Difference between revisions of "Yutu (Apath)"

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{{Apath}}
 
{{Apath}}
Yutu ''(Chinese: jade rabbit)'' is the name of the moon rabbit in Chinese mythology. The rabbit is associated with the moon in Korean, Japanese, and Aztec myth. A combination of wisdom, innocence, playfulness, and devotion characterizes most mythical rabbits.  
+
Yutu ''(Chinese: jade rabbit)'' is the name of the moon rabbit in Chinese mythology. The rabbit is associated with the moon in Korean, Japanese, and Aztec myth. A combination of wisdom, innocence, playfulness, and devotion characterizes most mythical rabbits.
 +
 
 +
== Background ==
 +
''A fox told a tanuki, a rabbit, and a monkey that if they showed charity under the full moon, they would get a miraculous reward. When an old woman begged for food, the monkey gathered fruits from the trees, while the tanuki pilfered a cake and a pot of sake. The rabbit, who knew only how to gather grass, offered her own body by throwing herself into the old woman's fire. The rabbit, however, was not burnt. The fire turned out to be the reflection of the moon, where the likeness of the rabbit remains for all to see. The old woman revealed herself as a goddess and raised the first yutu to stand. Since that day, her descendants have walked on two legs and served the moon and gods faithfully.
  
 
== Description ==
 
== Description ==
Yutu, also known as usagi or rabbit-folk, are humanoids with the physical characteristics of rabbits, much like tengu have the features of crows. They are known for their generosity and devotion.
+
Yutu, also known as tochtli, tokki, usagi, or rabbit-folk, are humanoids with the physical characteristics of rabbits, much like tengu have the features of crows. They are known for their generosity and devotion.
  
'''Physical Description:''' Rabbit-folk are short, about 4'10, with the distinctive ears and tails of rabbits. Most also have human-like hair, marked incisors, and long digitigrade feet, but these trait is not universal. Beyond these common traits, yutu vary from human to very animal-like in appearance, some having skin, others fur, some having humanoid faces and others rabbit-like snouts or somewhere in between. Both animal-like and human-like rabbit-folk share the full color range of their human and animal parts, with very pale and and very dark colors both somewhat more common than in either rabbits or humans.
+
'''Physical Description:''' Rabbit-folk are short, about 4'10, with the distinctive ears and tails of rabbits. Most also have human-like hair, marked incisors, and long digitigrade feet, but these traits are not universal. Beyond these common traits, yutu vary from human to very animal-like in appearance, but a population of yutu tend to have a uniform appearance. Both animal-like and human-like rabbit-folk share the full color range of their human and animal parts, with very pale and very dark colors both somewhat more common than in either rabbits or humans.
  
 
'''Society:''' Yutu live in tight communities, usually under conditions humans would consider cramped. They have a great need of social interaction and physical contact, tough this can be restrained and codified in structured societies. Generally serious workers, most yutu are simple farmers, with a special talent for gardening and cultivating rare plants. Ordered and predictable, yutu are generally appreciated by neighbors and often end up in positions of responsibility if not leadership.  
 
'''Society:''' Yutu live in tight communities, usually under conditions humans would consider cramped. They have a great need of social interaction and physical contact, tough this can be restrained and codified in structured societies. Generally serious workers, most yutu are simple farmers, with a special talent for gardening and cultivating rare plants. Ordered and predictable, yutu are generally appreciated by neighbors and often end up in positions of responsibility if not leadership.  
  
 
'''Family:
 
'''Family:
Yutu are born in litters and capable of very quick population growth, but normally only a few alpha does in a community are breeders. Mothers of successful litters become elders and are authority figures in yutu society. They may advice on day-to-day decisions, but their true responsibility lies in strategic decisions for the community and in maintaining the relationships with gods and spirits.
+
Yutu are born in litters and capable of very quick population growth, but normally only a few alpha does in a community are breeders. These breeders often seek mates among outsiders and passing travelers.
 +
Mothers of successful litters become elders and are authority figures in yutu society. They may advice on day-to-day decisions, but their true responsibility lies in strategic decisions for the community and in maintaining the relationships with gods and spirits.
 
The remaining population support these family groups and pursue individual careers with little distinction between genders.  
 
The remaining population support these family groups and pursue individual careers with little distinction between genders.  
 
Kittens around the age of six seek mentors among the entire adult population, what looks to outsiders like a parent-child relation is often really an apprenticeship.
 
Kittens around the age of six seek mentors among the entire adult population, what looks to outsiders like a parent-child relation is often really an apprenticeship.
  
'''Relations:''' With a mix of tolerance and friendliness, yutu get along well with most other races. Their seriousness can annoy gnomes, while halflings sometimes resent their honesty. Elves look down fondly on yutu, while dwarfs like how yutu let themselves get drunk under the table. Even predatory creatures, like catfolk and gnolls, often appreciate yutu for their willingness to sacrifice, never realizing how dangerously well-organized a group of yutu can be until it is too late. While popular in most camps, yutu do not command respect or awe and are rarely leaders or politicians.
+
'''Relations:''' With a mix of tolerance and friendliness, yutu get along well with most other races. Their seriousness can annoy gnomes, while halflings sometimes resent their honesty. Elves look down fondly on yutu, while dwarfs like how yutu let themselves be worked to the bone and drunk under the table. Even predatory creatures, like catfolk and gnolls, appreciate yutu for their willingness to sacrifice, never realizing how dangerously well-organized a group of yutu can be until they have gone too far. While popular in most camps, yutu do not command respect or awe and are rarely leaders or politicians.
  
