Mneumra

The material below except the term Mneumra is Open Game Content.
Mneumra is product identity of Primal Urge Games and is used here with permission.

Mneumra, 1st-Level Warrior Mneumra, 1st-Level Rogue
Type: Small Humanoid (Augmented Construct) Small Humanoid (Augmented Construct)
Hit Dice: 1d8+1 (5 hp) 1d6 (6)
Initiative: +0 +5
Speed: 20 ft. (4 squares) 20 ft. (4 squares)
Armor Class: 15 (+1 size, +3 studded leather, +1 light shield), touch 11, flat-footed 15 14 (+1 size, +1 Dex, +2 studded leather), touch 12, flat-footed 13
Base Attack/Grapple: +1/-2 +0/-5
Attack: Shortsword +4 melee (1d6 + 1/19-20) or light sling +2 ranged (1d4+1/19-20) Shortsword +0 melee (1d6 - 1/19-20) or light sling +2 ranged (1d4 - 1/19-20)
Full Attack: Shortsword +4 melee (1d6 + 1/19-20) or light sling +2 ranged (1d4+1/19-20) Shortsword +0 melee (1d6 - 1/19-20) or light sling +2 ranged (1d4 - 1/19-20)
Space/Reach: 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: - Sneak attack +1d6
Special Qualities: Breathless, detect disease, easily beguiled, easily distracted, extended reach, fluid physical abilities, morale bonus, poison and disease immunity, resource independence Breathless, detect disease, easily beguiled, easily distracted, extended reach, fluid physical abilities, morale bonus, poison and disease immunity, resource independence, trapfinding
Saves: Fort +3, Ref +0, Will -1 Fort +0, Ref +3, Will -1
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Str 9, Dex 13, Con 11, Int 12, Wis 8, Cha 10
Skills: Climb +2, Concentration -2, Jump +2, Sense Motive -2 Balance +4, Climb +4, Concentration -2, Escape Artist +4, Heal +4, Hide +4, Jump +4, Search +4, Sense Motive -2, Tumble +4, Use Magic Device +4
Feats: Weapon Focus (shortsword) Improved Initiative
Environment: Any Any
Organization: Gang (2-4), mob (5-10), or pack (11-20) Gang (2-4), mob (5-10), or pack (11-20)
Challenge Rating: 1/2 1/2
Treasure: Standard Standard
Alignment: Usually chaotic good Usually chaotic good
Advancement: By character class By character class
Level Adjustment: +0 +0

Mneumrae speak Common and Mneumra.

Mneumrae encountered may be warriors; half of the information in the statistics block is for a warrior of 1st level.

COMBAT

Mneumra warriors rely on the efforts of their companions and their long reach in combat. These warriors stay just beyond the reach of aggressors, deftly avoiding attacks. If the battle is predictable a day or more in advance, mneumra warriors will swap their physical ability scores for optimal performance.

Breathless (Ex): Mneumrae do not need to breath.

Detect Disease (Su): Mneumrae can detect disease at will. This ability is similar to the detect poison spell, but may only detect disease.

Easily Beguiled (Ex): Mneumrae suffer a -2 penalty on saves versus Mind-affecting spells and effects. Mneumrae also suffer a -2 penalty on Sense Motive skill checks.

Easily Distracted (Ex): Mneumrae suffer a -2 penalty on Concentration checks.

Extended Reach (Ex): A mneumra has a reach of 10 feet.

Fluid Physical Abilities (Ex): Once per day, a mneumra may swap its Strength, Dexterity, and Constitution scores. This ability requires 8 hours of rest.

Morale Bonus (Su): Humanoids actively defending a mneumra gain a +1 morale bonus to attack and damage rolls.

Poison and Disease Immunity (Ex): Mneumrae are immune to all non-magical poisons and diseases.

Resource Independence (Ex): Mneumrae do not require food or water, though they may benefit from imbibed potions.

The mneumra warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

1st-Level Rogue

The mneumra are naturally curious, picking up a wide array of skills easily. Their curiosity often leads to situations requiring quick flight. This is the perfect combination for a rogue, and many mneumrae follow this path. Half of the statistics block is for a mneumra rogue of 1st level.

COMBAT

Mneumra rogues prefer to avoid conflict whenever possible. If forced into conflict, a mneumra rogue will defend itself until an opportunity to escape presents itself, hiding behind the defenses of allies whenever possible.

Sneak Attack (Ex): If a mneumra rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The mneumra rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the mneumra rogue flanks her target. This extra damage is 1d6 at 1st level. Should the mneumra rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, a mneumra rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

A mneumra rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The mneumra rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A mneumra rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex): Mneumra rogues can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Mneumra rogues can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A mneumra rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

The mneumra rogue presented here had the following ability scores before racial adjustments: Str 9, Dex 13, Con 11, Int 12, Wis 8, Cha 10.

MNEUMRAE AS CHARACTERS

Mneumrae characters possess the following racial traits.
- Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
- Mneumra base land speed is 20 feet.
- Special Qualities (see above): Breathless, detect disease, easily beguiled, easily distracted, extended reach, fluid physical abilities, morale bonus, poison and disease immunity, resource independence.
- Racial Proficiencies:
- Automatic Languages: Common and Mneumra. Bonus Languages: Gnome and Halfling.
- Favored Class: Rogue.
- Level Adjustment: +0

Page tags: humanoid monster pug
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