Kremodile

Kremodiles be a race o' humanoid crocodiles that live on th’ Crocodile Islands. They have th' head o' a crocodile, snout and all, wit' a scaly and portly humanoid body what ends wit' a tail. Their hands and feet be webbed wit’ claws, but they ain’t useful in battle. Most are about th' same height as a human, but thar be smaller variants as well. Some legends tell o' Kremodiles that grow ta' twice th' height o' a regular Kremodile. Physical Description: Kremodiles be a tad taller than most humans. They be akin ta’ crocodiles, but humanoid. Their scales range in colors from green, gray, brown, yellow, orange, blue, and even purple. Th' scales on th' abdomen o' a Kremodile is always a lighter color than th' rest o' their body, and may even appear smooth much like that o' a crocodile's. Their head has a long snout, and a mouth filled wit' sharp teeth what protrude from th’ top jaw when shut. On each hand they have four webbed fingers, and four webbed toes on each foot. They have a tail equal ta' approximately half o' their height. Their legs and arms seem stubby, only slightly longa' than a crocodile's limbs. Kremodiles tend ta’ be ratha’ portly fellows, especially those what don’t adventure and stay on land.

Kremodile Variants:
Due ta' varyin’ genetic thar be a few types o’ kremodiles. Krekodiles, Kreklings, and Kromidiles. Krekodiles be that thar typical sized medium kremodile. Many Kremodiles be born quite small, like a gnome er halfling, these be kreklings. These here Kreklings only have a few diffarences, but otha'wise be like their Krekodile kin. More rarely you'll get a large Kremodile, a Kromidile. Krekodiles usually don’t grow past a certain height, but some Krekodiles grow ta' large size on the years before adulthood after seemin' like they'd be a typical Krekodile, becoming a Kromidile. Krekodile: Th’ most common o’ th’ kremodiles. These medium sized crocs be the standard fer most kremodiles. Krekling: Th' small variant o' Kremodiles ain't as hardy, but compensate wit' bein' nimble. Otha' than that and their size, they be th' same as krekodiles. Kromidile: Large Kremodiles howeva' be quite diffarant. They usually ain't as smart and be lumbarin' oafs. They move slowa', think slowa', but hit harda'.

Society:
Kremodiles be a treacherous and unda’handed lot. They value matarial wealth and powa’ ova’ most anythin’. Willin' ta' steal, cheat, and scam othars fer their parsonal benefit. They also have quite a tempa' and hold grudges. Howeva' Kremodiles have their own code o’ conduct. They typically go by a vauge pirate code o’ some sorts what be modified fer use wit’in a society. Despite their vicious attitudes Kremodiles can be sarcastic and take a few jokes. Many Kremodile pirates take their goods back ta' th’ Crocodile Islands ta' trade. Most on th' island hold menial jobs, become bandits, swamp pirates, er have their hand at running a village. Kremodiles, who be known fer their anger, be quite less known fer their patience. They stalk their prey, waitin' for the right moment ta' strike. Their lazy attitude be th' cause fer 'em using traps lined wit' bait. Why catch yer prey yerself when a contraption can do it fer ya? Kremodiles be pirates at heart, tend ta’ be greedy, and naturally capitalistic.

Relations:
Kremodiles don't have good relations wit' otha’ societies. Mainly due ta' their piratin' ways on th' high seas that have given them quite th' reputation around th' world. Those what do have relations wit’ kremodiles typically th’ marcenary er bandit sort, that er unda’handed govarnments lookin’ fer goods. Alignment and Religion: Most Kremodiles will worship a patron deity o' th' sea, swamps, er weatha’. Those what take ta’ th’ land can always find a deity o’ commarce er somethin’ ta’ worship. Adventurers: Kremodiles will sometimes set off and adventure in th' oceans on a ship wit' fellow adventurars. Kremodiles don’t mind being inland, but most adventurin' types prefar a seafarin' life.

Krekodile Racial Traits
Ability Score Modifiers: +2 Constitution, +2 Wisdom, -2 Intelligence

Type: Humanoid (Reptilian)

Medium (0 RP): Krekodiles have no bonuses or penalties due to their size.

Size: Krekodiles are Medium creatures.

Normal Speed (0 RP): Krekodiles have a base land speed of 30 feet.

Swim Speed: Krekodiles have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Languages (0 RP): Krekodiles begin play speaking Common and Kremodile. Krekodiles with high intelligence scores may choose from the following: Aquan, Goblin, Gnoll, Orc, and Undercommon.

Pirate at Heart (1 RP): Acrobatics and Profession (sailor) are always class skills for krekodiles.