 
'''Alignment and Religion:''' Rabbit-folk are serious, devoted, and hard-working with a natural tendency towards lawful and good alignments. They can devote their loyalty to others even over alignment differences; a lawful yutu makes a good servant for a chaotic nobleman. Likewise, they show little alignment prejudice in matters of faith; they often worship patrons much more chaotic than themselves. Gods of the moon gain their special devotion and love.
 
'''Alignment and Religion:''' Rabbit-folk are serious, devoted, and hard-working with a natural tendency towards lawful and good alignments. They can devote their loyalty to others even over alignment differences; a lawful yutu makes a good servant for a chaotic nobleman. Likewise, they show little alignment prejudice in matters of faith; they often worship patrons much more chaotic than themselves. Gods of the moon gain their special devotion and love.
 
Many yutu honor their ancestors, champions and alpha does of the past, sometimes becoming ancestor worshipers.   
 
Many yutu honor their ancestors, champions and alpha does of the past, sometimes becoming ancestor worshipers.   
  
'''Adventurers:''' Their loyal natures make yutu respond to calls of duty; the most common reason for a yutu to leave their society is for service in response to an obligation. Such yutu rarely return to their home and serve for life. If the cause for their call is lost, such as if a noble patron dies, they may become wanderers and adventurers. Others adventure in the service of their patron, being trusted to represent their interests far from home.
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'''Adventurers:''' Their loyal natures make yutu respond to calls of duty; the most common reason for a yutu to leave their society is for service in response to an obligation. Such yutu rarely return to their home and serve for life. If the cause for their call is lost, such as if a noble patron dies, they may become wanderers and adventurers. Others adventure in the service of their patron, trusted to represent their master's interests far from home.
  
 
'''Male Names:'''   
 
'''Male Names:'''   
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Aiko, Aki, Anzu, Chikako, Hanako, Haya, Huilang, Kaiya, Kikue, Linh, Mingyu, Nuwa, Tami, Tu, Umeko, Yanyu, Yu.
 
Aiko, Aki, Anzu, Chikako, Hanako, Haya, Huilang, Kaiya, Kikue, Linh, Mingyu, Nuwa, Tami, Tu, Umeko, Yanyu, Yu.
  
== Standard Racial Traits ==
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== Standard Racial Traits [9 RP]==
 
* '''Ability Score Racial Traits:''' +2 Dexterity, +2 Wisdom, -2 Charisma.
 
* '''Ability Score Racial Traits:''' +2 Dexterity, +2 Wisdom, -2 Charisma.
 
* '''Size:''' Rabbit-folk are Medium creatures and gain no special advantages or disadvantages from size.
 
* '''Size:''' Rabbit-folk are Medium creatures and gain no special advantages or disadvantages from size.
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* '''Languages:''' Yutu begin play speaking Common and Yutu. Yutu with high intelligence scores can choose from the following: Catfolk, Dwarf, Elven, Gnome, Halfling, Sylvan, and Tengu.
 
* '''Languages:''' Yutu begin play speaking Common and Yutu. Yutu with high intelligence scores can choose from the following: Catfolk, Dwarf, Elven, Gnome, Halfling, Sylvan, and Tengu.
 
* '''Random Starting Age:''' Base age 12 years <br>Barbarian, Rogue, Sorcerer +1d4<br>Bard, Fighter, Paladin, Ranger +1d6<br>Cleric, Druid, Monk, Wizard +2d6.
 
* '''Random Starting Age:''' Base age 12 years <br>Barbarian, Rogue, Sorcerer +1d4<br>Bard, Fighter, Paladin, Ranger +1d6<br>Cleric, Druid, Monk, Wizard +2d6.
* '''Aging Effects:''' Middle Age 35. Old 60. Venerable 90. Max 90+3d20.
+
* '''Aging Effects:''' Middle Age 30. Old 50. Venerable 80. Max 70+3d20.
 
* '''Height and Weight''' (not including ears): Male Height 4'5 Weight 120 lbs. Modifier 2d4 Weight Multiplier x2 lbs., <br>Female Height 4'3 Weight 115 lbs. Modifier 2d4 Weight Multiplier x3 lbs.
 
* '''Height and Weight''' (not including ears): Male Height 4'5 Weight 120 lbs. Modifier 2d4 Weight Multiplier x2 lbs., <br>Female Height 4'3 Weight 115 lbs. Modifier 2d4 Weight Multiplier x3 lbs.
 
=== Offense and Defensive Racial Traits ===
 
* '''Parting Kick (2 RP):''' When doing the withdraw action, a yutu can make a trip combat maneuver as a swift action before moving. This does not trigger an attack of opportunity. A yutu with the Greater Trip feat do not cause the target of such a trip to trigger attacks of opportunity.
 
  
 
=== Movement Racial Traits ===
 
=== Movement Racial Traits ===
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* '''Jumper (2 RP)''' Yutu are always considered to have a running start when making Acrobatics checks to jump.
 
* '''Jumper (2 RP)''' Yutu are always considered to have a running start when making Acrobatics checks to jump.
  
=== Skill Racial Traits ===
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=== Skill and Feat Racial Traits ===
* '''Disarming Humility (2 RP)''': Yutu are forthright and disarming, which wins them allies in the long run. They gain a +2 racial bonus on Diplomacy checks.
+
* '''Agile Feet (2 RP):''' The yutu gains Dodge as a bonus feat.
 +
* '''Disarming Humility (2 RP)''': Yutu are forthright and disarming, which wins them allies. They gain a +2 racial bonus on Diplomacy checks.
  
