Amphibian Fauna

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Frogs and salamanders are most often found in the Stitched Lands, but prosper anywhere with sufficient water. They're especially agile in their preferred environment, and can survive underwater indefinitely.

Amphibians are medium or small monstrous humanoids. They do not gain any abilities from the monstrous humanoid creature type.

Amphibian Physiology

Amphibians can heal serious injuries especially quickly, and some are lethally toxic.

Choose Poison Skin or Bountiful Healing.

Poison Skin

As a standard action, you may make a melee touch attack to deal 2d6 acid damage plus your highest physical ability modifier. If you're grappling your target, you deal this damage with no attack roll. If you're being grappled, you may use this as an immediate action and deal damage with no attack roll. In either case, when you hit automatically, your target is allowed a Fortitude save (DC 10 + 1/2 your character level + 1/2 your highest physical ability modifier) to half the damage.

After using this ability, you may not use it again until 1d4+1 rounds have passed.

This is a poison effect, and is negated by entirely sealed armor, such as diving suits.

Bountiful Healing

You recover 50% more hit points (minimum 1) whenever you recover hit points from rest. Whenever you are healed of hit point damage by a spell or supernatural ability, you heal an additional 2 hit points for every die rolled as part of the healing. The extra healing does not apply to spells or other effects that grant fast healing, regeneration, or similar effects.

Aquatic

You gain a swim speed of 30 feet and the ability to breathe underwater. This swim speed gives you a +8 bonus on Swim checks. You also gain the Aquatic subtype.

Reaching Appendage

You possess a tail or tongue that you can use to carry objects. It has a reach of 10 feet, and you can use it to pick up objects that weigh no more than 5 pounds, attempt sleight of hand checks, perform steal and disarm maneuvers, deliver melee touch attacks, or retrieve small objects on your person as a swift action.

Skill Familiarity

You gain a +2 origin bonus to Heal checks and your choice of Acrobatics or Stealth checks.

Amphibious Skin

You dehydrate easily and are especially dependent on water. If you go more than one day without access to water, you immediately die after 4 hours multiplied by your constitution modifier.

You may choose not to take this disadvantage, but if you do, you lose the aquatic subtype and the ability to breathe underwater, instead only being able to hold your breath for 10 times longer than normal.