Roofolks (3.5e Race)

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Roofolks

Personality

Roofolks are stupid and known to attack people for no reasons but they can jump pretty high.

Physical Description

Typical roofolks tend to measure between 6 and 7 and a half feet, and weigh from 200 to 300 lbs. They have varying shades of brown for pelt color, kangaroo legs, ears and more kangaroo features than human's. Eye colors are the ones found amongst kangaroos, whatever that is.

Oh, and they look mostly like big kangaroos but have human-like arms and some human face features.

Relations

Typical roofolks tend to be angry at other races, that's why we don't know much about them : they live among themselves in remote tribes (do they even have villages ?) that are probably nomadic. Some make their way to civilization though, mostly to become B-Ballers.

Alignment

Roofolks tend majorly to be chaotic but can be of any alignment.

Lands

Roofolks live in lands with similar-to-Australia climates and live in... whatever a kangaroo normally lives in. They don't tend to build cities but what do I know.

Religion

Roofolks normally pray nature gods or have cults of their own, but only tend to that practice in an old, animistic or shamanistic way.

Language

Roofolks speak their own langage, the Roo, and can communicate with kangaroos and other wallabies.

Names

Roofolks tend to have badass names to impress each other and sometimes bear a "totem name" or two, acquired after some great deed (LionKilla for example or Hawk's Eye or PussyBusta).

Racial Traits

  • +2 Strength, -2 Intelligence, -2 Wisdom : Roofolks have strong legs that they can use at their advantage in any situation as would a strong humanoid with his arms, but lack the cunning of other races and tend to do stuff for seemingly no reason, like attacking wanderers or jumping around for two hours.
  • Humanoid (Animal) :
  • Medium size : Though they border on Large size, roofolks are still considered Medium.
  • Roofolks' base land speed is 40 feet: Because they jump instead of run, Roofolks go faster than the common orc.
  • +2 Balance, +4 Jumping, +2 Swim. Due to their legs and tail, roofolks are exceptionally balanced, jump higher and swim pretty well.
  • -4 Climb, -4 Disguise (when trying to be something else than a roofolk, this turns to +2 if the roofolk is trying to impersonate a normal kangaroo), -4 Ride. Due to yet their legs and tail, roofolks climb and ride badly. And look like roofolks or tamed kangaroos in dresses.
  • Stability: Roofolks are exceptionally stable on their feet. A roofolk gains 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).
  • Bonecrunch Kick: 1/day/4 level (new use at 4, 8, 12, ...) — As a standard action, a roofolk may attempt to kick an enemy while laying on his tail. The ability does damage equal to the character's level based on a medium-sized monk's progression plus STR, requires a melee attack roll (BAB+STR) to touch and deals 1d3 STR or DEX damage (character's choice, the ability damage is temporary) on a successful nat-20 roll (instead of x2). This ability may not be used twice per turn but can take the place of one attack during a multi-attack. Caster level is equal to the character's level. The save DC, if ever required, is strength-based.
  • Pouch: —If the roofolk is a female, it gains a pouch. The pouch may contain a Joey (baby-roo), a familiar and some stuff. It increases the character's maximum load by 2 STR (as if she had say 19 instead of 17) as well as volume (more RP, up to DM's choice to calculate volume) (the Joey and familiar count in this weight/volume, you may put up to three tiny creatures inside or equivalent (four diminutive make one tiny). Creatures in the pouch have total coverage or half-coverage (50% miss chance) if peeking out). The pouch also gives the character a +4 to Sleight of hand checks made to hide stuff in it.
  • Rage: 1/day —If the roofolk is a male, he gains a rage. As a free action, a roofolk may enter a rage, gaining +2 STR and CON but losing 2 AC. This effect lasts 1+CON turns. The character is considered fatigued for the rest of the encounter. Caster level is equal to the character's level.
  • Automatic Languages: The Roo, Common. Bonus Languages: Cat, Dog, Snake, or other animal dialects (due to their limited intelligence, roofolks may only learn animal dialects. As a matter of fact, they don't speak common really well).
  • Favored Class: Monk, B-Baller (character must choose one for the purpose of multiclassing).
  • Level Adjustment: +0 (Hope it is really is, I do need to check a couple things).

Vital Statistics

Table: Roofolks Random Starting Ages
Adulthood Simple Moderate Complex
13 years +1d3 +1d4 +1d10
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
28 years 40 years 50 years +2d8 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Roofolks Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5'6’ {{{mbasein}}}” +2d12 180 lb. × (2d6) lb.
Female 5’ {{{fbasein}}}” +2d12 150 lb. × (2d6) lb.

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