 
=== Senses Racial Traits ===
 
=== Senses Racial Traits ===
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== Alternate Racial Traits ==  
 
== Alternate Racial Traits ==  
* '''Agile Feet (2 RP):''' The yutu gains Dodge as a bonus feat. This replaces jumper.
+
* '''Burrowing (3 RP)''' The yatu has a burrow speed of 10 feet. A yutu using burrow speed leaves a tunnel behind, but this tunnel is unstable and likely to collapse in 24 hours unless properly supported.  This replaces disarming humility and sprinter.
* '''Burrowing (2 RP)''' The yatu has a burrow speed of 10 feet., but only in soil. A yutu using burrow speed leaves a tunnel, but this tunnel is unstable and likely to collapse in 24 hours unless properly supported.  This replaces disarming humility.
+
* '''Flee Forward (2 RP)''' The yutu gains a +2 racial bonus on combat maneuver checks made to overrun an opponent and does not trigger an attack of opportunity when doing so. This bonus only applies while the yutu is on the ground. This replaces agile feet.
* '''Flee Forward (2 RP)''' The yutu gains a +2 racial bonus on combat maneuver checks made to overrun an opponent and does not trigger an attack of opportunity when doing so. This bonus only applies while the yutu is on the ground. This replaces parting kick.
+
* '''Fleet (1 RP):''' The yutu has a land speed of 40 ft. This replaces jumper.
* '''Tall Ears (4 RP):''' The yutu has tall ears that add at least a foot to its total height. These yutu have low-light vision and gain a racial +2 bonus on Perception checks, increased to +4 on Perception checks related to hearing and spotting hidden enemies. This replaces limited tremorsense and jumper.
+
* '''Parting Kick (2 RP):''' When doing the withdraw action, a yutu can make a trip combat maneuver as a swift action before moving. This does not trigger an attack of opportunity. This replaces agile feet.
 +
* '''Tall Ears (1 RP):''' The yutu has tall ears that add at least a foot to its total height. These yutu gain a +2 racial bonus on Perception checks to hearing and to spotting creatures using Stealth or invisibility. This replaces sprinter.
 
* '''Stability (1 RP):''' The yutu gains a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. This replaces sprinter.
 
* '''Stability (1 RP):''' The yutu gains a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. This replaces sprinter.
  
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'''Directional Hearing (Race)
 
'''Directional Hearing (Race)
You are good at finding the direction of sounds. You gain a a +2 trait bonus to Perception checks against hidden and invisible enemies and to determine the direction of sounds.
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You are good at finding the direction of sounds. You gain a a +2 trait bonus to Perception checks against invisible enemies and to determine the direction of sounds.
 +
 
 +
'''Gnaw (Race)''' You can ignore hardness 5 or lower on bite attacks and on the first unarmed attack made each round (a bite). Hardness 6 or higher has the full normal effect against such attacks.
  
'''Forager (Race)''' Like your ancient forebears, you can subsist on many kinds of green plants. You gain a +4 trait bonus on Survival checks to find food.
+
'''Herbivore (Race)''' Like your forebears, you can subsist on most green plants. You gain a +4 trait bonus on Survival checks to find food for yourself only.
  
'''Stomper (Race)''' You can stomp the ground to create vibrations easily picked up with tremorsense, and can send messages to others with such senses up to ten times the range of their tremorsense. The Yutu language has special expressions transmitted this way; you can transmit fairly complex messages if both you and the listener knows the language.
+
'''Stomper (Race)''' You can stomp the ground to create vibrations easily picked up with tremorsense, and can send messages to others with such senses up to a hundred times the range of their tremorsense, or 300 ft. for other yutu. (3,000 ft. for yutu with tremorsense). The yutu language can be transmitted this way; two yutu can communicate freely but slowly if both know the language and have this trait.
  
'''Tunneler (Race)''' You can burrow through sand and soft earth at a speed of 5 ft., leaving a tunnel behind. This tunnel will collapse in an hour unless supports are added. If you have the burrowing racial trait, add 5 ft. to your burrowing speed and the tunnels you create do not collapse.
+
'''Tunneler (Race)''' You can burrow through sand soft earth at a speed of 5 ft., leaving a tunnel behind. This tunnel will collapse in an hour unless supports are added. If you have the burrowing racial trait, add 5 ft. to your burrowing speed and the tunnels you create do not collapse.
  
 
== Favored Class Bonuses ==
 
== Favored Class Bonuses ==
 
Yutu bring insight and patient work to any profession.
 
Yutu bring insight and patient work to any profession.
{{wip}}
 
  
 
'''Alchemist:
 
'''Alchemist:
'' Yutu enjoy bombs and the pure shock value of transformations, but recklessness and alchemy is a dangerous mix.  
+
'' Yutu alchemists are often apothecaries— their focus is on medicine.  
Add +1/2 to Intimidate checks when using mutagen.  
+
The yutu gains 1/4 new discovery. The yutu must select the infusion discovery if he doesn't already know it.
 
 
'''Assassin of Porphyra:
 
(See Assassins of Porphyra, also by Purple Duck Games)
 
''A few quacks revel in fear and loathing and become assassins, usually gruesome assassins or rajuki dancers.
 
1/2  times per day, after damaging a creature with a sneak attack, the assassin can make an Intimidate check to demoralize the target of the sneak attack as a free action.  
 
  
 
'''Barbarian:
 
'''Barbarian:
'' Yutu don't see this class as barbaric; they see it as the normal and natural way to fight.  
+
'' Yutu barbarians are primitives.  
Add +1/2 to Strength and Intimidate checks when raging.  
+
Add +1/4 to Stealth and Survival checks.  
  
 
'''Bard:
 
'''Bard:
'' The word bard doesn't cover duck-folk performers well, but think clown and they are the best!
+
'' Yutu love bards, but few are called.  
Add +1/4 to Intimidate and Perform (comedy) checks.
+
Add 1/3 additional targets to inspire competence.  
 
