Oqute (Oh-koot)
Medium Monstrous Humanoid

Alignment – Neutral

Environment – Jungle preference

Organization – Solitary, Hunting pack (2-5 members), Tribe (30-100 members)

 

The Oqute are a monstrous humanoid race with vague feline features that originate from an unknown planet outside the Pact Worlds. They stand between six and seven foot tall, with four arms and a long sinewy tail tipped with a barbed, blade like bone tip that they use as a weapon. They are covered in a downy fur that is often patterned and colours range from a light brown to black with rare and often notable figures incorporating shades of purple. The males often sport a mane which some choose to braid into dreadlocks. Their faces, while mostly resembling humans, sport 4 slitted eyes, the upper pair set higher and farther apart on the forehead, pointed feline ears on the side of their heads and small fangs peak out from under their top lip. Oqute have the ability to change their form at will. In their second form they resemble large six legged felines. They have a preference for light armour and it is built to be  flexible enough to allow for their shape change and often contain many locations to affix equipment to prevent its loss while in feline form. They are a sexually dimorphic species, however unlike many others this hasn’t lead to one gender being dominant over the other. While the dimorphism does lead to certain preferences (such as females becoming stalkers, or males becoming duelists) both genders can and do excel in any position in Oqute society.

 

The Oqute are still a rare sight within the Pact Worlds, having only been discovered within the past 100 years, though a handful of tribes have settled on Castrovel. The name and location of their homeworld is generally unknown to those outside of Oqute tribes, nor do the Oqute discuss the reasons for leaving it. They are a very social species, organizing themselves into tribes and hunting packs. Solo members of this species are often outcasts and search out new hunting packs to join. This often leads them to become part of mercenary or pirate groups. Tribes are often territorial and somewhat xenophobic, with hunting parties charged with leading away, driving off, if not outright killing those encroaching on their territory. Oqute society is focused on a martial tradition and one of providing for the tribe, with the youths, sent out in hunting packs, tasked not to return until they can bring something of great value back to the tribe. In more primitive times this was killing and bringing back a noteworthy creature, which could be harvested for food, hide etc. In modern times this can be advanced technology, such as a weapons stockpile, a starship or something of a significant size or cost. Oqute tribes are lead by a single charismatic and often strong leader with the tribal elders acting as advisors. Leadership disputes can occur, and while most are solved peaceably, by the tribal elders or a vote amongst tribe members, it has been known for such disputes to come to violence in the form of a formal challenge with the winner taking leadership of the tribe.

 

Tactics

Hunting packs are typically four members in size consisting of two Stalkers, a Duelist and a Shaman, though size and members do vary. Hunting packs will track their targets in feline form until ready to engage, observing them and attempting to figure out their capabilities. Once ready to engage one stalker will usually stay back, getting to a high vantage point and providing covering fire with a sniper rifle, the duelist will move to attack the most dangerous target in melee using Black Hole when attuned to pull as many opponents close to them as possible, while the second stalker attempts to take out any casters. The Shaman will try to keep at range, prioritising their spells for healing other pack members, but will use offensive spells and their weapons as when required. When injured the stalkers will shape change and attempt to attack their target in melee with their natural weapons and rely on their displacement ability to mitigate further damage. Duelists will rarely shape change while in combat, and only do so when badly injured. Unless defending the tribe Oqute hunting packs will rarely fight to the death. They will attempt to retreat if any member of the pack gets heavily injured and the Shaman has no chance to heal them. Any members of the pack aside from the duelist will shift to feline mode and disengage while the duelist attempts to keep their opponents distracted. Only when the others are in full retreat will the duelist shape shift and disengage themselves.

 

Special Abilities

Change Shape – Feline Form (SU)

As part of a move action an Oqute can change their form from their humanoid shape to a more bestial feline shape or back again. They can only move up to their humanoid base speed during this movement and provoke attacks of Opportunity as normal. When in the Feline form they are unable to use weapons (dropping them if not stowed) but gain the use of natural weapons in the form of their claws and bite. They also gain a 10ft bonus to their movement speed, and +2 to Stealth, Acrobatics, Athletics and Reflex saves. Due to a strange quirk of this shape changing ability it becomes difficult to directly observe an Oqute while in feline form, causing them to appear in a slightly different location than they actually are. This grants them a 50% miss chance when attacked in this form, a quirk that the Oqute readily take advantage of on occasions that they need to retreat.

