RolePlay onLine RPoL Logo

, welcome to Trailblazer

18:57, 26th April 2024 (GMT+0)

Nations of Aether Spira.

Posted by ArkrimFor group 0
Arkrim
GM, 29 posts
Sun 11 Jul 2021
at 02:19
  • msg #1

Nations of Aether Spira

"Race" often refers to a combination of cultures and species. For example, Atlanteans refer to themselves as one race even though they are a collection of dozens of different sapient species.



ABBERANT CONSPIRACIES
Aberrations include alien creatures with twisted mindsets and anatomies such as black mantles, brain spiders, deep ones, doppelgangers, elderians, greys, lengians, lloigors, mi-go, moonbeasts, overseers, polyps, shogoths, yiths, zoogs, and many more.

They have many different collectives which are not all united. However, they are so powerful and tend to congregate in specific areas, that people often refer to them as if they were one nation. Most are located in or near the Welslorian mountains. On one side of the mountains are murky swamps and on the other, arid desert. The desert contains a great crater that is rumored to be the birthplace of the aberrations. Many aberrations lethally guard this place from outsiders as well as their cavernous homes. Their strange flying machines can be seen circling the area night and day to protect their lands.



ATLANTIS
Once a single great island city that sunk to the bottom of the sea, Atlantis has become an entire underwater nation, not just one city state. Adaros, aquatic elves, cecaelia, deep ones, gillmen, grindylow, kelpie, locathah, merfolk, naiad, naga, nereid, nix, oceanids, rusalka, sahuagin, sea devils, selkie, undine, and many other creatures of the sea  and many other creatures of the sea represent the civilized races and states of the federation of Atlantis. All merfolk breath underwater but only some of the populace are amphibious. They have little care of what surface dwellers do except when they meddle with the oceans.



BEASTIALS
Beastials are furry humanoids resembling everything from bears and cats to wolves and rats. Though they do not have one nation, their many tribes have alliances with each other that make their forests difficult places to tread without authorization and protection from at least one of the tribes. They range in size, shape, and specialties wildly, but as they are all inhabitants of the wilderness, they stand firm in ensuring that dwarven and human expansion is kept in check. Adorans, arctorans, bakaneko, bjorn, hobs, kasha, kitsune, kobolds, rougarou, sasquatches, vanara, wulvers, yeti, and many more all make up the varied bestials.



FOMORIAN
Like the Tuatha, Fomorians are a collection of many subraces. They come in many shapes and sizes and go by many names. Bugbears, giants, goblins, gremlins, hobgoblins, ogres, oni, orcs, trolls, etc. are all subraces of the fomorians, sometimes called "Jötunn" or Jotun. The many tribes were often split by land and sea. It was not until the last great war that many of these tribes united into the Great Fomorian Horde. They declared the lands of Fomoria their homeland and have held it as a stronghold ever since.



GREENFOLK
The greenfolk are unique plant or fungal creatures including dryads, hamadryads, treants, leshy, woad, powrie, etc. Some resemble various types of vermin. Many have magical powers to appear more humanoid than their true forms and are known for getting into antics with these powers. They are often divided into various broad subgroups, such as the Meliae (ash tree nymphs), the Dryads (oak tree nymphs), the Naiads (freshwater nymphs), the Nereids (sea nymphs), and the Oreads (mountain nymphs). Greenfolk are split into two factions: Seelie (Summer court) and Unseelie (Winter court). Most seelie have allied with Tuatha while most Unseelie have allied with Fomorians but both hold the balance of nature above their other petty squabbles and are known for not taking these allegiances very seriously. They protect their forests which often overlap with beastial territories, but the two typically have no qualms with each other as most beastial tribes also respect the balance of nature.



HUMANITY
Humans have always been a point of contention in Aether Spira. Legend has it that they arrived in the world thousands of years ago when a great star fell from the heavens and scattered their kind across the world. Despite their short lifespans, humans are industrious and ambitious and have become one of the most prolific races in the world. However, their expansion is constantly at odds with other creatures of the world. Many are still trying to recover from the last great war where humans unleashed a new invention on the world called the "homonculi". Homonculi are artificial humanoids forged using similar crafting techniques as golems creation. However, unlike golems, homonculi are sapient and their creation requires the sacrifice of a living person to create. So sinful was this practice, the other races united against them to push the human war machine back. Humans are still recovering and have overthrown their previous corrupt monarchs to improve relations with the other races.



MACHINA
Machina are often called the 13th race, though many debate that they even count as people. They are artificial creatures such as androids, automatons, golems, homonculi, and robots. Even aeons often fall under this category. Most machina serve another race as mindless machines or mechanized slaves, but The Machina Collective is a group growing in power made up of sapient machina that seek to protect their existence and freedom as free-willed entities.



MYRIAD
Myriad are a collections of bug-like races united in a superhive. Each hive has a queen that oversees her brood and all queens are connected psychically coordinating the actions of their hives.
Girtablullû: Also known as scorpionfolk or aqrabuamelu, the Girtablullu are known for their powerful warriors and assassins. Warrior Caste (large scorpion centaur), Assassin caste (medium humanoids with scorpion features) and queens (huge scorpion centaur), Larval caste (small scorpions with humanoid features).
Myrmidons: Ant-like warriors. Warrior Cast (large ants), Commander Caster (medium winged ants), Drone caste (medium ants), Queens caste (huge ant).
Wurms: Unlike other hives, wurms have no queens. They are no more intelligent than beasts but have an affinity for other vermin and obey commands given to them by other hive queens. They include dune worms, death worms, brain wurms (diminutive puppetmasters), cave wurms, tundra wurms, lava wurms, and grave wurms (disease). Unlike most worms, brain wurms possess sapience and can command other wurms. They crawl into the brains of other creatures and control them like puppets.

Bees, wasps, locust, etc.



REVENANTS
Long ago, the ancient necromancer known only as the Lich founded a nation of the dead. He built his castle, the Necropolis, upon a mighty cliff face and his dark magic infused the very land itself with necrotic energy. Any creature that dies within the borders of the Deadlands rises as an undead, magically compelled to be loyal to the ruler of the Necropolis. Though the Lich once tried to spread his corruption across the world, a group of sapient undead betrayed and usurped him, striking a bargain with the living to respect the borders of the Deadlands as a nation. This tenuous peace has held for centuries.



SAURIANS
Saurians are a collection of sentient amphibians, ophidians, and reptiles. They include boggarts, lizardfolk, naga, serpentfolk, and so forth. Even the dragons find favor with saurians over other humanoids, often making alliances and truces with them first before all others. Saurians once ruled the world during the age of lost dragons when dragons disappeared from the world for centuries. They see themselves as the natural progress of dragon kind and believe they will rule the world once again.



SYLPHS
Sylphs are bird-like humanoids including harpies, impandulu, sirin, tengu, and many others. Though many of them feel they are guardians and caretakers of the sky and air, their survival also rests on the ground and ensuring they have trees to nest in, animals to hunt, and crevices to hide from the dragons who too easily confuse them with wild game.



TUATHA
The Tuatha are a collection of races. Also known as "Fae," "Fey," "Fay," "Fairies," and "Fair Folk", Tuatha come in many shapes and sizes and go by many names. They include brownies, dwarves, elves, gnomes, sprites, and many more.



