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The Na'vi are an indigenous species that live on the fictional world of Pandora.

The Na'vi are humanoid in appearance, having pairs of eyes, ears, arms, and legs like humans, as well as a nose, a mouth, and expressions recognizable to humans. The Na'vi differ by having blue skin, pointed ears, huge eyes, and tails. They are also taller but also have narrower proportions in body frame. The Na'vi can commune with animals on their planet by literally plugging their ponytails into the creatures' nerve systems. To become a warrior, a Na'vi must tame and ride a creature known as Ikran. The Na'vi also use this neural bonding system to mate with a "life partner", a bond that when made, cannot be broken in the Na'vi's lifetime. +2 Dexterity, +2 Strength, +2 Constitution. Large size: 1 penalty to Armor Class, 1 penalty on attack rolls, 4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Na'vi have 10'/10' reach. Speed: 40 feet Low-Light Vision: Na'vi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Racial Skills: Na'vi have a the following as racial skills and receive a racial bonus of +2: Balance, Handle Animal, Hide, Listen, Ride and Survival checks. Natural Armor Bonus: +1 Racial Hit Dice: A Navi begins with 3 levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3 Automatic Languages: Common, Na'vi. Weapon Proficiency: Navi are proficient in simple weapons and bows. Favored Class: Barbarian Queue (Ex): Na'vi can link with other animals on Pandora and even plants. The creature must be adjacent to the Na'vi. For unwilling beings, the creature must be pinned to allow this link to work. With willing beings, the Na'vi must merely taken an action to do so. Upon linking, the two organisms share senses, including scent and vision. The Na'vi receives its character level as a bonus to Ride and Handle Animal checks. If linking with plants, the Na'vi gets the same bonus to Knowledge (nature) checks.

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Na'vi
+2 strength, +6 dexterity, +4 constitution, -2 charisma. Navi are lithe and limber but can be gruff and stubborn. Monstrous Humanoid Large: As a Large creature, a Navi gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, a +4 size bonus on Grapple checks, and his or her lifting & carrying limits are 2 of those of a Medium character. They are tall large creatures. Na'vi' base land speed is 40 feet. Na'vi have a climb speed of 20 feet. Na'vi are natural climbers, able to scramble up trees with ease. A Navi has a +8 racial bonus on all Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing Navi. Also, Navi add their Dexterity modifier to Climb checks instead of their Strength modifier. Low-Light Vision: A Navi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Na'vi retain the ability to distinguish color and detail under these conditions. Bio-luminescence: in conditions of non-magical darkness, Na'vi give off light in clear illumination to a range of 10ft and shadowy illumination to a range of 20ft, this ability can be suppressed as a free action, and activated again also as a free action, when suppressed, Na'vi give of light on shadowy illumination to a range of 5ft. +4 racial bonus to Jump, Tumble, and Balance checks: Navi are accomplished acrobats at home in dense jungles. Natural Armor +3. Na'vi have particularly thick hides. Damage Reduction 5/slashing or piercing. Na'vi bones and muscles are reinforced by natural forming carbon fiber that protects them against crushing and falling. Neural Queue. The Navi can use this to bond with any willing animal that also has this neural link (called a 'whip' on animals). A hostile animal must be pinned for one round before the Navi can force the bond. A bonded animal's attitude is helpful and follows all commands (even ones it may not be trained in). Because of the shared consciousness, both animal and Navi receive a +4 bonus to spot and listen checks. A bonded rider can take 10 on ride checks even if untrained or in a stressful situation, and receives an inherent +5 to Ride checks while riding the bonded animal only. If either mount or rider dies while bonded, the link is broken and the surviving creature is dazed for one round. Spells or effects that require a will save affect both mount and rider, but they both use the highest modifier of the two. Racial Hit Dice: A na'vi begins with one level of monstrous humanoid, which provide 1d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +2, Ref +0, and Will +2. Racial Skills: A na'vi's monstrous humanoid levels give it skill points equal to 4 (2 + Int modifier). Its class skills are Balance, Climb, Handle Animal, Jump, Listen, Ride, Spot, Survival, and Tumble. Racial Feats: A na'vi's monstrous humanoid level gives it one feat. Automatic Languages: Common, Na'vi. Bonus Lanuages: Any (other than secret languages, such as Druidic). Favored Class: Ranger Level Adjustment: +1

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Na'vi:
+4 Strength, +6 Dexterity, +2 Constitution, +2 Wisdom Humanoid (Na'vi) Large: As a Large creature, a Navi gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2 of those of a Medium character.

