Homebrew Spotlight: Centaur Nomad

Centaur Nomad

Medium Monstrous Humanoid (quadruped) (14 RP)

Racial Traits

  • Ability Score Racial Traits: Greater Paragon:  +4 Str, +2 Con, -2 Dex, -2 Cha (2 RP)
  • TypeMonstrous humanoid with the quadruped subtype. (3 RP)
    • Darkvision: Nomad Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.  (0 RP)
  • Size: Centaur Nomads can choose either small or medium (see below): (0 RP)
  • Quadruped Nomad Centaurs have four legs. (2 RP)
    • Fast Speed: Centaur Nomads have a base speed of 50 feet. (1 RP)
      • Sprinter: Nomad Centaurs gain a +10 foot racial bonus to their speed when using the charge, run or withdraw actions. (1 RP)
    • Increased Consumption: Nomad Centaurs require 3 times the food required by humans and other races. (-2 RP)
  • Keen Senses: Nomad Centaurs have honed their senses from living in the wild so gain a +2 racial skill bonus to all Perception checks. (2 RP)
  • Natural Armor: Nomad Centaurs have tough skin, granting them a +1 natural armor bonus. (2 RP)
  • Hoof Attack: The Nomad Centaur may attack with both their hooves and with their torso weapons (fists or otherwise) in one round. This requires 50% of their height above them to do so. Hooves suffer a -5 to attack if used in combination with torso weapons (-2 if Multi-Attack feat is taken) and do 1d4 small, 1d6 medium each, with 1/2 strength bonus for damage. If attacked from behind, the Nomad Centaur can also kick for 1d6 points of damage. A Nomad Centaur attacks with his hooves as if armed. (2 RP)
  • Primitive Craftsman: Nomad Centaurs gain a +2 racial bonus on all Craft or Profession checks to create objects from any natural material (leather, rope, stone, wood, etc). (1 RP)
  • Languages: Common and Sylvan. Bonus: Elven, Halfling, Draconic, and Goblin. (0 RP)

Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humanoids who occupy nearby regions, while their lower bodies are similar to the coloration of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weighs upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically Elves, but sometimes Halflings, Gnomes, and rarely Atlanteans or Dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.

 

Because of some of the pictures I found below, I have decided to work on some variant tribes. They will be of any type of equine or bovine, also anything with hooves and maybe other quadrupeds. More to come!!

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Homebrew Spotlight: Lizardfolk

Lizardfolk

Medium Humanoid (amphibious, humanoid, reptilian) (14 RP)

Racial Traits

  • Specialized: +2 Dex, +2 Con, -2 Cha (1 RP)
  • Humanoid (reptilian): Lizardfolk are humanoids with the reptilian and amphibious subtypes. (0 RP)
  • Medium: As medium-size creatures, lizardfolk have no special bonuses or penalties due to their size.
  • Normal speed: Lizardfolk have a base speed of 30 ft. (0 RP)
    • Swim: Lizardfolk have a Swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
  • Lowlight Vision: Lizardfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light. (1 RP)
  • Well-Balanced: Lizardfolk receive a +2 racial bonus on Acrobatics. (2 RP)
  • Natural Armor: Lizardfolk have a +2 natural bonus to Armour Class: Lizardfolk benefit from thick protective scales. (4 RP)
  • Hold Breath: A Lizardfolk can hold their breath for a number of rounds equal to 4 times their Constitution score. After this time, a lizardfolk character must make a Fortitude check (DC 10) every round in order to continue holding her breath. Each round, the DC increases by 1. (1 RP)
  • Natural Weapons: Lizardfolk possess sharp claws and teeth and are able to deal 1d4 points of damage with an unarmed strike. They are always considered armed.
    • Bite: 1d4 damage [primary] (1 RP)
    • Claws: 2 claw attacks, 1d4 damage [secondary] (2 RP)
  • Stability: Lizardfolk gain a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
  • Xenophobic Languages: Bonus Languages: Lizardfolk with high Intelligence can choose bonus languages from the following: Aquan, Common, Nagan, or Elven. (-1 RP)

Alternate Racial Feats

 The following feats are available to a lizardfolk character who meets the prerequisites.

