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Twowolves' Scarred Lands Monster Race Mods
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<blockquote data-quote="Twowolves" data-source="post: 3591989" data-attributes="member: 18093"><p>As promised, Ratmen.</p><p></p><p></p><p>Ratman (General)</p><p>Medium Humanoid</p><p>Space/Reach: 5'/5'</p><p>Speed: 30', Climb 15'</p><p>Natural Armor: +1</p><p>Abilities: Dex +2, Con +2, Int -2, Wis -2</p><p>Special Attacks: Natural weapon: Claws 1d3</p><p>Special Qualities: Darkvision 60', Automatic weapon proficiency: Scimitar, +2 racial bonus to saves vs poison and disease</p><p>Skills: +2 racial bonus to Escape Artist, Hide and Jump checks; +8 racial bonus to Climb checks A ratman can always choose to take 10 on Climb checks, even if rushed or threatened. A ratman uses its Dexterity modifier instead of its Strength modifier for Climb checks. If it chooses an accelerated climb it moves at a speed of 30 and makes a single Climb check at a -5 penalty. Ratmen cannot run while climbing. A ratman retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against it.</p><p>Favored Class: Rogue or by subtype. Note that due to their link to the titans, no ratman can be a Cleric.</p><p>Automatic Languages: Ratman (Titanspeach), Common</p><p>Bonus Languages: any non-secret. </p><p>Level Adjustment: +0 </p><p></p><p>Ratman; Brown Gorger</p><p>As above, except as follows:</p><p>Special Attacks: Natural weapons: Claws 1d3, Bite 1d6. The claws are secondary attacks.</p><p>Favored Class: Fighter</p><p>Level Adjustment: +0</p><p></p><p></p><p>Ratman: Diseased</p><p>As Ratman above, except as follows:</p><p>Abilities: Con +2, Wis +2, Chr -2</p><p>Special Attacks: Disease Carrier (see below), Poison Use (Diseased Ratmen cannot accidently affect themselves when applying poison to their traps or weapons). Natural weapons: Claws 1d3, Bite 1d4 + disease (see below).</p><p>Special Qualities: Diseased Ratmen are immune to the effects of all diseases. They can still be infected, however, and act as carriers for any disease they may have. Automatic weapon proficiency: Hand Crossbow. </p><p>Favored Class: Rogue</p><p>Level Asjustment: +1</p><p></p><p></p><p>Ratman: Foamer</p><p>As Ratman above, except as follows:</p><p>Speed: 30', Climb 15', Swim 40'</p><p>Abilities: Str +4, Dex +2, Con +2, Int -2, Wis -2, Chr -2</p><p>Skills: A Foamer Ratman can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The Foamer can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.</p><p>Favored Class: Barbarian</p><p>Level Adjustment: +1</p><p></p><p></p><p>Ratman: Red Witch</p><p>As Ratman above, except as follows:</p><p>Abilities: Dex +2, Con +2, Int +2, Wis -2, Chr +2</p><p>Skills: +2 racial bonus to Concentration and Spellcraft checks</p><p>Bonus Feat: Spell Focus: Necromancy (if female) or Spell Focus: Illusion (if male).</p><p>Favored Class: Wizard Specialist (all Red Witches are specialist wizards, Necromancy for females, Illusionists for males)</p><p>Level Adjustment: +1</p><p></p><p></p><p>Ratman: Daywalker</p><p>As Ratman above, except as follows:</p><p>Natural Armor: +2</p><p>Abilities: Dex +2, Con +2, Int +2, Chr +2</p><p>Skills: +2 racial bonus to Spot and Survival skill checks when in desert terrain.</p><p>Special Qualities: Fire Resistance 5, +2 racial bonus to saves vs spells with the Fire descriptor.</p><p>Favored Class: Ranger</p><p>Level Adjustment: +2</p><p></p><p></p><p>Ratman: Stalker</p><p>As Ratman above, except as follows:</p><p>Abilities: Dex +2, Con +2, Wis +2, Chr +2</p><p>Skills: +2 racial bonus to Survival skill checks made to follow tracks, Disguise and Handle Animal checks.</p><p>Special Qualities: Darkvision 90', Scent. A Stalker Ratman can detect opponents by sense of smell within 30 feet. The Stalker can detect another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. </p><p>Favored Class: Ranger</p><p>Level Adjustment: +2</p><p></p><p></p><p>That's it for now. Next up, hopefully, will be the Asaathi.</p></blockquote><p></p>
