Tail of the Hound: Some cynocephali have tails in addition to dog heads. (I was having a hard time deciding on ability score modifiers and didn't have time to make a full heritages list) This trait can modify the Ability Score, Size, and Speed traits. Their humanoid bodies are often differently proportioned to match. Rare Breed: While most cynocephali have the heads of unremarkable hounds, some resemble other breeds, such as mastiffs, terriers, bulldogs, or even wolves. Cynocephali with this trait get one teamwork feat as a bonus feat at first level. Pack Action: Some cynocephali specialize in working together as teams. (Considering also including an improvement to the bite attack, either giving it grab or improved critical when at low health?) It still dies when its hit points reach a negative amount equal to its Constitution score. If it does, it is staggered, and loses 1 hit point each round. If the hit points of a cynocephalus with this trait fall below 0 but it is not yet dead, it can continue to fight. Consult your GM before selecting any of these new options.ĭogged Ferocity: Some cynocephali are more reliant on physical prowess and sheer stubbornness than intimidation and coordination. The following racial traits may be selected instead of typical cynocephalus racial traits. May be able to actually speak Adlet and/or Gnoll?) Cynocephali with high Intelligence scores can choose to learn to understand and write any Human regional language, Sylvan, Elven, Gnome, Adlet, and Gnoll. Cynocephali begin play speaking Cynocephalus, understanding and being able to write Common, and knowing a common trade sign language. However, their unusual vocal structure does allow them to communicate with dogs and other mammals (as speak with animals, but as a constant extraordinary ability). When communicating with other races, they usually resort to written or sign languages. (3 RP based on Terrifying Croak but with an added point for the signal horn function)īeastspeech: Cynocephali are not capable of pronouncing most languages due to the structure of their mouths and throats likewise, most other races are incapable of pronouncing their racial language. Among cynocephali, variations in this howl can be used as a signal horn with a DC 10 perform (sing) check. Though the frightening effect of the howl is limited to 30 feet, it can be clearly heard (perception DC 0) at ranges up to half a mile (For each quarter-mile beyond, Perception checks to hear the howl take a –1 penalty). Creatures that are already shaken become frightened for 1d4 rounds instead. A target that successfully saves cannot be affected by the user's terrifying howl for 24 hours. Any non-cynocephalus within 30 feet must make a successful Will saving throw (DC 10 + 1/2 the user's character level + the user's Charisma modifier) or become shaken for 1d4 rounds. Terrifying Howl: (su) Once per hour as a standard action, a cynocephalus can emit a piercing howl. This is a primary attack, or a secondary attack if the cynocephalus wields a manufactured weapon. Natural Weapon: Cynocephali possess a bite natural attack that inflicts 1d4 points of damage on a hit. Sprinter: Cynocephali gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. Keen Senses: Cynocephali receive a +2 racial bonus on Perception checks. Scent: Cynocephali can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Illusion Resistance: Due to their colorblindness, combined with their excellent senses of smell and hearing, cynocephali gain a +2 racial bonus on saving throws against illusion spells or effects. Low-light Vision: In dim light, cynocephali can see twice as far as humans. Normal Speed: Cynocephali have a base speed of 30 feet. Medium: Cynocephali are Medium creatures and have no bonuses or penalties due to their size. +2 Constitution, +2 Wisdom, –2 Intelligence: Cynocephali are hardy and alert, but prefer practical simplicity over intellectual pursuits.Ĭynocephalus: Cynocephali are humanoids with the cynocephalus subtype. Also debating changing the name to Kalystrii/Kalustrii or Hemicyne, which is another name found in some sources for the Cynocephali, but I don't think I like those as much (and since they don't speak common, their name is probably one given by another race anyway). It is somewhat based on Catfolk but I changed and added more than I left, I think. Mostly looking for feedback on how this seems balance-wise and flavor-wise from people who are more experienced at designing races than I am. I learned that Eric Morton presents had a humanoid dog race thing partway through building, but I had already started so I just finished it may grab that later to compare notes. So I have a campaign set in an exotic land, and I am using Panotti and Blemmyes in it, but I also wanted to use the Cynocephali that go with them.
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