Races of Marpocalypse
Contents
Yoshi
- +2 Dex, -2 Wis: Yoshis are agile and quick, but their innocent nature makes them rather naïve and impressionable.
- Medium-size: Yoshis receive no bonuses or penalties for being Medium-sized.
- Yoshi base land speed 40 feet.
- Low light vision: A yoshi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Yoshis retain the ability to distinguish color and detail under these conditions.
- +1 racial bonus to attack rolls made with thrown weapons: Yoshis are incredibly accurate with thrown weapons, especially eggs.
- +4 racial bonus to Jump checks: A yoshi’s powerful legs enable it to leap considerable distances.
- Tongue Grab (Ex): A yoshi uses its adhesive tongue to ensnare its food and enemies. By making a ranged touch attack, a yoshi can immediately attempt a grapple check against an opponent up to one size category smaller than the Yoshi, though doing so provokes an attack of opportunity. If it succeeds with its grapple attempt, the yoshi pulls its foe inside its mouth and holds it there at its leisure. In addition, every round it maintains its hold, the yoshi can choose to chew its opponent for 1d3 points of bludgeoning damage, plus 1/2 its strength modifier. An opponent can break free from the yoshi’s mouth if it makes a successful grapple check.
- Sturdy Build (Ex): A yoshi’s strong physique allows it to be treated as if it were a quadruped in terms of how much weight it can carry on its back. This ability also enables a yoshi to be used as a mount by other Medium-sized creatures, if it is willing to do so. A yoshi can fight while carrying a rider, but the rider cannot also attack unless he makes a successful Ride check.
- Automatic Languages: Common and Yoshi*
- Bonus Languages: Koopa and Birdo
- Favored Class: Monk
- Level Adjustment: +1
Birdo
- -2 Str, +2 Dex: Birdo are not physically powerful, but they are exceptionally accurate with ranged attacks.
- Medium-size: Birdo receive no bonuses or penalties for being Medium-sized.
- Birdo base land speed is 30 feet.
- Low light vision: A birdo can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Birdo retain the ability to distinguish color and detail under these conditions.
- +4 racial bonus Spot checks: Birdo have excellent eyesight.
- Egg Shot (Ex): Birdo have the unusual ability to spit eggs out of their mouths. By making a ranged touch attack, a birdo can fire out an egg at its opponent. If it hits, the egg deals 1d3 points of damage and shatters upon impact. Opponents struck by an egg get covered in yolk and must succeed a Fortitude save (DC 10 + the 1/2 birdo’s character level + Con modifier) or suffer a 20% miss chance on all attacks for one round. The range increment for a birdo's egg shot is 20 feet.
- Automatic Languages: Common and Birdo*
- Bonus Languages: Koopa and Goomba
- Favored Class: Ranger
- Level Adjustment: +1
Mushroom Folk
- -2 Str, +2 Cha: Mushroom folk are weaker than other races, but they are quite charming.
- Small size: +1 size bonus to AC and attack rolls, +4 size bonus to Hide checks, -4 size penalty to grapple checks.
- Mushroom folk base land speed is 20 feet.
- Royalty Scholar (Ex): Many generations of mushroom folk have served the mushroom kingdom, so they are quite knowledgeable when it comes to royal affairs. The Knowledge (Royalty) skill is always a class skill for mushroom folk, and they gain a +2 racial bonus on all Knowledge (Royalty) checks.
- +2 racial bonus to Diplomacy checks: Mushroom folk are natural diplomats.
- +2 racial bonus to Fortitude saves resisting poisons: Despite their relatively frail physiques, mushroom folk are fairly resilient to toxins.
- +1 to Caster Level to all spells cast from any one schools of magic. The player must pick this school at first level, and can never change it.
- Automatic Languages: Common
- Bonus Languages: Any
- Favored Class: Sorcerer
- Level Adjustment: +0
Koopa Troopa
- -2 Str, +2 Con: Koopas troopas are weaker than some larger creatures, but they are quite hardy.
- Small size: +1 size bonus to AC and attack rolls, +4 size bonus to Hide checks, -4 size penalty to grapple checks.
- Koopa troopa base land speed is 20 feet.