 

Oqute Stalker – CR 4
(Ghost Operative)
Move 40ft (50ft, climb 40ft Feline form,)
Senses Darkvision 60ft, Low-light vision
Ini +6
EAC 16
KAC 17

Fort +4
Ref +6 (+2 Feline form)
Will +10

HP 45

Ability DC 15

Spell DC 13

Dex +5
Int +3

Str +1

Master Skills

Acrobatics +16 (+2 Feline Form)

Stealth +16 (+2 Feline form, +4 Trick attack)

Survival +16

Good Skills

Athletics +11 (+2 Feline form)

Perception +11
Abilities – Trick Attack +1d8, evasion, Quick Movement (incorporated), Debilitating Trick, Uncanny Mobility, combat feat – Deadly Aim (-2 to hit for +4 Damage)

Feline form – Displacement – 50% miss chance

 

Gear – Defrex Hide Light Armour (level 4) Zero Pistol Frostbite (level 5), Shirren Eye tactical Sniper rifle (level 1), Tactical Baton (level 1)

 

Offense –

Trick attack – +20 (+2 Feline Form), +1d8 damage to attack below if successful

Tactical Baton – +11 KAC, 1d4+5 Bludgeon

Frostbite Pistol – +11 EAC, 1d6+4 Cold, Staggered 60ft

Sniper Rifle – +11 KAC, 1d10+4 Pierce

Tail – +9 KAC, 1d4+5 Slash (Reach)

Multi-weapon fighting – May take a full attack action to attack with their tactical baton and tail at a -3 penalty to each attack

 

Feline Form

Claws – +11, KAC, 1d4+5 Slash

Bite – +9, KAC, 1d4+5 Pierce

Tail +9 KAC, 1d4+5 Slash (Reach)

Multi-weapon fighting – May take a full attack action to attack with two of their natural weapons at a -3 penalty to each attack

 

Oqute Duelist – CR 4

(Solar Armour Solarian)

Move 30ft (40ft, 30ft Climb Feline form)

Senses Darkvision 60ft, Low-light vision

Ini +3

EAC 17

KAC 19

Fort +6
Ref  +6 (+2 Feline form)
Will +7

HP 60

Ability DC 13

Spell DC 11

Str +5

Dex +3

Cha +1

Master Skills

Stealth +15 (+2 Feline form)

Good Skills

Mysticism +10

Athletics +10 (+2 Feline form)

 

Abilities – Stellar alignment (roll 1d3 to determine number of rounds until fully attuned), Solar Armour, Black Hole, Supernova, Dark Matter, Stellar Rush, Feline Form – Displacement (50% Miss chance)

 

Gear – Defrex Hide Light Armour, Sonic Pistol Thunderstrike, Carbon Steel Curveblade.

 

Offense –

Sonic Pistol +10 EAC,1d8+4 Sonic, Deafen 40ft

Curveblade +13 KAC, 1d10+9 Slash, Bleed 1d6

Stellar Rush (bullrush) +13, 2d6 fire damage, ref for half regardless of bullrush success

SuperNova Ref save half, 5d6 fire 10ft, fully attuned

BlackHole No damage –  Fort save or pull 10ft any opponent in 20ft range, Fully attuned

Tail +10 KAC, 1d6+9 Slash (reach)

 

Feline Form

Claws +13 KAC, 1d6+9 Slash
Bite +13 KAC, 1d6+9 Pierce

Tail +10 KAC, 1d6+9 Slash (reach)

Stellar Rush (bullrush) +13, 2d6 fire damage, ref for half regardless of bullrush success

SuperNova Ref save half, 5d6 fire 10ft, fully attuned

BlackHole No damage –  Fort save or pull 10ft any opponent in 20ft range, Fully attuned

Multi-weapon fighting – May take a full attack action to attack with two of their natural weapons at a -3 penalty to each attack

 

Oqute Shaman – CR 4

(Healer Mystic)

Move 30ft (40ft, 30ft climb Feline form)

Senses Darkvision 60ft, Low-light vision

Ini +1

EAC 15
KAC 16

Fort +4
Ref +6 (+2 Feline form)
Will +10

HP 43

Ability DC 15

Spell DC 15

Wis +5

Con +3

Dex +1

Master Skills

Medicine +15

Mysticism +15

Good Skills

Stealth +10 (+2 Feline Form)

Skills

Athletics +0 (+2 Feline Form)

 

Abilities- mindlink, healing channel, life link, Feline form – Displacement (50% miss chance)

 

Gear – Defrex Hide Light Armour, Static Arc Pistol, Battle Staff

 

Spells – 3/day 2nd level, 6/day 1st level,

Level 2 – Mystic Cure, Hurl Force Disk, Fog Cloud

Level 1 – Lesser Restoration, Mind Thrust, Reflecting Armour, Wisp Ally

Level 0 – Telekinetic Projectile, Ghost Sound

 

Offense –

Static Arc Pistol +7 EAC, 1d6+4 Electric, Arc 2, 50ft

Staff +7 1d4+4 KAC, Bludgeon, Block (+1 AC on hit for 1 round)

Telekinetic Projectile  +9 KAC, 1d6 Bludgeon, 45ft

Force Disk +9 EAC, 3d6 Force vs 1st target, +9 EAC 2d6 Force up to 4 other targets within 15ft of last target (can only target each person once)

