New Rules
The following rules include racial traits, favored class options, feats, spells, and magic items all specially tailored to boggards.
Alternate Racial Traits
The following racial traits may be selected instead of existing boggard racial traits.
Estivation
Not all marshes are wet year-round, and some boggards have adapted to life in seasonal swamps where hot, arid conditions are common. A boggard with this racial trait can spend 1 hour burying herself in wet or soft earth and entering a state of suspended animation for an indefinite amount of time. While estivating, a boggard doesn't need to drink or eat, but takes a penalty on Perception checks as if sleeping. Ending this dormant state is a full-round action. This racial trait replaces a boggard's racial bonus on Acrobatics checks to jump.
Leaper
Boggards in some regions have legs better suited to explosive movement on land rather than swift propulsion underwater. Boggards with this trait are always considered to have a running start when attempting Acrobatics checks to jump, and their swim speeds are reduced by 15 feet.
Priest-King
Boggards raised on a diet of blue dragonfly pulp sometimes develop into priest-kings. These boggards have only a +2 natural armor bonus but don't take the common boggard's –2 racial penalty to Dexterity and Intelligence. In addition, priest-kings receive a +4 racial bonus to Wisdom and gain the following spell-like abilities: 1/day—fog cloud, jump, summon swarm . The caster level for these effects is equal to the boggard's Hit Dice. This racial trait doesn't replace any of a boggard's other features, but it's extremely rare and available only at the GM's discretion.
Favored Class Options
The following options are available to all boggards that have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.
Add 1 on the barbarian's Acrobatics checks to jump.
Bard
Reduce the amount of time the bard must wait before using his terrifying croak ability by 5 minutes (minimum 5 minutes).
Increase the hit points of the fighter's tongue by 1 and add 1/2 on all opposed Strength checks to prevent a creature from detaching the fighter's tongue.
Add 1/4 to a single existing favored terrain bonus (maximum +2 per favored terrain).
Boggard Feats
Boggards have access to the following feats.
Extra Croaking
Your vocal chords are especially tough and allow you to croak more often.
Prerequisites
Benefits
You gain one extra use of terrifying croak per hour. If your recharge time is less than 1 hour, you instead gain an extra use each time the ability recharges.
Powerful Tongue
Unlike others of your kind, you are able to pull your prey toward yourself.
Prerequisites
Str 17, sticky tongue.
Benefits
Your tongue attack gains the pull special ability. At the start of your turn, if your tongue is attached to a target of your size or smaller and you succeed at a combat maneuver check, you can pull the target 5 feet closer to you as free action.
Sonic Croak
Your croak creates powerful sound waves that you can direct at fragile targets.
Prerequisites
Throat Pouch*, boggard, terrifying croak.
Benefits
When you use your terrifying croak ability, instead of it imparting its normal effect, you can choose to deal 1d4 points of sonic damage to creatures in a 15-foot cone (Fortitude half). The DC of this Fortitude save is the same as that of your terrifying croak. For every 3 Hit Dice you possess, the damage dealt increases by 1d4.
Special
The Throat Pouch feat increases the size of this feat's cone by 5 feet for every 6 HD you have, not every 2 HD.
Stunning Croak
The terrifying force of your croak disorients and debilitates your enemies.
Prerequisites
Sonic Croak*, Throat Pouch*, boggard, terrifying croak.
Benefits
When you use your terrifying croak ability, instead of imparting its normal effect you can choose to stun one creature within 30 feet for 1 round. If the target succeeds at a Fortitude save, it is instead staggered for 1 round. The DC of this Fortitude save is the same as that of your terrifying croak ability.
Throat Pouch
You can swell your throat to amplify and broadcast your vocalizations over vast distances.
Prerequisites
Benefits
The range of your terrifying croak ability increases by 5 feet for every 2 Hit Dice you have (maximum 30-foot increase). While speaking Boggard or wordlessly vocalizing, you can swell your throat pouch as a free action to reduce the Perception DC needed to hear your voice by an amount equal to your Hit Dice.
Special
The benefits of Throat Pouch and any feats that use it as a prerequisite are available only while you're wearing light, medium, or no armor.
Boggard Spell
Boggard priest-kings see no problem with feeding off the labor and energy of their own tribe, believing themselves to embody all that is great and worthy in their own kind. The following spell takes this even further, allowing boggard priests to literally leech away their kin's life force.
Aura of Cannibalism
School: necromancy [] (evil)Domain:
Level: cleric: 3; oracle: 3; warpriest: 3; sorcerer: 3; wizard: 3; arcanist: 3; witch: 3
Components: V, S, M (a piece of flesh from another creature of your species)
Casting time: 1 standard action
Range: personal
Duration: 1 minute/level (D)
Saving Throws: Fortitude negates
Spell Resistance: yes
Area: 20-ft.-radius emanation centered on you
You emanate an aura that saps the strength of others of your kind and channels their energy into you. Each round that a creature starts its turn in the spell's area and shares both your creature type and at least one subtype you possess (if any), that creature must succeed at a Fortitude save or take 1d4 points of damage. You gain a number of temporary hit points equal to the amount of damage you deal with this spell (maximum 10 + your caster level). These temporary hit points go away when the spell ends.
As long as you have at least 5 temporary hit points while this spell is in effect, you gain a +1 competence bonus on attack rolls, saving throws, and skill checks. If you have 15 or more temporary hit points, this competence bonus increases to +2.
Ordinary boggards are rarely proficient at crafting mundane items, as priest-kings see such skill in subordinates as a threat to their authority. The priest-kings, instead encourage their priestly progeny to manufacture prized magic items for them.
Cap of Enervation
Aura: faint necromancyCLl: 5th
Price: 3,500 gp
Weight: -
This floppy leather hat allows a boggard or other froglike creature to drain the strength of those it strikes with its tongue attack. If the wearer ends its turn with its tongue attached to or grappling another creature, the grappled creature takes a –1 penalty to Strength, and the wearer's tongue gains 5 temporary hit points. The penalty and temporary hit points last for 1 minute. For each round that the target remains attached, the Strength penalty increases by 1, the tongue gains an additional 5 temporary hit points (maximum 10), and the duration resets.
Aura: moderate necromancyCLl: 7th
Price: 2,500 gp
Weight: -
When applied to a creature's skin, scales, or carapace, this greasy unguent causes that creature to sweat poison from its pores. During this time, a creature that strikes the user with a natural weapon attack or unarmed strike is exposed to the poison. As a swift action, the user can apply the poison to a weapon. As a standard action, the user can deliver the poison as a touch attack. The salve creates a total of 3 doses of venomsweat poison, and any unused doses of poison harmlessly evaporate after 1 hour.
Venomsweat
: Contact or injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 1 save.