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Okay, so here's a conversion I did the other night. I am taking some liberties with their different descriptions and meshing the tough little buggers from OD&D with the notion of them as builders in VotPA/Red Steel. In doing so, I've made them a bit stockier than their Red Steel versions, which IMO differentiates them a bit from kobolds as well. I've also removed ability score bonuses and penalties- they never seemed like they were particularly faster than other creatures, and with the 3.5 carrying capacity restrictions based on size already in place, I didn't think I needed to penalise them further.
I'll put up a more comprehensive racial description later, but any thoughts for now?
Cay-Manby Andrew Theisen
Size/Type: Tiny Humanoid (Reptilian)
Hit Dice: 2d8 (8 hp)
Speed: 20 ft. (4 squares)
Armour Class: 13 (+2 size, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-6
Attack: Bite +3 melee (1d4) or short sword +3 melee (1d3/19-20) or javelin +3 ranged (1d3)
Full Attack: Bite +3 melee (1d4) or short sword +3 melee (1d3/19-20) or javelin +3 ranged (1d3)
Space/Reach: 2 1/2 ft./0 ft.
Special Qualities: Darkvision 90 ft., hold breath
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 10, Dex 11, Con 11, Int 10, Wis 10, Cha 10
Skills: Craft (stonemasonry) +5, Handle Animal +3, Hide +8, Move Silently +2, Swim +3
Environment: Temperate marshes
Organisation: Team (4-6) crew (10-20 plus 50% non-combatants plus 1 3rd-level foreman), or village (30-60 plus 1 or 2 foremen of 4th or 5th level, 1 leader of 5th-7th level, and 3-5 monitor lizards)
Challenge Rating: 1/2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0
Cay-men are short, stocky reptilian humanoids. Inventive but impractical architects, they build mazelike towns above and below ground.
A cay-man's scaly hide is mottled green or brown in coloration. They have powerful, toothy jaws and short tails. Their silvery eyes glow in the dark and provide them with excellent darkvision. A cay-man stands 1 to 11/2 feet in height and weighs around 12 to 15 pounds. Caymen speak Draconic.
Cay-men generally avoid combat except in self-defence. They prefer to surprise opponents, make a few quick attacks, and then flee. They prefer to throw their javelins (which they call boks) from cover or the safety of their fortified villages, then close to finish off opponents with their bites or short swords (grooka, to the cay-men).
Some groups of cay-men make use of war chariots pulled by small lizards and special grenades filled with an explosive alchemical substance prepared by their shamans.
Hold Breath (Ex): A cay-man can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Cay-men have a +2 racial bonus on Craft (stonemasonry), Handle Animal, and Swim checks.
Cay-men characters possess the following racial traits.
- Tiny size: +2 bonus to Armour Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
- A cay-man's base land speed is 20 feet.
- Darkvision out to 90 feet.
- Racial Hit Dice: A cay-man begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
- Racial Skills: A cay-man's humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Craft (stonemasonry), Handle Animal, Move Silently, and Swim. Cay-men have a +2 racial bonus on Craft (stonemasonry), Handle Animal, and Swim checks.
- Racial Feats: A cay-man's humanoid levels give it one feat.
- Weapon and Armour Proficiency: A cay-man is automatically proficient with the short sword and all simple weapons.
- +1 natural armour bonus.
- Natural Weapons: Bite (1d4).
- Special Qualities (see above): Hold Breath.
- Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Terran.
- Favoured Class: Rogue.
- Level adjustment +0.