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Really Twitchy Rats
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<blockquote data-quote="evolved" data-source="post: 1600683" data-attributes="member: 17368"><p>Round 3 ding-ding</p><p></p><p>Twitchies</p><p>+2 dex -2 con -2 wis</p><p></p><p>medium</p><p></p><p>humanoid</p><p></p><p>Lowlight vision</p><p></p><p>Scent ability</p><p></p><p>Run and Dodge as bonus feats</p><p></p><p>Energy Burn (EX): Twitchies require twice as much food and water as a normal human, but only half as much sleep. This also provides a +4 saving throw bonus vs. any sleep effect</p><p></p><p>-2 Hide and Concentraion checks</p><p></p><p>+2 Move Silently and Tumble checks</p><p>Twitchies take only half move silently penalties for moving rapidly</p><p></p><p>Twitch (SU): For every consecutive round a twitchie has not moved at least 5', it gets a +1 speed bonus to attack rolls and AC. This bonus cannot exceed it's character level. Each round that the twitchy receives this bonus, it must immediately succeed at a will save DC 15 + twitch bonus at the beginning of it's round or else move at least 10' before taking any other action, thus losing the twitch bonus for that round. Also twitchies are immune to Paralysis effects and Slow effects.</p><p></p><p>Don't touch (EX): Twitchies hate bieng grappled or trapped, they have a +4 on escape artist checks of all kinds, also when a twitchy attempts an escape artist attempt to get out of a grapple the other creature(s)(even allies) in the grapple take 1d6+current twitch bonus damage as it turns into a whirling, twisting, squirming hellion. Also a grappled twitchie need not make the will saves for its twitchy ability until it is free of or in control of (pinning the other guy) the grapple if it fails a save while pinning someone they release hold immediatly and run.</p><p></p><p>Favored class - Rouge</p><p></p><p>+1 ECL</p><p></p><p>Twitchies are brown or grey furred humanoids, who resemble above all else bipedal rats with to much caffiene in the system. They spend most of their life rushing around and getting into trouble. They are always sneaking into peoples kitchens, and larders attempting to snag their next meal or drink. They become so hungry after combat that some have been known to eat their fallen foes. Aside from this the are usually civilized and tend to adopt the customs alignments, and values of the dominant culture in their area so long as it doesn't interfere with obtaining food.</p></blockquote><p></p>
[QUOTE="evolved, post: 1600683, member: 17368"] Round 3 ding-ding Twitchies +2 dex -2 con -2 wis medium humanoid Lowlight vision Scent ability Run and Dodge as bonus feats Energy Burn (EX): Twitchies require twice as much food and water as a normal human, but only half as much sleep. This also provides a +4 saving throw bonus vs. any sleep effect -2 Hide and Concentraion checks +2 Move Silently and Tumble checks Twitchies take only half move silently penalties for moving rapidly Twitch (SU): For every consecutive round a twitchie has not moved at least 5', it gets a +1 speed bonus to attack rolls and AC. This bonus cannot exceed it's character level. Each round that the twitchy receives this bonus, it must immediately succeed at a will save DC 15 + twitch bonus at the beginning of it's round or else move at least 10' before taking any other action, thus losing the twitch bonus for that round. Also twitchies are immune to Paralysis effects and Slow effects. Don't touch (EX): Twitchies hate bieng grappled or trapped, they have a +4 on escape artist checks of all kinds, also when a twitchy attempts an escape artist attempt to get out of a grapple the other creature(s)(even allies) in the grapple take 1d6+current twitch bonus damage as it turns into a whirling, twisting, squirming hellion. Also a grappled twitchie need not make the will saves for its twitchy ability until it is free of or in control of (pinning the other guy) the grapple if it fails a save while pinning someone they release hold immediatly and run. Favored class - Rouge +1 ECL Twitchies are brown or grey furred humanoids, who resemble above all else bipedal rats with to much caffiene in the system. They spend most of their life rushing around and getting into trouble. They are always sneaking into peoples kitchens, and larders attempting to snag their next meal or drink. They become so hungry after combat that some have been known to eat their fallen foes. Aside from this the are usually civilized and tend to adopt the customs alignments, and values of the dominant culture in their area so long as it doesn't interfere with obtaining food. [/QUOTE]
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