  •  Powerful Tail: A few lizardfolk have broad, strong tails that are more suited for water travel than the typical lizardfolk tail. Those with this trait have a swim speed of 40 ft and gain a +2 racial bonus on Swim checks (for a total of +10). Replaces Well-balanced.
  • Hardened Scales: Lizardfolk gain Improved natural armor. This replaces claw attack.
  • Monstrous Strength: Lizardfolk gain a +2 racial bonus to their Strength This replaces swim speed.
  • Rending Claws: If a Lizardfolk hits with two claw attacks in 1 round, the attack deals additional damage equal to 1d4 + 1-1/2 their Str Replaces bite attack.
  • Slapping Tail: The lizardfolk have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the lizardfolks’ Strength modifier. This replaces the replaces natural armor and gains 1 RP.
  • Tripping Tail: Lizardfolk can hit with their slapping tails, so they can choose to make a trip attack as a free action that does not provoke attacks of opportunity. Replaces hold breath and stability.

Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. They weigh between 200 and 250 pounds. Lizardfolk have long, dangerous claws and thick, powerful tails that are used for balance, about 3 to 4 feet in length. Although a few tribes are small at 3-5 feet tall, weighing 80-150 pounds with tails that are about 1 to 2 feet long.

Few mammals are befriended by lizardfolk. However, they place great store in friendships and alliances, among their own kind and with other races.  Although they may be frequently hostile to humanoids, lizardfolk are not without honor. They have long memories, remembering both the good and ill done to them.  They treat others as others treat them. If a human is fair and honorable, even if he is an enemy, lizardfolk treat him with the same respect. If an outsider manages to befriend a lizardfolk, the bond will last until the trust is betrayed.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food and supplies. A threatened or starving tribe will go to incredible lengths to ensure its continued existence.

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Related Links:

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Figure of the Week: Thanksgiving Mouselings

Thanksgiving Mouselings

Today’s figures are Reaper Dark Heaven Legends: Thanksgiving Mouselings; Male & female pilgrim and male Indian. They were fun to paint, I really like the Reaper Mouselings. I have most of the set and will post them later when I finish painting them.

Below in the Related Links section, I put links to the Mousefolk and Ratfolk. These are for my Aquatica Homebrew world. They were created using the Pathfinder advance race rules.

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To Buy

Amazon

Reaper

 

Related Links

Mousefolk

Ratfolk

 

RPG PATREON LINK

 

 

Creature Spotlight: Lutra

Lutra

This is one of the advanced races that I created for my Homebrew world of Aquatica. Below is the Pathfinder write-up for the Lutra:

Lutra (14 RP)

Medium humanoid (aquatic, animalfolk)

Racial Traits

  • +2 Dexterity, +2 Wisdom, -2 Strength. Lutra are nimble and curious, but their laziness makes them weaker than other races. (0 RP)
  • Medium Size: Lutra have no bonuses or negatives due to their size. Medium races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
  • Standard Speed: Lutra have a base speed of 30 feet. (0 RP)
  • Aquatic Subtype: Lutra gain a swim speed of 30 feet, can hold their breath as long as their Constitution score plus their level in minutes, and operate normally underwater as if it were their natural element. (2 RP)
    • Bond to the Water: Lutra gain a +2 dodge bonus to AC when under water. (2 RP)
  • Lowlight vision: Lutra can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Whiskers: Lutra can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. (1 RP)
  • Keen Senses: Lutra receive a +2 racial bonus on Perception skill checks. (2 RP)
  • Waterborn: Lutra gain a +2 to 1 water-based skill of choice; craft: fishing gear (nets, poles, lures, boats), profession: fishing, ride: dolphin (or other), survival, or swim (2 RP)
  • Cliff Jumper: Lutra are fearless of heights because they often live in and around cliff caves. (1 RP)
  • Know Direction: Lutra always know north and direction of their Holt (home). (1 RP)
  • Tail Slap: A Lutra’s tailslap is a slam attack that does 1d6 damage. (1 RP)
  • Fearless: Lutra gain a +2 racial bonus on all saving throws against fear effects. (1 RP)
  • Languages: Common and Lutran. Bonus: Aquan, Dwarven, Elven, Gnome, Goblin, and Mer. (0 RP)

 

