High Orc |
- Ability Score Modifiers: STR +2, CON +2, INT +2, WIS +2, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (any one region), Orcish.
- Bonus Languages: Any non-secret.
- Favored Class: Any- High Orcs are a disciplined people, and can juggle the concerns of two classes with little trouble. The highest-level class doesn't count when determining experience penalties for multiclassing.
- Darkvision (Ex): High Orcs can see up to 60 feet in darkness.
- Spell Resistance (Su): 5 + highest class level.
- Law Instinct (Cu): After observing an unfamiliar group of people for one day, a High Orc character can make a Sense Motive check to determine basic laws and customs of the entire group, even if he or she doesn't speak the language. If successful, that character gets a +2 bonus to all Diplomacy, Gather Information, and Sense Motive checks made on members of that group in the future.
- Tribal Hate (Cu): +1 racial bonus to attack rolls made against Tribal Orcs. High Orcs despise their savage cousins for giving up civilization and discipline, and fight them often.
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Tribal Orc |
- Ability Score Modifiers: STR +4, CON +4, INT +2, WIS -2, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Language: Orcish.
- Bonus Languages: Any non-secret.
- Favored Class: Barbarian- Tribal Orcs are, in general, a thoroughly savage bunch, and respect nothing more than strength and fury. Chieftains of Tribal Orcs are usually high-level Barbarians.
- Darkvision (Ex): Tribal Orcs can see up to 60 feet in darkness.
- Spell Resistance (Su): 5 + highest class level.
- Civil Hate (Cu): +2 racial bonus to attack rolls made against High Orcs. Tribal Orcs despise their civilized cousins for being like the other, weaker races, and fight them often. +1 racial bonus to attack rolls made against other Elder Races. Tribal Orcs have consciously rejected the ancient civilization and everything that went with it, and that includes coexistence with other people.
- Terrain Mastery (Cu): +4 racial bonus to all Survival checks made in terrain familiar to the character; characters start with 3 familiar terrain types. They also get a +4 racial bonus to Hide checks made on familiar terrain. A character may add to his or her repertoire of terrains by spending one week living in new terrain, and making a successful Survival check at the end of the week vs. DC 15.
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Desert Orc |
- Ability Score Modifiers: DEX +2, CON +2, INT -2, WIS +6, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Language: Common (Arite), Dark Orcish.
- Bonus Languages: Any non-secret.
- Favored Class: Ranger- Desert Orcs are consummate hunters, and the hunting life has been bred into them over tens of generations as their small tribes eked out an existence in the harsh deserts of Arite.
- Low-Light Vision (Ex): Desert Orcs can see twice as far as humans in low-light conditions, and can still distinguish color and detail under low light.
- Hardy (Ex): Desert orcs are astoundingly hardy and hale. They can go twice as long as other races without food or water before suffering the effects of starvation or thirst, and the effects happen twice as slowly to them- for instance, a starving Desert Orc only makes a CON check every other day. Also, Desert Orcs have a +2 racial bonus to saves against poison and disease.
- Bonus Feat (Cu): Track. Desert Orcs are, again, consummate hunters, and all their children are taught to track prey at an early age.
- Expert Hunters (Cu): +4 racial bonus to all Survival, Hide, and Move Silently checks. These, again, result from their constant training for the hunt while growing up.
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Goblin/ Dwarf Orc |
- Ability Score Modifiers: STR -2, DEX +4, CON -2, INT +2, WIS +2, CHA -2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Language: Common (any one region), either Goblin (if Taeran) or Cerulean (if Aritian).
- Bonus Languages: Any non-secret.
- Favored Class: Rogue- Goblins are a generally sneaky and lawless bunch, and their lifestyle and racial advantages tend to steer them in the direction of Rogueish behavior.
- Darkvision (Ex): Goblins can see up to 90 feet in darkness.
- Trap Expertise (Cu): +4 racial bonus to Search checks made to find traps, Disable Device checks used on traps they find, and Open Locks checks. Goblins are very good at constructing traps, and are therefore good at spotting them; also, the knowledge of mechanics they have as a result of that makes it easier for them to trip the tumblers in locks they want opened.
- Sneak Attack (Ex): Even a Goblin who has no levels in Rogue can use the Sneak Attack ability as a Rogue equal to his or her highest class level. Goblins aren't normally very powerful combatants, and they know it, so they learn from an early age to hit the enemy where it counts.
- Super Taunt (Cu): Goblins have a reputation as nasty, disgusting little sneaks, and they have learned to use it to their advantage. As a full-round action, a Goblin character may make a Taunt check on an intelligent opponent, who flies into a berserk rage if the goblin is successful in adjusting the creature's attitude to Hostile (or in beating DC 15 if it already was Hostile). Targets who fail their opposed checks must make a Will save vs. DC 10 + the Goblin's character level fly into a blind fury for 2d4 rounds. The Goblin need not speak the language of the victims to Taunt them, but if he or she does, they save at a -2 circumstance penalty thanks to more easily understood (and graphic) insults. Enraged opponents have a -2 circumstance penalty to all saving throws, skill checks, and AC until the rage ends, but they also have a +1 circumstance bonus on attack and damage rolls targetting the Taunting Goblin and any companions he or she has! A Goblin with ranks in Taunt gains those ranks as a bonus to the DC against the saving throw, should the Taunt check itself succeed. Also, Goblins have a +4 racial bonus on all Taunt checks. They have their reputation for a reason.
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Xvart/ Ice Goblin |
- Ability Score Modifiers: STR -2, DEX +2, CON +2, INT +2, CHA -2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Language: Common (Anyrk, Arcia, or Nakhu), Goblin.
- Bonus Languages: Any non-secret.
- Favored Class: Rogue- Xvarts are a generally sneaky and lawless bunch, and their lifestyle and racial advantages tend to steer them in the direction of Rogueish behavior.
- Darkvision (Ex): Xvarts can see up to 60 feet in darkness.
- Sneak Attack (Ex): Even a Xvart who has no levels in Rogue can use the Sneak Attack ability as a Rogue equal to his or her highest class level. Xvarts aren't normally very powerful combatants, and they know it, so they learn from an early age to hit the enemy where it counts.
- Chameleon Power (Psi): 3 times per day, a Xvart can change his or her skin and eye color to match the surrounding area, blending in and becoming very hard to see. Initiating the Chameleon Power is a full-round action and requires a Concentration check vs. DC 10, but once active it can be maintained for one minute per character level with no further checks. If the check fails, the attempt does not count against the daily total, and the Xvart may try again in the next round. A successfully camoflaged character is effectively invisible (50% miss chance), though opponents who succeed at a Spot check vs. DC 20 + the Xvart's INT modifier can attack as if the Xvart merely had 3/4 concealment (30% miss chance). During a round in which the Xvart attacks, the camoflage is easier to see through, and instead provides the benefits of a Blur spell (though it still works in Anti-Magic or Dead Magic zones due to being psionic).
- Psionic Status: The Chameleon Power is actually a psi-like ability native to Xvarts, though no non-Xvart has ever been observed manifesting it. Xvarts are, therefore, psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
- Cold Dwellers (Ex): Xvarts have a +1 racial bonus to saves against Cold attacks, and take 1 less point of damage per die from them. They suffer a -1 penalty to saves against Fire attacks, and take 1 extra point of damage per die from them.
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Nilbog/ Night People/ Orange Goblin |
- Ability Score Modifiers: STR -2, DEX +4, WIS -2, CHA +2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Language: Nilbog.
- Bonus Languages: None. Orange Goblins do not automatically start the game with bonus languages, due to the isolation of their culture from the rest of the world.
- Favored Class: One of Bard, Rogue, Sorcerer, or Wilder- Each tribe of the Night People specializes in a different sort of power, and though all tribes have their Experts, Adepts, and Warriors, the elite and leaders of each tribe are a specific class unique to that tribe. A Nilbog character chooses one of these four classes as a favored class at 1st level, and thereafter keeps that class as the character's favored class throughout his or her career.