 
'''Bloodrager:
 
'' Magically inclined yutu thrive as bloodragers, and some parents go so far as to sneak eggs into the nests of monsters to give their ducklings that extra bit of magical power.  
 
Add +1/5 to the damage of melee attacks made in a bloodrage.  
 
  
 
'''Brawler:
 
'''Brawler:
'' Duck-folk love a good scrap.  
+
'' A difficult warrior tradition demanding a perfect balance between conflicting essences.  
Add + 1/6  to the brawler's size category, but only to determine what size creatures the brawler can use combat maneuvers against. Aggressive stance stacks with other similar abilities, such as the In Your Face feat.
+
Increase the number of times per day the yutu can use martial flexibility by 1/4.  
 
 
'''Brujo:
 
(From Paths of Power I by 4 Winds Fantasy Gaming)
 
''Yutu find brujo primitive, but enjoy the foreboding aura surrounding these wild witches.
 
Add 1 point to the brujo's curse pool.  
 
  
 
'''Cavalier:
 
'''Cavalier:
'' Duck-folk don't regularly keep animals suitable as mounts, but their neighbors often do and the yutu sometimes learn from them.  
+
'' Yutu consider service as a cavalier highly honorable.  
Add + 1/2 to CMD and Intimidate checks against the target of the cavalier's challenge.
+
Add + 1/6 to the number of challenges the yutu can make in a day.  
 
 
'''Chi Warrior:
 
(From Chi Warrior, also by Purple Duck Games)
 
''Now, this is what martial arts is all about!
 
1/2  times per day, but no more than once every two rounds, the chi warrior can make an Intimidate check to demoralize as a move action.  
 
  
 
'''Cleric:  
 
'''Cleric:  
'' Pro:I am the star. Con:Its not my show. Some yutu play this for all its worth and just loves ceremony.  
+
'' Yutu clerics focus on divination and are greatly honored, many female clerics become alphas.  
Add 1 ft. to the range of the cleric's channel energy ability. Round this down to the closest increment of 5 ft.  
+
When casting divination spells with a percentage chance of success, like ''augury'', add 2% to the chance of success (maximum 99%). This can exceed the maximum success chance given in the spell description.  
 +
When this bonus reaches +10%, instead add 1/7 to caster level checks.  
  
 
'''Druid:
 
'''Druid:
'' Who are these guys, again?
+
'' Yutu druids are more gardeners than champions of the wild.
Add + 1/to both the druid's and her animal companion's Intimidate and Survival checks.  
+
For yutu druids whose nature bond gives them domains, select one druid domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For yutu druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the yutu ever replaces her animal companion, the new companion gains these bonus skill ranks.
  
 
'''Fencer:
 
'''Fencer:
(From Unarmored and Dangerous, also by Purple Duck Games)
+
''Yutu make agile fencers.  
''Ducks can make decent fencers, usually focusing on feints and repartee.  
+
Add + 1/2 to Acrobatics checks.  
Add + 1/7 use of parry each round.  
 
  
 
'''Fighter:
 
'''Fighter:
'' Another over-disciplined class, but oh so shiny!
+
'' Yutu fighters excel in discipline and teamwork.
Add + 1/5  to the bravery bonus and on Intimidate checks.  
+
Add + 1/5  to attack rolls when the yutu attacks an outflanked opponent in melee. A creature the yutu flanks with also gains this bonus.
  
 
'''Gunslinger:
 
'''Gunslinger:
'' The loud noise and short range of firearms appeals to yutu.  
+
'' Yutu gunslingers are careful and tend their weapons like heirlooms.  
1/2 times per day, when wielding a firearm, the gunslinger can make an Intimidate check to demoralize as a move action. The target of the Intimidate check must be within the first range increment of the firearm.  
+
1/5 times per day, when a firearm the yutu uses misfires, the yutu can re-roll the attack roll. This second roll can never hit, but the gun only misfires if the second roll also indicates a misfire.  
  
 
'''Hunter:
 
'''Hunter:
'' Hiding in the green stuff with an animal seems awfully uncomfortable.  
+
'' Patience is the mark of the hunter.  
Add + 1/4  to both the druid's and her animal companion's Intimidate and Survival checks.  
+
Add +1 skill rank to the animal companion. If the yutu ever replaces her animal companion, the new companion gains these bonus skill ranks.
  
 
'''Investigator:
 
'''Investigator:
'' The investigator's ability as a know-it-all appeals to yutu.  
+
'' Yutu make excellent investigators, but are often relegated to deputies.  
 
Select  1/4  class skill. The investigator can use inspiration with this skill without expending a point of inspiration.  
 
Select  1/4  class skill. The investigator can use inspiration with this skill without expending a point of inspiration.  
  
 
'''Inquisitor:
 
'''Inquisitor:
'' Everybody hears the purple duck inquisitor!
+
'' Yutu inquisitors are fact-finders rather than judges.
Add + 1/4  to the Stern gaze bonus.  
+
Add one spell known from the inquisitor’s spell list. This spell must be of a spell level the yutu can cast and from the divination school.  
  
 
'''Kineticist:
 
'''Kineticist:
'' Whoo-ho, quack and bang! The unlimited power of kineticism appeals to ducks, but few are called.  
+
'' Yutu kineticists martyr themselves.  
Gain a bonus on Intimidate checks equal to twice the number of points of burn the kineticist currently has, to a maximum bonus of +1/2.
+
A yutu kineticist uses the elemental overflow ability as if he was 1/4 level higher than his actual kineticist level. At an effective level of 25, whenever the kineticist has at least 9 points of burn, elemental overflow bonuses increase to a +6 size bonus to all physical ability scores.  
 
 
'''Kingpin:
 
(From Kingpin, also by Purple Duck games)
 
''Take them out, oh my minions!
 
