Help with Capu-Capus

palcosmo

First Post
My first race ever - please be gentle :p

The impale and quill defense abilities are based off of the Barbed Devil's abilities. And the bane ability is just a watered down version of Stench, which I hope adds a little flavor.

Thanks for any thoughts and responses. (Is it balanced? Does it make sense? Is it worthwhile?)


- *andy


Capu-capu
Small Monstrous Humanoid

Hit Dice: 2d8+5 (13 hp)

Initiative: -1

Speed: 20 ft.

AC: 11 (+1 size, -1 Dex, +1 natural), touch 9, flat-footed 11

Attacks: 2 claws +3 melee and bite –2 melee

Damage: Claw 1d3, bite 1d3

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Bane, Impale, Quill Defense

Special Qualities:Armor Enfeeblement

Saves: Fort +1, Ref +2, Will +3

Abilities: Str 11, Dex 8, Con 14, Int 8, Wis 10, Cha 10

Skills: Climb +3, Swim +2

Feats: Toughness

Climate/Terrain: Temperate and warm forest

Organization: Pair, pack (3-5) or tribe (6-50)

Challenge Rating: 1

Treasure: Standard

Alignment: Usually chaotic neutral

Advancement Range: By character class

Level Adjustment: +2


"In no world but a fallen one could such monstrosities exist." – Janos Bergerac

The capu-capus contrast the awkward stagnation of the Secundus alliances with their utter zeal for their fiendish treant resemblant master. Though they serve no singular purpose within the alliances -- known singularly as the Pundejuvul -- the capu-capus are still revered for their past displays of hardiness in battle.

Physical Description: Capu-capus are short, squat bipeds, whose near-entire bodies (save their face, hands and feet) are covered by a dense coat of sharp, triangular quills. They have wide, immovable heads that run the equal breadth of their entire bodies. Their shoulder joints are so low-set that they are often forced to brutishly drag their claws abreast of their wide feet. Though bizarre, their strange anatomy does not outshine their nightmarish visage: their faces are but their skulls peering through an elliptical gap in their quill coats. Worse yet, every capu-capus skull-face bears an unearthly resemblance to a singular, fixed and distinctly humanoid expression.


Capu-Capu Class Features

Armor Enfeeblement (Ex): When a capu-capu wears armor, it loses its Impale and Quill Defense extraordinary abilities, as its quills are now inaccessible underneath the armor. Furthermore, the capu-capu’s Bane ability has its radius reduced to 10 feet as the capu-capu’s bane is unable to jet and spread properly into the air. A capu-capu can still improve its AC with spells and magical items like Bracers of Armor, which do not interfere with its extraordinary abilities.

Bane (Ex): When a capu-capu is injured by a piercing or slashing weapon, the capu-capu may, as a free action, will its gelatinous, foul-smelling bane to violently spray from the wound. All living creatures (except capu-capus) within 30 feet of the capu-capu must succeed on a DC 15 Fortitude save (includes +2 racial bonus) or be sickened for 10 rounds. The save DC is Constitution-based.

The capu-capu must wilfully choose to use this ability during its turn, immediately after being injured by a piercing or slashing weapon prior to its turn; the bane will not reflexively jet forth on any and every injury caused by a piercing or slashing weapon, so the capu-capu may save this ability for opponents of its choice. The stench persists for a number of rounds equal to 3 + Constitution Modifier of the capu-capu (always a minimum of 1), with the capu-capu acting as the center of the stench. Therefore, if another living creature moves within 30 feet of the capu-capu during this time -- or vice versa -- the living creature must make a saving throw or be sickened for 10 rounds.

Creatures that successfully save cannot be affected by the same capu-capu’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.


Impale (Ex): A capu-capu can deal 2d2 (+ 1 ½ x Strength Modifier) points of piercing damage to a grabbed opponent with a successful grapple check. A capu-capu may instead substitute this impaling damage with the damage from an unarmed attack, as per standard grappling rules.

Quill Defense (Ex): Any creature striking a capu-capu with handheld weapons or natural weapons takes d2 (+ Strength Modifier) points of piercing and slashing damage from the capu-capu’s quills. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.



Capu-capu Racial Traits




  • +4 Constitution, -2 Dexterity, -2 Intelligence: Capu-capus can take a surprising amount of physical punishment, but they have awkward forms and are naturally obtuse.
  • Small: As Small creatures, capu-capus gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Capu-capu base speed is 20 feet.
  • Favored Class: Barbarian. Capu-capus take advantage of the formidable Hit Dice and damage reduction afforded by the Barbarian class in order to use their quills with great potency.
  • +4 racial bonus on Bluff, Diplomacy or Intimidate checks (Player’s Choice): A capu-capu’s fixed face saves it from making unwanted or self-defeating facial expressions, naturally making them skilled at the art of bluffing, diplomacy, or intimidation.
  • -4 racial penalty on Listen checks: A capu-capu’s thick quill coat covers its ear holes and drastically dampens noise.
  • -8 racial penalty on Perform (Any Vocal & Wind Instrument) checks: A capu-capu lacks the supple flesh of lips and therefore has great difficulty with any kind of oratory or wind instrument performances.
  • Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Giant.
  • Capu-capus can make two claw attacks and one bite attack. Claw attacks deal 1d3 points of damage plus Strength modifier; a bite attack does 1d3 points of damage plus Strength penalty or one-half Strength bonus.
  • Natural Armor: A Capu-capu has +1 natural armor.
  • Special Attacks (see above): Bane, Impale, Quill Defense.
  • Special Qualities (see above): Armor Enfeeblement.
  • Level Adjustment: +2.
 
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