YOKAI
A nation of cryptids founded by the unicorn known as Silvermane and his posse of magical beasts, the yokai are made up of many sapient creatures that are not humanoid. Their ranks include  griffons, kathlins, longmas (dragon horses), manticores, pegasi, sphynxes, unicorns, and similar creatures. Some tribes of hippocampusi and hippogriffs also fall into this category after many of them were awakened by ancient spellcasters long ago.
This message was last edited by the GM at 02:38, Thu 21 Sept 2023.
Arkrim
GM, 30 posts
Sun 11 Jul 2021
at 02:19
  • msg #2

Abberations

Not all doppelgangers are evil or serving monstrous purposes. Many seek to blend and integrate into other humanoid societies, some even becoming adventurers in the hopes of helping their friends and neighbors.


DOPPELGANGER (RP 14)
  • Abilities: +2 any
  • Types: Doppelgangers are medium humanoids with the aberration and shapechanger subtypes.
  • Senses (3 RP): Darkvision 60 feet, low-light vision
  • Change Shape (Su)(4 RP): Doppelgangers have alter self as a supernatural ability.
  • Enchantment Resistance (Su)(2 RP): Doppelgangers are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
  • Natural Armor (2 RP): +1 natural armor.
  • Natural Weapons (Ex)(1 RP): In their natural form, a doppelganger has a slam attack that deals 1d6 points of bludgeoning damage.
  • Aberration (1 RP) (Su): Creatures with the aberration subtype have alien minds and strange anatomies. Critical confirmation rolls against them have disadvantage and Will saves they make against mind-affecting and emotion effects created by creatures that are not outsiders, mythic, or aberration have advantage. A successful Knowledge check to identify them negates these benefits.
  • Shapechanger (1 RP) (Su): Creatures with the shapechanger subtype can use a single action to dispel any morph or polymorph effects affecting them using their level as the caster level to do so.



OVERSEER (RP 19)
  • Abilities: -2 Dex, +2 Con, +2 Wis
  • Types: Overseers are medium protozoids with the aberration subtype.
  • Senses (3 RP): Darkvision 60 feet, low-light vision
  • Floating Eyes (7 RP) (Su): Overseers have no limbs but have mage hand as a spell-like ability and a supernatural perfect fly speed of 30 feet. Unlike normal mage hand, they can use this effect to wield and manipulate items as if they had two arms.
  • Gaze (Su)(6 RP): Overseers each have a unique set of three 1st-level attack spells that they cast out of their eyes.
  • Many Eyes (Su): +4 racial bonus to sight-based Perception checks but also -4 penalty to visual effects that are not illusions.
  • Natural Armor (2 RP): +1 natural armor.
  • Natural Weapons (Ex)(1 RP): Bite


Back to Top

This message was last edited by the GM at 21:09, Thu 30 Nov 2023.
Arkrim
GM, 31 posts
Sun 11 Jul 2021
at 04:48
  • msg #3

Atlanteans


ATLANTEAN
Adaros, aquatic elves, cecaelia, deep ones, gillmen, grindylow, merfolk, locathah, sahuagin, sea devils, undine, and many other creatures of the sea represent the civilized races of Atlantis. All merfolk breath underwater but only some of the populace are amphibious. They have little care of what surface dwellers do except when they meddle with the oceans.

Land Belt: Atlanteans can begin play with a land belt at cost rather than paying full price. While worn and activated, a land belt reduces the wearer's swim speed by 10 feet, to a minimum of 0 (which loses the swim speed), and increases their land speed by 10 feet, to a maximum of 30 feet. It only affects creatures with the aquatic subtype and an innate swim speed and has no effect on other creatures. It lasts 8 hours and can be used once per day. 500 gp price (250 gp cost). Greater land belts 3/day cost 8,000 gp price (4,000 gp cost).

ADAROS (15 RP)
The shark-like adaros resemble merfolk but with more monstrous physiques.
  • Abilities: +2 Str, +2 Wis, -2 Int
  • Types: Medium Humanoid (Adaros, Aquatic)
  • Spacing: Reach 5 ft., Land 10 ft., Swim 40 ft.
  • Language: Aquan, Common
  • Amphibious (2 RP): Atlanteans can breathe in both air and water.
  • Senses (3 RP): Darkvision, low-light vision.
  • Swimmer (2 RP): +4 innate bonus to Athletics checks made to swim and a swim speed.
  • Skills (2 RP): Adaros have a +2 innate bonus to Intimidation and Survival checks.
  • Scent (3 RP): Adaros have the Scent ability out to 60 feet while in water but only 15 feet in air.
  • Shark Body (3 RP): Adaros have a bite attack dealing 1d4 piercing damage and a +1 innate bonus to their Armor Class.

CECAELIA (15 RP)
  • Abilities: +2 Dex, +2 Cha, -2 Con
  • Types: Medium Humanoid (Aquatic, Cecaelia)
  • Spacing: Reach 5 ft., Speed 20 ft., Climb 20 ft., Swim 20 ft.
  • Language: Aquan, Undercommon
  • Amphibious (2 RP): Atlanteans can breathe in both air and water.
  • Seasight (3 RP): Atlanteans have darkvision out to 60 feet and low-light vision.
  • Swimmer (2 RP): Atlanteans have a +4 innate bonus to Athletics checks made to swim and a swim speed.
  • Climber (2 RP): +4 innate bonus Athletics checks made to Climb and a 20-foot climb speed.
  • Jet (2 RP): While in water, a cecaelia can jet away as if using the Sprint feat and leaving a cloud of ink in a 15-foot burst around the spot they were when they began the sprint. This ink disperses after 1 round. If outside the water they can use this effect to spray ink on a target as if by the ink spray spell but this is an extraordinary effect. Using this ability costs 6 mana as if it were a 2nd-tier spell.
  • Tentacles (4 RP): A cecaelia's tentacles allow them to pick up and hold up to four additional items at a time, though this doesn't give them any additional actions or the ability to use the items held in their tentacles. They cannot wield weapons, shields, or otherwise utilize items with their tentacles, merely pick them up, place them down, hand them to someone else, or stow them on their person. While their tentacles are not holding any items, they have a +4 innate bonus to CMB checks made to grapple or escape grapples.

MERFOLK (15 RP)
The merfolk resemble humans from the waist up but fish from the waist down.
  • Abilities: +2 Dex, +2 Cha, -2 Con
  • Types: Medium Humanoid (Aquatic, Undine)
  • Spacing: Reach 5 ft., Speed 10 ft., Swim 40 ft.
  • Language: Common
  • Spell-like abilities (6 RP): Merfolk have the distraction and fascinate as spell-like abilities.

NAIAD (15 RP)
Also known as "aquatic elves," the Naiads are a race of blue-skinned humanoids who revel in luring others into their waters and preying upon them. Most are mischievous, often using their powers to appear elven and lure land dwellers into the water only to vanish in the depths.
  • Abilities: +2 Dex, +2 Int, -2 Con
  • Types: Medium Humanoid (Aquatic, Elf)
  • Spacing: Reach 5 ft., Speed 25 ft., Climb 20 ft., Swim 20 ft.
  • Language: Elven
  • Amphibious (2 RP): Atlanteans can breathe in both air and water.
  • Seasight (3 RP): Atlanteans have darkvision out to 60 feet and low-light vision.
  • Swimmer (2 RP): Atlanteans have a +4 innate bonus to Athletics checks made to swim and a swim speed.
  • Climber (2 RP): Naiads have a +4 innate bonus to Athletics checks made to climb and a 20-foot climb speed.
  • Elven Skill (2 RP): Naiads have a +2 innate bonus to Nature and Perception checks.
  • Fey Mind (2 RP): Naiads have a +2 innate bonus to saves vs. sleep effects and do not suffer the normal penalty to Perception checks while resting.
  • Fey Vitality (2 RP): Naiads have a +2 innate bonus to saves vs. aging effect and live for an extraordinarily long time. Some say they are immortal as long as they reside in the pond, lake, or river they were born in.