[QUOTE="Twowolves, post: 3591989, member: 18093"] As promised, Ratmen. Ratman (General) Medium Humanoid Space/Reach: 5'/5' Speed: 30', Climb 15' Natural Armor: +1 Abilities: Dex +2, Con +2, Int -2, Wis -2 Special Attacks: Natural weapon: Claws 1d3 Special Qualities: Darkvision 60', Automatic weapon proficiency: Scimitar, +2 racial bonus to saves vs poison and disease Skills: +2 racial bonus to Escape Artist, Hide and Jump checks; +8 racial bonus to Climb checks A ratman can always choose to take 10 on Climb checks, even if rushed or threatened. A ratman uses its Dexterity modifier instead of its Strength modifier for Climb checks. If it chooses an accelerated climb it moves at a speed of 30 and makes a single Climb check at a -5 penalty. Ratmen cannot run while climbing. A ratman retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against it. Favored Class: Rogue or by subtype. Note that due to their link to the titans, no ratman can be a Cleric. Automatic Languages: Ratman (Titanspeach), Common Bonus Languages: any non-secret. Level Adjustment: +0 Ratman; Brown Gorger As above, except as follows: Special Attacks: Natural weapons: Claws 1d3, Bite 1d6. The claws are secondary attacks. Favored Class: Fighter Level Adjustment: +0 Ratman: Diseased As Ratman above, except as follows: Abilities: Con +2, Wis +2, Chr -2 Special Attacks: Disease Carrier (see below), Poison Use (Diseased Ratmen cannot accidently affect themselves when applying poison to their traps or weapons). Natural weapons: Claws 1d3, Bite 1d4 + disease (see below). Special Qualities: Diseased Ratmen are immune to the effects of all diseases. They can still be infected, however, and act as carriers for any disease they may have. Automatic weapon proficiency: Hand Crossbow. Favored Class: Rogue Level Asjustment: +1 Ratman: Foamer As Ratman above, except as follows: Speed: 30', Climb 15', Swim 40' Abilities: Str +4, Dex +2, Con +2, Int -2, Wis -2, Chr -2 Skills: A Foamer Ratman can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The Foamer can always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Favored Class: Barbarian Level Adjustment: +1 Ratman: Red Witch As Ratman above, except as follows: Abilities: Dex +2, Con +2, Int +2, Wis -2, Chr +2 Skills: +2 racial bonus to Concentration and Spellcraft checks Bonus Feat: Spell Focus: Necromancy (if female) or Spell Focus: Illusion (if male). Favored Class: Wizard Specialist (all Red Witches are specialist wizards, Necromancy for females, Illusionists for males) Level Adjustment: +1 Ratman: Daywalker As Ratman above, except as follows: Natural Armor: +2 Abilities: Dex +2, Con +2, Int +2, Chr +2 Skills: +2 racial bonus to Spot and Survival skill checks when in desert terrain. Special Qualities: Fire Resistance 5, +2 racial bonus to saves vs spells with the Fire descriptor. Favored Class: Ranger Level Adjustment: +2 Ratman: Stalker As Ratman above, except as follows: Abilities: Dex +2, Con +2, Wis +2, Chr +2 Skills: +2 racial bonus to Survival skill checks made to follow tracks, Disguise and Handle Animal checks. Special Qualities: Darkvision 90', Scent. A Stalker Ratman can detect opponents by sense of smell within 30 feet. The Stalker can detect another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source. Favored Class: Ranger Level Adjustment: +2 That's it for now. Next up, hopefully, will be the Asaathi. [/QUOTE]
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