A few Ordinaries (and not so Ordinaries):
Cheerleader Initiate (Fast Ordinary 1/Charismatic Ordinary 1): CR 2; Medium-size humanoid (human); HD 1d8+1 plus 1d6+1 plus 3; HP 14; Mas 13; Init +3; Spd 30 ft; Defense 16, touch 16, flatfooted 13 (+0 size, +3 Dex, +3 class); BAB +0; Grap +0; Atk +0 melee (1d3, unarmed strike), or +3 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Team; SV Fort +2, Ref +5, Will +0; AP 1; Rep +2; Str 10, Dex 16, Con 13, Int 10, Wis 10, Cha 15.
Occupation: Athlete (Balance, Jump, Tumble).
Skills: Balance +8, Bluff +5, Diplomacy +6, Escape Artist +6, Jump +5, Knowledge (Current Events) +3, Knowledge (Popular Culture) +3, Move Silently +5, Read/Write English, Speak English, Tumble +9.
Feats: Acrobatic, Archaic Weapons Proficiency, Simple Weapons Proficiency, Toughness.
Possessions: Uniform, pom-poms, street clothes.
Roleplaying Tips: There are two things that matter to you the most: wowing the crowd and wowing the higher ups. You cheer your sweet little face off to get noticed by the captain.
Cheer Squad Captain (Fast Hero 2/Charismatic Hero 2): CR 4; Medium-size humanoid (human; HD 2d8+2 plus 2d6+2 plus 3; HP 23; Mas 13; Init +3; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +2; Grap +2; Atk +2 melee (1d3, unarmed strike), or +5 ranged; FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Team; SV Fort +3, Ref +9, Will +0; AP 2; Rep +2; Str 11, Dex 17, Con 13, Int 10, Wis 10, Cha 15.
Occupation: Athlete (Balance, Jump, Tumble).
Skills: Balance +13, Bluff +6, Concentration +4, Diplomacy +7, Escape Artist +8, Jump +7, Knowledge (Current Events) +3, Knowledge (Popular Culture) +2, Read/Write English, Speak English, Tumble +11.
Feats: Acrobatic, Archaic Weapons Proficiency, Dodge, Focused, Lightning Reflexes, Simple Weapons Proficiency, Toughness.
Talents (Fast Hero): Evasion.
Talents (Charismatic Hero): Charm (males).
Possessions: Uniform, pom-poms, street clothes, cell phone.
Roleplaying Tips: You are the top of the pack. Without you, the squad and the team would get nowhere, and they know it. You are used to getting what you want, even if it requires unorthodox methods to get it.
Street Race Ace (Fast Hero 3/Speed Demon 2): CR 5; Medium-size humanoid (human); HD 3d8+6 plus 2d8+4; HP 33; Mas 15; Init +3; Spd 30 ft; Defense 18, touch 18, flatfooted 15 (+0 size, +3 Dex, +5 class); BAB +3; Grap +4; Atk +4 melee (1d6+1, unarmed strike), or +6 ranged (2d6, Glock); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL Any; SV Fort +3, Ref +8, Will +1; AP 2; Rep +4; Str 12, Dex 16, Con 15, Int 10, Wis 10, Cha 12.
Occupation: Athlete (Climb, Drive, Tumble).
Skills: Balance +9, Climb +5, Concentration +7, Craft (electronic) +5, Craft (mechanical) +6, Drive +12, Move Silently +8, Read/Write one language, Speak one language, Tumble +7.
Feats: Brawl, Personal Firearms Proficiency, Renown, Simple Weapons Proficiency, Streetfighting, Vehicle Expert.
Talents (Fast Hero): Evasion, Uncanny Dodge 1.
Talents (Speed Demon): Uncanny Dodge 2, Hit the Weak Spot.
Possessions (Most stored in the car): Glock 17 9mm autoloader pistol, street clothes, electrical tool kit (basic), mechanical tool kit (basic), walkie-talkie (basic), car-opening kit, bolt cutter, duct tape, flashlight, road map, Aston-Martin Vanquish.
Roleplaying Tips: You are fast and furious, avoiding the police while crushing your rivals into the dust. When your hotrod has good speed, you make it faster. When the cops are on your tail, fast can’t describe what you do.