- Shell Armor (Ex): The hard shell-like armor of a koopa troopa provides a +2 armor bonus. This shell is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This shell armor occupies the armor/robe body location, and thus, a koopa troopa cannot wear armor or magical robes unless it removes its shell. A koopa troopa’s shell armor can be enchanted just like armor can be. Shell armor also provides a koopa troopa with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows you to ignore the arcane spell failure chance for light armor lets you ignore this penalty as well. A koopa troopa can remove his shell as a move action, or re-equip it as a standard action.
- Born Soldier (Ex): Many generations of koopa have served as soldiers and mercenaries. The Profession (Soldier) skill is always a class skill for koopas, and they gain a +2 racial bonus on all Profession (Soldier) checks.
- Weapon Familiarity: Troopas are often trained with throwing weapons, and as such, treat boomerangs as martial weapons.
- Automatic languages: Common and Koopa
- Bonus Languages: Birdo and Goomba
- Favored Class: Fighter
- Level Adjustment: +0
Goombas
Goombas are, by nature, savage fatalists. They have little regard for any life, including their own, and love little more than feasting on the flesh of their enemies. Rumour has it that Goombas are actually corrupted and mutated versions of the Mushroom Folk. Whether they truly originate from them or not is up for debate, but the corruption is self-evident.
- +2 dex, -2 int, -2 cha: Goombas are stupid and not very popular, but they can be quick when they aren't completely oblivious.
- Plant: As beings of fungus, Goombas are not subject to most of the same weaknesses as beings of flesh are. They have low-light vision, and are immune to all mind-affecting effects, poison, sleep, paralyzing effects, polymorph effects, and stunning. They are not subject to critical hits, or sneak attacks, but can still be flanked.
- Small size: +1 size bonus to AC and attack rolls, +4 size bonus to Hide checks, -4 size penalty to grapple checks.
- Base land speed is 20 feet.
- +2 racial bonus to Survival checks: Goombas are natural scavengers and are quite good at surviving in the wild.
- Bite Attack: A goombas sharp fangs grant it a natural bite attack that deals 1d4 points of damage, plus its strength modifier.
- Armless: Goombas lack arms, and thus suffer a -6 penalty when using all hand-held weapons. This penalty can be lessened with the appropriate feats, as outlined later in this chapter. Certain weapons, such as helmets, do not suffer this penalty.
- Automatic languages: Common and Goomba
- Bonus Languages: Birdo and Koopa
- Favored Class: Barbarian
- Level Adjustment: +0, or +1 if participated in the Ritual of Eatening
Personality
Goombas are dour and grim. They tend to be very blunt and candid, saying exactly what they mean without regard for anyone else's opinions. They have a very tribal culture, focusing on fatalism and death. No Goomba fears death, and they all yearn one day to return to the soil. They also have a strict code of etiquette that mostly comes into play among their own kind
Physical Description
Most Goombas look alike. They stand roughly 3 to 4 feet high, on two powerful, but stubby and toeless feet. Their bodies are round, and mushroomlike in shape. Their eyes take up the bulk of the top half of their heads, and their mouths take up the rest. Goombas are noted for having incredibally simple pshysiology.
Relations
Most races dislike Goombas for their unsociable personalities, and only work with them when they have to. Amongst each other, though, Goombas respect a strict code of etiquette.
Alignment
Most goombas tend towards evil, and, despite their savagry, law. While they delight in pain and suffering, they never stray far from their path.
Goomba Lands
There are many different kinds of Goomba. Most of them tend to live in forests, hiding among the brush until prey wanders by so they can attack, but swamps, deserts, and even tundra have known to house Goombas.
Religion
Goombas have a set of beliefs which very few Goombas stray far from. Death can come for a Goomba at any time, and pass so quickly that none ever know its true nature. Becuase of this, Goombas have become very fatalistic, believing that life and death are predetermined, and that all one can do is fight as best he can to change the world while he lives in it. Goombas also believe that when they die, they return to the soil from whence they were born, to eventually be reincarnated in a new form. Due to Goombas' incredibally simple physique, their genetic profile is much simpler than that of most races, and it is entirely possible (though rare), for a Goomba to be "genetically reincarnated," that is, for a new Goomba to have the exact same genetic sequence as an ancestor. Many Goombas have dedicated their lives to this study, and watch for these reincarnations.