- Illiteracy (Cu): Night People do not begin the game knowing how to read and write as other characters do, unless the character's first class level is in Elementalist, Mage-Priest, or Wizard. Their own language does not have a written form, and they have never been taught to understand the writings left behind by those who made the Rainbow Vale what it is now, so they have lost the skill of reading and writing over the centuries. A Nilbog character may spend 2 skill points at his or her first level-up after encountering writing and an intelligent creature capable of teaching the symbols to the character, to permanently learn how to read and write all languages he or she knows.
- Low-Light Vision (Ex): Nilbogs can see approximately twice as well as a human can, in conditions of less than full lighting.
- Sneak Attack (Ex): Even a Nilbog who has no levels in Rogue can use the Sneak Attack ability as a Rogue equal to his or her highest class level. Nilbogs aren't normally very powerful combatants, and they know it, so they learn from an early age to hit the enemy where it counts.
- Reversion Field (Psi): Orange Goblins have a unique and utterly mystifying ability to alter reality around themselves. Though the effects of this reality alteration can be difficult or impossible to replicate using conventional magical or psionic powers, it is not under conscious control, and cannot be turned off or deactivated by any means other than the death of the Nilbog producing the field. Although its actual effects cannot be precisely known or prepared for in advance, they do follow a somewhat predictable pattern, and the Night People (who are well aware of the usual effects of their Reversion Field) have learned over the centuries to take advantage of it. In essence, the field causes affected creatures to behave in a manner opposite to or reversing what they would otherwise do.
For example, if a creature is guarding prisoners, when it is affected by the field, it might go into the prison and set all the prisoners free for no apparent reason. Alternatively, it might go into the prison and try to kill all the prisoners, or it might usher a known friend of the prisoners into the prison with a full set of keys and be completely unconcerned by whatever they feel like doing while inside- or any number of other possibilities. By contrast, a greedy adventurer delving into a fortress populated by Nilbogs might suddenly decide to leave all of his or her treasure in an open, empty chest and leave the area with no feelings of regret or desire to go back, or might actually hand valuables to the Nilbogs and other creatures in the fortress- or do something even weirder than those. The exact effects are up to the DM's discretion, but always follow the pattern of reversing or opposing what the affected creature or character would normally do. Importantly, no matter how outlandish the creature's actions may be, they always seem to be perfectly logical and necessary to the affected creature itself, and even after exiting the field, the actions the creature took while affected are remembered as proper and correct. Nothing can overcome this reversion of will and desire except, perhaps, a very carefully worded Wish or Miracle spell.
The field affects any creature which comes within 20 feet of a Nilbog; every such creature that enters a Nilbog's field must make a Will save (DC 10 plus the Nilbog's CHA modifier plus the Nilbog's character level) or be affected by the field. The save must be rolled every time the creature comes within 20 feet of a Nilbog, even if it leaves the field and reenters it later- unlike most similar field effects produced by other creatures, a successful save against a Nilbog's Reversion Field does not grant any sort of immunity to later exposure. If the save succeeds, then the creature is able to act normally within the field, though sometimes objects carried or used by an unaffected creature are themselves affected and behave oddly. If the save fails, then the creature is affected as described above.
It must be noted that while Nilbogs are always immune to the Reversion Fields of other Nilbogs, they are not apparently immune to their own fields- because the Reversion Field produces several strange effects on Nilbogs themselves. First, the voices of Orange Goblins are very deep, loud, and resonating, despite clearly not having the size and vocal equipment to produce such noises naturally. Second, Nilbogs speak backwards, reversing syllables and words alike, and even a translation spell such as Comprehend Languages does not let a recipient understand Nilbog speech as normal speech (should the Nilbog be speaking an unknown language). Instead, a non-Nilbog character hoping to understand what a Nilbog is saying must make a Knowledge (Puzzles) check (DC 10) in order to figure it out; if the check fails, the words sound like gibberish no matter how powerful the translation effect is or whether the Night Person is actually speaking the creature's native language. Finally, the field produces more odd effects which, although directly produced by the field itself, are so consistent and significant that they are given their own ability descriptions below.
- Hiding Reversal (Psi): Perhaps the oddest side effect of the Reversion Field is that the Nilbog's image only appears normally within the field itself; that is, only within 20 feet of the Nilbog will a creature be able to notice and interact with the character normally. Beyond that range, the Reversion Field's distortion of reality causes any creature which is actually looking for the Nilbog character to miss him or her rather than find. That is, in game terms, a creature must fail a Spot check opposed by the Nilbog's Hide check in order to see the Nilbog, rather than succeed. Within 20 feet, this effect disappears, and the Nilbog's Hide roll works normally vs. opposing Spot rolls. A sense which does not rely on a roll to determine the locations of creatures, such as Scent or Blindsense, is unaffected by this ability; only ordinary Spotting and Hiding are limited by this power.
- Damage Reversal (Psi): Arguably the most useful side effect of the Reversion Field is this, the ability to literally reverse the effects of damage that the Nilbog should otherwise take. Whenever a Night Person character takes damage from any weapon or physical attack, other than something overwhelming like being crushed by an object of at least three size categories larger than the character, the Nilbog takes no damage- and instead gains the amount of damage dealt as temporary hit points which last a maximum of one hour. A Nilbog can never gain or have more temporary hit points than his or her normal maximum total in this way, and any effects which deal energy damage (other than negative energy such as Inflict spells, which heals them just as weapon strikes do) or do not deal hit point damage (such as ability damage from poisons and diseases, or death effects such as Slay Living) affect the Nilbog normally. For example, if a Night Person were hit by a massive swing from a Minotaur's greatsword that dealt 35 points of damage, then the character would gain 35 temporary hit points instead of taking damage, but if the same character were later subjected to a Feeblemind spell, then his or her INT would be dropped as normal- and if the character were caught in a Fireball then he or she would take damage from it normally.
As an unpleasant corollary of this ability, Nilbogs are dealt damage by healing spells and effects, instead of being healed by them as normal living creatures are. For instance, a Nilbog would take normal damage from hits by Lifestone weapons, or other weapons with similar healing effects, and would take 1d8+1 point of damage per caster level from a Cure Light Wounds spell. Because of this last effect of the Damage Reversal ability, and the Nilbog ability to be healed by Inflict spells, some characters from regions where Nilbogs are rare or unknown assume that Nilbogs are a strange/rare form of undead, but this impression is false- and clearly demonstrated as such the first time such a character attempts to (for instance) Turn Undead on a Nilbog or few.
- Psionic Status: The Reversion Field (and all of the linked abilities it grants) is actually a psi-like ability native to the Night People, though no non-Nilbog has ever been observed manifesting it. Night People are, therefore, psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
- Heat Dwellers (Ex): Night People receive a +2 racial bonus to saving throws against Fire attacks, and suffer a -2 penalty against Cold attacks.
- Level Adjustment: +1. For experience purposes, Nilbogs are treated as being 2nd-level characters when at 1st level. Thus, a Night Person character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Cerulean/ Blue Goblin |
- Ability Score Modifiers: STR -2, DEX +4, CON -2, INT +2, WIS +2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Language: Common (Arite), Illithid.
- Bonus Languages: Cerulean, Dark Elvish, Dark Dwarvish, Dark Orcish, Draconic, Gnomish, High Elvish (Arite), Minotaur, Lumin, Pterran, Undercommon.
- Favored Class: Psion- Ceruleans have gradually had psionic power bred into them, and those who prosper learn to harness and train it early on.
- Darkvision (Ex): Ceruleans can see up to 60 feet in darkness.
- Psi-Like Abilities: Ceruleans have developed several inborn psionic powers over the long centuries of their captivity, which they can manifest for no power point cost. These powers are Charm Person, Ego Whip, Empty Mind, Energy Ray (Fire only), Far Hand, Logic Lockpick, and Maze of Reflection. All of these abilities are treated as if manifested by a Psion of level equal to the Cerulean's character level, though none of them may be augmented unless the character spends actual power points to do so.
- Psionic Status: Ceruleans are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
- Level Adjustment: +1. For experience purposes, Ceruleans are treated as being 2nd-level characters when at 1st level. Thus, a Cerulean character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Ogre/ Giant Orc |
- Ability Score Modifiers: STR +6, DEX -2, CON +4, INT -2, CHA -2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 40 feet.
- Automatic Language: Orcish.
- Bonus Languages: Any non-secret.