UNDINE (15 RP)
Also known as "water nymphs," the Undine are a race of blue-skinned humanoids with white hair known for their elemental power water.
  • Abilities: +2 Dex, +2 Wis, -2 Con
  • Types: Medium Humanoid (Aquatic, Undine)
  • Spacing: Reach 5 ft., Speed 25 ft., Swim 25 ft.
  • Language: Common
  • Amphibious (2 RP): Undines can breathe in both air and water.
  • Seasight (3 RP): Undines have darkvision out to 60 feet and low-light vision.
  • Swimmer (2 RP): Undines have a +4 innate bonus to Athletics checks made to swim and a swim speed.
  • Water Magic (8 RP): Undine have create water, purify food and drink, hydraulic push, and waterbreathing as spell-like abilities.



Back to Top

This message was last edited by the GM at 23:05, Fri 25 Aug 2023.
Arkrim
GM, 45 posts
Fri 14 Jan 2022
at 07:17
  • msg #5

Beastials


BEASTIALS

Beastials are furry humanoids resembling everything from bears and cats to wolves and rats. They range in size, shape, and specialties wildly, but as they are all inhabitants of the wilderness, they stand firm in ensuring that dwarven and human expansion is kept in check. Adorans, bakaneko, bjorn, hobs, kasha, kitsune, kobolds, rougarou, sasquatches, vanara, wulvers, yeti, and many more all make up the varied bestials.



Bakemono (13 RP)

Bakemono appear as anthropomorphic carnivorans with odd features such as blue fur or glowing eyes.
  • Abilities: +2 Dex, +2 Cha, -2 Str (if small), +2 Con, +2 Wis, -2 Int (if medium)
  • Types: Bakemono are either medium or small humanoids with the cryptid and shapechanger subtypes.
  • Speed: Land 30 feet
  • Senses (1 RP): Low-light vision
  • Languages: Common and Sylvan. Bonus languages: Aklo, Celestial, Elven, Gnoll, Gnome, Goblin, and Tengu.
  • Change Shape (Su)(3 RP): Bakemono can assume a human form unique to them as per alter self and a specific animal form unique to them of tiny, small, or medium size as per beast shape II. These effects do not adjust ability scores unless altering their size.
  • Bite (1 RP): In their natural and animal form, a bakemono has a bite attack that deals 1d4 points of piercing damage.
  • Cryptid (2 RP) (Su): Cryptids can be treated as animal, humanoid, magical beast, or monstrous humanoid any effect, as determined by the creator of the effect. They have a +2 racial bonus to saves against anything that any of these types are immune to.
  • Shapechanger (1 RP) (Su): Creatures with the shapechanger subtype can use a single action to dispel any morph or polymorph effects affecting them using their level as the caster level to do so.
  • Polymorphism (4 RP): Each bakemono race is unique and has 2 racial feats of their choice from the list of racial feats.

There are many different subspecies, but they all have similar abilities. Examples include:
  • Bjorn are medium-sized bakemono that appear like humanoid bears and have medium bear forms.
  • Gnolls are medium-sized bakemono that appear like humanoid hyenas and have medium hyena forms.
  • Hobs are small-sized bakemono that appear like humanoid lagomorphs, marsupials, or mustelids and have tiny forms.
  • Kasha are medium-sized bakemono that appear like humanoid cats and have small cat forms. Unlike most medium-sized bakemono, they get +2 Dex, +2 Cha, -2 Con as their stat adjustments.
  • Kelpie are small-sized bakemono that appear like humanoid beavers, otters, seals, walruses, or other furry marine mammals and have small or medium animal forms depending on their specific variety.
  • Kitsune are medium-sized bakemono that appear like humanoid foxes and have tiny fox forms.
  • Kobolds are small-sized bakemono that appear like humanoid rodents and have tiny rodent forms.
  • Nekomata are small-sized bakemono that appear like humanoid cats and have tiny cat forms.
  • Rougarou are medium-sized bakemono that appear like humanoid wolves and have medium wolf forms.
  • Tanuki are small-sized bakemono that appear like humanoid racoons and have tiny raccoon forms.
  • Wulver are medium-sized bakemono that appear like humanoid canids and have small canid forms.







Alternate Racial Traits & Racial Feats

Bakemono have all the following as alternate racial traits and racial feats:


Agile (2 RP): You gain Skill Focus (Acrobatics) as a bonus racial feat. If you gain this feat from another source, you get a +2 racial bonus to Acrobatics checks instead.

Athletic (2 RP):  You gain Skill Focus (Athletics) as a bonus racial feat. If you gain this feat from another source, you get a +2 racial bonus to Athletics checks instead.

Bakemono Magic (Ex/Sp)(2 RP): Add +1 to the DC of any saving throws against enchantment effects that you create. You also gain dancing lights as a spell-like ability.

Claws (1 RP): In your natural and animal form, you have a claw attack that deals 1d4 points of slashing damage.

Climb Speed (2 RP): You have a 20-foot climb speed, use your level instead of skill rank for Athletics checks made to climb, and have a +4 racial bonus to such checks.

Lucky Leaf (Sp)(2 RP): You gain divine favor as a spell-like ability. If you take this a second time, you gain good hope as a spell-like ability but instead of targeting creatures, it targets objects and instead of granting morale bonuses it grants luck bonuses. The objects affected bestow the benefits of this spell upon the creature carrying them for the duration of the effect. If you target only a single object, the duration increases to 1 hour/level instead.

Magical Strikes (2 RP): Your natural attacks are always treated as magical. At 4th level they gain an enhancement bonus equal to 1/4th you hit dice. At 8th level, this applies even to weapons you use. At 12th your  weapons are treated as whatever alignment you are (chaotic, evil, good, and/or lawful).

Natural Armor (2 RP): In their natural and animal form, a bakemono has a +1 natural armor bonus.

Pass without Trace (Su)(2 RP): You are permanently affected by pass without trace using your level as your caster level. You can bestow this effect on others who remain within 30 feet of you while it is active or suppress or reactivate this ability at will.

Scent (4 RP): You gain the Scent special ability.

Tanuki Magic (Sp)(2 RP): You gain silent image as a spell-like ability. Taking this a second time improves it to function as major image instead.

Thick Fur (Ex)(2 RP)
You advantage on saving throws against cold effects (including environemnts) and resistance to cold damage.

Human Form
Prerequisite(s): Shapeshifter subtype.
Effect(s): A bakemono with this ability can turn into a human version of themselves. However, they always possess one or two small tells such as a cat-like eyes, claws, ears that look like their animal form, fangs, or a tail. They can change to and from this form at will as if by Alter Self. Their tells are easily hidden by clothing, concealment, or cover but in situations where none of these apply, they cut the Alter Self bonus to disguise in half.

Stunted Morphing (Flaw)
Prerequisite(s): Must be taken at 1st level.
Effect (s): You lose the Shapeshifter subtype and do not possess the ability to transform and are either always in your humanoid form or always in animal form (your choice upon taking this flaw). In exchange, you get a bonus Racial Feat of your choice. You can give up a feat at a later level to lose this flaw.



Back to Top

This message was last edited by the GM at 17:45, Mon 04 Sept 2023.
Arkrim
GM, 75 posts
Sun 20 Aug 2023
at 08:15
  • msg #6

Fomorians






Goblinoids
Goblinoids are humanoids with sickly-looking skin.

Goblins: Goblins are small humanoids with sharp teeth and large ears. Goblins use the Goblin race statistics.