Language
Goombas speak a very guttural language, thick with allusion to mythohistorical figures. Some view the Goomba language as being incredibally eloquent and cordial.
Names
Goomba names do not vary much, as they tend to name offspring after those whore bore them, or to honor others who have died. Names are not nearly as important to Goombas as their titles. A Goomba's title tells the stories of his deeds, and explain quickly who he is and what he stands for. To a Goomba, a title can mean everything. Conversely, titles which are taken that are not deserved are an extreme offence, and many Goombas will kill those who take a title they do not deserve. Goombas do not have gender, but often take on male or female personalities and names.
Male Names: Goombor, Goombario, Goombro, Goompa, Goombson.
Female Names: Goombette, Goombma, Goombaya, Goomana.
Adventures
Most Goombas fought in Bowser's army, and few live to lead long adventurous lives. When they do adventure, however, they usually do so for some noble and large cause. Goombas never adventure for personal gain of any kind; they always have a greater purpose in mind.
The Ritual of Eatening
Life as a Goomba can be hard, as death can quite literally come at any second, and in any form. Being drafted into Bowser's army happens routinely, and very few ever come back from service. Due to these factors, Goombas have adopted a very fatalistic view of life, and believe that death is not necessarily the end of existance.
Indeed, this may be true for Goombas. A goomba's genetic structure is nowhere near as complex as a human's, so it is entirely possible for a new Goomba being born to have the exact same genes as a predecessor. Some Goomba theologans have made a practice of this, to watch the geneology of Goomba families, and look for any sort of genetic reincarnation.
Due to these beliefs, some ancient rituals hold out for the possibility of eternal life. The most gruesome and closely guarded of these rituals is The Eatening. Sometimes, when an old Goomba approaches death, he will call upon his offspring to enact the ritual. The Ritual of Eatening involves the sacrifice and ingestion of the parent, bestowing his memories, and some of his strength and wisdom to the son.
The ritual commonly takes place in seclusion, but sometimes other Goombas -- friends of the one to be Eaten, or other family -- are there to observe. When The Eatening is complete, the parent Goomba lives on inside the offspring. Though the actual spirit of the parent Goomba does not reside within the offspring, all the memories do, and many Goombas believe that there is no difference.
When The Eatening is complete, the offspring Goomba gains a permanant +2 bonus to str, dex, and con. Additionally, he gains a bonus to int, wis, and cha each equal to the parent's respective int, wis, and cha modifiers (if positive). The parent's memories are also bestowed upon the offspring. This does not confer any new levels, hit dice, or ability bonuses. At the DM's discretion, a DC 15 concentration check can allow the eater to call upon the knowledge and skills of the parent, granting a variable circumstantial bonus to relavant skills.
Shy Guy
All Shy Guys were once linked, mind-to-mind, with the others of his race. A moment of concentration is all that it took to speak to another, or see through his eyes. The Shy Guy were one. Then the Big Bobomb went off, blasting the land with pure physical force and raw magic. The Shy Guy collective was shattered. 'We' became 'I'... And the Shy Guys went mad. Some retained their psychic abilties, but most lost them entirely.
- -2 Str, +2 Dex, -2 Cha: Shy guys are nimble and quick, but they are relatively frail and more than a little insane.
- Small size: +1 size bonus to AC and attack rolls, +4 size bonus to Hide checks, -4 size penalty to grapple checks.
- Shy guy base land speed is 20 feet.
- +2 racial bonus to Hide and Move Silently checks: Shy guys are sneaky cowards.
- Great Ally (Ex): Shy guys work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a shy guy applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a shy guy gains a +3 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
- Automatic Languages: Common
- Bonus Languages: Any
- Favored Class: Rogue
- Level Adjustment: +0
Personality
The Disaster forever shattered the Shy Guy collective, driving each one a little mad. Some are loners; solitary creatures that avoid all others and have little regard for life. Most are friendly, even chummy, trying to substitue friendship for what was lost.
Physical Description
Shy Guys stand about three feet tall, and weigh between twenty and thirty pounds. All Shy Guys affect robes and masks. It is a great taboo among them to show any trace of skin to an outsider.
Relations
The Shy Guys have always been an insular race, distaining contact with others. They much prefer their own kind, but the loss of the collective has driven some to seek the company of others, no matter what the race. Before the Disaster, the Shy Guys were aligned with Bowser. Now they are scattered to the wind, each trying to find his own way.