- Favored Class: None- Ogres are generally dimwits, imitating other cultures rather than coming up with one of their own. As a result, they rarely multiclass, suffering full experience penalties when they do.
- Darkvision (Ex): Ogres can see up to 60 feet in darkness.
- Spell Resistance (Su): 5 + highest class level.
- Berserker Rage (Ex): All Ogres can enter a state of Rage once per day, identical to the class ability of Barbarians. Ogres with class levels in Barbarian gain an extra daily use of the Rage ability.
- Stubborn Life (Ex): Some warriors of other races who have fought Ogres say they're "too stupid to know when they're dead." While fanciful and insulting, this comment is based partially on fact- Ogres are not as easy to knock unconscious through damage as other races are. An Ogre stays conscious with subdual damage until the subdual damage is 10 points greater than the Ogre character's hit point total. Also, an Ogre receives the Diehard feat for free as a bonus feat. This does not also grant the character the Endurance feat (which is the normal prerequisite for Diehard).
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Merrow/ River Ogre |
- Ability Score Modifiers: STR +4, DEX -2, CON +4, INT -2, CHA -2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 40 feet, Swim 40 feet.
- Automatic Language: Orcish.
- Bonus Languages: Any non-secret.
- Favored Class: Ranger- Merrow live by hunting in and around the rivers and lakes they live in.
- Darkvision (Ex): Merrow can see up to 60 feet in darkness.
- Berserker Rage (Ex): All Merrow can enter a state of Rage once per day, identical to the class ability of Barbarians. Merrow with class levels in Barbarian gain an extra daily use of the Rage ability.
- Amphibious (Ex): Merrow have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Merrow having a Swim speed, and are not racial bonuses in the strictest sense.
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Lizardfolk |
- Ability Score Modifiers: STR +4, DEX +2, WIS +2, CHA -4
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (Anyrk, Yoor, Arcia, or Zephra), Lizardfolk.
- Bonus Languages: Any non-secret, plus Druidic (Taera).
- Favored Class: Ranger- Lizardfolk live very close to nature.
- Natural Weapons: Lizardfolk can bite opponents with their powerful jaws for 1d4 normal damage, bash with their bulky tails for 1d6 subdual damage, and slash with their clawed hands for 1d2 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
- Natural Armor: Lizardfolk are covered with thick scales, granting them a +2 natural bonus to AC.
- Superlative Swimming (Ex): +8 racial bonus to all Swim checks. Lizardfolk are generally considered the best swimmers among land-dwelling races. Furthermore, they suffer swim penalties at only one-third the normal rate- for instance, they get a -1 penalty on every third round they spend underwater, instead of every round.
- Superior Lungs (Ex): Lizardfolk can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 10 rounds (1 minute) per point of Constitution, and only need to save every fifth round once air runs out, instead of every round.
- Spell-Like Ability: Lizardfolk gain the ability to Speak With Reptiles once per day when they reach the 9th character level. This ability is exactly like the spell Speak With Animals cast by a Druid of equal level, except that it only works on reptilian creatures such as crocodiles, lizards, and snakes.
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Lizard King |
- Ability Score Modifiers: STR +4, DEX +2, CON +2, INT +2, WIS +2, CHA +2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks. Lizard Kings are larger and bulkier than the lesser type of Lizardfolk.
- Base Speed: 40 feet.
- Automatic Languages: Common (Anyrk, Yoor, Arcia, or Zephra), Lizardfolk.
- Bonus Languages: Any non-secret, plus Druidic (Taera).
- Favored Class: Druid or Sorcerer- Lizard Kings have great magical potential, which they usually exploit by becoming Druids (and thus the natural leaders of the nature-loving communities of Lizardfolk) or Sorcerers. The higher-level of either of these two classes, if the Lizard King character has either or both, does not count when determining experience penalties for multiclassing.
- Natural Weapons: Lizard Kings can bite opponents with their powerful jaws for 1d6 normal damage, bash with their bulky tails for 2d4 subdual damage, and slash with their clawed hands for 1d3 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
- Natural Armor: Lizard Kings are covered with thick scales, granting them a +4 natural bonus to AC.
- Superlative Swimming (Ex): +8 racial bonus to all Swim checks. Lizardfolk are generally considered the best swimmers among land-dwelling races, and their Kings are no exception. Furthermore, they suffer swim penalties at only one-third the normal rate- for instance, they get a -1 penalty on every third round they spend underwater, instead of every round.
- Superior Lungs (Ex): Lizard Kings can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 10 rounds (1 minute) per point of Constitution, and only need to save every fifth round once air runs out, instead of every round.
- Spell-Like Ability: Lizard Kings can Speak With Reptiles twice per day. This ability is exactly like the spell Speak With Animals cast by a Druid of equal level, except that it only works on reptilian creatures such as crocodiles, lizards, and snakes.
- Natural Leaders (Ex): Lizard Kings receive Leadership as a bonus feat, upon reaching 6th level. This bonus feat only allows Lizardfolk followers and cohorts, but a Lizard King character may choose to spend a normal feat slot to gain Leadership, and have it work on any race as normal. Likewise, upon reaching 21st level, the character receives Epic Leadership for free as a bonus feat, but spend an actual feat slot on Epic Leadership at some point if he or she wants to gain non-Lizardfolk followers and cohorts.
- Impressive Presence (Ex): Lizard Kings receive a +4 racial bonus to all Diplomacy, Gather Information, and Intimidate checks. This bonus works even on non-Lizardfolk.
- Natural Courage (Ex): Lizard Kings receive a +4 racial bonus against all Fear effects.
- Level Adjustment: +2. For experience purposes, Lizard Kings are treated as being 3rd-level characters when at 1st level. Thus, a Lizard King character starts with 3000 XP, and requires 6000 to go to 2nd level.
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Firenewt |
- Ability Score Modifiers: DEX +2, CON +4, WIS -2, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (Anyrk, Arcia, Zephra, or Nakhu), Lizardfolk.
- Bonus Languages: Any non-secret.
- Favored Class: Ranger or Scout- Firenewts live in harsh lands, and those who survive learn to live off of them. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the Firenewt character has either or both.
- Natural Weapons: Firenewts can bite opponents with their powerful jaws for 1d4 normal damage, bash with their bulky tails for 1d4 subdual damage, and slash with their clawed hands for 1d2 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
- Natural Armor: Firenewts are covered with thick scales, granting them a +2 natural bonus to AC.
- Breath Weapon (Su): Firenewts can breath out a 5-foot cone of flames once every 10 rounds, as a standard action, dealing 2d6 points of Fire damage to creatures within it (a Reflex save vs. DC 10 + the Firenewt's level applies for half damage).
- Superior Lungs (Ex): Firenewts can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 10 rounds (1 minute) per point of Constitution, and only need to save every fifth round once air runs out, instead of every round.
- Volcanic Expertise (Cu): +1 racial bonus to all Survival checks related to desert or lava field terrain.
- Heat Dwellers (Ex): Firenewts have a +3 racial save bonus against all Fire attacks and abilities, and take 1 less point of damage per die from them. They have a -3 racial penalty to save against Cold attacks and abilities, and take 1 extra point of damage per die from them.
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Deep Lizardfolk/ Troglodyte |
- Ability Score Modifiers: STR +2, CON +2, INT -2, WIS +6, CHA -4
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Undercommon, Lizardfolk.
- Bonus Languages: Any non-secret.
- Favored Class: Cleric- Troglodytes are known for worshipping vile gods, but those they do worship have a very important place in their society. Most Troglodyte leaders are clerics.
- Natural Weapons: Troglodyes can bite opponents with their jaws for 1d3 normal damage, bash with their tails for 1d4 subdual damage, and slash with their clawed hands for 1d2 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
- Natural Armor: Troglodytes are covered with thick scales, granting them a +3 natural bonus to AC. Their scales are thicker and harder than those of surface Lizardfolk.
- Darkvision (Ex): Troglodytes can see up to 90 feet in darkness.