Gremlins (10 RP): Gremlins are tiny hellraisers and troublemakers that can turn invisible and enjoy breaking or tampering with technology and magical artifacts. Gremlins are tiny-sized (4 RP) humanoids with the goblinoid and fey subtypes, darkvision 60 ft. (2 RP), a +4 racial bonus to Disable Device checks (2 RP), Vanish as a spell-like ability (3 RP).

Grindylow (19 RP): Grindylow resemble a mixture of goblin and octopus, and they have very similar personalities to their surface cousins. Grindylow use the Grindylow race statistics except that they do not get the Natural Armor or Jet traits but can acquire these traits by expending feats.

Half Orc (9 RP): You possess all the same statistics as an orc but cost 1 additional race point and gain the human subtype treating you as both orc and human. Any effect that affects orcs and humans differently can affect you as both or either, based on the caster's choice but you have a +2 racial bonus to saving throws against they'd normally treat them differently.

Hobgoblins: The goblins are small humanoids with sharp teeth and large ears. Use the Goblin race for statistics.

Orcs (8 RP): The goblins are brutish warlike humanoids with sharp teeth and large ears. Use the Orc race for statistics.

Trolls (19 RP): Trolls are large goblinoids that are ugly even for their kind. They have the same statistics as Ogres but also have the goblinoid subtype, Sunlight Petrification flaw, and Lesser Regeneration trait.
    Sunlight Petrification: Trolls are blinded upon being exposed to bright sunlight and dazzled every round thereafter that they remain in such an environment. Upon being immersed in bright sunlight and every round at the start of their turn that they remain immersed, a troll is is affected as if by the Flesh to Stone spell and must make a Fortitude saving throw against the effect. The DC to resist this is 11 + 5 per round they've been immersed. This DC does not reset back to 10 until they've taken a long rest without exposure. If exposed to sunlight but not fully immersed in bright light, this occurs only once every full minute they've been exposed. Full-body covering clothing can alter these durations to 1 minute and 1 hour respectively.
    Lesser regeneration: A troll regains a number of hit points equal to their level every hour. This is in addition to the normal benefits of resting if they actually do rest. If they take acid, fire, or negative energy damage or if they are exposed to sunlight, they lose this benefit until they take a short rest.

This message was last edited by the GM at 22:26, Fri 25 Aug 2023.
Arkrim
GM, 76 posts
Sun 20 Aug 2023
at 08:15
  • msg #7

Greenfolk




DRYAD (14 RP)
  • Abilities: +2 Con, +2 Wis, -2 Int
  • Types: Dryads are either medium or small humanoids with the plant and shapechanger subtypes.
  • Speed (-2 RP): Land 20 feet
  • Senses (3 RP): Darkvision 60 ft., Low-light vision
  • Languages: Dryads speak Sylvan. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Change Shape (Su)(3 RP): Dryads can assume a plant form of their same size per tree shape.
  • Photosynthesis: You breath carbon dioxide and eat soil and must spend at least 8 hours a day in daylight to gain the benefits of rest. This doesn't affect your stats except in rare circumstances (ex. how fast you run out of air while sharing a room with non-photosynthetic air breathers).
  • Plant Subtype (2 RP) (Su): Creatures with the plant subtype can be treated as a plant or their actual type, as determined by the creator of the effect. They have a +2 racial bonus to saves against anything that any of these types are immune to.
  • Shapechanger (1 RP) (Su): Creatures with the shapechanger subtype can use a single action to dispel any morph or polymorph effects affecting them using their level as the caster level to do so.
  • Unassuming Foliage (2 RP): You gain a +4 racial bonus on Stealth checks in areas with a lot of plants of your size or where plants similar in appearance to you commonly grow.
  • Verdant Burst (1 RP): When slain, you explode in a burst of fertile energies. All plant creatures within 30 feet of your body heal hit 1d8 + your HD hit points, and non-creature plants quickly infest the area. If the terrain can support these plants, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, this plant life has no significant effect on movement and withers and dies within an hour.
  • Polymorphism (4 RP): Each dryad is unique and has 6 RP worth of the following traits:
    • Agile (2 RP): You gain Skill Focus (Acrobatics) as a bonus racial feat. If you gain this feat from another source, you get a +2 racial bonus to Acrobatics checks instead.
    • Air Cyst (Su)(4 RP): You gain water breathing as supernatural ability.
    • Aquatic (4 RP): You gain the Aquatic subtype, Amphibious trait, a swim speed of 30 feet, a +4 racial bonus on Athletics checks made to swim, and use your level instead of your Athletics rank for Athletics checks made to swim.
    • Athletic (2 RP):  You gain Skill Focus (Athletics) as a bonus racial feat. If you gain this feat from another source, you get a +2 racial bonus to Athletics checks instead.
    • Bardic Performance (2 RP): You gain bardic performance as a bard with a level equal to your hit dice or 4th level, whichever is lower. Each time you take this, the maximum level increases by 4.
    • Blinding Spores (Ex)(2 RP): As an action, you can imbue your natural attacks (including breath weapons if you have them) with spores. Until the start of your next turn, any creature hit by one of your natural attacks, must make a Fortitude save DC10 + 1/2 your HD + your Con mod or be dazzled 1 minute. Spending a full-round action to wash one’s eyes with water ends this effect. Taking this a second time worsens it to the blinded condition and washing it with water merely reduces it to the dazzled condition. Washing it again removes it.
    • Calming Spores (Su)(4 RP): You gain calm emotions as supernatural ability. If you take this a second time, you also gain deep slumber as a supernatural ability. If you take it a third time, you can choose for any creature affected by either of these two effects to also lose up to 1 minute/level of their latest memories before being affected unless they succeed on a Will save DC10 + 1/2 HD + Con mod.
    • Degradation (2 RP): You can fire a volley of four deadly lattices of delicate digestive growths as 2 actions (make an attack roll for each). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. You can use this ability only up to 3 + Con mod times per day. Each spike deals 1d6 acid damage plus Str mod.
    • Ensnare (2 RP): You gain entangle as a spell-like ability. If you take this a second time, you also gain black tentacles. A third time and you also gain greater black tentacles.
    • Flytrap (2 RP): You gain a bite attack that deals 1d6 points of piercing damage. If you already have a bite attack, you gain Improved Natural Attack for it. If you also already have this feat, you gain the Swallow Whole ability allowing you to swallow pinned and helpless creatures 2 sizes smaller than you or smaller as 1 action. Swallowed creatures take your bite damage upon being swallowed and then take 1d6 + Con mod damage (treated as both acid and bludgeoning) every round swallowed. Escape DC10 + your HD + your Con mod, damage: 10% of your max hp.
    • Claws (1 RP): You have a claw attack that deals 1d4 points of slashing damage.
    • Climb Speed (2 RP): You have a 20-foot climb speed, use your level instead of skill rank for Athletics checks made to climb, and have a +4 racial bonus to such checks.
    • Extra Legs (5 RP): You increase your base speed by 5 feet, gain Run as a racial feat, and increase your racial bonus to CMD against attempts to forcibly move you to +6.
    • Fruit Growth (2 RP): You gain goodberry as a spell-like ability producing your own fruit as the materials. If you take this a second time your goodberries also bestow the benefits of the endure elements spell on those who consume them. If you take this a third time, it also grants them the benefits of lesser restoration.
    • Glide Speed (2 RP): You have a glide speed of 30 feet. Glide speed function as a clumsy fly speed except you cannot use it to move upward and descent 5 feet per round at the end of your turn (this doesn't count against your movement). If you take this trait twice, it becomes a fly speed. Every additional time its taken, you improve the speed by 20 feet or improve the maneuverability by one step (your choice).
    • Giggling Spores (Su)(3 RP): You gain hideous laughter as supernatural ability.
    • Greenspeech (3 RP): You gain speak with plants as a spell-like ability. The second time you take this, it becomes a constant effect for you and you can use mind-affecting effects on plant creatures as if they were not immune to them.
    • Hamadryad Magic (Sp)(2 RP): You gain silent image as a spell-like ability. Taking this a second time improves it to function as major image instead.
      Keepsake (Su)(3 RP): You have a hollow center that you can store up to 1 fine-sized object (such as a dagger or potion) inside at a time. While inside, the object gains the benefits of the nondetection spell. You can also use mending as a spell-like ability on any object currently residing inside. If you are medium-sized, you can take this a second time allowing you to store items up to tiny-size in there.
    • Lucky Leaf (Sp)(2 RP): You gain divine favor as a spell-like ability. If you take this a second time, you gain good hope as a spell-like ability but instead of targeting creatures, it targets objects and instead of granting morale bonuses it grants luck bonuses. The objects affected bestow the benefits of this spell upon the creature carrying them for the duration of the effect. If you target only a single object, the duration increases to 1 hour/level instead.
    • Magical Strikes (1 RP): Your natural attacks are always treated as magical. At 6th level, this applies even to weapons you use. At 11th your natural weapons are treated as whatever alignment you are (chaotic, evil, good, and/or lawful). At 16th level this also applies to weapons you wield.
    • Natural Armor (2 RP): You gain a +1 natural armor bonus. Each additional time this is taken it increases this bonus by 2.
    • Needly Skin (2 RP): You're covered in needles, spikes, spines, or thorns. Any creature you grapple or that grapples you suffers 1d3 piercing damage every round a grapple is successfully created or sustained. If you make an attack with a natural weapon that deals bludgeoning damage, it's also treated as piercing damage. If you take this a second time, the grappling damage increases to 1d4 + Con mod.
    • Pass without Trace (Su)(2 RP): You are permanently affected by pass without trace using your level as your caster level. If you take this a second time, you can bestow this effect on others who remain within 30 feet of you while it is active or suppress or reactivate this ability at will.
    • Natural Weapon (Ex)(1 RP): You gain a bite or gore attack dealing 1d4 piercing damage, claw or talon attack dealing 1d4 slashing damage, or a slam, hoof, or headbutt attack dealing 1d6 bludgeoning damage, or a tendril attack with reach that functions as a whip. This can be taken multiple times to get multiple attacks.
    • Seedpods (2 RP): You can fire a volley of four seedpods as 2 actions (make an attack roll for each pod). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. You can use this ability only up to 3 + Con mod times per day. Each spike deals 1d6 bludgeoning damage plus Str mod.
    • Spikes (2 RP): With a snap of your mane or tail, you can loose a volley of four spikes as 2 actions (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. You can use this ability only up to 3 + Con mod times per day. Each spike deals 1d6 piercing damage plus Str mod.
    • Sylvan Magic (Ex/Sp)(2 RP): Add +1 to the DC of any saving throws against enchantment effects that you create. You also gain dancing lights as a spell-like ability.
    • Toxic Spores (Ex)(2 RP): As an action, you can imbue your natural attacks (including breath weapons if you have them) with toxic spores. Until the start of your next turn, any creature hit by one of your natural attacks, must make a Fortitude save DC10 + 1/2 your HD + your Con mod or be sickened 1 minute. Spending a full-round action to wretch and sneeze ends this effect. Taking this a second time worsens it to both the sickened and staggered conditions. The full-round action only removes the sickened condition and must be taken a second time to remove the staggered condition.
    • Water Jet (Su) (1 RP): While in water, you can use 3 actions to unleash a jet of liquid propelling you through the water. This functions as the Run action as if you had a swim speed except you moves you x8 instead of x4 (or x10 instead of x5 if you have the Run feat). You can do this only once per hour. If you already have a swim speed, you can use it 3 + Con mod times per hour.
    • Weathering (Ex) (1 RP): Your natural weapons ignore the first 5 points of hardness of any mineral or organic matter you damage such as corpses, rocks, plants, etc. You can take this a second time to increase it to 10.