Na'vi base land speed is 60 feet. Slight Build: The physical stature of the na'vi lets them function in many ways as if they were one size category smaller. Whenever a na'vi is subject to a size modifier or special size modifier for an opposed check (such as Hide), the na'vi is treated as one size smaller if doing so is advantageous to the character. A na'vi is also considered to be one size smaller when "squeezing" through a restrictive space. A na'vi can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a na'vi remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Brain Stem: The na'vi have an evolutionary adaptation, an extention of their brainstem that ends in a highly responsive clump of tendrils that grip at anything that is presented to them. A na'vi, as a full-round action that provokes an attack of oppurtunity, can present this clump of tendrils to the clump of tendrils of any other being who posesses this evolutionary adaptation. This can be done with a creature whether they are willing or not, though, to do so to an unwilling creature, the na'vi must win in a grapple and pin them first. After the presentation of this clump of tendrils, then, the two clumps grip each other, and form an extremely tight bond, through which both creatures can feel. While this bond has been formed, the two creatures are in constant communication, and any danger that one is aware of, both are aware of. Neither creature can be flanked or caught flatfooted, unless both are flanked or caught flatfooted. As soon as the two creatures form this bond, then, they immediately see into each others memories, and instantly understand each other, and their additudes towards each other immediately improve to 'Helpful', and neither will try to harm each other after this point. In order to keep a bond steady, the two creatures must be within 10 feet of each other, moving farther away breaks the bond. +2 racial bonus on all saving throws. Natural Balance: A na'vi may move their full movement while using the Tumble or Balance skill without suffering a penalty or increasing the DC of the check. Speed: When running, a na'vi multiplies their speed by 6 instead of the normal 4, taking the Run feat increases this to 7 and wearing medium or heavy armor decreases it to 5. Automatic Languages: Common and Na'vi. Bonus Languages: Any. Favored Class: Any. When determining whether a multiclass na'vi takes an experience point penalty, their highestlevel class does not count. LA: +2

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Na'vi
# +2 strength, +6 dexterity, +4 constitution, -2 intelligence, +2 wisdom, -2 charisma. na'vi are lithe and hardy but they're stubborn, insular, and ignorant of the outside world. # Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. # Space/Reach: 10 feet/10 feet. # A na'vi's base land speed is 40 feet. # A na'vi has a climb speed of 20 feet. na'vi are natural climbers, able to scramble up trees with ease. A na'vi has a +8 racial bonus on all Climb checks. It must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If it chooses an accelerated climb, it moves at double its climb speed and makes a single Climb check at a -5 penalty. It cannot run while climbing. It retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing na'vi. Also, na'vi add their Dexterity modifier to Climb checks instead of their Strength modifier. # Low-Light Vision: A na'vi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. # +4 racial bonus on Jump, Tumble, and Balance checks: na'vi are accomplished acrobats at home in dense jungles. # Natural Armor +4. Na'vi have particularly thick hides. # Damage Reduction 2/-. Na'vi bones are reinforced by a natural chemical that makes them resistant to damage. # Bonding Tendrils. The tendrils in a na'vi's braid can be used to bond with animals in order to share a collective conscious. Bonding with a willing animal is as simple as combining tendrils. A hostile animal must be knocked unconscious through non-lethal damage or pinned for at least one round. A bonded animal is friendly to the na'vi and follows all commands (even ones it may not be trained in). Because of the shared consciousness, both animal and na'vi receive a +4 bonus to spot and listen checks. A bonded rider can take 10 on ride checks even if untrained or in a stressful situation. If either mount or rider dies while bonded, the survivor takes 1d6 nonlethal damage per hit dice of the fallen creature. Spells or effects that require a will save affect both mount and rider although they use the highest will save between them. # Racial Hit Dice: A na'vi begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +1, and Will +3. # Racial Skills: A na'vi's monstrous humanoid levels give it skill points equal to 6 (2 + Int modifier). Its class skills are Balance, Climb, Handle Animal, Jump, Listen, Ride, Spot, Survival, and Tumble. # Racial Feats: A na'vi's humanoid levels give it two feats. # Automatic Languages: Common, Na'vi. # Favored Class: Ranger # Level Adjustment: +3