Alignment
Shy Guys favor a neutral alignment, but can be of any alignment.
Shy Guy Lands
Shy Guys have no lands of their own. Before the Disaster, they affected large communal buildings within Bowser's territory, but now they live where they can, among those who can accept them, or alone if none cane.
Religion
The Shy Guys have no religion. The concept of an outside force with the power to affect the world ran counter to their collective. However, since the Disaster, some Shy Guys have attempted to learn the religions of others to fill the gap left in their minds.
Language
Shy Guys have no spoken language. Instead, they spoke mind-to-mind in the form of images and feelings. However, they learned Common in order to speak with the other races of the world, and are capable linguists, able to pick up and speak nearly any language with ease.
Names
The concept of a 'name' was alien to the Shy Guys before the disaster. Only those few who delt directly with outsiders adopted names. Since then, the Shy Guys have been forced to adapt to the world the live in.
Common Names: All Shy Guys have names that end in 'Guy'. Rogue Guy, Mad Guy, That Guy, Mage Guy.
Psionic Shy Guy
These Shy Guys retain some small portion of the telepathic link all Shy Guys shared before the Disaster. A psionic Shy Guy has all of the traits listed above, as well as the following.
- Naturally Psionic: A Psionic Shy Guy gains one additional power point at every level
- +2 INT, No Charisma Penalty
- Psi-Like Abilities: 3/day: Call to Mind, Empathy, Mindlink 1/day: Inertial Armor Manifester Level is equal to character level. Save DCs are INT based.
- Favored Class: Psion(Telepath)
- Level Adjustment: +1
Mouser
- -2 Str, +2 Int: Mousers are not physically strong, although they possess a keen intellect.
- Medium-size: Mousers receive no bonuses or penalties for being Medium-sized.
- Mouser base land speed is 30 feet.
- Low light vision: A mouser can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Mousers retain the ability to distinguish color and detail under these conditions.
- +1 racial bonus to attack rolls made with thrown weapons: Mousers are extremely accurate with thrown weapons, especially bombs.
- +2 racial bonus on Craft (Mechanics) checks: Mousers have a way with machines and are natural gear heads.
- Automatic Languages: Common
- Bonus Languages: Koopa and Goomba
- Favored Class: Rogue
- Level Adjustment: +0
Human
- Medium-size: Humans receive no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- +2 racial bonus to Jump checks: Humans from the Mushroom Kingdom are skilled jumpers.
- 1 extra feat at 1st level: Humans are very adaptable.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Languages: Common
- Bonus Languages: Any
- Favored Class: Any
- Level Adjustment: +0
Kong (Donkey Kong)
- +4 Str, +2 Con, -2 Dex, -2 Wis: Kongs are notorious for their immense strength, great toughness, cumbersome build, and short temper.
- Medium-size: Kongs receive no special bonuses or penalties due to their size.
- Kong base land speed is 30 feet. They also have a climb speed of 15 feet per round.
- +1 racial bonus with thrown weapons: Kongs are particularly accurate with thrown weapons, especially barrels.
- Weapon Familiarity: Kongs are trained the use of throwing barrels, and as such treat them as martial weapons.
- +8 racial bonus to Climb checks: A kong can always choose to take 10 on Climb checks, even if rushed or threatened.
- +2 racial bonus to Jump checks: Kongs are accomplished jumpers.
- Slam Attack: A kong's mighty fists grants it a natural slam attack that deals 1d4 points of damage, plus its Strength modifier.
- Bonus Feat: Braciation - A Kong can swing from branch to branch (or other similiar overhead structures) at his base land speed. The overhead supports must be able to support the Kong's weight, and must be spaced within the Kong's arm's reach of each other.
- Automatic Languages: Common and Kong
- Bonus Languages: Kremling and Avian
- Favored Class: Barbarian
- Level Adjustment: +1
Greater Koopa (Bowser)
- +4 Str, -2 Dex, +2 Cha: Greater koopas are powerful and charming, though fairly clumsy.
- Medium-size: Greater koopas receive no special bonuses or penalties due to their size.
- Greater koopa base land speed is 20 feet.
- Low light vision: A greater koopa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Greater koopas retain the ability to distinguish color and detail under these conditions.
