Pathfinder 1E Seasons Greetings from Wordcasting Entertainment


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Chimera-kin
Much of the chimera-kin race comes from the
human stock from which they spawned. Yet unlike
humans, they have little in the way of desire to
advance their existence finding themselves content
with a simpler life. Most chimera-kin have no idea
of their real nature, only thinking that they are
human and excel where others do not. Given their
animal familiarity, they do not like to live in larger
cities and most chimera-kin find themselves
having a few pets. The race was created by magic,
yet as a race they are fearful of most spellcasters -
only rarely partaking in the arts themselves. They
are overall good-natured, simple people with a
loyal admiration to the lands they call home.
Physical Description:
Most chimera-kin have no idea they are not
human. All chimera-kin have a few physical
differences but most brush them off as just a fluke
of nature and live with humans. Sometimes
chimera-kin will be born with a trait that truly sets
them apart from the human race. Descriptions can
be found in the traits section. A chimera-kin's life
expectancy is the same as a human.
Background:
Chimera-kin where created by accident. A wizard
gathering animal essence to create the perfect
familiar met his end in a river. The essences he had
gathered thus far, washed downstream to find their
way into the drinking water of some small human
settlements before dispersing into the ocean. Never
knowing what had happened to them, the humans
who consumed the water passed animal traits to
their children. Each child holds the keys to all of
the animal traits but only displays three. Over the
years the race has spread across the land settling
anywhere humans do and cross breeding with
them.
Society:
Chimera-kin have no active society. They
seamlessly integrate with humans and often follow
with human social customs. Chimera-kin are
sometimes outcasts and tend to bond with others
of their race not ever knowing what they are.
Relations:
Chimera-kin are natural racists, finding themselves
suspicious of others until they spend a good deal
of time with them. Because they are quick to
attack anyone non-human or non-chimera-kin,
they find intermingling with other races very hard
and avoid areas populated by these races. Their
aggressive dispositions often alienate others before
they get past their guarded nature. Any person that
has managed to make a chimera-kin a friend has
gained a companion willing to risk their own life
protecting that friendship.
Alignment and Religion:
Even with chimera-kin being so aggressive they
still tend to do the best they can for themselves
and their allies. Born guardians with a need to
maintain a base social structure, most chimera-kin
are naturally good. Some indulge in racial hatreds
and find themselves with an evil nature.
Chimera-kin Adventurers:
Chimera-kin that become adventurers do so with
the intentions of protecting others or the place they
call home. When they do take up arms they often
find themselves in melee combat close to their
foes.
Chimera-kin Racial Traits
-1 Charisma:Chimera-kin are unique and vary do to their mixed animal background but all share an
territorial and aggressive nature.
Medium:Chimera-kin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Chimera-kin have a base speed of 30 feet.
Low-Light Vision:Chimera-kin can see twice as far as humans in conditions of dim light.
Animal Traits:Chimera-kin display three animal traits from birth gaining specific abilities from them.
These traits are chosen from the list below or rolled randomly. Traits never change and a chimera-kin
never gains more traits.
Animal Familiarity:Chimera-kin always have Handle Animal as a class skill. Any spell or effect that
directly targets animals will work on a chimera-kin.
Languages:Chimera-kin begin play speaking Common, Chimera-kin with high Intelligence scores can
choose any languages they want (except secret languages, such as Druidic).
Animal Traits
0-4 Ape: +1 Strength, +2 Perception, Slam (This unarmed attack does not provoke an attack of
opportunity and deals 1d4 damage plus half the chimera-kin’s Strength bonus). Chimera-kin with the
ape trait tend to have long arms or a large amount of body hair.
5-8 Badger: +1 Constitution, +2 Escape Artist, Burrow 5ft. Chimera-kin with the badger trait have
thick hands and nails. They tend to smell of earth or have some gray in their hair.
9-12 Bat:+1 Dexterity, +2 Perception, Blindsense 10ft. Chimera-kin with the bat trait tend to have ears
that come to a point. Some sleep with their head at the lowest point of an incline.
13-16 Bear: +1 Strength, +1 Swim, +1 Fortitude saving throws. Chimera-kin with the bear trait have
only black, brown, or white hair and are usually bulky and large.
17-20 Boar:+1 Constitution, Scent, Ferocity (A creature with ferocity remains conscious and can
continue fighting even if its hit point total is below 0. The creature is still staggered and looses 1 hit
point each round. A creature with ferocity still dies when its hit point total reaches a negative amount
equal to its Constitution score). Chimera-kin with the boar trait tend to be overweight or have enlarged
lower teeth that stick slightly out of a closed mouth.
21-24 Cat:+1 Dexterity, +1 Acrobatics, Darkvision 60ft. Chimera-kin with the cat trait have eyes that
shine in the dark when reflecting light.
25-28 Cheetah:+1 Dexterity, +1 Initiative, Sprint (Once per hour, the Chimera-kin can move at four
