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Aspek (ˈa-ˌspek)

The river hides more then monsters.

Aggressive and brutish, the crocodilian aspeks are notorious and territorial, often known as mercenaries or enforcers who rely on their physical might to defend their claims.   Physical Description: Aspek are naturally armoured bipedal crocodilians with tough, rigid scales and a thick skull. With their large mass comes with a tough frame that give them an aggressively intimidating posture, and their dense bones and muscles make them incredibly resilient, allowing them to take more punishment. The aspeks do not run very fast on land when attempting to use bipedal movement but can chase down prey consistently while traversing on all fours. The reason for this is that their bipedal nature is only accomplished with their tail's massive weight balancing acting as a counter balance. Their specialty is hunting in and near water sources due to their incredible swimming capabilities. Unlike other crocodilian creatures, their eyesight is relatively normal and do not need smell to make up for it, but still bear the common visual distinctions that crocodilian eyes commonly do, such as the vertical slit and secondary film to protect from water. Their legs and arms are tipped minor claws that are primarily vestigial compared to the sharp teeth in their long maw. Their hide commonly comes in a wide variety of colours such as turquoise, brown, gray, and rarely orange or red. This hide is surprisingly soft on their underbelly, and as such, most aspek dislike being touched there and try to keep it covered by adornments or war paint.

Adulthood Intuitive Self-Taught Trained
15 Years +1d4 years (16 – 19 years) +1d6 years (16 – 21 years) +2d6 years (17 – 27 years)
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. – 6 ft. 6 in.) 120 lbs. +(2d10×5 lbs.) (130 – 220 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. – 6 ft. 1 in.) 85 lbs. +(2d8×3 lbs.) (95 – 185 lbs.)
Society: Aspek society is commonly one of relaxing within water, with most interactions being minor contests when they get annoyed with each other, they often reside within marshes and swamps that can help their primary form of spawning, as they commonly mass lay eggs within a protected watery location where they build they villages. The eldest often wear a turmoil of war paint to represent their stature and experiences, with younger aspeks lacking warpaint in entirety due to their inexperience. Questioning and arguing with the primary elder within a aspek community is often seen as behavior worthy of exile.   Relations: Aspek are one of the few non amphibious races that don't commonly reside within cities even if they have a community within the area due to their special requirements for overall nesting and mating, cities that bear the capacity to specially care for aspek do see plenty of interaction with trade, properly integrating and bringing them into the city's social circle. Despite this, aspek are still one of the founding members of the brigandine pact, and have mutual respect for the other founders, as well as other warrior cultures who survived through the ancient wars. Most interactions with aspeks are primary for cultural exchanges and exchanging of goods, with younger aspeks hoping to earn war paints to mark themselves with. Their large stature and warrior heritage often puts them at odds with merfolk and others more peaceful races who dislike the aggressive nature of such youthful aspeks.   Alignment and Religion: Aspek's prideful and aggressive natures do not prevent them from being of any alignment, though most common aspeks would lean towards chaotic neutral. Though not particularly common, the ancient aspeks did sign the brigandine pact and recognize the conglomerate church as their pantheon, choosing primarily to prefer gods that benefit their own needs and desires.   Adventurers: While aspeks are very disruptive towards proper party cohesiveness, they are powerful warriors and defenders when necessary in the heat of battle. A wandering aspek could be seen to join such adventuring groups if they feel they're getting their way from such an arrangement. But few have the patient for one.

Standard Racial Traits

  • Ability Score Racial Traits: Aspeks are thick-skinned and ruthless, but often reveal themselves as the brutes they are before a show of strength even occurs. They gain +2 Strength, +2 Constitution, and -2 Wisdom.
  • Type: Aspeks are monstrous humanoids.
  • Size: Aspeks are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Aspeks have a base speed of 30 feet and a swim speed of 30 feet.
  • Languages: Aspeks begin play speaking Common. Aspeks with high Intelligence scores can choose from the following: any cultural language, Aklo, Aquan, Draconic, Elven, Gnoll, and Orcish. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
  • Skilled: Aspeks have a +2 racial bonus on Stealth and wild empathy checks.
Defense Racial Traits
  • Crocodilian Hide: Aspeks have a sturdy thick reptilian hide, granting them a +1 natural armor bonus.
Offense Racial Traits
  • Ferocity: Aspeks possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Aspeks are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
  • Natural Attack: Aspeks gain a bite attack as a primary natural attack that deal 1d6 points of damage.
Sense Racial Traits
  • Darkvision: Aspeks have darkvision and so can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Aspeks can see twice as far as humans in conditions of dim light.
Magical Racial Traits
  • Spell-like Ability (Sp): Aspeks with a Wisdom score of 18 or higher can use scare once per day as a spell-like ability. The caster level for this ability is equal to the aspek’s character level.

Traits

Crocodile Swim (Aspek)   You grew up near crocodiles, learning to move as they do.   Prerequisite(s): Aspek.   Benefit(s): You gain a +2 trait bonus on Swim and Stealth checks while moving at half speed or less and mostly or completely underwater. One of these skills (your choice) becomes a class skill for you.
Terrifying Lunge (Aspek)   Once badly bitten by a stronger aspek, you learned the importance of showing your strength.   Prerequisite(s): Aspek.   Benefit(s): Once per day, when you hit a flat-footed foe with a melee attack, you can make an Intimidate check to demoralize that foe as a swift action. Intimidate becomes a class skill for you.