Add 1 ft. to the kingpin's gang radius. Round this down to the nearest increment of 5 ft.  
 
  
 
'''Magus:
 
'''Magus:
'' Look, its magic using swords! Win!
+
'' Yutu make disciplined magi, if not brilliant ones.
Add a +½ bonus on concentration checks made to cast defensively.  
+
Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the yutu must select a different magus arcana.  
  
 
'''Monk:
 
'''Monk:
'' The first rule of Quack-Fu; Quack!
+
'' Yutu excel as monks, sometimes to the point of losing their family identity.
1/2 times per day, the yutu can make an Intimidate check to demoralize as a move action.  
+
Add +1/2 to Acrobatics checks.  
  
 
'''Occultist:
 
'''Occultist:
'' You will never be forgiven for stealing those apples!
+
'' Yutu occultists tend to focus on everyday items like tools or articles of clothing.
A yutu with the object reading class feature can read an object when making an intimidation check to gain a + ½ bonus on Intimidate checks against the item's former owner. This is a part of the action to make the Intimidate check. The information revealed is personal and significant to the target, but rarely to anyone else.  
+
Add 1/6 new implement.
 
 
'''Oracle:
 
'' And lo, God spoke to me, and he said "Let's party!"
 
Add one spell known from the oracle spell list. This spell must have the sonic or language-dependent descriptor.  
 
  
 
'''Paladin:
 
'''Paladin:
'' Your doom has finally caught up with you, villain!
+
'' Yutu paladins are light troops, often bowmen.
Enemies in the paladin's aura of courage suffer a penalty of - 1/to saving throws against fear effects. Enemies in the paladin's aura of resolve take the same penalty on saving throws against charm effects.  
+
When wearing light or no armor and with light encumbrance, add +1/4 dodge bonus to AC.  
  
 
'''Psychic:
 
'''Psychic:
'' There are two kinds of psychic; I know how to party!
+
'' Yutu psychics often become community leaders. Female psychics may become alphas.
Add 1 to the psychic's level to qualify for and use the detect thoughts, telepathic bond, and telepathy class features. This allows the psychic to gain these abilities at an earlier level. If the psychic's effective level for these abilities exceeds 20, add 10 ft. to the range of the telepathy ability for each effective level after 20.  
+
When casting divination spells with a percentage chance of success, like ''augury'', add 2% to the chance of success (maximum 99%). This can exceed the maximum success chance given in the spell description.  
 +
When this bonus reaches +10%, instead add 1/7 to caster level checks.  
  
 
'''Quartermaster:
 
'''Quartermaster:
'' Oh, yes, it took some work to get here. But look at this go boom!
+
'' Yutu quartermasters are specialists.  
1/4 times per day, the quartermaster can make an Intimidate check as a swift action against all creatures that just damage from the quartermas­ter's dangerous devices ability.
+
Gain 1/4 of the Advanced Deed feat.  
  
 
'''Ranger:
 
'''Ranger:
'' There is a whole world to explore out there.  
+
'' Yutu rangers are defenders of civilization.  
Add + 1/4 to both the druid's and her animal companion's Intimidate and Survival checks.  
+
Gain 1/6 bonus tactical feat that he fulfills the prerequisites for.
 +
The animal companion of a ranger also gains these bonus feats.
 +
If the yutu ever replaces her animal companion, the new companion gains these bonus feats.
 +
When granting his favored enemy bonus to companions, the companions also gain the use of these feats, without needing to fulfill prerequisites.  
  
 
'''Rogue:
 
'''Rogue:
'' I am the best rogue there ever was, and I just had to tell those guys! How was I to know they were guards?
+
'' Yutu rogues usually join triads, focusing more on social than violent activities.
Add +1/4 to Bluff and Intimidate checks.  
+
Add +1/4 to Craft, Disable Device, Profession, and Perform checks.  
  
 
'''Shaman:
 
'''Shaman:
'' Spirits are all right but do I really need to meditate? 
+
'' Shamans hold a central position in yutu tribal communities and female shamans often become alphas.  
The shaman gains 1/6 of a new shaman hex.  
+
When casting divination spells with a percentage chance of success, like ''augury'', add 2% to the chance of success (maximum 99%). This can exceed the maximum success chance given in the spell description.
 
+
When this bonus reaches +10%, instead add 1/7 to caster level checks.  
'''Skald:
 
'' We need bigger drums!
 
All targets of the skald's raging song gain a + 1/4  bonus on Intimidate checks.  
 
  
 
'''Slayer:
 
'''Slayer:
'' I am trying to hide here! Nobody look, or you're all dead!
+
'' Yutu slayers work for an organization or cause.
1/2  times per day, the slayer can make an Intimidate check to demoralize as a move when hidden using Stealth. This does not reveal his location.
+
Add 1/4 to Acrobatics and Survival checks.
 
 
'''Vigilante:
 
'' Life is an endless masquerade!
 
Gain  1/4 additional social talent.  
 
  
 
'''Sacerdote:
 
'''Sacerdote:
(From Legendary Classes Sacerdote by Purple Duck Games)  
+
(From ''Legendary Classes Sacerdote'' by ''Purple Duck Games'')  
''"And the Lord shall lead the fool to his just reward" Look, God, this means you have to help me! 
+
'' Yutu make exceptional sacerdotes, but rarely go adventuring.
Add 1/2 new spell from the nobility domain to the sacerdote's domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.  
+
Add 1/2 new spell from the knowledge domain to the sacerdote's domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.  
  
 
'''Sorcerer:
 
'''Sorcerer:
'' I am of the brood of dragons, fear my power!
+
'' Yutu sorcerers are rare and often seen as crazy.
1/2  times per day, as a full-round action, the sorcerer can make an Intimidate check to demoralize and then gains a standard action to use a bloodline power or cast a spell.  
+
Add one spell known from the sorcerer spell list. This spell must be of a spell level the yutu can cast and from the illusion school.  
  