Back to Top

This message was last edited by the GM at 22:26, Fri 25 Aug 2023.
Arkrim
GM, 77 posts
Sun 20 Aug 2023
at 08:16
  • msg #8

Humanity


HUMANITY

Humanity is the single most prolific race of sapient creatures. Even the myriad, possessing greater numbers possess mostly mindless and bestial drones and their number of sapient members are still far fewer than humans. Humans are also one of the physically weakest races, though their ability to work as a team, invent new technologies, and cleverly employ brilliant strategies is unmatched as a whole.


Human (8 RP)

Attributes: +1 to three attributes of your choice
Types: Medium Organic Humanoid (Human)
Grid: Space 1, Reach 1, Land 10
Speech: Common + any one other language (except restricted languages such as Druidic)
Skills (4 RP): +1 skill point per level
Bonus Feat (4 RP): Humans begin with a bonus feat of their choice provided they meet the prerequisites.


Alternate Racial Traits & Racial Feats

All Luck and Teamwork feats are considered bonus racial traits humans can take. You can swap out their bonus feat for one luck feat and one teamwork feat.

Half-Human: Select one other humanoid race compatible with humans (GM discretion). You are treated as this other race or human by all effects (creator's choice). You have a +2 racial bonus to saving throws against any effects that either race would normally be immune to. You can acquire racial traits of the other race by spending feats to gain them (GM discretion which ones are worth only 1 feat). Once you have all these racial traits, you then meet the prerequisites for alternate racial traits and racial feats for that other race as well.

Teamleader: You treat all allies as having the same teamwork feats you do for the purposes of you benefiting from them.

Greater Teamleader: your allies also gain the benefits of your teamwork feats as if they had them
This message was last edited by the GM at 22:47, Fri 25 Aug 2023.
Arkrim
GM, 80 posts
Sun 20 Aug 2023
at 08:18
  • msg #11

