The kallean race featured below, was drafted for a friend.
Kallean Racial Traits (10 RP)
+2 Dexterity, +2 Charisma, –2 Constitution: Kalleans are graceful and alluring, but lack physical durability.
Humanoid (Aquatic, Shapechanger): Kalleans are humanoids with the aquatic and shapechanger subtypes.
Medium: Kalleans are medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Kalleans have a base speed of 5 feet. They have a swim speed of 50 feet. (1 RP)
Amphibious: Kalleans are amphibious and can breathe both air and water. (2 RP)
Low-Light Vision: Kalleans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Legless: Similar to merfolk, a kallean in true form has no legs, and therefore cannot be tripped.
Camouflage: Kalleans gain a +4 racial bonus on Stealth checks while within terrain of the water type. (1 RP)
Venomous Sting: Kallean in true form gain a secondary natural sting attack that deals 1d2 damage at medium size, injecting venom when it successfully deals damage to a creature. (3 RP?)
Kallean Venom: type Poison, Injury; save Fort DC 10 + 1/2 the kallean's Hit Dice + the kallean's Constitution modifier; frequency 1/round for 2 rounds; effect 1 Dex; cure 1 save.Venomous Bite: A kallean without a natural bite attack may deal 1 point of damage to a grappled opponent without heavy armor or a natural armor bonus to AC; whenever she establishes or maintains a pin against that creature. If successful in dealing this damage or any other bite damage to an opponent, a kallean may inject her venom.
Envenom Weapon: As a swift aciton, a kallean out of the water, may apply a single dose of kallean venom from her mouth upon any piercing or slashing weapon she wields. When applied to a weapon (or placed in a vessel without a preservative) a single dose of kallean venom remains effective for up to 1 minute, until it is delivered to a creature normally, or otherwise washed or wiped away. A kallean can only use this trait a number of times per day equal to her Constitution score.
Change Shape, Lesser (Su): A kallean can assume her specific human form as a standard action, or revert back to true form as a free action at any time. This human form is static and cannot be changed each time it is taken. In this form, a kallean gains a +10 racial bonus on Disguise checks made to appear human. This trait otherwise functions as alter self, save that the kallean does not adjust her ability scores and can remain in human form indefinitely. (3 RP)
Test of True Form: A kallean's Lesser Change Shape racial trait is suppressed while she remains at least half-submerged in salt water. (–1 RP?)
Languages: Kalleans begin play speaking Aquan and Common. Kalleans with high Intelligence scores can choose any languages named after a humanoid subtype, as well as Draconic and Undercommon.
"Embattled" Kallean Racial Traits (+3 RP)
Defensive Training, Lesser: Embattled kalleans gain a +4 dodge bonus to AC against humanoids of the giant subtype. (1 RP)
Silent Hunter: Embattled kalleans reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). (2 RP)
"Diminished" Kallean Racial Trait (–3 RP)
+2 Charisma, –2 Constitution, –4 Strength: Diminished kalleans are still alluring, but lack physical durability and power. These racial ability score modifiers replace those normally gained by kalleans. (–3 RP)
Character Trait
Elegant Eloquent (Race or Regional)
You epitomize the grace and bearing of your culture.
Prerequisite (Race): elf or kallean.
Benefit: Acrobatics and Diplomacy are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from any other source.
No comments:
Post a Comment