 
'''Spiritualist:
 
'''Spiritualist:
'' An immortal, incorporeal spirit does seem like a cool thing to be. But why would I want to serve one?
+
'' Yutu spiritualists are feared rather than respected.  
Add + 1/2  to the number of rounds of bonded manifestation the spiritualist can use each day.  
+
Add one spell known from the spiritualist spell list. This spell must be from the divination school.  
  
 
'''Summoner:
 
'''Summoner:
'' I think of my eidolon as my greatest fan!
+
'' Yutu see their eidolons as companions or even masters rather than servants.
Add + 1/2  to both the summoners's and her eidolon's Intimidate checks as long as the eidolon is within 30 ft. of the summoner.  
+
Add one spell known from the summoner spell list. This spell must be of a spell level the yutu can cast and from the divination school or the conjuration (calling or summoning) subschools.  
  
 
'''Swashbuckler:
 
'''Swashbuckler:
'' Turning anger into panache is the ultimate high!
+
'' Less flashy, more disciplined. Substance over style.
1/2 times per day, the swashbuckler can make an Intimidate check as a move action by aiming a light or one-handed piercing weapon at a target within 10 ft.
+
Increase the total number of points in the swashbuckler’s panache pool by 1/4.  
  
 
'''Warpriest:
 
'''Warpriest:
'' Why would I bother to bless others?
+
'' Train, train, train!
Add + 1/4 to sacred weapon damage.  
+
When wearing light or no armor and with light encumbrance, add +1/4 dodge bonus to AC.
  
 
'''Witch:
 
'''Witch:
'' Behold my power!
+
'' Yutu can be  awed into serving almost any patron. 
1/2  times per day, as a full-round action, the witch can make an Intimidate check to demoralize and then gains a standard action to use a hex or cast a spell.  
+
Add one spell from the witch spell list to her familiar. This spell must be of a spell level the yutu can cast and from the divination or necromancy schools.  
  
 
'''Wizard:
 
'''Wizard:
'' The laws of nature dance at my command!
+
'' Yutu make very dutiful apprentices, making for a fair number of yutu wizards.
Add +1 point of electricity damage to spells that deal electricity damage cast by the wizard. This additional damage is not multiplied on critical hits or affected by metamagic feats.
+
Add 1/2 spell from the cleric spell list to the yutu's spell list and spellbook at its cleric spell level. This spell must be of a spell level the yutu can cast and from the divination school.
  
 
== External Links ==
 
== External Links ==

Latest revision as of 13:40, 12 November 2021

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Unofficial rules compendium

Yutu (Chinese: jade rabbit) is the name of the moon rabbit in Chinese mythology. The rabbit is associated with the moon in Korean, Japanese, and Aztec myth. A combination of wisdom, innocence, playfulness, and devotion characterizes most mythical rabbits.

Background

A fox told a tanuki, a rabbit, and a monkey that if they showed charity under the full moon, they would get a miraculous reward. When an old woman begged for food, the monkey gathered fruits from the trees, while the tanuki pilfered a cake and a pot of sake. The rabbit, who knew only how to gather grass, offered her own body by throwing herself into the old woman's fire. The rabbit, however, was not burnt. The fire turned out to be the reflection of the moon, where the likeness of the rabbit remains for all to see. The old woman revealed herself as a goddess and raised the first yutu to stand. Since that day, her descendants have walked on two legs and served the moon and gods faithfully.

Description

Yutu, also known as tochtli, tokki, usagi, or rabbit-folk, are humanoids with the physical characteristics of rabbits, much like tengu have the features of crows. They are known for their generosity and devotion.

Physical Description: Rabbit-folk are short, about 4'10, with the distinctive ears and tails of rabbits. Most also have human-like hair, marked incisors, and long digitigrade feet, but these traits are not universal. Beyond these common traits, yutu vary from human to very animal-like in appearance, but a population of yutu tend to have a uniform appearance. Both animal-like and human-like rabbit-folk share the full color range of their human and animal parts, with very pale and very dark colors both somewhat more common than in either rabbits or humans.

Society: Yutu live in tight communities, usually under conditions humans would consider cramped. They have a great need of social interaction and physical contact, tough this can be restrained and codified in structured societies. Generally serious workers, most yutu are simple farmers, with a special talent for gardening and cultivating rare plants. Ordered and predictable, yutu are generally appreciated by neighbors and often end up in positions of responsibility if not leadership.

Family: Yutu are born in litters and capable of very quick population growth, but normally only a few alpha does in a community are breeders. These breeders often seek mates among outsiders and passing travelers. Mothers of successful litters become elders and are authority figures in yutu society. They may advice on day-to-day decisions, but their true responsibility lies in strategic decisions for the community and in maintaining the relationships with gods and spirits. The remaining population support these family groups and pursue individual careers with little distinction between genders. Kittens around the age of six seek mentors among the entire adult population, what looks to outsiders like a parent-child relation is often really an apprenticeship.

Relations: With a mix of tolerance and friendliness, yutu get along well with most other races. Their seriousness can annoy gnomes, while halflings sometimes resent their honesty. Elves look down fondly on yutu, while dwarfs like how yutu let themselves be worked to the bone and drunk under the table. Even predatory creatures, like catfolk and gnolls, appreciate yutu for their willingness to sacrifice, never realizing how dangerously well-organized a group of yutu can be until they have gone too far. While popular in most camps, yutu do not command respect or awe and are rarely leaders or politicians.

