Sobek

Large and powerful, Sobeks are an impressive sight to behold. They tower over most enemies due to their massive size, and are quite intimidating. They are humanoid crocodiles that lurk in swamplands. They are large and fierce, if often dimwitted, fighters. They are often times mistaken as overly muscular lizardfolk with their thick tail and reptilian look. Nothing infuriates a Sobek more than to not be recognized as a Sobek.

 

Species Name: Sobek, Crocodile Man

Type: Humanoid

Physical Traits: Occur in natural colours like, greens, brown, and dark greys. Sobeks are adept swimmers and are almost impossible to see in the water. Long powerful arms are capable of holding prey underwater until they drown and a strong jaw can keep slippery prey from escaping. Sobeks have the most powerful bite in recorded history. If their bite hits it deals D10+STR Piercing damage and the target is grappled. The target has disadvantage to escape this grapple. If he succeeds in grappling, he can use his attack action next turn to rip his maw away. Doing this induces D12 slashing damage and ends the grapple. Their tail can also be used as a weapon and you are proficient with it. If you choose to do this it deals D6+STR bludgeoning damage.

Height: 7-8' feet

Weight: 800-1600lbs

Abilities: Sobeks can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.

A Sobek typically begins a battle by charging at an opponent, slamming their spiked body into their target. In addition to the normal benefits and hazards of a charge, this allows the Sobek to make a single primary slam attack at full attack bonus that deals 3D6 points of piercing and bludgeoning damage.
Because of their powerful tails, Sobeks have a +4 racial bonus on Jump, Swim, and Balance checks. They also have a natural tail attack. They can also perform trip attempts with their tails, sweeping their powerful tail, striking low at the target’s footing. Sobeks have thick hides with bony spikes covering them, proving them a AC 5 and allows them to deal automatic D8 piercing damage on a successful grapple attack.

Sobeks can communicate with any reptile beasts and gain a +1 bonus to attack rolls in water. They can remain underwater for 30 minutes without breathing, and gain a +5 to stealth while submerged.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 3D6 -2, WIS: 3D6 -2, STR: 3D6 +4, DEX: 3D6, CON: 3D6 +2, CHA: 3D6, MR: 3D6, HPs: CON +D20, AC: 5

Orbit/Climate: See Earth

Feeding Habits: Omnivore

Lifespan: 60 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Sobeks are strong and tough, but have slower minds and short tempers. They often are crude or even violent when they don't understand a new challenge. They are massive bi-pedal humanoids that come from the oasis and river parts of a desert. Sobeks live in small tribal villages almost indistinguishable from any other patch of swamp. Usually led by the biggest member of the tribe, male or female.

Government: Tribal

Population: 430,000


 

 

Creating a Sobek character

Step 1: Attributes
Roll attributes as normal but then minus 2 from INT and WIS, and add +4 to STR and +2 to CON. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +20, +20 per level. AC 5.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

Sobeks gain all the following free;

Sobek Body - Long powerful arms are capable of holding prey underwater until they drown and a strong jaw can keep slippery prey from escaping. Sobeks bite deals D10+STR Piercing damage and if he succeeds in grappling, he can use his attack action next turn to rip his maw away. Doing this induces D12 slashing damage and ends the grapple. A Sobek's tail can also be used as a weapon, dealing D6+STR bludgeoning damage. They can remain underwater for 30 minutes without breathing, and gain a +5 to stealth while submerged.

Additionally Sobek start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Enhanced Smell 5 Can identify the odour of any nearby water up to 10 metres away per WIS, and track it back to its exact source.
Increased AC 5 +1 AC
Intimidating 10 This character has greater presence, +1 CHA
Low light vision 5 Sobeks can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.
Natural Chameleon 5 Using this ability the Sobek can blend into and render himself nearly invisible in swamp terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passers-by, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Nature Survival 5 Due to a Sobek's extensive experience and training in swampss they gain +1 to any physical, combat and survival rolls made while within that environment. He may choose an additional terrain at level 5. Terrain types include; Jungle, Desert, Tundra, Mountain, Forest or Ocean. Each time this ability is rebought he may either take an additional +1 with their terrain OR choose a new terrain.
Reduced Sleep 10 The character needs one hour less normal sleep per 5 CON.
Reptile Empathy 5 Sobeks can establish telepathic communication with any normal or giant reptile animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes
Any but Shaman is the favoured mage class.

 

 

Races