Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest

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Age of Ice and Blood: A Pathfinder System Heroic Fantasy Quest
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By land, by sea by stranger paths they came, soon forgotten by kith and kin, lost on the roads of history. Yet in another world they now shall find fate and fortune good or ill. The winds blow cold, the horns sound fel and sharp. The time is nigh.
Otter-kin Characters
Otter-kin Characters

Otterkin are usually commoners when young though their natural inclination to explore the world and develop their skills lead to most of their elders growing into experts by their fourth or fifth year. A peaceful folk by both inclination and the necessity of their small size otter-kin rarely become fighters, barbarians or even warriors. When they do take up arms as a calling it is usually as rogues or rangers. to date no otter-kin mages have been seen. The one tale you know of such ended in tragedy

Magical Beast: As magical beasts otter-kin have low light vision and dark-vision of 60 ft.

Tiny: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.

Speed:
  • Otter-kin have a base speed of 20 feet on land owing to their aquatic adaptation and small size
  • Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Ability Scores: Otterkin gain +2 to Dexterity and Intelligence, but a -2 to Wisdom, they are quick of hand and wit, but their curiosity often gets them into trouble

Thought-speech: Otter-kin are able to communicate with any other creature within 60 ft that has a language, this communication is through but not always perfect, particularly when dealing with abstract or arcane concepts the otter-kin is not familiar with. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. Otterkin lack the mechanisms to vocalize complex language. This is a Supernatural Ability.

Hold Breath: Otter-kin can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Heed the Inner Voice: While they cannot 'read minds' some of the deeper meanings of others sometimes slip through and are heard by an attentive otter-kin, allowing them a better sense of who to trust and who to send off with stones in the dark; +2 Racial Bonus to Sense Motive

Quick Reactions: Otter-kin receive Improved Initiative as a bonus feat.

OOC: In preparation for tomorrow here is the otter-kin race, there are no rules for magical beast races in pathfinder, but I think this works well enough. In terms of RP they are among them more expensive races especially with the custom telepathy ability in place of a language.
 
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