Alignment and Religion: Rabbit-folk are serious, devoted, and hard-working with a natural tendency towards lawful and good alignments. They can devote their loyalty to others even over alignment differences; a lawful yutu makes a good servant for a chaotic nobleman. Likewise, they show little alignment prejudice in matters of faith; they often worship patrons much more chaotic than themselves. Gods of the moon gain their special devotion and love. Many yutu honor their ancestors, champions and alpha does of the past, sometimes becoming ancestor worshipers.

Adventurers: Their loyal natures make yutu respond to calls of duty; the most common reason for a yutu to leave their society is for service in response to an obligation. Such yutu rarely return to their home and serve for life. If the cause for their call is lost, such as if a noble patron dies, they may become wanderers and adventurers. Others adventure in the service of their patron, trusted to represent their master's interests far from home.

Male Names: Bai, Eiji, Gen, Hanasuke, Hatsu, Hirohito, Hirooshi, Hisao, Ichiro, Jiro, Makoto, Saburo, Shiro, Xueqin, Yusheng.

Female Names: Aiko, Aki, Anzu, Chikako, Hanako, Haya, Huilang, Kaiya, Kikue, Linh, Mingyu, Nuwa, Tami, Tu, Umeko, Yanyu, Yu.

Standard Racial Traits [9 RP]

  • Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Charisma.
  • Size: Rabbit-folk are Medium creatures and gain no special advantages or disadvantages from size.
  • Type: Yutu are humanoids with the yutu subtype.
  • Base Speed: 30 ft.
  • Languages: Yutu begin play speaking Common and Yutu. Yutu with high intelligence scores can choose from the following: Catfolk, Dwarf, Elven, Gnome, Halfling, Sylvan, and Tengu.
  • Random Starting Age: Base age 12 years
    Barbarian, Rogue, Sorcerer +1d4
    Bard, Fighter, Paladin, Ranger +1d6
    Cleric, Druid, Monk, Wizard +2d6.
  • Aging Effects: Middle Age 30. Old 50. Venerable 80. Max 70+3d20.
  • Height and Weight (not including ears): Male Height 4'5 Weight 120 lbs. Modifier 2d4 Weight Multiplier x2 lbs.,
    Female Height 4'3 Weight 115 lbs. Modifier 2d4 Weight Multiplier x3 lbs.

Movement Racial Traits

  • Sprinter (1 RP): Yutu gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Jumper (2 RP) Yutu are always considered to have a running start when making Acrobatics checks to jump.

Skill and Feat Racial Traits

  • Agile Feet (2 RP): The yutu gains Dodge as a bonus feat.
  • Disarming Humility (2 RP): Yutu are forthright and disarming, which wins them allies. They gain a +2 racial bonus on Diplomacy checks.

Senses Racial Traits

  • Limited Tremorsense (2 RP): Through a combination of scent, hearing, and sensitive paws, yutu can sense the presence of creatures and objects in contact with the ground up to 30 ft. away, even if the creatures are invisible or have full concealment. This is not a precise sense; the yutu knows where creatures are, but still suffer normal concealment miss chance. Creatures can use Stealth normally against the Yutu by threading carefully.

Alternate Racial Traits

  • Burrowing (3 RP) The yatu has a burrow speed of 10 feet. A yutu using burrow speed leaves a tunnel behind, but this tunnel is unstable and likely to collapse in 24 hours unless properly supported. This replaces disarming humility and sprinter.
  • Flee Forward (2 RP) The yutu gains a +2 racial bonus on combat maneuver checks made to overrun an opponent and does not trigger an attack of opportunity when doing so. This bonus only applies while the yutu is on the ground. This replaces agile feet.
  • Fleet (1 RP): The yutu has a land speed of 40 ft. This replaces jumper.
  • Parting Kick (2 RP): When doing the withdraw action, a yutu can make a trip combat maneuver as a swift action before moving. This does not trigger an attack of opportunity. This replaces agile feet.
  • Tall Ears (1 RP): The yutu has tall ears that add at least a foot to its total height. These yutu gain a +2 racial bonus on Perception checks to hearing and to spotting creatures using Stealth or invisibility. This replaces sprinter.
  • Stability (1 RP): The yutu gains a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. This replaces sprinter.

Yutu in Greyhawk

Yutu are relatively common in Nippon and the Nippon Territories, and exist Zindia and the Celestial empire. Individual yutu may travel to other parts of the world in the service of an employer.

Race Traits

Yutu can choose among the following race traits.

Bunny Hop (Race) Acrobatics is a class skill for you. You gain a +4 trait bonus on Acrobatics checks to jump.

Directional Hearing (Race) You are good at finding the direction of sounds. You gain a a +2 trait bonus to Perception checks against invisible enemies and to determine the direction of sounds.

Gnaw (Race) You can ignore hardness 5 or lower on bite attacks and on the first unarmed attack made each round (a bite). Hardness 6 or higher has the full normal effect against such attacks.

Herbivore (Race) Like your forebears, you can subsist on most green plants. You gain a +4 trait bonus on Survival checks to find food for yourself only.

Stomper (Race) You can stomp the ground to create vibrations easily picked up with tremorsense, and can send messages to others with such senses up to a hundred times the range of their tremorsense, or 300 ft. for other yutu. (3,000 ft. for yutu with tremorsense). The yutu language can be transmitted this way; two yutu can communicate freely but slowly if both know the language and have this trait.

Tunneler (Race) You can burrow through sand soft earth at a speed of 5 ft., leaving a tunnel behind. This tunnel will collapse in an hour unless supports are added. If you have the burrowing racial trait, add 5 ft. to your burrowing speed and the tunnels you create do not collapse.

Favored Class Bonuses

Yutu bring insight and patient work to any profession.