Farmer (Tough Ordinary 2): CR 2; Medium-size humanoid (human); HD 2d10+6 plus 3; HP 20; Mas 16; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+0 size, +1 Dex, +2 class); BAB +1; Grap +3; Atk +3 melee (1d4+2/19-20, knife), or +2 ranged (2d8, 12-gauge shotgun); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL any; SV Fort +5, Ref +1, Will +1; AP 1; Rep +-3; Str 15, Dex 12, Con 16, Int 10, Wis 12, Cha 12.
Occupation: Rural (Drive, Survival).
Skills: Craft (mechanical) +3, Craft (structural) +3, Drive +4, Intimidate +4, Profession +3, Read/Write English, Speak English, Survival +4.
Feats: Brawl, Low Profile, Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness.
Possessions: Beretta M3P 12-gauge shotgun, knife, working clothes, tractor, farmhouse.
Rancher (Strong Ordinary 1/Tough Ordinary 1): CR 2; Medium-size humanoid (human); HD 1d8+2 plus 1d10+2 plus 3; HP 18; Mas 15; Init +1; Spd 30 ft; Defense 13, touch 13, flatfooted 12 (+0 size, +1 Dex, +2 class); BAB +1; Grap +3; Atk +3 melee (1d3+2, unarmed strike) or +2 ranged (1d2, whip) or +3 ranged (3d6, Colt Python revolver); FS 5 ft by 5 ft; Reach 5 ft; SQ none; AL any; SV Fort +4, Ref +1, Will +1; AP 1; Rep +0; Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 12.
Occupation: Rural (Handle Animal, Ride).
Skills: Craft (structural) +3, Handle Animal +7, Jump +4, Read/Write English, Ride +7, Speak English, Spot +4, Swim +3.
Feats: Animal Affinity, Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness.
Possessions: Colt Python revolver, whip, horse, ranch, 3d12 cattle.
NEW MONSTERS:
Goomba: CR 1/2; Small magical beast; HD 1/2d10+1; Hp 3; Mas 12; Init +2; Spd 20 ft.; Defense 13, touch 13, flat-footed 11 (+1 size, +1 Dex); BAB +0; Grap -6; Atk -1 melee (1d4-2, bite); Full atk -1 melee (1d4-2, bite); FS 5 ft. by 5 ft.; Reach 0 ft.; SQ Low-light vision; AL Bowser; SV Fort +3, Ref +4. Will +1; AP 0; Rep +0; Str 6, Dex 15, Con 12, Int 6, Wis 8, Cha 5.
Skills: Concentration +5. Move Silently +3.
Feats: Iron Will.
Messenger: CR 1/2; Tiny magical beast; HD 1/2d10; Hp 2; Mas 10; Init +2; Spd 10 ft., fly 40 ft. (average); Defense 14, touch 14, flat-footed 12 (+2 size, +2 Dex); BAB 0; Grap -12; Atk -1 melee (1d3-4, bite); Full atk -1 melee (1d3-4, bite) and -6 melee (1d2-6, claw); FS 2 ½ ft. by 2 ½ ft.; Reach 0 ft.; SQ Deathsense, low-light vision; AL vengeance; SV Fort +2, Ref +4, Will +2; AP 0; Rep +0; Str 3, Dex 15, Con 10, Int 4, Wis 14, Cha 6.
Skills: Listen +4, Spot +4, Survival +3.
Feats: Track.
Deathsense (Su): A Messenger can sense any person who has murdered in cold blood within a 100-yard radius. They gain a +3 bonus to attack rolls when attacking a murderer.
Messengers are crows or ravens that give a new meaning to the grouping term "murder". Messengers will follow and violently attack a murderer without remorse, only really attacking others if they get in the way. When a Messenger flock has fulfilled its duty, the birds will either leave for more justice bringing or stay and watch over the land.
Oni
"You are in the way. You must be smashed."
-Oni diplomacy
From Japanese fiction works of various kinds, classic Oni are big, brutish, and ill-tempered. They are not kind upon strangers, and will attempt to kill a Space Oni on sight (calling them "the Man Look Filth").
Oni: CR 5; Large giant; HD 6d8+39; Hp 66; Mas 23; Init +1; Spd 30 ft.; Defense 16, touch 10, flat-footed 15 (-1 size, +1 Dex, +6 natural); BAB +4; Grap +16; Atk +11 melee (1d10+8, greatclub); Full atk +11/+6/+1 melee (1d10+8, greatclub); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Darkvision 60 ft., damage reduction 20/-, frightful presence, improved grab; AL evil; SV Fort +11, Ref +3. Will +4; AP 0; Rep +0; Str 26, Dex 13, Con 23, Int 6, Wis 11, Cha 8.
