Difference between revisions of "Shrimple (3.5e Race)"
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− | |specialtext2=They | + | |specialtext2=They have a dominant claw which is bigger and stronger than the other one. This pincer can be used as a [[SRD:Sling|sling]] of their size and counts as both a sling and a [[Feral Strike (3.5e Other)|feral strike]] for all purposes. Other than charging it with projectiles to throw, if underwater, it can be used with no ammunition, dealing [[Additional Elemental Damage (3.5e Other)|Water]] damage. |
− | |special2= | + | |special2=Pincer Gun |
− | |specialtype2= | + | |specialtype2=Ex |
− | |specialtext3= | + | |specialtext3=Shrimples have extreme speed when moving backwards. They gain the [[Backward Step (3.5e Skill Trick)|Backward Step]] skill trick for free. |
− | |special3= | + | |special3=Shrimp Dash |
− | |specialtype3= | + | |specialtype3=Ex |
− | |specialtext4=Having | + | |specialtext4=Having a strong pincer-hand, they gain a +4 racial bonus on [[SRD:Grapple|grapple]] checks made with their pincers. |
− | |special4= | + | |special4=Tight Grip |
|specialtype4= | |specialtype4= | ||
Revision as of 18:54, 5 June 2023
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Contents
Shrimple
Shrimp people who have excellent markmanship and live peacefully underwater.
Personality
Physical Description
Relations
Alignment
Lands
Religion and Society
Language
Names
Racial Traits
- +2 Dexterity, -2 Strength: Quick and precise, they lack in physical power.
- Humanoid (Anthro)
- Small: As a Small creature, a shrimple gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
- Shrimple base land speed is 20 feet. Swim 20 feet
- Amphibious (Ex): Shrimple can breath both water and air.
- Pincer Gun (Ex): They have a dominant claw which is bigger and stronger than the other one. This pincer can be used as a sling of their size and counts as both a sling and a feral strike for all purposes. Other than charging it with projectiles to throw, if underwater, it can be used with no ammunition, dealing Water damage.
- Shrimp Dash (Ex): Shrimples have extreme speed when moving backwards. They gain the Backward Step skill trick for free.
- Tight Grip: Having a strong pincer-hand, they gain a +4 racial bonus on grapple checks made with their pincers.
- Magic of the Scarab (Su): Stercules have been blessed by Razur with some magical prowess. They may perform the following supernatural ability (use your HD to determine the caster level):
- Cerulean Ward: Once per hour, you can invoke the divine protection of spirits as a free action and replicate the effects of the spell cerulean ward on yourself.
- Beetle Horn: They have a horn feral strike, with the staticts presented below.
- Vermin-like: Being sentient insects, they are still affected by effects that work on vermins or insects, but they gain a +2 racial bonus against such effects.
- Automatic Languages: Common, Razuglyph, Celestial or Aklo
- Bonus Languages: Any, except for secret ones
- Favored Class: Fighter, Cleric or Ba Summoner
- Level Adjustment: +0
- Effective Character Level: 1
Beetle Horn
One-Handed Melee
Cost: | — gp |
---|---|
Damage (Small): | 1d6 |
Damage (Medium)1: | 1d8 |
Critical: | 20/×2 |
Weight2: | — lbs |
Type3: | Bludgeoning |
HP4: | 10 |
Hardness: | 5 |
1. See Damage Increases by Size to calculate the damage for a weapon larger than Medium or smaller than Small.
2. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
3. When two types are given, the weapon is both types if the entry specifies "and", either type (player's choice at time of attack) if the entry specifies "or", or each end of the double weapon is a different type if the entry specifies "/".
4. The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
Racial Options
Feats
WIP:
Pathfinder
In Pathfinder games add the following traits:
- +2 to Strength
Alternate Racial Features
- Good Fate: A stercules with this trait has been touched by a special fortune. It gains the Luck domain's granted power, which stacks with the actual power. It can also use it to force another creature within 60 feet to reroll a roll it just made. It may share this trait's benefit with another creature by letting the creature touch it. All benefits from this trait are transferred to the creature until the next morning, if you haven't already used it. This alternate racial feature replaces either Strength of the Scarab or Magic of the Scarab.
- Astrologer's Craft: Instead of studying architecture and engineering, you deepened your connection to the arcane through the study of the star. You gain a racial +2 to Profession (Astrologer) and Spellcraft checks, and always treat Profession (Astrologer) as a class skill. Once per day, by observing the stars for 1d4+1 minute, you may replicate the spell vision of the future. This alternate racial feature replaces Builder's Craft.
- ↑ Not racial, but related.
Author | the bluez in the dungeon + |
Class | Melee + |
Cost | — gp + |
Critical | 20/×2 + |
Damage | 1d8 + |
Damage Type | Bludgeoning + |
Effective Character Level | 1 + |
Favored Class | Fighter +, Cleric + and Ba Summoner + |
Hardness | 5 + |
Hit Points | 10 + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Proficiency | None + |
Racial Ability Adjustments | +2 Dexterity + and -2 Strength + |
Range | — + |
Rating | Undiscussed + |
Size | Small + and One-Handed + |
Subtype | Anthro + |
Summary | Shrimp people who have excellent markmanship and live peacefully underwater. + |
Title | Shrimple + |
Type | Humanoid + |
Weight | — + |