Depraved Denizens of Cyoa (Races)   Posted by Jarebear.Group: 0
Jarebear
 GM, 6 posts
Thu 8 Feb 2018
at 09:14
Depraved Denizens of Cyoa (Races)
A place to place stats/info about the many races that make Cyoa so fun to live in.

Note: There is a new typing, Monsterperson, this is purely a social typing conferring no inherent positive or negative. It just makes it easier to go 'Person/Group/Place is Hostile/Unfriendly/Indifferent/etc. towards Monsterpersons'.
Jarebear
 GM, 7 posts
Thu 8 Feb 2018
at 09:21
Depraved Denizens of Cyoa (Races)
Dragons come in many, many varieties, shapes and forms. As such it's hard to lump them all together in anyone category overall. But the many subspecies can usually be lumped together. This entry dictates the Magma Dragon, one of the most powerful of the Dragon subspecies. Covered in hardened black scales like obsidian, veins of glowing orange run between scales. They grow great jagged horns on their head, sharp like obsidian glass and hard as stone, not to mention the razor sharp teeth and claws. However the most horrifying aspect of them, they are almost more elemental than living creature, as when their anger grows their normally black scales begin to melt down, showing they are closer to living magma, and woe betide anyone who gets close to the raging heat of these creatures forms when they have begun to liquefy. It is ill advised to fight one head on, but if you absolutely must, cold and ice is a well recommended ally.


Magma Dragon (40 points, Generic Base Creature; Magma Creature, Half-Dragon Templates with a few extra things tacked on.)
Ability Score Racial Traits: Magma Dragon's gain +12 Strength, -4 Dexterity, +10 Constitution, +2 Intelligence, -2 Wisdom and +4 Charisma.
Type: Dragon (Monsterperson, Earth, Elemental, Fire)
Size: Magma Dragons are Medium creatures.
Speed: Magma Dragons have a base speed of 30 feet, a fly speed of 60 feet with average maneuverability and a burrow speed of 30 feet.
Languages: Magma Dragons begin play speaking Common, Draconic, Ignan and Terran. If their Intelligence is high enough they may choose bonus languages from Dwarven, Elven, Giant, Gnoll, Infernal and Sylvan.

Defense Racial Traits
- Immunity to Bleed, Fire, Paralysis, Poison, Sleep and Stunning.
- Not subject to Critical Hits or Flanking, does not take additional damage from Precision-based attacks.
- Does not need to breathe, eat or sleep.
- Natural Armor +6
- Fast Healing 1

Feat Racial Traits
- Bonus Feat: Multiattack

Movement Racial Traits
- Magma Movement (Ex): A magma creature can swim through magma and lava at a speed equal to its burrow speed, as though it were moving through water with a swim speed. This ability does not grant the magma creature a swim speed in water.

Offensive Racial Traits
- Breath Weapon: 1/day, 30-foot cone of fire, 1d6 damage (Ref save; 10 + Con modifier).
- Fiery Aura (Ex): Any creature within 10 feet takes 2d6 points of fire damage per round that it remains within range. A successful Fortitude save halves the damage for that round. A magma creature can suppress or resume the use of this ability as a free action. The save DC is Constitution-based.
- Natural Weapons: 2x Claws (1d6), Bite (1d8), Gore (1d8), Slam (1d6)
- All of the magma creature’s natural attacks gain the burn (2d6) and grab universal abilities.
- Engulf Special Attack (2d6 Bludgeoning and 4d6 Fire) vs. creatures one size category smaller.
- Earth Mastery (Ex): A magma creature gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. The modifier applies to bull rush and overrun maneuvers whether the elemental is initiating or resisting these kinds of attacks.

Senses Racial Traits
- Darkvision 60'
- Low-Light Vision

This message was last edited by the GM at 18:26, Thu 08 Feb 2018.

Jarebear
 GM, 8 posts
Thu 8 Feb 2018
at 17:35
Depraved Denizens of Cyoa (Races)
Hellhounds are a canine species of Monster People with particularly fierce and aggressive temperaments. Fast, agile and with a fierce intellect; it would be unwise to think them simple or dumb simply because they are brutally blunt. As one might suspect of their name, fire is their natural element, being completely unharmed by it, in fact they are capable of healing from great of flames. They are also ferocious trackers with a sense of smell second to none, once one has your scent you are in deep trouble.