GREAT LEONOPTERYX (NA'VI NAME: TORUK)


Colossal Animal (Wingspan: 80 ft., Head-to-Tail Length 40 ft.) Hit Dice: 20d8+360 (450 HP) Initiative: +18 Speed: 40 ft. (8 squares), fly 200 ft. good (40 squares) Armor Class: 28 (-16 size, +18 Dex, +16 natural) touch 10, flat-footed 13 Base Attack/Grapple: +15/+71 Attack: Bite + 23 melee (4d6+12) or Claw +18 melee (2d6+12) Full Attack: Bite +23 melee (4d6+12) and 2 Claws +18 melee (2d6+12) Space/Reach: 80 ft./40 ft. Special Attacks: Special Qualities: Low-Light Vision, Scent, Air Mastery, Eywa Connection, Saves: Fort +30, Ref +30, Will +13 Abilities: Str 35, Dex 46, Con 46, Int 2, Wis 24, Cha 24 Skills: Balance +11, Climb +36, Listen +23, Swim +3, Spot, Feats: Flyby Attack, Improved Flyby Attack, Wingover, Power Attack, Improved Bull Rush, Awesome Blow, Ability Focus (Claw) Environment: Sky Organization: Solitary (sometimes rode by Na'vi warrior) Challenge Rating: I dont really know about assigning challenge ratings, any suggestions? Advancement: Large 1-2 HD, Huge 3-6 HD, Gargantuan 7-11 HD, Colossal 16+ Level Adjustment: -

Mountain Banshee (NAVI NAME: IKRAAN)


(CR 6, HD 7d12+14) N Huge Dragon Init +1 Spd 20 or Fly, Good 60 Senses Scent (Ex); Blindsense (Ex): 60 ft.; Low-light Vision (Ex); | Listen +13, Spot +16 AC 17 (FF 16, Touch 9) hp 59 (Disabled -2/Dying -15/Injury 15) Saves: Fort +7, Ref +6, Will +6 Immunity: Paralysis (Ex), Immunity: Sleep Effects (Ex), Atk +9/+4 base melee, +6/+1 base ranged; Grapple +19; Face 10'x10'; +9 Melee (Bite 2d8+2/crit 20/x2) and +7 Melee (2 Wing 1d8+2/crit 20/x2) and +7 Melee (2 Talon 2d6+2/crit 20/x2); SA: Improved Grab (Ex), Snatch (Ex) Abilities STR 19, DEX 12, CON 15, INT 6, WIS 12, CHA 9 Feats: Ability Focus, Alertness, Flyby Attack, Multiattack. Skills: Hide + 3, Listen + 13, Move Silently + 11, Spot + 17. Special Attacks: Improved Grab (Ex): To use this ability, the Mountain Banshee must hit with both claw attacks. If it gets a hold, it hangs on and bites. Snatch (Ex): If a Mountain Banshee gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws each round the hold is maintained. The Mountain Banshee can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the Mountain Banshee flings it while flying, the creature suffers this amount or falling damage, whichever is greater. Skills: A Mountain Banshee receives a +4 bonus to Spot checks due to its multiple eyes.

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