Mind Thrust 2d10 Psychic, Will Save half Damage

Tail +7 KAC, 1d4+4 Slash, (Reach)

 

Feline Form

Claws +7 KAC, 1d4+4 Slash
Bite +7 KAC, 1d4+4 Pierce

Tail +7 KAC, 1d4+4 Slash (Reach)

Telekinetic Projectile  +9 KAC, 1d6 Bludgeon, 45ft

Force Disk +9 EAC, 3d6 Force vs 1st target, +9 EAC 2d6 Force up to 4 other targets within 15ft of last target (can only target each person once)

Mind Thrust 2d10 Psychic, Will Save half Damage

 

Oqute Pack Leader – CR 7

Envoy

Move 30ft (40ft, 30ft climb Feline form)

Senses Darkvision 60ft, Low-light vision

Ini +8

EAC 19
KAC  20

Fort +8
Ref +10 (+2 Feline form)
Will +10

HP 100

Resolve 4

Ability DC 17

Spell DC 15

Cha +5

Dex +4

Str +2

Master Skills

Diplomacy +19

Intimidate +19

Stealth +19 (+2 Feline Form)

Good Skills

Bluff +14

Acrobatics +14 (+2 Feline Form)

Skills

Athletics +2 (+2 Feline Form)

 

Abilities – Improved Get ’em, Duck Under, Not in the Face, Mobility (+4 to AC vs AOO when leaving threatened squares)

 

Spells 1/day 3rd level, 1/day 1st level,

3rd – Synaptic pulse

1st – Reflecting Armor

At Will – Token Spell

 

Gear – Silver AbadarCorp Travel Suit, Wrack Devastation Blade, Tactical Magnetar Rifle

 

Offense

Improved Get ’em – Move Action, +2 to hit on one enemy for all allies within 60ft and make a single attack, spend resolve point to affect all enemies within 60ft.

Synaptic Pulse – Standard action to cast, stun all creatures within 20ft, will save negates

Reflecting Armor – Standard action to cast, when hit, spend reaction to reflect up to 10 force damage back at foe within 100ft, reflex save for half

Not in the Face – Move Action, choose 1 enemy within 60ft, -4 to attacks against you until the end of your next turn, will save negates. Spend 1 resolve for no saving throw allowed.

Duck Under – Total Defense Action, When attacked in Melee spend reaction to attempt reposition combat maneuver with a +8 bonus.

Tactical Magnetar Rifle +16, 2d8+7 piercing, automatic, analog, 60ft

Wrack Devastation Blade +14  2d8+11 slashing,

Tail +14 KAC, 3d4+11 Slash (Reach)

Deadly Tail – Whenever using an attack action the pack leader can make a second attack using their tail at a -5 to the attack bonus

 

Feline Form

Synaptic Pulse – Standard action to cast, stun all creatures within 20ft, will save negates

Reflecting Armor – Standard action to cast, when hit, spend reaction to reflect up to 10 force damage back at foe within 100ft, reflex save for half

Not in the Face – Move Action, choose 1 enemy within 60ft, -4 to attacks against you until the end of your next turn, will save negates. Spend 1 resolve for no saving throw allowed.

Duck Under – Total Defense Action, When attacked in Melee spend reaction to attempt reposition combat maneuver with a +8 bonus.

Claws +14, KAC, 3d4+11 Slash

Bite +14, KAC, 3d4+11 Pierce

Tail +14 KAC, 3d4+11 Slash (Reach)

Multi-Attack – May take a full attack action to attack with all three of their natural weapons at a -5 penalty to each attack
PC Rules
+2 Dex, +2 Con, -2 Int,  4HP

 

Exceptional Vision – Oqute have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only.

 

4 Arms – Oqute have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

 

Natural Weapon – Oqute are always considered armed. They can deal 1d3 lethal slashing damage with their tail while in humanoid form and the attack doesn’t count as archaic, it also has a reach of 10ft. Oqute gain a unique weapon specialization with their tail and their natural weapons while in Feline form at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). Oqute may choose to take Improved Unarmed Strike as a feat which will increase the damage of all natural weapon attacks in both forms in line with the feat.

 

Change Shape – Feline Form (SU)

As part of a move action an Oqute can change their form from their humanoid shape to a more bestial feline shape or back again. They can only move up to their humanoid base speed during this movement and provoke attacks of Opportunity as normal. When in the Feline form they are unable to use weapons (dropping them if not stowed) but gain the use of natural weapons in the form of their claws (1d3 slashing) and bite (1d3 piercing). They also gain a 10ft bonus to their movement speed, and +2 to Stealth, Acrobatics, Athletics and Reflex saves. Due to a strange quirk of this shape changing ability it becomes difficult to directly observe an Oqute while in feline form, causing them to appear in a slightly different location than they actually are. This grants them a 25% miss chance when attacked in this form. Spells that do not require a held object may be cast while in feline form.

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