Natural Armor (2 RP): Krekodiles gain a +1 natural armor bonus to their Armor Class.

Bite (3 RP): Krekodiles gain a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Hold Breath: Krekodiles can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Krem Krawl: While prone, a krekodile can move at half speed. This movement provokes attacks of opportunity as normal. A krekodile can take a 5-foot step while crawling.

Krekling Racial Traits
Ability Score Modifiers: +2 Dexterity, +2 Wisdom, -2 Intelligence

Type: Humanoid (Reptilian)

Size: Kreklings are small creatures.

Normal Speed: Kreklings have a base land speed of 30 feet.

Swim: Kreklings have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

Languages: Kreklings begin play speaking Common and Kremodile. Kreklings with high intelligence scores may choose from the following: Aquan, Goblin, Gnoll, Orc, and Undercommon.

Pirate at Heart: Acrobatics and Profession (sailor) are always class skills for kreklings.

Natural Armor: Kreklings gain a +1 natural armor bonus to their Armor Class.

Bite: Kreklings gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

Hold Breath: Kreklings can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Krem Krawl: While prone, a krekling can move at half speed. This movement provokes attacks of opportunity as normal. A krekling can take a 5-foot step while crawling.

Alternate Racial Traits (For Both Variants)
Alternate Racial Traits Th’ followin’ racial traits may be selected instead o’ existin’ Kremodile racial traits. Consult yer GM before selectin’ any o’ these new options. Carrion Sense: Kremodiles have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). This racial ability replaces pirate at heart.

Crocodilian Empathy: Some kremodiles are more attuned to their reptilian brethren. Kremodiles with this racial trait gain a +4 bonus on Handle Animal checks made to influence crocodilian creatures. This racial trait replaces pirate at heart.

Klinger: Some kremodiles live where swimming is of no real use. These kremodiles learn how to climb and traverse the treetops and cliffs around them. Kremodiles with this trait have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. This racial trait replaces swim speed.

Klobber: Some land dwelling kremodiles never meet the sea, instead learning to overcome their prey with speed. Kremodiles with this racial trait gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. a kremodile with this racial trait also gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the kremodile and its opponent are standing on the ground. This racial trait replaces swim speed.

Stalker: Some kremodiles are more in tune with being a predator than a pirate. Perception and Stealth are always class skills for kremodiles with this racial trait. This racial trait replaces pirate at heart.

Crocodilian Ancestry (General, Racial)
Some Kremodiles inherit ancient longevity from their crocodilian ancestry.

Prerequisites: Kremodile (Any Variety), 15 Con

Benefits: A Kremodile with this feat becomes immune to the negative effects of aging.

Crocodile Locomotion (General, Racial)
You have learned to walk as if you were a crocodile.

Prerequisite: Krem Krawl, Kremodile (Any Variety)

Benefit: A kremodile with this feat can efficiently move on all fours. A kremodile can crawl at their land speed and can make bite attacks at no penalty while prone. Once per minute a prone kremodile may sprint, doubling their land speed for 1 round.

Death Roll (Combat, Racial)
You have mastered the use of the death roll, a fearsome attack used by many crocodile brethren.

Prerequisite: Base Attack Bonus +5, Improved Grapple, Improved Unarmed Strike, Kremodile (Any Variety)

Benefit: When grappling a foe of its size or smaller, a kremodile can perform a death roll upon making a successful grapple check. As the kremodile clings to its foe with its jaws, it tucks in its limbs and rolls rapidly, twisting and wrenching its victim. The kremodile inflicts its bite damage and knocks the creature prone. If successful, the kremodile maintains its grapple.

Prehistoric Ancestry (General, Racial)
Some Kremodiles inherit ancient longevity from their crocodilian ancestry, dating back to prehistoric times.

Prerequisites: Kremodile (Any Variety), Crocodilian Ancestry, 5th Character Level

Benefits: A Kremodile with this feat no longer dies from old age.

Tail Slap (Combat, Racial)
You have trained yourself to use your tail in combat like any other weapon.

Prerequisite: Base attack bonus +1, Kremodile (Any Variety).

Benefit: You can make a tail slap attack with your tail as a secondary natural attack, dealing 1d6 bludgeoning damage for a medium sized creature. Tripping Tail (Combat) You can use your tail to trip your opponents. Prerequisite: Base Attack Bonus +3, Kremodile, Tail Slap Benefit: A kremodile that hits with its tail slap can make a trip attack as a free action that does not provoke attacks of opportunity.

Made by Kaptain K. Rool

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