bonus.
Claws: Kappa receive two claw attacks. These are primary natural attacks that deal 1d3 damage.
Energy Resistance: Kappa have ties to the plane of earth and water. Therefore they have resistances of 5 acid and 5 cold.
Head Bowl (Su): The basin atop a kappa's head contains water from its home river or lake. The water is emptied only if the kappa willingly tips its head or a creature pinning the kappa forces it to do so (requiring a grapple check while pinned). If the water is emptied, the kappa becomes immobile and staggered. It can still take actions, but it cannot move from the spot on its own. If the emptied head bowl is refilled with water, the kappa recovers from this condition immediately. This replacement water doesn't have to be from the kappa's home, but the kappa refills its head bowl from there at its first opportunity.
Hide in Shell: As a move action a Kappa may retract their extremities into their shell. This allows them to gain DR/5 Bludgeoning. It also allows for 50% concealment from ranged attacks. When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, or cast spells (unless they are verbal). They must remain in this form for at least one complete round. To come out of their shell they must spend another move action (this does not provoke AoO).
Languages: Kappa begin play speaking Common and Aquan. Kappa
with high intelligence scores can choose from the following: Draconic, Tien, and Terran...

Alternate Racial Traits

Snapping Turtle (3 RP): Some Kappa derive from the snapping turtle with a more pronounced beak-like mouth and receive a natural bite attack, dealing 1d4 damage.The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. In addition, the shell is more rigid and functions as armor spikes for the purposes of grapple. This trait replaces Amphibious but they gain Hold Breath. Kappa can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocation.
Notes: Kappa Total RP = 18; Bite (1 RP) + Armor Spike (1 RP) + Hold Breath (1 RP) - Amphibious (2 RP)

Desert Strider (5 RP): Some Kappa derive from the tortoise and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.This racial trait replaces Swim and Amphibious but they gain the ability to burrow with a speed of 20 feet.
Notes: Kappa Total RP = 16; Desert Runner (2 RP) + Burrow (3 RP) - Swim (3 RP) - Powerful Swimmer (1 RP) - Amphibious (2 RP)

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