- Stench (Ex): Troglodytes can secrete an oily, musklike chemical that virtually all animal life finds offensive. All creatures except other Troglodytes within 30 feet of any Troglodyte character who is secreting the vile stuff must make a Fortitude save (DC 13) or become nauseated for 1 full minute, and take 1d6 points of temporary STR damage (a successful save renders the creature immune to that Troglodyte's stench for 24 hours). Troglodytes can emit this stench by taking a full-round action and making a Concentration check (DC 10); once secreted, the stench lasts 1 minute. However, it is more often secreted involuntarily when the Troglodytes are in combat or other stressful situations- when angry or frightened, a Troglodyte must make a Concentration check (DC 20) or automatically emit the stench as a free action. Most Troglodytes, aware of the advantage the stench gives them in battle, don't bother trying to stop it, but occasionally a Troglodyte adventuring with other races wants to avoid disadvantaging his or her companions.
- Blending (Ex): +4 racial bonus to Hide checks. Troglodytes have a limited ability to change their scale colors to blend in with whatever is behind them. While not providing camoflage as good as most other races with a chameleon-like power, this does grant them a useful bonus. Because their natural dwelling territroy is underground and rocky terrain, their scale colors naturally help them blend in even when not color-changed. In such terrain, this natural Hide bonus rises to +8.
- Superior Lungs (Ex): Troglodytes can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 4 rounds per point of Constitution, and only need to save every other round once air runs out, instead of every round.
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Kobold/ Dwarf Lizardfolk |
- Ability Score Modifiers: STR -4, DEX +4, INT +2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Languages: Common (any one region), Undercommon, Kobold.
- Bonus Languages: Any non-secret.
- Favored Class: Rogue- Kobolds often live on the fringes of other societies, and learn from an early age to do things the sneaky way.
- Darkvision (Ex): Kobolds can see in darkness up to 120 feet. To creatures with Darkvision, their eyes appear to glow, as they actually project infrared light to extend their visual range.
- Sneaky (Cu): +2 racial bonus to all Move Silently and Hide checks.
- Natural Weapons: Kobolds can slash with their clawed hands for 1d2 normal damage, or sting with their barbed tails for 1d3 normal damage. Opponents stung by the tail are subject to poison (see below). The Claws each receive half the character's STR bonus to damage, while the Tail receives 1½ × the STR bonus.
- Poison (Ex): Kobolds' tails secrete a mild paralytic toxin which affects creatures stung by the tails. This poison is type Injury DC 15, with initial damage of paralysis (lasting 1 hour), and secondary damage of 1d4 temporary DEX damage.
- Superior Lungs (Ex): Kobolds can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 4 rounds per point of Constitution, and only need to save every other round once air runs out, instead of every round.
- Trap Instinct (Ex): Kobolds are very cunning trapmakers. They get a +4 competence bonus on all Search and Disable Device checks related to traps, and gain the Trapfinding ability of Rogues regardless of class. Simply passing within 5 feet of a trap (or 5 feet of the activator, if that is separate from the trap itself) allows a Kobold character to make a Search check as if actively searching for it. Finally, traps made by Kobolds force a -4 competence penalty to all Search and Disable Device attempts made against them, and Kobold trapmakers receive a +4 racial bonus to all their Craft (Trapmaking) checks.
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Air Lizardfolk/ Pterran |
- Ability Score Modifiers: STR +4, DEX -2, CON +2, WIS +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 60 feet (Average).
- Automatic Languages: Common (Arite), Pterran.
- Bonus Languages: Any non-secret, plus Druidic (Arite).
- Favored Class: Ranger or Druid- Pterrans live very close to nature, and often become Druids or Rangers as a result.
- Natural Weapons: Pterrans can bite opponents with their long, razor-toothed jaws for 1d4+1 normal damage, and bash with their wings for 1d4 subdual damage. The Bite receives the character's full STR bonus to damage. The Wings each receive half the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
- Natural Armor: Pterrans are covered with thick scales, granting them a +2 natural armor bonus to AC.
- Eagle Eyes (Ex): Pterrans can see three times as far as humans can in well-lit, clear conditions. They have a +8 racial bonus to Spot checks in daylight.
- Superior Lungs (Ex): Pterrans can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 4 rounds per point of Constitution, and only need to save every other round once air runs out, instead of every round. Futhermore, Pterrans are also immune to the effects of high altitude below 20,000 feet.
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Locathah/ Sea Lizardfolk |
- Ability Score Modifiers: DEX +2, INT +2, WIS +4, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Swim 60 feet.
- Automatic Languages: Aquacommon, Locathah.
- Bonus Languages: Any non-secret.
- Favored Class: Barbarian- Locathah are often forced to fight battles against their dark mutant cousins, the Sahuagin, and most of their troops learn to channel their anger into full-blown Rages.
- Natural Armor: Locathah are covered with thick scales, granting them a +3 natural bonus to AC. Their scales are slightly tougher than those of surface Lizardfolk, though smoother and more flexible.
- Amphibious (Ex): Locathah have gills, and can breathe water, but they can also breathe air with equal ease.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Locathah having a Swim speed, and are not racial bonuses in the strictest sense.
- Bonus Feat (Cu): Blind-Fight. Locathah often fight their dark cousins in the deep, dark waters where sunlight never penetrates, and don't always have the luxury of light to guide them there.
- Sahuagin Hate (Cu): +2 racial bonus to attack rolls made against Sahuagin, reflecting their hard-won battle tactics gained through long practice fighting the Sea Devils.
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Dark Locathah/ Sahuagin/ Sea Devil |
- Ability Score Modifiers: STR +4, DEX +2, CON -2, INT +4, WIS +2, CHA -4
- Medium-size: No size modifiers.
- Base Speed: 10 feet, Swim 60 feet.
- Automatic Languages: Aquacommon, Locathah.
- Bonus Languages: Any non-secret.
- Favored Class: Ranger or Cleric- Sahuagin are fond of hunting other sea-dwelling races, and coastal Sahuagin sometimes leave the water to hunt land-dwellers as well. Furthermore, their xenophobic society is based around worship of a dark demigod of Marna called Sekolah, so many young Sahuagin aspire to the priesthood as well. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the Sahuagin character has either or both.
- Natural Weapons: Sahuagin can bite opponents with their sharp-toothed jaws for 1d4 normal damage, and slash with their clawed hands for 1d2 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus.
- Natural Armor: Sahuagin are covered with thick scales, granting them a +5 natural bonus to AC. Their scales are tougher and thicker than those of their hated cousins, the Locathah.
- Amphibious (Ex): Sahuagin have gills, and can breathe water, but they can also breathe air with difficulty. Sahuagin are capable of breathing air for up to 30 minutes per point of CON; after that, they begin to suffocate (use the Drowning rules on page 85 of the DMG).
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Sahuagin having a Swim speed, and are not racial bonuses in the strictest sense.
- Freshwater Vulnerability (Ex): Sahuagin mutations have adapted them to life in salt water alone. If forced into fresh water, a Sahuagin is in a great deal of pain, and must make a Fortitude save (DC 15) or suffer -4 to all attack rolls, saves, and checks as long as it is so immersed. Most Sahuagin will not willingly enter fresh water, and will be in a frenzy to leave if forced into it.
- Light Blindness (Ex): Sahuagin are blinded by bright light (such as sunlight, or a Daylight spell) for 1 round after abrupt exposure, and always suffer a -1 Circumstance penalty to attack rolls, saves, and checks while operating in bright light.
- Underwater Sense (Ex): Sahuagin can sense nearby creatures and objects underwater. This ability essentially works like Blindsense with a 30-foot radius, but only operates underwater.
- Speak With Sharks (Sp): Sahuagin have the inborn racial ability to speak with sharks. This is identical to the spell Speak With Animals, except that it only works on sharks. Their god, Sekolah, prefers to take the form of a giant shark, and the Sahuagin reverence for him has gradually allowed them to develop this ability.
- Four Arms (Ex): Sahuagin may use their 1st-level character Feat (and only that feat) to take Mutation, and thereby gain an extra pair of arms. Such characters can make full use of all four limbs, including having four claw attacks instead of two. They use the Multiweapon Fighting feat chain instead of the Two-Weapon Fighting ones. Finally, such mutant Sahuagin have increased limits on the number of magic items worn, for those items worn on hands or arms. For instance, they can wear four Rings rather than two, as they have four hands.