Steed



STEED (RP 16)
  • Abilities: +2 Str, +2 Con, +2 Cha, -2 Dex, -2 Int
  • Type (7 RP): Steeds are large magical beasts. They don't have hands but each can use their mouth as a hand and can use their hooves for somatic components. They have triple normal carrying capacity, +20 feet to their base speed, and a +4 racial bonus to CMD against bull rush, drag, reposition, trip, and any other effect that attempts to forcibly move them due to being both large and quadrupedal.
  • Speed: Land 50 feet (includes size and type bonuses)
  • Senses (3 RP): Darkvision 60 feet, low-light vision
  • Languages: Steeds speak Sylvan. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages. Most steeds refuse to speak in the presence of humanoids due to cultural norms and xenophobia, leading many to believe they are without language, but this is a common misconception.
  • Polymorphism (6 RP): Each steeds  is unique beginning with 6 RP worth of the following traits.
    • Aquatic (4 RP): You gain the Aquatic subtype, Amphibious trait, a swim speed of 30 feet, a +4 racial bonus on Athletics checks made to swim, and use your level instead of your Athletics rank for Athletics checks made to swim.
    • Breath Weapon (2 RP): You must have the Elemental Origins trait to gain this one. You gain a 30-foot cone breath weapon that deals 1d6 damage per 4 HD you posses of the same type as your immunity (minimum 1d6, Reflex halves). It also leaves a cloud of dust, mist, smoke, or similar material that blocks view as if by obscuring mist for 1 minute. If you take this a second time it increases to 1d6 per 3 HD and functions as fog cloud. You can use this breath weapon only once every 1d4 rounds. DC is 10 + 1/2 HD + Con mod.
    • Change Shape (Su)(3 RP): You can assume a human form unique to you as per alter self and a specific animal form of the same size as your natural form as per beast shape II. These effects do not adjust ability scores unless altering your size. Your animal form resembles your natural form. For example, a unicorn would turn into a normal horse and a kitsune bakemono would turn into a normal fox.
    • Charger (2 RP): When you take the Charge action, you get a +4 bonus to the attack and damage rolls instead of just +2 to attack.
    • Cryptid (2 RP) (Su): You gain the cryptid subtype. Cryptids can be treated as animal, humanoid, magical beast, or monstrous humanoid any effect, as determined by the creator of the effect. They have a +2 racial bonus to saves against anything that any of these types are immune to.
    • Elemental Origins (4 RP): You gain the air, cold, earth, fire, or water subtype (pick one). You are adapted to that elemental plane, gain one immunity and vulnerability based on your selection, and gain plane shift as a spell-like ability only to that plane and back to the material plane. Air (Immune Electricity, Vulnerable Acid), Cold (Immune Cold, Vulnerable Fire), Earth (Immune Acid, Vulnerable Sonic), Fire (Immune Fire, Vulnerable Cold), Water (Immune Acid, Vulnerable Electricity). If you take this trait a second time, you can also travel to and from the astral and ethereal planes and gain resistance to one energy type of your choice equal to half your level. You cannot select the one you're vulnerable to.
    • Extra Legs (5 RP): You increase your base speed by 5 feet, gain Run as a racial feat, and increase your racial bonus to CMD against attempts to forcibly move you to +6.
    • Glide Speed (2 RP): You have a glide speed of 30 feet. Glide speed function as a clumsy fly speed except you cannot use it to move upward and descent 5 feet per round at the end of your turn (this doesn't count against your movement). If you take this trait twice, it becomes a fly speed. Every additional time its taken, you improve the speed by 20 feet or improve the maneuverability by one step (your choice).
    • Great Endurance (1 RP): You gain a +4 racial bonus to Constitution checks made resist nonlethal damage from continually flying, running, swimming, or other committing a forced march.
    • Magic Circle (3 RP): If good aligned, you gain magic circle against evil as a spell-like ability but can only target yourself. If evil, you gain magic circle against good. If lawful neutral, you gain magic circle against chaos. If chaotic neutral, you gain magic circle against law. If true neutral, you gain magic circle against extremism which functions as all these circles but doesn't work against creatures with at least 1 neutral alignment. If you take this a second time, it becomes a constant supernatural effect around you active at all times.
    • Magical Strikes (1 RP): Your natural attacks are always treated as magical. At 6th level, this applies even to weapons you use. At 11th your natural weapons are treated as whatever alignment you are (chaotic, evil, good, and/or lawful). At 16th level this also applies to weapons you wield.
    • Natural Armor (Ex)(2 RP): You gain +1 natural armor. Each additional time you take this your natural armor increases by 2.
    • Natural Weapon (Ex)(1 RP): You gain a bite or gore attack dealing 1d6 piercing damage, claw or talon attack dealing 1d6 slashing damage, or a slam, hoof, or headbutt attack dealing 1d8 bludgeoning damage. This can be taken multiple times to get multiple attacks.
    • Pass without a Trace (Su)(2 RP): You are permanently affected by pass without trace using your level as your caster level. You can bestow this effect on others who remain within 30 feet of you while it is active or suppress or reactivate this ability at will.
    • Pounce & Rake (2 RP): You gain a bite attack dealing 1d4 piercing damage and claw attacks dealing 1d4 slashing damage. If you already have either of these attacks, you gain Improved Natural Attack as a racial feat for them instead. The second time you take this you gain the Pounce universal monster ability. The third time you take this you gain the Rake universal monster ability applying your claws.
    • Scent (4 RP): You gain the Scent universal monster ability.
    • Speed (2 RP): You must have a climb or swim speed to select this trait. If you have both, both speed increases by 10 feet to a maximum equal to your land speed. If you have only one of these speeds, it increases by 20 feet to maximum equal to your land speed. You can take this trait twice stacking its benefits.
    • Sprint (1 RP): You gain the Sprint universal monster ability allowing you to run at double your normal run multiplier (x8 instead of x4) once per hour. If you have the Run feat these multipliers change to x10 and x5 respectively.
    • Spikes (2 RP): With a snap of your mane or tail, you can loose a volley of four spikes as 2 actions (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. You can use this ability only up to 3 + Con mod times per day. Each spike deals 1d6 piercing damage plus Str mod.
    • Territory Magic (Sp)(2 RP): By spending 1 year living in a particular forest or similar territory, you gain affinity to it. You can have only 1 territory. If you gain an affinity for more territories than this limit, you lose your oldest affinities until you're within this limit. You can use dimension door as a spell-like ability but only to and from locations within your territories. If you take this a second time it improves to function like teleport and allows you to have up to 3 territories at a time. If you take this a third time, it improves to function like greater teleport and allows you to have up to a number of territories at a time equal to 3 + your Charisma modifier.
    • Unicorn Magic (Sp)(2 RP): You cannot be true neutral. You gain spell-like abilities based on your alignment:
      • Chaotic Neutral: detect law, dancing lights
      • Evil: detect good, penumbra
      • Good: detect evil, light
      • Lawful Neutral: detect chaos, dancing lights
      You can take this a second time giving you gaining lay on hands as a paladin if you are good-aligned or lawful neutral or touch of corruption as an antipaladin if you are evil-aligned or chaotic neutral. Your effective paladin/antipaladin level is one-fourth your level in all other classes + actual paladin/antipaladin level (min = 1). Each additional time you take this you increase your effective paladin/antipaladin level by 2 (max = HD) and gain a mercy/cruelty.
    • Wild Empathy (2 RP): You gain Skill Focus (Handle Animal) as a racial feat. If you gain this feat from another source, you get a +2 racial bonus to Handle Animal checks instead. This otherwise replaces the Druid's Wild Empathy ability since anyone can use Handle Animal to do what that ability does.


Back to Top

Arkrim
GM, 84 posts
Thu 24 Aug 2023
at 04:01
  • msg #13

Fomorians

dsfasdfsd
This message was last edited by the GM at 22:21, Fri 25 Aug 2023.
Arkrim
GM, 85 posts
Fri 25 Aug 2023
at 21:00
  • msg #14

Sylphs


Featherfolk
Featherfolk are birdlike humanoids. All of them use the "tengu" subtype for statistical purposes even though tengu is only one of their many subraces.

Harpies (13 RP): Harpies are bird-like humanoids resembling scavengers and birds of prey such as eagles, falcons, hawks, and vultures. They are a brutal and vicious people, some tribes even resorting to eating other humanoids when convenient. Males are slightly smaller and weaker than females, and females tend to go hunting after recovering from laying eggs and leave the males to tend to the eggs. Harpies are warlike and matriarchal. Harpies use the Tengu race statistics except that they have a -2 penalty to Intelligence instead of Constitution and they start with Carrion Sense and Claw Attack alternate traits instead of Gifted Linguist and Swordtrained traits.

Impundulu (13 RP): Impundulu are bird-like humanoids resembling flightless birds such as emus, kiwis, and ostriches or Savannah birds. They are a wild untamed people still deeply in touch with nature known for their storm shamans and witch doctors. Impundulus use the Tengu race statistics except that they have a -2 penalty to Intelligence instead of Constitution and they start with the Claw Attack alternate trait and a 40 foot base speed instead of Gifted Linguist and Swordtrained traits.