- Spiked Shell (Ex): A greater koopa’s spiked shell grants it a +4 natural armor bonus. In addition, a greater koopa can withdraw into its shell as a move action. This effectively grants the greater koopa improved cover (+8 AC, +4 on Reflex saves). Also, any creature that makes an attack roll with either a light or natural weapon against a greater koopa while it is withdrawn into its shell takes 1d3 points of damage from the shells spikes. A greater koopa can remain in this position indefinitely.
- Claw Attack: A greater koopa’s sharp claws grant it two claw attacks that deal 1d4 points of damage, plus its strength modifier.
- +2 racial bonus to Fortitude saves resisting fire damage: A greater koopa’s dragon blood grants it some resistance to fire and heat.
- Automatic Languages: Common and Koopa
- Bonus Languages: Goomba and Birdo
- Favored Class: Cleric?
- Level Adjustment: +1
Kremling
- +2 Str, -2 Int: Kremling are strong but dumb.
- Medium-size: Kremlings receive no special bonuses or penalties due to their size.
- Kremling base land speed is 30 feet.
- Low light vision: A kremling can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. Kremlings retain the ability to distinguish color and detail under these conditions.
- +1 natural armor bonus: A kremling’s scaly body protects it from being damaged.
- +4 racial bonus to Swim checks: Kremlings are good swimmers, though they aren’t as aquatic as normal crocodiles.
- Bite Attack: A kremling’s strong jaws grant it a bite attack that deals 1d4 points of damage, plus its strength modifier.
- Automatic Languages: Common and Kremling
- Bonus Languages: Kong and Avian
- Favored Class:
- Level Adjustment: +0
Royal Penguin (King Dedede)
- -2 Dex, +2 Con, +2 Cha: Royal penguins are hardy and popular, but quite clumsy.
- Medium-size: Royal penguins receive no special bonuses or penalties due to their size.
- Royal penguin base land speed is 20 feet.
- +4 racial bonus to Swim checks: Royal penguins are adept swimmers, though they are not as aquatic as normal penguins.
- +2 racial bonus to Fortitude saves resisting cold effects and damage: A royal penguin’s blubbery body gives it special resistance against cold effects and damage.
- Stability (Ex): A royal penguin’s stout body grants it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Automatic Languages: Common and Avian
- Bonus Languages: Startongue and Cloudtalk
- Favored Class:
- Level Adjustment: +0
Star Warriors (Kirby)
- -2 Str, +2 Dex, +2 Cha: Star warriors are small and weak, but they are quick and charming.
- Small size: +1 size bonus to AC and attack rolls, +4 size bonus to Hide checks, -4 size penalty to grapple checks.
- Star warrior base land speed is 20 feet.
- Inhale (Ex): As a full-round action, a star warrior can suck up air with a powerful vacuum force cone. All creatures of up to medium-size within 20 feet of the star warrior must make Reflex saves (DC 10 + the 1/2 star warrior’s character level + Con modifier) or be sucked into the star warrior’s mouth. The star warrior’s mouth can hold one Medium-sized creature, two Small creatures, four Tiny creatures, eight Diminutive creatures, and ten Fine creatures. Any creature that fails its saving throw is pulled inside the star warrior’s mouth and can be held there at its leisure; as long as the star warrior makes a successful grapple check each round. If the star warrior fails its grapple check against a held opponent, its foe breaks free from its mouth. Also, a star warrior can willingly expel an opponent from its mouth as a standard action, sending its opponent flying 10 feet in a direction of the star warrior’s choice and fall prone. The star warrior can only push the opponent in a straight line, and the opponent can’t move closer to the star warrior than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent takes 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.
- Floating (Ex): A star warrior can suck in air and “fly” temporarily, negating damage from a fall of any height and allowing 20 feet of upward or forward travel. Star warriors float at a speed of 20 feet (average maneuverability). Even if a star warrior's maneuverability improves, it can't hover while floating. A star warrior can't float while carrying a medium or heavy load. If a star warrior becomes unconscious or helpless while in midair, its body expels the air it took in to float. The star warrior descends downward in a ball and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
- Automatic Languages: Common and Startongue
- Bonus Languages: Avian and Cloudtalk
- Favored Class:
- Level Adjustment: +1