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Help with Capu-Capus
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<blockquote data-quote="palcosmo" data-source="post: 2515541" data-attributes="member: 30374"><p><span style="font-family: 'Arial'">My first race ever - please be gentle <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></span></p><p><span style="font-family: 'Arial'"></span><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">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.</span></p><p><span style="font-family: 'Arial'"></span></p><p> <span style="font-family: 'Arial'">Thanks for <em>any</em> thoughts and responses. (Is it balanced? Does it make sense? Is it worthwhile?)</span></p><p><span style="font-family: 'Arial'"></span></p><p></p><p> <span style="font-family: 'Arial'">- *andy</span></p><p><span style="font-family: 'Arial'"></span></p><p></p><p> <strong><span style="font-family: 'Arial'">Capu-capu</span></strong></p><p> <span style="font-family: 'Arial'">Small Monstrous Humanoid </span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"></span> <strong><span style="font-family: 'Arial'">Hit Dice: </span></strong><span style="font-family: 'Arial'">2d8+5 (13 hp) </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Initiative: </span></strong><span style="font-family: 'Arial'">-1 </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Speed: </span></strong><span style="font-family: 'Arial'">20 ft. </span></p><p></p><p> <strong><span style="font-family: 'Arial'">AC: </span></strong><span style="font-family: 'Arial'">11 (+1 size, -1 Dex, +1 natural), touch 9, flat-footed 11 </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Attacks: </span></strong><span style="font-family: 'Arial'">2 claws +3 melee and bite –2 melee</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Damage: </span></strong><span style="font-family: 'Arial'">Claw 1d3, bite 1d3</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Face/Reach: </span></strong><span style="font-family: 'Arial'">5 ft. by 5 ft./5 ft. </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Special Attacks: </span></strong><span style="font-family: 'Arial'">Bane, Impale, Quill Defense</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Special Qualities:</span></strong><span style="font-family: 'Arial'">Armor Enfeeblement</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Saves: </span></strong><span style="font-family: 'Arial'">Fort +1, Ref +2, Will +3 </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Abilities: </span></strong><span style="font-family: 'Arial'">Str 11, Dex 8, Con 14, Int 8, Wis 10, Cha 10</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Skills: </span></strong><span style="font-family: 'Arial'">Climb +3, Swim +2</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Feats: </span></strong><span style="font-family: 'Arial'">Toughness</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Climate/Terrain: </span></strong><span style="font-family: 'Arial'">Temperate and warm forest </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Organization: </span></strong><span style="font-family: 'Arial'">Pair, pack (3-5) or tribe (6-50) </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Challenge Rating: </span></strong><span style="font-family: 'Arial'">1</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Treasure: </span></strong><span style="font-family: 'Arial'">Standard </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Alignment: </span></strong><span style="font-family: 'Arial'">Usually chaotic neutral</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Advancement Range: </span></strong><span style="font-family: 'Arial'">By character class </span></p><p></p><p> <strong><span style="font-family: 'Arial'">Level Adjustment: </span></strong><span style="font-family: 'Arial'">+2</span></p><p></p><p></p><p> <em><span style="font-family: 'Arial'">"In no world but a fallen one could such monstrosities exist."</span></em><span style="font-family: 'Arial'"> – Janos </span><span style="font-family: 'Arial'">Bergerac</span></p><p></p><p> <span style="font-family: 'Arial'">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.</span></p><p></p><p> <strong><span style="font-family: 'Arial'">Physical Description:</span></strong><span style="font-family: 'Arial'"> 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.</span></p><p></p><p> </p><p> <strong><span style="font-family: 'Arial'">Capu-Capu Class Features</span></strong></p><p></p><p> <span style="font-family: 'Arial'"><strong>Armor Enfeeblement (Ex)</strong>: </span><span style="font-family: 'Arial'">When a capu-capu wears armor, it loses its <em>Impale</em> and <em>Quill Defense</em> extraordinary abilities, as its quills are now inaccessible underneath the armor. Furthermore, the capu-capu’s <em>Bane</em> 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 <em>Bracers of Armor</em>, which do not interfere with its extraordinary abilities.</span></p><p></p><p> <span style="font-family: 'Arial'"><strong>Bane (Ex)</strong>: </span><span style="font-family: 'Arial'">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 (</span><span style="font-family: 'Arial'">includes +2 racial bonus) </span><span style="font-family: 'Arial'">or be sickened for 10 rounds. The save DC is Constitution-based.</span></p><p></p><p><span style="font-family: 'Arial'">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.</span> </p><p></p><p> <span style="font-family: 'Arial'">Creatures that successfully save cannot be affected by the same capu-capu’s stench for 24 hours. A <em>delay poison </em>or <em>neutralize poison</em> 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.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"></span></p><p> <span style="font-family: 'Arial'"><strong>Impale (Ex)</strong>: </span><span style="font-family: 'Arial'">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.</span></p><p></p><p> <span style="font-family: 'Arial'"><strong>Quill Defense (Ex)</strong>: </span><span style="font-family: 'Arial'">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.