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<blockquote data-quote="Benthicus" data-source="post: 5404922" data-attributes="member: 100281"><p>Now for the Crabfolk! I'm a bit worried these guys are overpowered for a +1 level adjustment, let me know what you think.</p><p></p><p>Crabfolk</p><p>- Medium Monstrous Humanoid (aquatic)</p><p>- +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma: Crabfolk have very strong, adaptable bodies, and keen insight, but they are often clumsy and slow, and their strange demeanor puts them at a social disadvantage.</p><p>- Swim Speed 30 ft. (40 without negative buoyancy), land 20 ft.</p><p>- Monstrous Humanoid: Crabfolk are not subject to spells or effects that target humanoids only, such as charm person or dominate person.</p><p>- Darkvision 60 ft.</p><p>- Natural Armor +4</p><p>- Pressure Resistance 600 ft.</p><p>- Natural Weapons - 2 claws, 1d4+2, 2 unarmed attacks 1d3+2</p><p>- Multiple Limbs: Crabfolk may take the Multi-attack Fighting feat and the Multi-Weapon Fighting Feat, but they may not equip weapons to their two front claws. </p><p>- Limited Regeneration - Crabfolk can re-grow lost body parts as part of their natural healing ability. If a Crabman loses a limb or an eyestalk, the lost part re-grows as soon as the damage is healed by any means.</p><p>- Crabfolk are unable to wear armor crafted for aquatic humanoids, unless it is Living Armor that has the ability to fit the wearer. A Crabman must pay extra shells to have armor crafted for him.</p><p>- Negative Buoyancy 10: Crabfolk sink at a rate of 10 feet per round, and this comes out of their normal movement. If they are swimming along the sea floor, they can move at 40 ft. per round. Crabfolk must have a solid surface to rest on when they sleep.</p><p>-Automatic Languages: Yurian and Aquan</p><p>- Level Adjustment +1</p><p></p><p>The Crabfolk are the true wilderness people in this world. They've been around since prehistoric times, and their society hasn't changed much in all that time. They gather together in small nomadic tribes, and they scavenge for food and interesting bits of salvage. Crabfolk have a simple belief system that is tied to their life cycle. They all go through physical and spiritual "molts", and each molt has a purpose. They hatch from their eggs as free-swimming nymphs, and the nymph simply explores and learns to understand the hazards of the undersea environment. When a Crabman grows his first shell, this is when he learns the basics of caring for his family and his community. The next molt of the shell is a full passage into adulthood, and this shell lasts for decades. The Crabfolk in this stage of their lives are encouraged to leave the tribe and wander the oceans seeking wisdom and experience, so they might better lead the tribe as an elder when they return. It is from this molt of youthful wandering that most Crabfolk adventurers come.</p><p></p><p>When they go through two more molts, they are compelled to find their tribe again and lead their people as elders. The final "molt" comes after death, when the spirit of a Crab-man joins with the force of nature itself. Crabfolk druids believe that their powers come from their ancestors, which may or may not be true. </p><p></p><p>Crabfolk are almost always found wandering in the wild reaches of the ocean. They don't really see the point of settled communities, and find it odd that intelligent creatures would live together in cramped environments just for easy access to food. Other races also find them frustrating for their complete lack of understanding for religion and city culture. They have been very set in their ways for millions of years, their way of life is instinctual. Seeing any variation on that way of life seems illogical and confusing for them.</p></blockquote><p></p>
[QUOTE="Benthicus, post: 5404922, member: 100281"] Now for the Crabfolk! I'm a bit worried these guys are overpowered for a +1 level adjustment, let me know what you think. Crabfolk - Medium Monstrous Humanoid (aquatic) - +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Charisma: Crabfolk have very strong, adaptable bodies, and keen insight, but they are often clumsy and slow, and their strange demeanor puts them at a social disadvantage. - Swim Speed 30 ft. (40 without negative buoyancy), land 20 ft. - Monstrous Humanoid: Crabfolk are not subject to spells or effects that target humanoids only, such as charm person or dominate person. - Darkvision 60 ft. - Natural Armor +4 - Pressure Resistance 600 ft. - Natural Weapons - 2 claws, 1d4+2, 2 unarmed attacks 1d3+2 - Multiple Limbs: Crabfolk may take the Multi-attack Fighting feat and the Multi-Weapon Fighting Feat, but they may not equip weapons to their two front claws. - Limited Regeneration - Crabfolk can re-grow lost body parts as part of their natural healing ability. If a Crabman loses a limb or an eyestalk, the lost part re-grows as soon as the damage is healed by any means. - Crabfolk are unable to wear armor crafted for aquatic humanoids, unless it is Living Armor that has the ability to fit the wearer. A Crabman must pay extra shells to have armor crafted for him. - Negative Buoyancy 10: Crabfolk sink at a rate of 10 feet per round, and this comes out of their normal movement. If they are swimming along the sea floor, they can move at 40 ft. per round. Crabfolk must have a solid surface to rest on when they sleep. -Automatic Languages: Yurian and Aquan - Level Adjustment +1 The Crabfolk are the true wilderness people in this world. They've been around since prehistoric times, and their society hasn't changed much in all that time. They gather together in small nomadic tribes, and they scavenge for food and interesting bits of salvage. Crabfolk have a simple belief system that is tied to their life cycle. They all go through physical and spiritual "molts", and each molt has a purpose. They hatch from their eggs as free-swimming nymphs, and the nymph simply explores and learns to understand the hazards of the undersea environment. When a Crabman grows his first shell, this is when he learns the basics of caring for his family and his community. The next molt of the shell is a full passage into adulthood, and this shell lasts for decades. The Crabfolk in this stage of their lives are encouraged to leave the tribe and wander the oceans seeking wisdom and experience, so they might better lead the tribe as an elder when they return. It is from this molt of youthful wandering that most Crabfolk adventurers come. When they go through two more molts, they are compelled to find their tribe again and lead their people as elders. The final "molt" comes after death, when the spirit of a Crab-man joins with the force of nature itself. Crabfolk druids believe that their powers come from their ancestors, which may or may not be true. Crabfolk are almost always found wandering in the wild reaches of the ocean. They don't really see the point of settled communities, and find it odd that intelligent creatures would live together in cramped environments just for easy access to food. Other races also find them frustrating for their complete lack of understanding for religion and city culture. They have been very set in their ways for millions of years, their way of life is instinctual. Seeing any variation on that way of life seems illogical and confusing for them. [/QUOTE]
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