Sirin (13 RP): Sirin are bird-like humanoids resembling aquatic birds such as ducks, flamingos, geese, pelicans, penguins, or swans. Some that hail from the far north appear shorter and fatter like penguins while those hailing from the far south are taller and thinner like flamingos or storks. They use the Tengu race statistics except that they get +2 Charisma instead of +2 Wisdom and gain a 20-foot swim speed and +8 racial bonus to Swim checks instead of the Swordtrained trait.

Tah-tah-kle'ah (13 RP): The Tah-tah-kle'ah are obirdlike humanoids resembling nocturnal birds such as owls. They hail from the forests across the sea to the far west. They use the Tengu race statistics except that they start with Glide and Claw Attack alternate traits instead of Gifted Linguist and Swordtrained.

Tengu (13 RP): Tengu are bird-like humanoids resembling intelligent birds such as crows, mocking birds, parrots, ravens, and songbirds. They hail from the mountains and forests of the far east. They use the Tengu race statistics except that they get +2 Intelligence instead of +2 Wisdom.
Arkrim
GM, 86 posts
Fri 25 Aug 2023
at 21:02
  • msg #15

Tuatha

Below is a list of example races built for inspiration but you can also select one if you wish to play it.


Dwarves
Dwarves are stout hairy humanoids native to hills, mountains, and subterranean locations. All creatures listed under this category are treated as having the dwarf, gnome, and halfling subtypes for all statistical gaming purposes. Dwarves are industrious and love digging up minerals and building tunnels and generally doing a lot of literal dirty work. Though they have a long relationship with elves, they've had some tensions between them as of late.

Elves come in many shapes and forms from the distinguish high elves and woodelves to the ruthless dark elves. Many elves see other humanoids as lesser beings, some patronizing and wanting to protect them as a shepherd does for sheep while others want to exploit them or annihilate them. Generally, most elves see themselves as the guardians of the natural and mortal world, and feel it is there place to dictate how other mortals will behave. Elves, dwarves, and fey united into a pact known as the Tuatha Dé Danann. Together they pushed back the Fomorian hordes from their lands.

Brownie "Servant Gnome" (14 RP)
Brownies are tiny humanoids blessed with fey magic. They love to be helpful but hate it when others watch them work and prefer to stay out of sight and communicate through written notes or magical messages. They use the Gnome race statistics except that they alter their adjustments to +2 Dex, +2 Cha, -4 Str, -2 Con, are tiny-sized, and have Vanish as a 3rd-level spell-like ability.

Domovoy "Mountain Dwarf" (11 RP)
Mountain dwarves are prestigious dwarves dwelling deep within mountainous civilizations. They use the Dwarf race statistics except that they gain the Mountaineer and Rockstepper traits instead of the Stability or Stonecunning traits.

Duergar "Deep Dwarf" (11 RP)
Deep dwarves, or "Duergar" live even deeper than tunnel dwarves and have been twisted by the dark horrors below. They use the Dwarf race statistics except that they get a +2 bonus to Strength instead of Constitution, and gain the Deep Tradition, Deep Warrior, Dimdweller, and Minesight traits instead of the Darkvision, Defensive Training, and Hatred traits.

Knome "Tinker Gnomes" (9 RP)
Knomes, or "tinker gnomes" as they're sometimes called, love to work with machines and build inventions much like the Lurdane. Unlike the lurdane, they care less about quality and craftsmanship and more about functionality and uniqueness often leading to a variety of wild and short-lived inventions. They use the Gnome race statistics except that they have a +2 bonus to Intelligence instead of Charisma and gain the Inquisitive, Master Tinker, and Utilitarian Magic traits instead of the Defensive Training, Gnome Magic, Hatred, Keen Senses, or Obsessive traits.

Korpokkur "Hidden Gnome" (14 RP)
Korpokkur are tiny humanoids blessed with fey magic. They prefer to keep to themselves and hold communal grudges against anyone that shows them rudeness. However, a heartfelt apology and monetary restitution can assuage even ages of grudges. They use the Gnome race statistics except that they alter their ability adjustments to +2 Dex, +2 Cha, -4 Str, -2 Con, are tiny-sized, and have Vanish and Ventriloquism as spell-like abilities.

Krasnoludek "Fey Gnome" (9 RP)
Also known as "fey gnomes," krasnoludek, are small curious humanoids with sharp wit and colorful hair and clothing. They use the Gnome race statistics except that they have the fey subtype and possess the Bond with the Land, Fey Fortitude, and the Fey Magic traits instead of the Gnome magic, Hatred, Illusion resistance, Obsessive, and Weapon Familiarity traits.

Lurdane "Hill Dwarf" (11 RP)
Known by many names, such as lobs, lubberkin, or lob fiends, hill dwarves are industrious people that are always crafting and inventing things. They love food, drink, song, and making merry after a hard day's work and often live in and around hillsides. They use the Dwarf race statistics except that they get a +2 bonus to Intelligence instead of Wisdom and gain the Craftsman and Industrious Urbanite traits instead of the Greed or Hatred traits.

Svirfneblin "Deep Gnome" (9 RP)
Svirfneblin are small grey-skinned humanoids that live in deep subterranean tunnels. They use the Gnome race statistics except that they have a +2 bonus to Wisdom instead of Charisma and gain the Dimdweller, Knack with Poison, and Svirfneblin Magic traits instead of the Gnome Magic, Illusion resistance, Obsessive, or Weapon Familiarity traits.

Tomte "Tunnel Dwarf" (11 RP)
Also known as "tunnel dwarves," the Tomte originally hailed from the lands of Nisse and Tufte. Tomte are hardy dwarves that often live in subterranean tunnel cities and caverns and only surface during summer and winter solstices to greet other humanoids during their holidays away from their constant work and toil. They use the Dwarf race statistics.



Elves
Elves are lithe pointy-eared humanoids with long lives and naturally gifted with the use of magic. Elves are split into 4 clans:

Dökkálfar "Dark Elves" (10 RP): (pronounced "duke-al-far") Sometimes also referred to as dark elves, drow, svartálfar, or myrkálfar, the Dokkalfar are known for living in subterranean tunnels and caverns deep below the surface. They use the Elf race statistics except that they get a +2 increase to Charisma instead of Intelligence and they gain the Dimweller and Silent Hunter traits instead of the Elven Magic and Weapon Familiarity traits.

Half Elves (+1 RP): Pick one other type of elf. You possess all the same statistics as your chosen elf but cost 1 additional race point and gain the human subtype treating you as both elf and human. Any effect that affects elves and humans differently can affect you as both or either, based on the caster's choice but you have a +2 racial bonus to saving throws against they'd normally treat them differently.

Fornálfar (10 RP): (pronounced "forn-al-far") Also known as the "Old Elves" or "Green Elves", they have a reputation as masters of Primal magic. Green elves have hair that looks like vines and skin that often has a green hue to it. They are the shortest of the elves averaging only 4 feet tall. Known for their use of floramancy and transmutation magic, they are not to be underestimated.

Kveldálfar "High Elves" (10 RP): (pronounced "aye-ee-al-far") Sometimes referred to as "Grey Elves" or "City Elves", they're known for mastering arcane magic. They dwell in urban areas and at an average of 6 feet tall, they're the tallest of elves. Unlike their Dokkalfar and Ljosalfar, they are not obsessed with the contrast of light and dark and the never ending war between these beliefs, but are more interested in the sciences and arts. They use the Elf race statistics except that they get the Loremasters and Fey-sighted traits instead of the Elven Magic, Keen Senses, and Weapon Familiarity traits.