</span></p><p></p><p> <strong><span style="font-family: 'Arial'"></span></strong></p><p><strong><span style="font-family: 'Arial'"></span></strong></p><p> <strong><span style="font-family: 'Arial'"></span><span style="font-family: 'Arial'">Capu-capu Racial Traits</span></strong> </p><p> </p><p></p><p></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">+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.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">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.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">Capu-capu base speed is 20 feet.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">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.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">+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.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">-4 racial penalty on Listen checks: A capu-capu’s thick quill coat covers its ear holes and drastically dampens noise.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">-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.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Giant.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">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.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">Natural Armor: A Capu-capu has +1 natural armor.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">Special Attacks (see above): Bane, Impale, Quill Defense.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">Special Qualities (see above): Armor Enfeeblement.</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Arial'">Level Adjustment: +2.</span></li> </ul></blockquote><p></p>
[QUOTE="palcosmo, post: 2515541, member: 30374"] [font=Arial]My first race ever - please be gentle :p [/font][font=Arial] 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. [/font] [font=Arial]Thanks for [i]any[/i] thoughts and responses. (Is it balanced? Does it make sense? Is it worthwhile?) [/font] [font=Arial]- *andy [/font] [b][font=Arial]Capu-capu[/font][/b] [font=Arial]Small Monstrous Humanoid [/font] [b][font=Arial]Hit Dice: [/font][/b][font=Arial]2d8+5 (13 hp) [/font] [b][font=Arial]Initiative: [/font][/b][font=Arial]-1 [/font] [b][font=Arial]Speed: [/font][/b][font=Arial]20 ft. [/font] [b][font=Arial]AC: [/font][/b][font=Arial]11 (+1 size, -1 Dex, +1 natural), touch 9, flat-footed 11 [/font] [b][font=Arial]Attacks: [/font][/b][font=Arial]2 claws +3 melee and bite –2 melee[/font] [b][font=Arial]Damage: [/font][/b][font=Arial]Claw 1d3, bite 1d3[/font] [b][font=Arial]Face/Reach: [/font][/b][font=Arial]5 ft. by 5 ft./5 ft. [/font] [b][font=Arial]Special Attacks: [/font][/b][font=Arial]Bane, Impale, Quill Defense[/font] [b][font=Arial]Special Qualities:[/font][/b][font=Arial]Armor Enfeeblement[/font] [b][font=Arial]Saves: [/font][/b][font=Arial]Fort +1, Ref +2, Will +3 [/font] [b][font=Arial]Abilities: [/font][/b][font=Arial]Str 11, Dex 8, Con 14, Int 8, Wis 10, Cha 10[/font] [b][font=Arial]Skills: [/font][/b][font=Arial]Climb +3, Swim +2[/font] [b][font=Arial]Feats: [/font][/b][font=Arial]Toughness[/font] [b][font=Arial]Climate/Terrain: [/font][/b][font=Arial]Temperate and warm forest [/font] [b][font=Arial]Organization: [/font][/b][font=Arial]Pair, pack (3-5) or tribe (6-50) [/font] [b][font=Arial]Challenge Rating: [/font][/b][font=Arial]1[/font] [b][font=Arial]Treasure: [/font][/b][font=Arial]Standard [/font] [b][font=Arial]Alignment: [/font][/b][font=Arial]Usually chaotic neutral[/font] [b][font=Arial]Advancement Range: [/font][/b][font=Arial]By character class [/font] [b][font=Arial]Level Adjustment: [/font][/b][font=Arial]+2[/font] [i][font=Arial]"In no world but a fallen one could such monstrosities exist."[/font][/i][font=Arial] – Janos [/font][font=Arial]Bergerac[/font] [font=Arial]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.[/font] [b][font=Arial]Physical Description:[/font][/b][font=Arial] 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.[/font] [b][font=Arial]Capu-Capu Class Features[/font][/b] [font=Arial][b]Armor Enfeeblement (Ex)[/b]: [/font][font=Arial]When a capu-capu wears armor, it loses its [i]Impale[/i] and [i]Quill Defense[/i] extraordinary abilities, as its quills are now inaccessible underneath the armor. Furthermore, the capu-capu’s [i]Bane[/i] 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 [i]Bracers of Armor[/i], which do not interfere with its extraordinary abilities.[/font] [font=Arial][b]Bane (Ex)[/b]: [/font][font=Arial]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 ([/font][font=Arial]includes +2 racial bonus) [/font][font=Arial]or be sickened for 10 rounds. The save DC is Constitution-based.[/font] [font=Arial]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.[/font] [font=Arial]Creatures that successfully save cannot be affected by the same capu-capu’s stench for 24 hours. A [i]delay poison [/i]or [i]neutralize poison[/i] 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. [/font] [font=Arial][b]Impale (Ex)[/b]: [/font][font=Arial]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.[/font] [font=Arial][b]Quill Defense (Ex)[/b]: [/font][font=Arial]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.[/font] [b][font=Arial] [/font][font=Arial]Capu-capu Racial Traits[/font][/b] [list] [*][font=Arial]+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.[/font] [*][font=Arial]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.[/font] [*][font=Arial]Capu-capu base speed is 20 feet.[/font] [*][font=Arial]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.[/font] [*][font=Arial]+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.[/font] [*][font=Arial]-4 racial penalty on Listen checks: A capu-capu’s thick quill coat covers its ear holes and drastically dampens noise.[/font] [*][font=Arial]-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.[/font] [*][font=Arial]Automatic Languages: Goblin. Bonus Languages: Common, Draconic, Giant.[/font] [*][font=Arial]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.[/font] [*][font=Arial]Natural Armor: A Capu-capu has +1 natural armor.[/font] [*][font=Arial]Special Attacks (see above): Bane, Impale, Quill Defense.[/font] [*][font=Arial]Special Qualities (see above): Armor Enfeeblement.[/font] [*][font=Arial]Level Adjustment: +2.[/font] [/list] [/QUOTE]
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