Sabosan Homebrew Race


Homebrew and House Rules


This batlike humanoid has a lean, muscular body covered with fur and two large, leathery wings.

Sabosan (16 RP)
Type
Monstrous Humanoid (+3)
Size
Medium (0 RP)
Base Speed
Normal Speed (0)
Ability Score Modifiers
Standard (+2 Str, +2 Dex, -2 Int) (0)
Languages
Standard (0)
Movement Racial Traits
Flight (+6)
Offense Racial Traits
Bite (+1)
Claws (+2)
Senses Racial Traits
Darkvision (-)
Blindsense (+4) Homebrew
Alternate Racial Traits
Blood Scent (+4) Homebrew

Sabosan Racial Traits
+2 Strength, +2 Dexterity, -2 Intelligence: A sabosan’s emaciated frame belies its strength and agility, which are not apparent from its gaunt appearance and slow wit.
Medium: Sabosan are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sabosan have a base speed of 30 feet.
Flight: Sabosan have a fly speed of 40 feet with poor maneuverability.
Darkvision: Sabosan can see in the dark up to 60 feet.
Blindsense: Although they can see as well as any human in daylight, sabosan hunt at twilight or after dark when their echolocation-based blindsense ability that gives them a great advantage to notice things they cannot see. Sabosans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that a sabosan cannot see still has total concealment and sabosan still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of sabosans. Sabosan are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.
Fangs: Sabosan gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons.
Claws: Sabosan receive two claw attacks. These are primary natural attacks dealing 1d4 damage.
Languages: Sabosan start with Common and Abyssal. Sabosans with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Giant, Gnome, Goblin, and Orc.

Alternate Racial Traits

Blood Scent: Some sabosans favor a keen sense of smell over other senses. A sabbosan can detect any creature at less than maximum hit points as if it had the scent ability. Those at full hit points cannot be detected by the blood scent ability. This racial trait replaces blindsense.

Sabosan Racial Feats

Dust Cloud
You can churn up great clouds of dust and debris to render your foes deaf and blind.
Prerequisites: Sabosan
Benefit: A sabosan gains Hover as a bonus feat, and can use this feat to create a dust cloud even though it is not Large. The resulting dust cloud has only a 30-foot radius.

Fell Shriek
You can funnel your screeches into blasts of high-pitched sounds capable of deafening other creatures.
Prerequisites: Sabosan
Benefit (Su): As a standard action, a sabosan can emit a deafening cry in a 30-foot cone. Creatures in this area must make a successful Fortitude save or be deafened for 1 minute. The save DC is 10 + 1/2 the Hit Dice + the Constitution modifier. Sabosan are immune to this ability.

Vampire Bat
Consuming blood reinvigorates you.
Prerequisite: Sabosan.
Benefit: You have acquired a taste for the blood of your foes. Whenever you drink fresh blood from a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution based skill checks and saving throws does not stack.
You can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. You can drink blood automatically as part of your bite attack. Once you bite the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

Vicious Swipe
Your claws cause your opponent to bleed.
Prerequisites: Sabosan
Benefit: When you damage an opponent with your claws, you deal an extra 1d4 bleed damage.
Special: This ability does not stack with other special abilities, attacks, or items that allow you to deal bleed damage.

Sabosan Equipment

Sabosan Guano
This glass container of highly concentrated bat guano shatters easily upon impact. You can throw the vial of foul-smelling substance as a splash weapon with a range increment of 10 feet. A creature struck with a direct hit must succeed at a DC 15 Fortitude save or be sickened for 2d6 rounds. If the target fails its save, it must make a second Fortitude save or be nauseated for 1 round. Creatures in the splash area must make a Fortitude save or be sickened for 1 round.
Create: Craft (alchemy) DC 20
Item Cost 120 gp; Weight 1 lb.

Anticoagulant Gel
Crafted from the saliva of vampire bats, the saliva has a protein that acts as an anticoagulant, this pungent rust-brown gel coats 1 medium weapon, 2 small weapons, or 20 pieces of ammunition per dose. Sabosan use this gel to further wear down their opponents and kill them that much quicker. When a weapon coated in the gel deals damage, it also inflicts bleed damage as well (1d4 for medium weapons, 1d3 for small weapons, 1 point for ammunition). Medium and small weapons lose the gel's effects after 3 such hits, while ammunition only benefits once from the gel.
Create: Craft (alchemy) DC 25
Item Cost 150 gp; Weight ½ lb.

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