Ljósálfar "Light Elves" (10 RP): Also known as Light Elves or Holy Elves, the Ljosalfar live rural areas both in cities and wilderness and are known for using divine magic. They use the Elf race statistics except that they get a +2 increase to Wisdom instead of Intelligence and they gain the Fey Magic and Fey Thoughts traits instead of the Elven Magic trait.







Human
Humans are one of the most common and prolific races among urban societies but fairly rare out in the wilderness where beastfolk are more common.



Native Outsiders
You can play a native outsider races such as an aasimar or ifrit, but only if your favored class is a spellcasting class that possesses a domain, bloodline, or mystery associated with their type. For example, an ifrit would need the fire domain, fire elemental bloodline, fire dragon bloodline, or flame mystery. If there is a racial archetype for the race, that will suffice as well, even if the class is not normally a spellcaster. Native outsider races are all considered humans that have been mutated by magic. For the cost of 1 extra RP they can be treated as human and meet all the prerequisites for gaining human feats and traits.



Protozoids
Protozoids are prehistoric in their biology possessing a close relationship to fungi and plants.

Dryad = ghorag but medium-sized and able to grow large
https://www.d20pfsrd.com/races...-20-rp/ghoran-19-rp/

Powrie = leshy but fungus

Woad = +2 wis, large size
https://www.d20pfsrd.com/races...-20-rp/ghoran-19-rp/



Swampfolk
Swampfolk are made up of amphibians, ophidians, and reptiles. Many are not necessarily native to swamps, but possess these traits.

Boggarts (7 RP)
Boggarts are small amphibious humanoids native to swamps, marshes, and other wetlands. Use the Grippli race for statistics except that they ALSO get the Jumper trait in addition to their normal traits.

Draconian (17 RP)
Draconians are descendants of dragons and humanoids. They use the Wyvaran race for statistics. For the purposes of Kobold racial feats, all Draconians are treated as classic Pathfinder kobolds as well as Wyvarans.

Kappa (9 RP)
Kappa are small turtle-like humanoids.
Abilities: +2 Con, +2 Wis, -2 Dex
Bite (1 RP): Kappa have a bite attack dealing 1d4 piercing damage.
Darkvision (2 RP): Kappa can see in the dark out to 60 feet.
Natural Armor (2 RP): Kappa have a +1 innate bonus to their Armor Class.
Swim (2 RP): Kappa have a 20-foot swim speed and +8 racial bonus to Swim checks.
Shell (2 RP): Attackers do not receive the normal +2 circumstance bonus to attack rolls for flanking a Kappa, though they still all the other benefits from flanking. Kappa can hide in their shell as a single move action, granting them total cover but also blinding them. Attackers can still attack the shell, which functions as an object with the same hardness as a Tower Shield with an enhancement bonus equal to one-fourth the kappa's HD (rounded down, minimum 0). The shell does not protect them from air, gaseous, sonic, mind-affecting, or incorporeal attacks. Any damage done to the shell is dealt to the kappa's hit points and they lose the benefit of this trait if the shell is broken. The shell cannot be destroyed. A kappa needs at least a year to naturally heal a broken shell.

Naga (7 RP)
Naga are snake-like humanoids possessing a long muscular tail that they use to slither around on rather than legs. They use the Nagaji race for statistics but are also treated as Vishkanya for the purposes of determining alternate racial traits and racial feats that they can acquire.

Saurian (8 RP)
Saurians are reptilian humanoids native to swamps, marshes, and other wetlands. They use the Lizardfolk race for statistics.



Primatefolk
asdfasfasfsad

Sasquatch

Vanara

Yeti





Arkrim
GM, 87 posts
Fri 25 Aug 2023
at 22:22
  • msg #16

Other


Human
Humans are one of the most common and prolific races among urban societies but fairly rare out in the wilderness where beastfolk are more common.



Native Outsiders
You can play a native outsider races such as an aasimar or ifrit, but only if your favored class is a spellcasting class that possesses a domain, bloodline, or mystery associated with their type. For example, an ifrit would need the fire domain, fire elemental bloodline, fire dragon bloodline, or flame mystery. If there is a racial archetype for the race, that will suffice as well, even if the class is not normally a spellcaster. Native outsider races are all considered humans that have been mutated by magic. For the cost of 1 extra RP they can be treated as human and meet all the prerequisites for gaining human feats and traits.



Protozoids
Protozoids are prehistoric in their biology possessing a close relationship to fungi and plants.

Dryad = ghorag but medium-sized and able to grow large
https://www.d20pfsrd.com/races...-20-rp/ghoran-19-rp/

Powrie = leshy but fungus

Woad = +2 wis, large size
https://www.d20pfsrd.com/races...-20-rp/ghoran-19-rp/



Swampfolk
Swampfolk are made up of amphibians, ophidians, and reptiles. Many are not necessarily native to swamps, but possess these traits.

Boggarts (7 RP)
Boggarts are small amphibious humanoids native to swamps, marshes, and other wetlands. Use the Grippli race for statistics except that they ALSO get the Jumper trait in addition to their normal traits.

Draconian (17 RP)
Draconians are descendants of dragons and humanoids. They use the Wyvaran race for statistics. For the purposes of Kobold racial feats, all Draconians are treated as classic Pathfinder kobolds as well as Wyvarans.

Kappa (9 RP)
Kappa are small turtle-like humanoids.
Abilities: +2 Con, +2 Wis, -2 Dex
Bite (1 RP): Kappa have a bite attack dealing 1d4 piercing damage.
Darkvision (2 RP): Kappa can see in the dark out to 60 feet.
Natural Armor (2 RP): Kappa have a +1 innate bonus to their Armor Class.
Swim (2 RP): Kappa have a 20-foot swim speed and +8 racial bonus to Swim checks.
Shell (2 RP): Attackers do not receive the normal +2 circumstance bonus to attack rolls for flanking a Kappa, though they still all the other benefits from flanking. Kappa can hide in their shell as a single move action, granting them total cover but also blinding them. Attackers can still attack the shell, which functions as an object with the same hardness as a Tower Shield with an enhancement bonus equal to one-fourth the kappa's HD (rounded down, minimum 0). The shell does not protect them from air, gaseous, sonic, mind-affecting, or incorporeal attacks. Any damage done to the shell is dealt to the kappa's hit points and they lose the benefit of this trait if the shell is broken. The shell cannot be destroyed. A kappa needs at least a year to naturally heal a broken shell.

Naga (7 RP)
Naga are snake-like humanoids possessing a long muscular tail that they use to slither around on rather than legs. They use the Nagaji race for statistics but are also treated as Vishkanya for the purposes of determining alternate racial traits and racial feats that they can acquire.

Saurian (8 RP)
Saurians are reptilian humanoids native to swamps, marshes, and other wetlands. They use the Lizardfolk race for statistics.



Primatefolk
asdfasfasfsad

Sasquatch

Vanara

Yeti



Verminfolk
Verminfolk are bug-like humanoids.

Fomorian Drone (13 RP): +2 Str, +2 Con, -2 Cha, Bite, Claw, Natural Armor, Scent, Athleticism (Climb, Brawn), 4 Legs (2 RP) Small

Fomorian Matriarch (20 RP): +2 Str, +2 Con, -2 Cha, Bite, Claw, Natural Armor, Scent, Athleticism (Climb, Brawn), 4 Arms (2 RP), Large 7 RP.

Fomorian Myrmidon (17 RP): +2 Str, +2 Con, -2 Cha, Bite, Claw, Natural Armor, Scent, Athleticism (Climb, Brawn), 4 Arms (2 RP), Wings (4 RP) Medium

Wormaoidlings (13 RP): asdfasdfasdfasdfasffsd



Sign In