- Level Adjustment: +1. For experience purposes, Sahuagin are treated as being 2nd-level characters when at 1st level. Thus, a Sahuagin character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Thri-Kreen |
- Ability Score Modifiers: DEX +4, CON +2, INT -2, CHA -2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks. Thri-Kreen are about as tall as medium-size races, but much longer, being similar to preying mantises in shape.
- Base Speed: 40 feet.
- Automatic Languages: Common (Anyrk, Arcia, or Nakhu), Thri-Kreen.
- Bonus Languages: High Elvish (Taera), Orcish, High Dwarvish, Undercommon. Thri-Kreen as a people have fairly regular contact with people who speak these languages, and have found it useful to learn them.
- Favored Class: Ranger- Thri-Kreen range widely over their desert homes, and find it useful to know skills for tracking and surviving in the wilderness.
- Natural Weapons: Thri-Kreen can pinch with their clawed hands for 1d2 normal damage, if not holding weapons in them. Each claw receives half the character's STR bonus to damage.
- Natural Armor: Thri-Kreen have thick exoskeletons, granting them a +6 natural armor bonus to AC.
- Four Arms (Ex): Thri-Kreen, as insects, have 6 limbs, only two of which are used as legs. The other four are used as arms, and all are fully articulated and useful. Thri-Kreen use the Multiweapon Fighting feat chain instead of the Two-Weapon Fighting feats. Furthermore, Thri-Kreen have increased limits on the number of magic items worn, for those items worn on hands or arms. For instance, they can wear four Rings rather than two, as they have four hands.
- Super Jump (Ex): Thri-Kreen have very powerful back legs which have evolved for jumping, and they gain a +30 racial bonus to all Jump checks as a result. Also, their jumping distances are double the normal amounts, and are not limited by character height.
- Always Awake (Ex): Thri-Kreen never sleep, and do not need to. They are immune to all Sleep spells and effects as a result. A Thri-Kreen spellcaster or manifester still needs 8 hours of calm in order to regain power points or spells, but does not actually sleep during those 8 hours.
- Weapon Familiarity (Cu): Thri-Kreen treat the T'Klatka as a Martial Weapon, not Exotic. Not only is the weapon designed for three-handed use (meaning that two-handed creatures are at a distinct disadvantage in wielding it), but the Thri-Kreen actually invented it.
- Low-Light Vision (Ex): Thri-Kreen can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
- Hivemind (Su): Thri-Kreen can telepathically communicate with the Queens of their communities, at distances of 60 miles or more depending on the strength of the closest Queen. The Queens can similarly communicate with each other over any distance. Each Thri-Kreen can therefore communicate with any other Thri-Kreen, as long as both sides are within range of a Queen. Using this communication is a full-round action, and requires a Concentration check vs. DC 10 to initiate. Once active, the character can maintain it indefinitely, so long as concentration is maintained; breaking the communicating Thri-Kreen's concentration ends the telepathy. Effects which block psionics will block Thri-Kreen Hivemind speech.
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Coelopteran |
- Ability Score Modifiers: STR +4, DEX -2, CON +2, INT -2, CHA -2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 30 feet.
- Automatic Languages: Coelopteran.
- Bonus Languages: Common (any region except Arite), Undercommon, K'r'r'r, High Elvish (Taera), Gnomish, Loxo, Thri-Kreen, Xyph'r, Grippli, Ophidian.
- Favored Class: Fighter- used as beasts of burden by the K'r'r'r, Coelopterans rarely take up any career path except during times of war, when they become capable shock troops in the armies of the spider-people.
- Natural Weapon: Coelopterans can bite with their powerful mandibles for 3d4 damage (×2 crit). The bite receives the character's full STR bonus to damage.
- Natural Armor: Coelopterans are descended from beetles, and have a thick, hard, carapace to prove it. This natural armor grants them a +10 natural armor bonus to AC.
- Trample (Ex): Coelopterans can trample medium-size or smaller creatures for 2d6+3 points of damage. Opponents who do not make attacks of opportunity against the character can make Reflex saves (DC 10 + 1/2 the Coelopteran's character level + the Coelopteran's STR modifier) for half damage.
- Four Arms (Ex): Coelopterans, as insects, have 6 limbs, only two of which are used as legs. The other four are used as arms, and all are fully articulated and useful. Coelopterans use the Multiweapon Fighting feat chain instead of the Two-Weapon Fighting feats. Furthermore, Coelopterans have increased limits on the number of magic items worn, for those items worn on hands or arms. For instance, they can wear four Rings rather than two, as they have four hands.
- Stiff Joints (Ex): -1 racial penalty to all attack rolls made with slashing weapons, because their arms are short and have strangely shaped joints, and are unable to make all the proper movements.
- Bonus Feats (Ex): Great Fortitude, Toughness.
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K'r'r'r |
- Ability Score Modifiers: STR -2, DEX +2, CON -2, INT +4, WIS +2, CHA +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Climb 20 feet. K'r'r'r are spiders, and able to climb on walls and other vertical surfaces with ease.
- Automatic Languages: Common (Yoor), K'r'r'r.
- Bonus Languages: Common (other regions except Arite), Undercommon, Coelopteran, High Elvish (Taera), Gnomish, Loxo, Thri-Kreen, Xyph'r, Grippli, Ophidian, Celestial, Infernal, Abyssal, Draconic.
- Favored Class: Wizard or Mage-Priest- K'r'r'r are a studious people, and hold books and the knowledge contained within them in high regard. Their best class choices therefore focus on books and the learning derived from them. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the K'r'r'r character has either or both.
- Natural Weapon: K'r'r'r can bite with their powerful mandibles for 1d4 damage (×2 crit). The bite receives the character's full STR bonus to damage.
- Natural Armor: K'r'r'r have a hard, armored carapace that grants them a +4 natural armor bonus to AC.
- +8 bonus on all Climb checks. K'r'r'r can also take 10 on all Climb checks they make, regardless of conditions, and move at their listed Climb speed when climbing. These bonuses derive from the K'r'r'r having a Climb speed, and are not racial bonuses in the strictest sense.
- Web Immunity (Ex): Being spiders themselves, K'r'r'r are immune to Web spells and all variants of them, and the natural webs of spiders and spiderlike creatures. They can move through all webs at the listed Climb speed.
- Superior Observers (Su): +4 racial bonus to all saving throws against Illusions and illusionary effects, because their compound eyes allow K'r'r'r to examine objects (real or false) through several different perspectives simultaneously.
- Stiff Joints (Ex): -1 racial penalty to all attack rolls made with slashing weapons, because their arms have strangely shaped joints, and are unable to make all the proper movements.
- Spider Metabolism (Ex): K'r'r'r are meat-eaters, but have very efficient metabolisms. They only need to eat once each month to maintain normal health, and do not suffer the effects of starvation until 24 days after their last meal.
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Xyph'r |
- Ability Score Modifiers: STR -4, DEX +4, CON +2, INT -2, WIS +4, CHA -2
- Tiny: +2 size bonus to AC and attack rolls, and +8 size bonus to Hide checks. A Xyph'r cannot attack an opponent without entering the opponent's space, or using a Reach weapon.
- Base Speed: 40 feet, Fly 60 (good). Xyph'r are related to houseflies, which move very fast for their size.
- Automatic Languages: Xyph'r.
- Bonus Languages: Common (Yoor, Arcia, or Zephra), Tabaxi, Lizardfolk, Loxo, Thri-Kreen, Ophidian.
- Favored Class: Rogue- Xyph'rs live on the fringes of societies of other races, and learn to stay in the shadows.
- Ubiquitous Vision (Ex): Xyph'rs have compound eyes which allow them to see all around themselves, as if constantly using the psionic power Ubiquitous Vision. They gain +4 on Spot checks, +2 on Search checks, and never lose their DEX bonus to AC against flanking opponents and Sneak Attacks except when flat-footed. Furthermore, flanking opponents get no bonus to hit them, instead of the usual +2. Unfortunately, they also become more vulnerable to gaze attacks, suffering a -4 penalty to their saves against such attacks.
- Bonus Feat (Cu): Dodge. Xyph'rs are used to being swiped at by others, and have an instinctive ability to avoid hits by not being there.
