Wednesday, July 12, 2023

PF2e Ancestry: Barsook (Badgerfolk)



As part of my ongoing development of my campaign setting I needed a badgerfolk. Badgerfolk themselves are a carryover from a few Autumnlands inspired adventures I ran using Numenera an eternity ago, and at that point they were just a re-skinned Jack (i think). I don't really have a fluff inspiration, but upon my search to see if anyone had done this yet and save myself some work I came across DMDave's post here. It works for me, but you'll notice that I made them a medium size. If I'm feeling creative writerly, or if a player wants to put their stamp on the Ancestry I'll

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Barsook

Hit Points

8

Size

Medium. About 4 feet tall, just under that of dwarves.

Speed

20 feet

Ability Boosts

Constitution
Wisdom
Free

Ability Flaws

Dexterity

Languages

Common
Barsook
Additional languages equal to your Intelligence modifier (if it's positive).

Low Light Vision

You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Traits

Barsook
Humanoid
Beastfolk

Level 1 Feats

  • Barsook Lore: Having studied with the great thinkers of your community you have learned to look at the world with an objective, academic eye. You gain the trained proficiency rank in Nature and Society. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Barsook Lore.
  • Barsook Weapon Familiarity: You favor the unusual weapons tied to your people, such as blades with curved and peculiar shapes. You are trained with the glaive and kukri. In addition, you gain access to kukris and all uncommon Barsook weapons. For the purpose of determining your proficiency, martial barsook weapons are simple weapons and advanced barsook weapons are martial weapons.
  • Keen Smell: You gain a +2 circumstance bonus to all Perception checks that rely on smell.
  • Badger Claws: You have the strength in your claws to dige through sand, earth, mud, or ice but not rock. You gain a burrowing speed of 10 feet. In addition, your claws are a natural weapon granting you 1d4 + STR slashing damage. Your claws are in the brawling group and have the unarmed trait.
  • Burrow Elocutionist: You recognize the chittering of ground creatures as its own peculiar language. You can ask questions of, receive answers from, and use the Diplomacy skill with animals that have a burrow Speed, such as badgers, ground squirrels, moles, and prairie dogs. The GM determines which animals count for this ability.


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