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Shoony: Pug People For Pathfinder 1st Edition

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Shoony: Pug People for

Pathfinder 1st Edition


Shoony: Pug People for
Pathfinder 1st Edition
Author: Michael Mars Russell
Layout: Michael Mars Russell

Michael Mars Logo by Ryland Carlin

2
Shoony: Pug People for traditional, and timid. Most shoony
adventurers are neutral good or
Pathfinder 1e lawful good. Religion is a
cornerstone of shoony village
Diminutive humanoids who life; shoonies primarily
resemble squat, bipedal dogs, worship deities with an
shoonies are sometimes emphasis on family,
mistaken for weak and insular community, and living off the
pacifists. However, their sheer land. Noble shoonies—
perseverance, incredible work especially warriors—sometimes
ethic, and resourceful use of look to deities that are exemplars of
diplomacy make shoonies far from integrity, hard work, and sacrifice.
helpless.
Adventurers
Physical Description Few shoonies willingly choose to leave
Shoonies are squat, furry humanoids with their homeland and friends in favor of
flattened canid faces and wet, black eyes. facing the unknown, and the circumstances
Their fur can be a variety of hues and patterns, that lead a shoony to adventure are often
with the most common colors being fawn or dramatic and life-altering, if not tragic. That
black, and their loose skin gives even the fittest said, some shoonies do travel the world in search
shoony a pudgy appearance. Shoonies have short, of riches to bring back to their village or to avenge
curly tails that sometimes wag involuntarily when their kinfolk, and shoony adventurers who show
the shoony is content or particularly excited or pleased. bravery or ingenuity are sure to earn a place in the
Like canines, shoonies cannot sweat; they pant to legends of their people.
mitigate heat and exertion, and it is not uncommon to
see a shoony with a perpetually lolling tongue. Names
A shoony reaches maturity after just 8 to 10 years, and With their strong family values and emphasis on found
the elders of their villages rarely reach the age of 50. friends, it’s no wonder that shoonies take particular
Little differentiates male and female shoonies except pride in naming their children after other loved ones.
during the late stages of pregnancy, and as they age, Shoony names are short, guttural, and often sound like
both sexes develop graying facial fur, wrinkled skin, loose strings of unassociated vowels and soft
and frail joints. The average shoony is 3-1/2 feet tall consonants to people of other ancestries. Shoonies
and weighs 100 pounds. value names and take great care to learn and speak the
correct pronunciations of their friends’ names.
Society
Despite the shoony drive toward communal living, Standard Racial Traits
most shoony settlements are farming villages with
populations of no more than a hundred. Shoonies work Ability Score Modifiers: Shoonies are nimble and
hard to make their lands bountiful and recognize that natural diplomats but tend towards frail joints. They
large, dense populations can negatively affect the gain +2 Dexterity, +2 Charisma, and -2 Constitution.
ecosystem. Monster attacks, natural disasters, and
Size: Shoonies are Small creatures and gain a +1 size
exploitation from stronger cultures have all also
bonus to their AC, a +1 size bonus on attack rolls, a –1
limited the spread of shoonies across the world.
penalty to their CMB and CMD, and a +4 size bonus
Despite their short lifespans, shoonies are happy-go-
on Stealth checks.
lucky people with an irrepressible love for the land and
their fellow shoonies, and remain optimistic even Type: Shoonies are humanoids with the Shoony
under the worst circumstances. The simple pleasures of subtype.
living on this beautiful world, engaging in hard work,
and surrounding themselves with loved ones motivate Base Speed: Shoonies have a base speed of 30 feet.
shoonies to push through the hardships that all too Languages: Shoonies begin play speaking Common
often befall their people. and Shoony. Shoonies with high intelligence scores
Alignment and Religion can choose from the following: Dwarven, Gnome,
Most shoony societies encourage empathy and loyalty, Goblin, Halfling, Terran, and the regional language
so they’re rarely evil, but they’re also practical, prevalent in their homeland.