- Acid Spittle (Ex): Xyph'rs eat by covering their food with acidic saliva, allowing it to dissolve, and sucking up the liquified remains. In extreme situations, they can use this saliva as a weapon, spitting it at opponents for 1d6 Acid damage if it hits. This acid spittle has a range increment of 10 feet, and is treated as a grenade-like weapon when aimed, although it does not cause splash damage. Xyph'rs are, of course, immune to this attack.
- Natural Armor: The tough, leathery hide of Xyph'rs grants them a +2 natural armor bonus to AC.
- Acid Resistance (Ex): Given that they use Acid themselves, Xyph'rs have a natural resistance to acidic compounds and conditions, which translates to a +2 racial bonus to all saving throws against Acid or corrosives. Furthermore, they take -2 points of damage per die (to a minimum of 1 point per die) on Acid attacks which do hit them, other than Xyph'r saliva (which they are immune to).
- Cold Vulnerability (Ex): Xyph'rs are tropical creatures, and cannot survive long in cold regions. They have a -1 racial penalty to saving throws against Cold attacks and effects, and take 1 extra point of damage per die from them. Furthermore, any Xyph'r in a region cold enough to allow snow to fall takes 1d8 points of subdual damage and 1 point of temporary DEX damage per day in addition to any damage taken from the normal Cold Environment rules, neither of which can be healed until the character is in a warmer climate for at least 24 hours. Xyph'rs who go down to 0 hit points or 0 DEX this way lapse into a coma and die within a day unless returned to a warmer climate where they can heal the damage.
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Crabfolk |
- Ability Score Modifiers: STR +6, DEX -4, CON +2, INT -4
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 30 feet, Swim 30 feet.
- Automatic Languages: Crabfolk.
- Bonus Languages: Common (any region except Arite), Aquacommon, Sea Elvish, Gnomish, Loxo, Thri-Kreen, Xyph'r, Grippli, Ophidian.
- Favored Class: None. Crabfolk are, frankly, rather stupid by most races' standards, and as a result they find it difficult enough to learn the abilities of one class, let alone more than one. They suffer the full experience penalties for multiclassing.
- Natural Weapons: Crabfolk have powerful claws on their upper pair of "arms" which are generally only good for combat; fortunately, they are quite good for that. Crabfolk claws deal 2d6 damage plus the character's full STR bonus per hit (crit 19-20/×2), and as a result, they rarely even bother using artificial weapons as other races do.
- Natural Armor: Crabfolk have a thick, but brittle, shells. This natural armor grants them a +8 natural armor bonus to AC.
- Amphibious (Ex): Crabfolk have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater. These bonuses derive from the Crabfolk having a Swim speed, and are not racial bonuses in the strictest sense.
- Four Arms (Ex): Crabfolk have 6 limbs, only two of which are used as legs. The other four are used as arms, though the upper pair have the huge claws noted with the Natural Weapons listing, and are unable to manipulate most items effectively (attempting to do so forces a -8 competence penalty to whatever check is being attempted, and the Claws cannot use shields). The lower pair of arms have much smaller, more dextrous claws, which are capable of fine manipulation, and these can use any item usable by humanoids normally. Crabfolk use the Multiweapon Fighting feat chain instead of the Two-Weapon Fighting feats. Unlike most four-armed species, Crabfolk do not gain increased limits on the number of magic items wearable on hands and arms, because of the giant (and clumsy) claws on the upper pair of arms; instead, the lower pair are treated as normal arms, and only specially crafted items can work with the upper pair of limbs.
- Stiff Joints (Ex): -1 racial penalty to all attack rolls made with slashing weapons, because their useful arms are short and have strangely shaped joints, and are unable to make all the proper movements.
- Withdraw (Ex): It is possible for endangered Crabfolk to retract their limbs, eyestalks, and head into their large shells, as a move-equivalent action that does not draw attacks of opportunity. This grants an extra +6 natural armor bonus to AC, which stacks with the normal natural armor bonus, as long as the withdrawn Crabfolk stays that way. However, a Crabfolk withdrawn into his or her shell is unable to otherwise attack, or take any action requiring movement (effectively, it is a form of voluntary paralysis). Redeploying the appendages is another move-equivalent action, but redeployment does draw attacks of opportunity, unlike withdrawal. Crabfolk generally only use this maneuver when truly desperate, as maintaining it for too long can lead to starvation (eating, after all, requires movement).
- Eyestalks (Ex): Crabfolk eyes are situated on slender stalks that protrude from their heads, and can swivel to cover a wide viewing area. As a result, they gain a +1 racial bonus to Spot checks, and in addition cannot be flanked as easily as normal creatures- opponents flanking a Crabfolk only get a +1 bonus to attack rolls, not the normal +2. This expanded vision does have a down side, however- Crabfolk also suffer -2 to their saves to avoid gaze attacks.
- Regeneration (Ex): Crabfolk heal 1 hit point per hour naturally, and can regrow lost limbs and eyestalks in 1d4 weeks.
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Aarakocra |
- Ability Score Modifiers: STR +4, DEX -2, CON -2, WIS +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 100 feet (average).
- Automatic Languages: Aarakocra.
- Bonus Languages: Common (any one region except Arite), Draconic, Auran, High Dwarvish, High Elvish (Taera), Gnomish.
- Favored Class: Favored Soul- Aarakocra are a peaceful and benevolent people, and their communities spend much of their time venerating Denor. As they are Her chosen people, many of them gain Her favor, and powers as a result of it.
- Eagle Eyes (Ex): Aarakocra can see three times as far as humans can in well-lit, clear conditions. They have a +8 racial bonus to Spot checks in daylight.
- Natural Weapons: While flying, Aarakocra can slash with the talons on their feet for 1d4 damage each. Each talon receives half the character's STR bonus to damage.
- Dive Attack (Cu): Aarakocra can take the Charge action while flying to execute a dive maneuver. It works just like a charge, except that the Aarakocra must move at least 30 feet. Any attacks he or she makes with slashing or piercing weapons (including the talons) while diving, do double damage on a successful hit.
- Superior Lungs (Ex): Aarakocra are immune to the effects of high altitude below 40,000 feet.
- Claustrophobia (Cu): Aarakocra are used to openness and freedom of movement, and are afraid of underground spaces as a result. When in caves or dungeons, they suffer a -2 circumstance penalty to attack rolls, saves, and checks.
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Phoenix/ Firebird |
- Ability Score Modifiers: STR +4, DEX -2, INT +2, WIS -2, CHA +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 100 feet (average).
- Automatic Languages: Aarakocra.
- Bonus Languages: Common (any one region except Arite), Draconic, Auran, Ignan, High Dwarvish, High Elvish (Taera), Gnomish.
- Favored Class: Scout- Phoenixes live in dangerous territory, and must constantly scout for trouble. Most have taken a turn scouting their lands at one time or another, by the time they reach adulthood.
- Eagle Eyes (Ex): Phoenixes can see three times as far as humans can in well-lit, clear conditions. They have a +8 racial bonus to Spot checks in daylight.
- Natural Weapons: While flying, Phoenixes can slash with the talons on their feet for 1d4 damage each. Each talon receives half the character's STR bonus to damage.
- Dive Attack (Cu): Phoenixes can take the Charge action while flying to execute a dive maneuver. It works just like a charge, except that the Phoenix must move at least 30 feet. Any attacks he or she makes with slashing or piercing weapons (including the talons) while diving, do double damage on a successful hit.
- Superior Lungs (Ex): Phoenixes are immune to the effects of high altitude below 40,000 feet.
- Spell-Like Abilities: Feather Fall, Flare, and Pyrotechnics once per day each, as if cast by a Wizard equal to the Phoenix's character level. Upon reaching 5th level, a Phoenix may immolate him or herself in a Fireball once per day, also cast as if by a Wizard of equal level. Since the initiator of the Fireball ability doesn't get a saving throw against it, however, it is usually used only as a last resort (though it is considered a glorious and honorable death if the Phoenix takes out several enemies with the Fireball as well as him or herself).
- Heat Dwellers (Ex): Phoenixes have a +3 racial save bonus against all Fire attacks and abilities, and take 1 less point of damage per die from them. They have a -3 racial penalty to save against Cold attacks and abilities, and take 1 extra point of damage per die from them.
