Zubbit

“My blood may be cold, but my heart is noble and true. My sword can say the same.”

The desire to do right boils in the veins of every mogogol. With the zubbit, however, it also pounds with every beat of his heart. Enamored with the concept of the champion protector of good, the zubbit has made it his obsession. The zubbit dresses the part of a true knight-even if the armor is leather, the sword is made of wood, and he may be a rogue by vocation. Never-the-less, he adheres to a strict code of honor and has honed his combat abilities to best defend the helpless, uphold the righteous, and destroy the wicked.

The zubbit has learned to inspire others to feats of action and courage, to make the most of meager arms and armor, and harness uncanny luck. His idealistic nature and impeccable moral compass gives him an air of nobility.

Role: Zubbits are warriors and leaders. They are best at strengthening weak points during combat.

Hit Die: d10

Requirements

To qualify to become a zubbit, a character must fulfill all of the following criteria:

Alignment: Zubbits must be lawful good. They must adhere to the virtues of this alignment.

Base Attack Bonus: +4.

Races: Mogogol.

Feats: Endurance, Mounted Combat.

Skills: Diplomacy 6 ranks, Knowledge (nobility) 3 ranks, Ride 3 ranks.

Class Skills

The zubbit’s class skills (and the key ability for each skill) are Diplomacy (Cha), Intimidate (Cha), Knowledge (nobility) (Int), Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.

Table: Zubbit
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +0 +0 +1 Armor of the heart +1, inspiring aura (adjacent)
2nd +2 +1 +1 +1 Claws of the meek +1
3rd +3 +1 +1 +2 Leaping step
4th +4 +1 +1 +2 Courageous aura (adjacent), armor of the heart +2
5th +5 +2 +2 +3 Claws of the meek +2
6th +6 +2 +2 +3 Inspiring aura (10 feet)
7th +7 +2 +2 +4 Armor of the heart +3
8th +8 +3 +3 +4 Claws of the meek +3
9th +9 +3 +3 +5 Courageous aura (10 feet)
10th +10 +3 +3 +5 Armor of the heart +4

Class Features

The following are class features of the zubbit prestige class.

Weapon and Armor Proficiency

Zubbits are proficient with all simple and martial weapons, with light and medium armor, and with all shields.

Armor of the Heart (Su)

At 1st level, the zubbit gains a +1 dodge bonus to AC, and a +1 moral bonus to Fortitude and Reflex saving throws while wearing light or medium armor. This bonus increases by +1 at 4th, 7th, and 10th level.

Inspiring Aura (Su)

Also at 1st level, the zubbit’s allies gain a +1 morale bonus to attack rolls when standing adjacent to him. At 6th level, this effect extends out to a 10-foot radius.

Claws of the Meek (Su)

At 2nd level, whenever you are wielding a simple or martial melee weapon that is both mundane and non-magical, you gain a +1 enhancement bonus to hit and damage rolls with that weapon. This bonus increases by +1 at 5th and 8th level. A mundane weapon is one that costs the same or less than those listed in the equipment section of this game core rulebook and has no special bonuses related to design, material, or enchantment.

Leaping Step (Ex)

At 3rd level, the mogogol may make a 10-foot step, which is the same as a 5-foot step except that the distance traveled is 10 feet. This step must be in a straight line.

Courageous Aura (Su)

Starting at 4th level, the zubbit’s allies gain a +4 morale bonus on savings throws versus fear effects when standing adjacent to him. At 9th level, this effect extends out to a 10-foot radius.

Section 15: Copyright Notice

Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria Publishing; Author: J. Matthew Kubisz

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