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Blunt Snout: Shoonies have a small, blunt snout and Shoony Favored Class Bonuses
labyrinthine sinus system that makes them resistant to
phenomena that assail the nose. Shoonies gain a +2 Alchemist: Gain 1/6 of a bonus discovery.
racial bonus to saving throws against inhaled threats, Arcanist: Add 1/3 to the number of times per day the
such as inhaled poisons, gases, and the stench ability of arcanist can use the consume magic items exploit.
monsters.
Barbarian: Add 1/5 to the armor bonus granted by
Always Underfoot: Shoonies gain a +2 racial bonus to hide armor or bone armor the barbarian wears
Acrobatics checks made to move through threatened (maximum +4).
squares.
Bard: Add a +1/2 bonus on Bluff checks to lie and
Good Boy: Shoonies gain a +2 racial bonus on
Diplomacy checks to shift a creature’s attitude.
Diplomacy and Bluff checks. In addition, when they
use Diplomacy to shift a creature’s attitude, they can Bloodrager: Add 1/5 to the armor bonus granted by
do so up to three steps up rather than just two. hide armor or bone armor the bloodrager wears
(maximum +4).
Natural Scavenger: Shoonies gain a +2 racial bonus
on Survival checks. Brawler: Add 1/4 to the brawler’s effective level to
determine their unarmed strike damage.
Improvisational Defender: Shoonies are always
prepared for fights that disrupt seemingly peaceful Cavalier: Add 1/4 to the cavalier’s banner bonus.
times. Shoonies receive Catch Off-Guard as a bonus
feat. Cleric: Add +1/2 to the cleric's channeled energy total
when healing creatures of the animal, plant, and
Low-Light Vision: Shoonies can see twice as far as magical beast types.
humans in conditions of dim light.
Druid: Add a +1/2 bonus to wild empathy checks.
Alternate Racial Traits
Fighter: Add +1/2 to damage rolls the fighter makes
The following alternate racial traits may be selected in with weapon attacks against an opponent they are
place of one or more of the standard racial traits above. flanking or an opponent that is denied its
Consult your GM before selecting any of these new Dexterity bonus to AC.
options:
Gunslinger: Add a +1/2 bonus on
Bloodhound Shoony: Bloodhound Shoonies are initiative checks when the gunslinger
descended from famous trackers and carry in has at least 1 grit point.
them that same gift of the hunt. Bloodhound
Shoonies gain the scent ability. This racial trait Hunter: Gain 1/6 of a bonus teamwork feat.
replaces Blunt Snout and Improvisational
Inquisitor: Add 1/2 to the inquisitor’s
Defender.
track bonus.
Paddler Shoony: Paddler Shoonies
Investigator: Add 1 to the
have lived long and successfully
bonus provided to a single
among the reeds and cattails of
skill (maximum +2) by inspiration.
swamps and marshes and have
This skill must be one the
adapted to the challenges of living
investigator can already apply
near waterlogged areas. They can
inspiration to. The
move through natural difficult
investigator can select a
terrain at their normal speed while
different skill each level.
within swamps. Magically altered terrain
affects them normally. This racial trait
replaces Always Underfoot.
Thickcoat Shoony: Thickcoat Shoonies hail from
colder climates. They have cold resistance 5. This
racial trait replaces Natural Scavenger.

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Kineticist: Increase the amount of burn cost reduction Sorcerer: Choose a terrain type from the ranger’s
when using the kineticist’s gather power ability by 1/6 favored terrain list. When casting sorcerer spells in the
point (the minimum burn cost of 0 still applies). chosen terrain, add 1/3 to the effective caster level of
the spell, for the purpose of determining the spells’
Magus: The magus gains 1/6 of a new magus arcana. duration.
Medium: Add 1/5 to the bonus allies gain from shared Spiritualist: The spiritualist’s phantom gains 1/6 of a
seance. This doesn’t increase the medium’s seance bonus feat. The phantom must meet all prerequisites of
boon. the selected feat.
Mesmerist: Gain a +1/2 bonus on Acrobatics checks to Summoner: Add 1/4 to the eidolon’s evolution pool.
move through a threatened area and Bluff checks to
feint. Swashbuckler: Increase the number of times the
swashbuckler can use charmed life by 1/4.
Monk: Add 1/4 to the monk’s effective level to
determine their unarmed strike damage. Vigilante: Gain 1/6 of a new social talent.
Occultist: Add a +1/3 bonus on any skill check Warpriest: Add +1/2 to the warpriest's channeled
attempted as a part of an occult ritual. energy total when healing creatures of the animal,
plant, and magical beast types.
Oracle: Reduce the penalty for not being proficient
with one weapon by 1. When the non-proficiency Witch: The witch gains 1/6 of a new witch hex.
penalty for a weapon becomes 0 because of this ability,
the oracle is treated as having the appropriate Martial Wizard: Add +1/2 to the wizard’s effective class level
or Exotic Weapon Proficiency feat for that weapon. for the purposes of determining their familiar’s natural
armor adjustment, Intelligence, and special abilities.
Paladin: Add +1/5 to the morale bonus on saving
throws provided by the paladin’s auras. Shoony Racial Feats
Psychic: Add a +1/4 bonus to AC when flatfooted, to a
maximum of what the psychic’s AC would be if not
Practiced Paddler (Racial)
flat-footed. Prerequisites: Paddler Shoony
Ranger: Add 1 foot to the range of the ranger’s Benefit: You’re skilled at navigating bogs and
hunter’s bond ability when granting a bonus to allies. marshes, even for a paddler shoony. You gain a swim
This option has no effect unless the ranger has selected speed of 20 feet and the +8 racial bonus on Swim
it 5 times (or another increment of 5). checks that a swim speed normally grants.
Rogue: Reduce the penalty for not being proficient Small but Vicious (Racial)
with one weapon by 1. When the non-proficiency
penalty for a weapon becomes 0 because of this ability, Prerequisites: Shoony
the rogue is treated as having the appropriate Martial
Benefit: Unlike most Shoony, you tend towards more
or Exotic Weapon Proficiency feat for that weapon.
aggressive behavior against those you are unfamiliar
Shaman: Add 1/2 to the shaman’s effective class level with. You gain a natural bite attack that deals 1d3
for the purpose of determining their spirit animal’s bludgeoning, piercing, and slashing damage.
natural armor adjustment, Intelligence, and special
abilities. Sodbuster (Racial)
Shifter: Add a +1/2 bonus to wild empathy checks. Prerequisites: Shoony; 5th level

Skald: Gain a +1/2 bonus on Acrobatics checks to Benefit: Years toiling in soil have made you an expert
move through a threatened area and Perform checks digger. You gain a burrow speed of 10 feet.
while performing a raging song.
Slayer: Gain a +1/2 bonus on Bluff checks to feint and
Diplomacy checks to gain information.

3
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