- Level Adjustment: +1. For experience purposes, Phoenixes are treated as being 2nd-level characters when at 1st level. Thus, a Phoenix character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Kenku/ Dark Aarakocra |
- Ability Score Modifiers: STR +2, DEX +2, CON -2, WIS +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 100 feet (average).
- Automatic Languages: Common (Arcia or Zephra), Aarakocra.
- Bonus Languages: Draconic, Auran, Rolfish, High Dwarvish, High Elvish (Taera), Gnomish, Silent Tongue (hand signals).
- Favored Class: Rogue or Hexblade- In contrast to normal Aarakocra, Kenku are a secretive and suspicious people, and they most often live on the fringes of other races' communities. They developed rogueish skills and their talents for Arcane magic (especially illusions and curses) as a result. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the Kenku character has either or both.
- Darkvision (Ex): Kenku can see up to 60 feet in darkness.
- Natural Weapons: While flying, Aarakocra can slash with the talons on their feet for 1d4 damage each. Each talon receives half the character's STR bonus to damage.
- Dive Attack (Cu): Aarakocra can take the Charge action while flying to execute a dive maneuver. It works just like a charge, except that the Aarakocra must move at least 30 feet. Any attacks he or she makes with slashing or piercing weapons (including the talons) while diving, do double damage on a successful hit.
- Superior Lungs (Ex): Aarakocra are immune to the effects of high altitude below 40,000 feet.
- Shapeshift (Sp): Kenku can Polymorph once/month. This special power can only be used on the initiator him/herself, and has a maximum duration of 1 day/character level (it may be ended early if the user so desires). Also, a Kenku using this power can change form again at will as a standard action, while the power lasts, but only assume forms within a single race and gender. For instance, a Kenku who chooses to become a Human male upon first using this power can change to look like any other Human male while it lasts, but cannot assume any nonhuman form (not even male forms), nor any female form (even a Human female). The single exception is that a Kenku may always resume its own form as normal, which causes the power to end early. After using this power, a Kenku may not use it again until 24 days have passed since the power started (thus, a Kenku who was using this power for 3 days has to wait 21 days to get another use).
- Spymasters (Cu): +8 racial bonus to all Disguise checks, whether physical or sound-mimicking. Their ability to blend in by Polymorphing is very important to Kenku, and over the centuries of their existence they have developed an innate talent for skills which help them do it better.
- Level Adjustment: +1. For experience purposes, Kenku are treated as being 2nd-level characters when at 1st level. Thus, a Kenku character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Tabaxi |
- Ability Score Modifiers: DEX +6, CON +2, INT +2, WIS -2
- Medium-size: No size modifiers.
- Base Speed: 40 feet. Tabaxi move quickly, and tend to lope around on all fours as often as they walk on two legs.
- Automatic Languages: Common (Anyrk, Yoor, or Arcia), Tabaxi.
- Bonus Languages: Any non-secret. Tabaxi are very curious creatures, and are happy to learn whatever new languages they can.
- Favored Class: Bard- Tabaxi love telling and collecting stories, and expounding on their knowledge at (great) length, and most of them acquire performing skills as a result.
- Natural Weapons: Tabaxi can slash with their retractable claws for 1d3 normal damage, plus half the character's STR bonus. Tabaxi wearing gloves or gauntlets cannot use their claw attacks.
- Improved Grab (Ex): If a tabaxi successfully hits an opponent with both claw attacks in the same round, he or she can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the tabaxi wins the grapple check, he or she establishes a hold and can Rake.
- Rake (Ex): A Tabaxi who has hit and grabbed an opponent with both front paws can make a Rake attack with his or her back claws at the character's full attack bonus, for 1d6 normal damage plus the character's full STR bonus. Tabaxi wearing boots, or some other full foot covering, cannot use this attack.
- Low-Light Vision (Ex): Tabaxi can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
- Catfall (Ex): Tabaxi take no damage from falls up to 30 feet, by landing on all fours, and take half damage from falls of more than 30 feet. Tabaxi within arm's reach of a wall or other vertical surface may use their claws to slow their falls as Monks of equal level.
- Trap Instinct (Ex): Tabaxi have a sixth sense about traps, and have the Trapfinding ability of Rogues regardless of class. They get a +4 insight bonus to all Search checks related to traps. Finally, simply passing within 5 feet of a trap (or 5 feet of the activator, if that is separate from the trap itself) allows a Tabaxi character to make a Search check as if actively searching for it.
- Superior Climbers (Ex): +6 racial bonus to all Climb checks, due to their claws.
- Padfoot (Ex): +4 racial bonus to Move Silently checks.
- Extreme Curiosity (Cu): 4 extra skill points at 1st level, and 2 extra skill points each additional level. These skill points must be used on cross-class skills, if possible.
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Cheetar/ Mountain Tabaxi |
- Ability Score Modifiers: DEX +6, CON +2, WIS -2
- Medium-size: No size modifiers.
- Base Speed: 50 feet. Cheetars move very quickly, and tend to lope around on all fours as often as they walk on two legs.
- Automatic Languages: Common (Yoor, Zephra, or Arcia), Tabaxi.
- Bonus Languages: Any non-secret. Tabaxi are very curious creatures, and are happy to learn whatever new languages they can.
- Favored Class: Ranger- Cheetars live by hunting prey on the mountains and hills they call home, and learn hunting skills early as a result.
- Natural Weapons: Tabaxi can slash with their retractable claws for 1d3 normal damage, plus half the character's STR bonus. Tabaxi wearing gloves or gauntlets cannot use their claw attacks.
- Improved Grab (Ex): If a tabaxi successfully hits an opponent with both claw attacks in the same round, he or she can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the tabaxi wins the grapple check, he or she establishes a hold and can Rake.
- Rake (Ex): A Tabaxi who has hit and grabbed an opponent with both front paws can make a Rake attack with his or her back claws at the character's full attack bonus, for 1d6 normal damage plus the character's full STR bonus. Tabaxi wearing boots, or some other full foot covering, cannot use this attack.
- Low-Light Vision (Ex): Tabaxi can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
- Catfall (Ex): Tabaxi take no damage from falls up to 30 feet, by landing on all fours, and take half damage from falls of more than 30 feet. Tabaxi within arm's reach of a wall or other vertical surface may use their claws to slow their falls as Monks of equal level.
- Superior Climbers (Ex): +6 racial bonus to all Climb checks, due to their claws.
- Padfoot (Ex): +4 racial bonus to Move Silently checks.
- Long Leapers (Cu): +8 racial bonus to Jump checks. Cheetar live in mountainous terrain, and often have to Jump between crags or across chasms. This bonus is in addition to the bonus granted by having a ground Speed above 30 feet.
- Sprint (Ex): Cheetars have a special movement action, the Sprint, which allows them to move faster than a Run action. A Cheetar using Sprint can move up to eight times his or her normal movement speed (or ten times if the character has the Run feat) in a straight line, but can only sustain the Sprint for a number of rounds equal to one-half the character's CON score, at which point the character must end the Sprint. When the Sprint is ended, whether voluntary or not, the Cheetar is winded and must rest for 1 minute per round the Sprint was sustained. During this rest period, the character can move no faster than a normal move during any round. A Sprint cannot be performed while the character is wearing Heavy armor, and in Medium armor the speed is limited to six times normal movement (eight with the Run feat). A Cheetar who jumps while Sprinting adds double the racial bonus to the Jump check, and has no maximum limit on distance.
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Leonal/ Plains Tabaxi |
- Ability Score Modifiers: STR +2, DEX +2, INT +2, CHA +2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 50 feet. Tabaxi move quickly, and tend to lope around on all fours as often as they walk on two legs.
- Automatic Languages: Common (Arcia, Zephra, or Nakhu), Tabaxi.
- Bonus Languages: Rolfish, High Elvish (Taera), High Dwarvish, Minotaur, Orcish.
- Favored Class: Barbarian- Leonal society respects strength and ferocity in battle, and their leaders (whether male or female) are usually the best combatants. Being a savage culture, whether noble/honorable or not, Leonal society produces more Barbarians than Fighters.
- Natural Weapons: Leonals can slash with their retractable claws for 1d4 normal damage (plus half the character's STR bonus), and Bite with their strong jaws for 1d3 normal damage (plus the character's full STR bonus). Leonals wearing gloves or gauntlets cannot use their claw attacks.
