Stercules (3.5e Race)
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Contents
Stercules
Personality
Physical Description
Relations
Alignment
Lands
Religion
Language
Names
They have such names as Nemek, Aken-thon, Inotef, Baasim, and so on. Their names often have religious meanings, or represent pleasant things, such as "Fresh Water".
Racial Traits
- +2 Constitution, -2 Dexterity: Resilient and well built, they lack agility.
- Humanoid (Anthro)
- Small: As a Small creature, a stercules 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.
- Stercules base land speed is 20 feet.
- Elytron Carapace: Stercules are covered in a chitin carapace which keeps them safe, and grants them a +1 armor bonus to AC, no maximum dexterity bonus, no armor check penalty, and does not count as armor for class features or pre-requisites. This chitin carapace prevents them from wearing actual armor, but it may be enhanced as if it was masterwork armor. They can also put armor crystals on themselves.
- Strength of the Scarab: They are deceptively and incredibily strong, despite their size. They have the Powerful Build feature, making them count as one size larger when they are subject to a size modifier and it would be advantageous, or in any case in which being larger would be beneficial. They can also use weapons designed for creatures one size larger than them. They count as Large quadrupedal creatures when determining carrying capacity (that is, they multiply their actual Strength score x3 to determine their ability to carry load. Lastly, they have a +4 racial bonus to Strength-based skill and ability checks.
- Life in the Desert: Stercules are quite resistant to the effects of heat, gaining a +2 racial bonus on such saving throws. They also move well in sand, avoiding reduction to their speed due to it.
- Builder's Craft: Having very crafty minds, no stercules is strange to at least some degree of engineering and craftmanship. They have a +2 racial bonus Craft and Knowledge (engineering) checks. They also always treat Knowledge (engineering) as a class skill.
- Magic of the Scarab (Su): Each stercules has been blessed by the gods with different magical prowess. You may choose one of the following abilities:
- Azul Defense: You can invoke the divine protection of spirits as a free action and transform your armor bonus (plus the enhancements) from Elytron Carapace in a deviation bonus for one round per each 4 HD you have (minimum 1).
- Holy Bolt: By calling the gods, you may strike your foes, using a standard action to launch a missile of light, which strike's unerringly and deals 1d4 + 1d4 per each 5HD you have of radiant damage.
- Good Fate: You gain the Luck domain's granted power, which stacks with the actual power. You can also force another creature within 60 feet to reroll. You may share this effect with another creature by letting it touch you. The benefit is transferred to the creature until the next morning.
- Beetle Horn: They have an 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, Celestial or Aklo
- Bonus Languages: Any, except for secret ones
- Favored Class: Any
- 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.
Author | the bluez in the dungeon + |
Class | Melee + |
Cost | — gp + |
Critical | 20/×2 + |
Damage | 1d8 + |
Damage Type | Bludgeoning + |
Effective Character Level | 1 + |
Favored Class | Any + |
Hardness | 5 + |
Hit Points | 10 + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Proficiency | None + |
Racial Ability Adjustments | +2 Constitution + and -2 Dexterity + |
Range | — + |
Rating | Undiscussed + |
Size | Small + and One-Handed + |
Subtype | Anthro + |
Title | Stercules + |
Type | Humanoid + |
Weight | — + |