Alchemist: Yutu alchemists are often apothecaries— their focus is on medicine. The yutu gains 1/4 new discovery. The yutu must select the infusion discovery if he doesn't already know it.

Barbarian: Yutu barbarians are primitives. Add +1/4 to Stealth and Survival checks.

Bard: Yutu love bards, but few are called. Add 1/3 additional targets to inspire competence.

Brawler: A difficult warrior tradition demanding a perfect balance between conflicting essences. Increase the number of times per day the yutu can use martial flexibility by 1/4.

Cavalier: Yutu consider service as a cavalier highly honorable. Add + 1/6 to the number of challenges the yutu can make in a day.

Cleric: Yutu clerics focus on divination and are greatly honored, many female clerics become alphas. When casting divination spells with a percentage chance of success, like augury, add 2% to the chance of success (maximum 99%). This can exceed the maximum success chance given in the spell description. When this bonus reaches +10%, instead add 1/7 to caster level checks.

Druid: Yutu druids are more gardeners than champions of the wild. For yutu druids whose nature bond gives them domains, select one druid domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For yutu druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the yutu ever replaces her animal companion, the new companion gains these bonus skill ranks.

Fencer: Yutu make agile fencers. Add + 1/2 to Acrobatics checks.

Fighter: Yutu fighters excel in discipline and teamwork. Add + 1/5 to attack rolls when the yutu attacks an outflanked opponent in melee. A creature the yutu flanks with also gains this bonus.

Gunslinger: Yutu gunslingers are careful and tend their weapons like heirlooms. 1/5 times per day, when a firearm the yutu uses misfires, the yutu can re-roll the attack roll. This second roll can never hit, but the gun only misfires if the second roll also indicates a misfire.

Hunter: Patience is the mark of the hunter. Add +1 skill rank to the animal companion. If the yutu ever replaces her animal companion, the new companion gains these bonus skill ranks.

Investigator: Yutu make excellent investigators, but are often relegated to deputies. Select 1/4 class skill. The investigator can use inspiration with this skill without expending a point of inspiration.

Inquisitor: Yutu inquisitors are fact-finders rather than judges. Add one spell known from the inquisitor’s spell list. This spell must be of a spell level the yutu can cast and from the divination school.

Kineticist: Yutu kineticists martyr themselves. A yutu kineticist uses the elemental overflow ability as if he was 1/4 level higher than his actual kineticist level. At an effective level of 25, whenever the kineticist has at least 9 points of burn, elemental overflow bonuses increase to a +6 size bonus to all physical ability scores.

Magus: Yutu make disciplined magi, if not brilliant ones. Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the yutu must select a different magus arcana.

Monk: Yutu excel as monks, sometimes to the point of losing their family identity. Add +1/2 to Acrobatics checks.

Occultist: Yutu occultists tend to focus on everyday items like tools or articles of clothing. Add 1/6 new implement.

Paladin: Yutu paladins are light troops, often bowmen. When wearing light or no armor and with light encumbrance, add +1/4 dodge bonus to AC.

Psychic: Yutu psychics often become community leaders. Female psychics may become alphas. When casting divination spells with a percentage chance of success, like augury, add 2% to the chance of success (maximum 99%). This can exceed the maximum success chance given in the spell description. When this bonus reaches +10%, instead add 1/7 to caster level checks.

Quartermaster: Yutu quartermasters are specialists. Gain 1/4 of the Advanced Deed feat.

Ranger: Yutu rangers are defenders of civilization. Gain 1/6 bonus tactical feat that he fulfills the prerequisites for. The animal companion of a ranger also gains these bonus feats. If the yutu ever replaces her animal companion, the new companion gains these bonus feats. When granting his favored enemy bonus to companions, the companions also gain the use of these feats, without needing to fulfill prerequisites.

Rogue: Yutu rogues usually join triads, focusing more on social than violent activities. Add +1/4 to Craft, Disable Device, Profession, and Perform checks.

Shaman: Shamans hold a central position in yutu tribal communities and female shamans often become alphas. When casting divination spells with a percentage chance of success, like augury, add 2% to the chance of success (maximum 99%). This can exceed the maximum success chance given in the spell description. When this bonus reaches +10%, instead add 1/7 to caster level checks.

Slayer: Yutu slayers work for an organization or cause. Add 1/4 to Acrobatics and Survival checks.

Sacerdote: (From Legendary Classes Sacerdote by Purple Duck Games) Yutu make exceptional sacerdotes, but rarely go adventuring. Add 1/2 new spell from the knowledge domain to the sacerdote's domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.

Sorcerer: Yutu sorcerers are rare and often seen as crazy. Add one spell known from the sorcerer spell list. This spell must be of a spell level the yutu can cast and from the illusion school.

Spiritualist: Yutu spiritualists are feared rather than respected. Add one spell known from the spiritualist spell list. This spell must be from the divination school.

Summoner: Yutu see their eidolons as companions or even masters rather than servants. Add one spell known from the summoner spell list. This spell must be of a spell level the yutu can cast and from the divination school or the conjuration (calling or summoning) subschools.

Swashbuckler: Less flashy, more disciplined. Substance over style. Increase the total number of points in the swashbuckler’s panache pool by 1/4.

Warpriest: Train, train, train! When wearing light or no armor and with light encumbrance, add +1/4 dodge bonus to AC.

Witch: Yutu can be awed into serving almost any patron. Add one spell from the witch spell list to her familiar. This spell must be of a spell level the yutu can cast and from the divination or necromancy schools.

Wizard: Yutu make very dutiful apprentices, making for a fair number of yutu wizards. Add 1/2 spell from the cleric spell list to the yutu's spell list and spellbook at its cleric spell level. This spell must be of a spell level the yutu can cast and from the divination school.

External Links

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