times its normal speed when it makes a charge). Chimera-kin with the cheetah trait are often very tall
and skinny. Some have a hint of red in their eyes.
29-32 Dog:+1 Constitution, +1 Sense Motive, Scent. Chimera-kin with the dog trait become extremely
loyal to their friends and would do anything to save them if the need arises.
33-36 Dolphin:+1 Dexterity, +1 Swim, Hold Breath (The chimera-kin can hold its breath for a number
of minutes equal to its Constitution score before it risks drowning). Chimera-kin with the dolphin trait
have gray hue to their skin and have a desire to be around or in water at all times.
37-40 Eagle: +1 Wisdom +1 Perception, Detail (The chimera-kin gets a +10 on perception to notice
invisible creatures). Chimera-kin with the eagle trait tend to have a regal demeanor and like to settle in
mountain environments.
41-44 Elephant: +1 Intelligence, +1 Perception, +2 to Overrun maneuvers. Chimera-kin with the
elephant trait have a very hard time letting go, they hold grudges, remember when people help them
out. Once they get an impression of someone they keep it.
45-48 Fox:+1 Wisdom,+1 Escape Artist, Trackless (Add the chimera-kin’s level to the DC of people
using track to find him). Chimera-kin with the fox trait are always very cunning and most have orange
hair.
49-52 Goat:+1 Dexterity, +1 Climb, Headbutt (This unarmed attack does not provoke an attack of
opportunity and deals 1d4 damage plus half the chimera-kin’s Strength bonus). Chimera-kin with the
goat trait grow chin hair five times faster than normal.
53-56 Horse:+1 Strength, +10 land speed, Carry (When determining carrying capacity treat the
chimera-kin’s Strength score as if it where four higher). Chimera-kin with the horse trait have patches
of skin that are lighter than normal. This dappling can come in spots on their body or a stripe on their
forehead.
57-60 Hyena:+1 Dexterity, +1 Survival, Scent. Chimera-kin with the hyena trait have a hard time not
laughing at everything. Even when things are at their worst the chimera-kin will still be giggling.
61-64 Leopard:+1 Dexterity, +1 Stealth, Stalk (When moving in a prone position the chimera-kin
gains an additional +6 competence bonus to Stealth). Chimera-kin with the leopard trait have dark
spots on their body.
65-68 Lion:+1 Strength, +1 Diplomacy, Pounce (The chimera-kin can make a second attack on a
charge providing your Base Attack Bonus is high enough to allow you a second attack. This attack
gains no benefit from the charge action). Chimera-kin with the lion trait are wide-chested. If they are
male, they grow a thick mane when they become an adult.
69-72 Monkey:+1 Dexterity, +1 Acrobatics, +1 Climb, Versatility (The chimera-kin can perform
simple tasks with its feet as if they where your hands. This does not let them hold more weapons than
normal). Chimera-kin with the monkey trait have feet that resemble their hands and almost always go
barefooted.
73-76 Rhinoceros: +1 Constitution, +1 Natural Armor, Powerful Charge (When making a charge
attack the chimera-kin gains an additional +2 on damage). Chimera-kin with the rhinoceros trait always
have a thick skin. Their skin looks normal but feels strange.
77-80 Shark:+1 Strength, +1 Swim, +1 Intimidate, Bite (This unarmed attack does not provoke an
attack of opportunity and deals 1d4 damage plus half the chimera-kin’s Strength bonus). Chimera-kin
with the shark trait have wide mouths, thin lips and sharper than normal teeth.
81-84 Snake:+1 Dexterity, +1 Intimidate +2 on all Grapple checks. Chimera-kin with the snake trait
have slick skin that always looks wet. Alternatively they may have a forked tongue.
85-88 Tiger:+1 Strength, +1 Stealth, Pounce (You can make a second attack on a charge providing
your Base Attack Bonus is high enough to allow you a second attack. This attack gains no benefit from
the charge action). Chimera-kin with the tiger trait have whiskers or black stripes on their body.
89-92 Turtle:+1 Wisdom, +1AC competence bonus when using a shield, Hold Breath (The chimera-kin can hold its breath for a number of minutes equal to its Constitution score before it risks drowning).
Chimera-kin with the turtle trait are often bald. Some have a green hue to their skin or very bright green
eyes that blink very slow.
93-96 Wolf:+1 Constitution, +1 Survival, Scent. Chimera-kin with the wolf trait have larger than
normal canine teeth.
97-100 Wolverine: +1 Constitution, Burrow 5ft, Rage (After the chimera-kin takes damage he gets a
+2 morale bonus Strength and a -1 penalty to AC until the end of his next turn). Chimera-kin with the
wolverine trait have strong hands and fingernails that grow to a point naturally.
 


Some of the new feats in this book


Brace

Prerequisite: Fortitude base save +4
Benefit: When you need to make a Reflex saving
throw to avoid damage you can chose to use your
Fortitude saving throw instead. If you are
successful, you take half damage but still receive
any other effects.

React
Prerequisite: Evasion
Benefit: When you and an adjacent ally need to
make a Reflex save, you can choose to take a
penalty on that save, to give your adjacent ally a
bonus equal to twice the penalty. The penalty
cannot exceed your Dexterity modifier.

Touch Adaptation Spell (metamagic)
Benefit: You change a spell that does not require
an attack roll to target, into a touch spell. This
metamagic feat cannot be applied to an area effe
spell. A touch adaptation spell uses a spell slot o
level lower than the spell's actual level. This
cannot reduce a spell to a level lower than first.
 

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