Hellhounds (30 points, Custom Base plus Element-Infused Creature Template [Fire])
Ability Score Racial Traits: Hellhounds gain +4 Dex and +4 Int.
Type: Hellhounds are Monstrous Humanoids(Fire, Monsterperson).
Size: Hellhounds are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Hellhounds have a base speed of 50 feet.They also have a climb speed of 40 feet, which also grants them a +8 racial bonus on Climb checks.
Languages: Hellhounds begin play speaking Common and Ignan. Hellhounds with high intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, Infernal, or Undercommon

Defense Racial Traits
- Elemental Body: Each time a hellhound is exposed to a bleed, precision damage, poison, paralysis, sleep, or stunning effect, it has a 25% chance to avoid it.
- Fire Healing (Ex): A hellhound regains 1 hit point for each full round that it remains in contact with a fire at least one size category smaller than itself. When struck by a magical fire effect, the hellhound heals 1 point of damage per 10 points of damage that the fire effect would otherwise deal.

Feat and Skill Racial Traits
- Bonus Feat: Quick Draw
- Skill Bonus: Hellhounds have a +2 racial bonus on Perception checks.

Movement Racial Traits
- Firewalk (Su): A hellhound can climb an object on fire as though it had a climb speed equal to its highest speed. Furthermore, it can fly at its highest speed with perfect maneuverability so long as it remains in contact with fire, and it can walk on flames at its highest speed, as though walking on air via the air walk spell.

Offense Racial Traits
- Natural Weapons: Hellhounds have a bite primary natural attack that deals 1d4 damage.
- Natural Weapons: Hellhounds have two claw attacks that deal 1d4 damage. These are primary natural attacks.
- Fire Breath (Su): A Hellhound can breathe a 30-foot cone of fire once every 1d4 rounds. Every creature in the area takes 1d6 points of fire damage per 2 Hit Dice the hellhound possesses (20d6 max). A successful Reflex save halves this fire damage. The save DC is Constitution-based.
- Heat (Su): Each of a hellhound’s natural attacks and melee attacks with metallic weapons deal an extra +1d6 points of fire damage.

Senses Racial Traits
- Darkvision: Hellhounds can see in the dark up to 60 feet.
- Low-Light Vision
- Scent: Members of this race gain the scent ability.
Jarebear
 GM, 9 posts
Thu 8 Feb 2018
at 18:21
Depraved Denizens of Cyoa (Races)
Holstaurs, or more aptly put 'cow girls' are often a treasured race around the world and is a highly sought after slave or follower. Blessed by natural durability and one of the highest quality milks in the world, they are often said to be natural mothers and healers. Some Holstaurs are blessed further as their kinder nature's tend to draw celestial focus more easily then many races even at birth. That said, they're often considered surprisingly dangerous for their meeker demeanor.


Holstaur (30 points)
Ability Score Racial Traits: Holstaurs gain +2 Str, +2 Dex, +4 Con, -2 Int, and +4 Wis.
Type: Holstaurs are Monstrous Humanoids.
Size: Holstaurs are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Holstaurs have a base speed of 30 feet.
Languages: Holstaurs begin play speaking Common and Terran. Holstaurs with high intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant, Halfling, or Sylvan

Defense Racial Traits
- Hardy: Holstaurs have a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Stubborn: Holstaurs have a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a holstaur fails such a save, she receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the holstaur has a similar ability from another source (such as a rogue's slippery mind class feature), she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
- Stability: Holstaurs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Feat and Skill Racial Traits
- Skill Training: Handle Animal and Knowledge (Nature) are always considered class skills for holstaurs.

Magical Racial Traits
- Spell-like ability: Holstaurs can cast cure light wounds at-will as a spell-like ability. The caster level for this ability equals the holstaur's class level.
- Holstaur Milk (EX): Heals 1d6/2 Levels, Can be 'Milked' a number of times a day equal to 1/2 Her level + Con Bonus. This milk spoils in 24 hours without proper storage, or 72 hours with proper storage. A bottle of milk provides Nourishment as if it were a normal meal for a medium creature.

Offense Racial Traits
- Relentless: Holstaurs have a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the holstaur and her opponent are standing on the ground.
- Natural Weapons: Holstaurs have a gore primary natural attack that deals 1d6 damage.
- Powerful Charge: Select one of the race's natural attacks. Whenever a holstaur charges, she deals twice the number of damage dice with the selected natural attack plus 1-1/2 times her Strength bonus.

Senses Racial Traits
- Darkvision: Holstaurs can see in the dark up to 60 feet.

This message was last edited by the GM at 18:45, Thu 08 Feb 2018.