Alternate Racial Traits

  • Curiosity:  Lutra are naturally inquisitive, and gain a +4 bonus on Diplomacy checks to gather information, and both Knowledge (history) and (local) become class skills for them. If they choose a class that has these Knowledge skills as class skills, they gain a +2 racial bonus in the skills instead. Replaces water born
  • Gregarious: Lutra are naturally charming and social. Whenever Lutra use Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any of the aquatic’s Charisma-based skills for the next 24 hours. Replaces fearless.
  • Change Shape: Lutra gain the Feral Form feat at reduced cost and look like Large-size sea otters. Replaces waterborn.
  • Powerful Swimmer: Lutra receive a +10 foot bonus to their swim speed. Replaces whiskers.
  • Tough Hide: Lutra have a +1 to their Natural Armor. Replaces keen senses.
  • Water Child: Lutra gain an additional +4 racial bonus on Swim checks (this stacks with any other racial bonuses), can always take 10 while swimming, and may ignore penalties from water pressure and cold water temperatures, allowing them to dive as deeply as they wish. Additionally, they treat above-water cold climate effects as though they were one order of magnitude less. This advantage provides no protection against attacks that use pressure or cold. Replaces waterborn and bond to the water.
  • Weather Savvy: Lutra are so in tune with the air and sky above their liquid homes that they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Replaces tailslap.

Lutra live on Hyna Beatha is covered in mountains, cliffs, forests, rivers and streams.

This playful race is evolved from the common sea otter. They are a medium-sized race of humanoid otters with brown hair and eyes which live in nomadic tribes and are cooperative hunters. Lutra prefer to live in sheltered caves, commonly in cliffs, but often found in aquatic (underwater) caves in temperate to arctic waters. Their diet consists mostly of aquatic plants and animals [shellfish are favorites]. A rare few (20% or DM choice) can shapeshift into a Large sea otter. The majority of the tribes worship the primal egg (like lizardfolk) or the World Turtle.

Their society is like a combination of Pacific Islanders, Eskimo and Jamaicans. They are a very laid back people, but when needed work with a will; vocal, love singing and music; communal, everything is shared. Like to barter and use shells for currency.

ally: walaran, whales, dolphin, turtles, aquatic mammals

enemy: reptiles, sharks, snakes, lizardfolk, lemurans

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Upcoming is a Hombrewery PDF of the Lutra.

 

Links to similar posts:

Kangu

Mousefolk

RPG PATREON LINK

Figure of the Week: Quaggoth Slave

Today’s figure is from Wizards of the Coast, a Quaggoth Slave. He is on wearing a kilt/wrap. with no weapons (I removed the ax). I painted him with badger markings.

This was a new race that I created, originally in 3.0, but its been updated to Pathfinder. This is the closest figure that I could find. Below are the stats:

Badger_Track_by_Goldenwolf

Badgen (12 RP)

Medium Humanoid

 

Racial Traits

  • +2 Strength, +2 Constitution, -2 Charisma. (0 RP)
  • Medium: Badgen have no bonuses or negatives due to their size. (0 RP)
  • Slow Speed: Badgen are slow and steady, they have a 20 ft movement, (-1 RP)
    • Burrow: Badgen have a 10 ft speed, they can dig a room (den) for a Medium-sized creature in 1 hour. (2 RP)
  • Darkvision: Badgen have darkvision of 60 ft. (2 RP)
  • Natural Armor: Badgen have a tough hide and gain a +1 to Natural Armor. (2 RP)
  • Relentless: Badgen gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. (1 RP)
  • Stubborn: Badgen gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a member of this race fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round but can try the other on the second round if the first reroll ability fails. (2 RP)
  • Stonecunning: Badgen receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking. (1 RP)
  • Stone Sense: Badgen gain tremorsense 10 feet. They can feel movement in the very earth and stones around them. (2 RP)
  • Craftsmen: Badgen gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. (1 RP)
  • Languages: Badgen and Common. Bonus: Aquan, Dwarven, Elven, Lutra, and Draconic.

 

Alternate Racial Traits

  • Cornered Fury: Whenever a Badgen is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class. Replaces burrow and stone sense.
  • Ferocity: Badgen gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score. Replaces natural armor and stubborn.
  • Stability: Badgen receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Replaces relentless or craftsman.
  • Scent: Badgen gain the scent ability. Replaces stubborn and stonesense.