Skills: Concentration +7, Intimidate +6, Jump +9.
Feats: Archaic Weapons Proficiency, Iron Will, Toughness.
(((((((((=)))))))))))))
Shared Special Qualities of all Museum Templates
Dust in the Wind: If a museum templated creature or character is outside of the museum at daylight, they are immediately dropped to -10 HP and turned to dust.
I've Got Sunshine (Working quality title): As soon as the sun rises over the museum, the museum templated creatures and characters revert to inanimate objects until the next morning.
Living Fossil
Sometimes, a skeleton of a recently deceased animal may be crafted into new life. Sometimes, however, you need some stony muscle or an ancient attraction. This where the Living Fossil comes in. Massive piles of permineralized bone and magical energy, a Living Fossil can be a wonderful thing to have...if you know how to keep it occupied.
Template Traits"Living fossil" is a template that can be added to any living creature that can be resurrected and has fossils of it to use. For instance, while a triceratops could be used, a gold dragon or other post-CLULESS creature could not.
Challenge Rating: Same as the base creature +1.
Type: The creature's type changes to undead.
Speed: Winged Living Fossils cannot fly.
Defense: Depending on the size, a Living Fossil changes its natural armor bonus to Defense into a new one equal to the following: Diminutive or smaller +0, Tiny +1, Small +2, Medium-size +3, Large +4, Huge +5, Gargantuan +7, Colossal +11.
Attacks: As per Skeleton.
Damage: As per Skeleton, with the exception of the following for claw attacks for those without or with less natural claw damage than the following: Diminutive or Fin 1d2, Tiny 1d3, Small 1d4, Medium-size 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 2d10.
Special Qualities: As per Skeleton and above.
Ability Scores: As per the base creature, plus a bonus +2 to Dexterity.
Skills: As per Skeleton.
Feats: As per Skeleton, but with Toughness as well as Improved Initiative for any creature above 3 HD.
NEW RACE:
...blame Michael Crichton.
Neanderthal
Called the Wendol in
The 13th Warrior and the book
Eaters of the Dead that it is based, neanderthals are far from subhuman primitives (There are subhuman "cave men" created by old b-movies, but those will be detailed later). The sources of the "true neanderthals" are varied, including the former sources, the paranormal mystery show Martin Mystery (plus the Italian comic that it was inspired by), the Earth's Children series, and the Geico Caveman commercials (*shudder*). The neanderthal species are only found in the North reaches, and are most prominent in Norway, where they have valiantly fought off most other Fictions that have attempted hostile takeovers.
Species Traits
Size: Medium
Ability Modifiers: +2 Strength, -2 Dexterity, +2 Constitution.
Base Speed: 30 feet.
Made for the Cold: Neanderthals gain a +4 bonus to Fortitude saves to resist the effects of cold.
Humanblood: Due to their close relations to humans, neanderthals gain the bonuses that they do.
Bonus Feat: Neanderthals gain the bonus feat Archaic Weapons Proficiency.
Free Language Skills: Speak Neanderthalese.
LA: +1.
Neanderthal (Wendol) Commoner: CR 1; Medium-size humanoid (Neanderthal); HD 1d8+1; hp 5; Mas 12; Init -1; Spd 30 ft.; Defense 9, touch 9, flat-footed 9 (-1 Dex); BAB +0; Grap +1; Atk +1 melee (1d8+1, spear); Full atk +1 melee (1d8+1, spear); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Humanblood, made for the cold; AL any; SV Fort +1, Ref -1. Will +0; AP 0; Rep +0; Str 12, Dex 8, Con 12, Int 10, Wis 10, Cha 10.
Skills: Climb +4, Listen +1, Survival +4
Feats: Archaic Weapons Proficiency.
Possessions: Elk-fur clothing, spear, leather satchel containing 1d4 lb. of meat and a 45% chance of a sling and 1d6 rocks.
How can you say no to a face like that?
Nekomimi
The feminine and less feline form of the BakeNeko Anime fictions, Nekomimi are sheer cuteness rolled into a feline humanoid package. A nekomimi usually has just the tail and ears of a feline, but some catgirls may more advanced features like fangs (use the BakeNeko for these).
Species Traits
Abilitiy Modifiers: +4 Charisma. Nekomimi embody cuteness.
Base Speed: 30 feet.
Low-light vision: See Chapter 8 of d20 Modern.
Skills: Nekomimi have a +2 bonus to Listen checks, and a +4 to Jump checks.
LA: +0.