- Improved Grab (Ex): If a Leonal successfully hits an opponent with both claw attacks in the same round, he or she can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Leonal wins the grapple check, he or she establishes a hold and can Rake.
- Rake (Ex): A Leonal who has hit and grabbed an opponent with both front paws can make a Rake attack with his or her back claws at the character's full attack bonus, for 1d10 normal damage plus the character's full STR bonus. Leonal wearing boots, or some other full foot covering, cannot use this attack.
- Low-Light Vision (Ex): Tabaxi can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
- Stalkers (Cu): +4 racial bonus to Spot, Listen, and Move Silently checks.
- Roar (Cu): Leonals can take a full-round action to Roar loudly. Opponents within 30 feet who can hear the sound must make a Will save against DC 10 + the Leonal's CHA modifier, or become shaken for 1d6 rounds. As opponents become immune to the character's Roar for 24 hours after hearing it, it is normally only useful once per combat, and Leonals usually do it before actually entering battle. Leonals themselves are immune to the effect of the Roar, whether their own or from other Leonals. This ability is a Sonic, Mind-Affecting attack.
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Rolf |
- Ability Score Modifiers: STR +4, CON +2, INT -2, WIS +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (Zephra or Nakhu), Rolfish.
- Bonus Languages: Common (Arcia, Yoor, Anyrk), High Elvish (Taera), High Dwarvish, Gnomish, Orcish, Minotaur, Loxo.
- Favored Class: Fighter- Rolves are a militant race, and all born in the Imperium are expected to serve in the Imperial Armies at some point in their lives.
- Natural Weapons: Rolves can slash with their claws for 1d3 normal damage plus half the character's STR bonus, and bite with their powerful jaws for 1d4 plus the full STR bonus. Rolves wearing gloves or gauntlets cannot use their claw attacks.
- Scent (Ex): Rolves can detect approaching enemies, sniff out hidden foes, and track by their keen sense of smell. They can identify familiar odors as easily as humans can familiar sights. Opponents within 30 feet can be detected by smell alone (the range is 60 feet for upwind opponents, 15 for downwind), but strong scents such as smoke or rotting garbage can be detected from twice, or even three times as far, depending on strength. While a scent can be detected within the listed range, it cannot be pinpointed to a specific location unless it is within 5 feet. A Rolf trying to sniff out the location of something further away can take a partial action to detect the direction of the scent, but still cannot determine distance directly. Rolves can also track by scent, making a Wisdom check to find or follow such a track. The typical DC for such tracking is 10, but various modifiers including the original scent strength and the age of the trail can change this. This type of tracking generally follows the rules of the Track feat, but it is unaffected by surface conditions other than water, or poor visibility. Finally, they save against scent-based attacks such as Stinking Cloud with a -4 circumstance penalty, because their keen noses are harder to block out and ignore.
- Keen Hearing (Ex): Rolves can hear twice as well as humans. They have a +4 racial bonus on all Listen checks, but have a -4 save penalty to all sonic attacks, such as a harpy's song.
- Bonus Feats (Cu): Blind-Fight and Alertness. Rolves have keen senses, and play and training from puphood teaches them to use those senses to their advantage in virtually all situations.
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High Urluu/ Flind |
- Ability Score Modifiers: STR +4, DEX +2, CON +2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 40 feet.
- Automatic Languages: Common (Anyrk, Arcia, Anarcia, or Nakhu), Urluu.
- Bonus Languages: Undercommon, High Elvish (Taera), High Dwarvish, Rolfish, Orcish, Minotaur.
- Favored Class: Fighter- Flinds are great military tacticians, and usually lead armies of their own kind and Bugbears into battle.
- Natural Weapons: Urluu can slash with their claws for 1d3 normal damage, plus half the character's STR bonus. Urluu wearing gloves or gauntlets cannot use their claw attacks.
- Darkvision (Ex): Urluu can see up to 60 feet in darkness.
- Tacticians (Cu): Flinds get an extra +2 bonus to attacks when flanking opponents in combat, which stacks with the normal bonus. Against creatures which reduce or eliminate the normal flanking bonus, a Flind character in flanking position nevertheless retains this special racial bonus. Also, Flinds have a +2 racial bonus to Knowledge (War) checks, and may make such checks untrained regardless of class.
- Superior Weapon Familiarity (Cu): Flinds treat all non-high-tech Exotic Weapons as Martial Weapons instead. Flinds enjoy studying tactics and fighting styles, especially unusual ones.
- Bonus Feat (Cu): Any one Exotic Weapon Proficiency. This may be either a normal Exotic Weapon (in which case it is effectively a Martial Weapon for the character), or a high-tech weapon.
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Tribal Urluu/ Bugbear |
- Ability Score Modifiers: STR +4, DEX +4, CON +2, CHA -2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 40 feet.
- Automatic Languages: Urluu.
- Bonus Languages: Common (Anyrk, Arcia, Anarcia, or Nakhu), Undercommon, Goblin, Orcish, Minotaur.
- Favored Class: Rogue- Bugbears usually live by banditry, and youngsters of a tribe start picking up rogueish skills early in life.
- Natural Weapons: Urluu can slash with their claws for 1d3 normal damage, plus half the character's STR bonus. Urluu wearing gloves or gauntlets cannot use their claw attacks.
- Natural Armor: Bugbears have tough, bearish hides, which grant them a +2 natural armor bonus to AC.
- Darkvision (Ex): Urluu can see up to 60 feet in darkness.
- Ambushers (Cu): +4 racial bonus to Hide and Move Silently checks. Bugbears are used to living by raiding, and learn to be very sneaky as a result.
- Superior Climbers (Ex): +4 racial bonus to all Climb checks, due to their claws.
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Loxo |
- Ability Score Modifiers: STR +4, DEX -4, CON +4
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 40 feet.
- Automatic Languages: Common (Yoor or Nakhu), Loxo.
- Bonus Languages: Minotaur, Rolfish, High Dwarvish, High Elvish (Taera), Ophidian, K'r'r'r.
- Favored Class: Monk- Loxo are dedicated to discipline and oneness of self, and are superlative and graceful martial artists despite their great bulk.
- Tremorsense (Ex): The elephantine feet of Loxo allow them to sense ground vibrations well enough to feel any movement within 60 feet, as long as it is on the ground. This ability is negated if the Loxo's feet are not in direct contact with the ground- even if the character is merely wearing boots or other footwear.
- Natural Armor: Loxo have very thick hides, which grant them a +4 natural armor bonus to AC.
- Memory Mastery (Ex): Immune to Forget or other memory modification spells, effects, or psionic powers. The proverb about elephants never forgetting certainly has some basis in fact, where Loxo are concerned, though they make Knowledge checks, and INT checks for remembering details, normally.
- Bonus Feat (Ex): Improved Unarmed Strike. Loxo have an instinctive knowledge of how to hit things hard with their blunt body parts.
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Chromithian/ Dracon, Chromatic |
- Ability Score Modifiers: CON -2, INT +2, WIS -2, CHA +2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet, Fly 60 feet (average).
- Automatic Languages: Common (Arite), Draconic.
- Bonus Languages: Common (Anarcia), Aquan, Auran, Ignan, Terran.
- Favored Class: Sorcerer- Dracon are related to dragons, and have their affinity for magic as a result.
- Natural Weapons: Dracon can swipe with their clawed hands for 1d2 damage, or bite with their powerful jaws for 1d4 damage. Both of these attacks are ×2 crit. Chromithians also have barbed tails that can strike for 1d4 damage (×2 crit). The claw attacks add half the character's STR bonus to damage, while the Bite and Tail add the character's full STR bonus.
- Natural Armor: Chromithians are covered with tough, crystal-encrusted scales, granting them a +4 natural armor bonus to AC.
- Breath Weapon (Su): Chromithians can breathe a cone of intense rainbow-colored light which duplicates the effect of Color Spray on creatures caught within it (caster level is the Chromithian's character level). Chromithians are immune to this breath weapon.
- Electrical Resistance 5 (Ex): Chromithians live in dry, crystalline deserts that generate a great deal of static, and their scales absorb crystal from the environment as they grow to adulthood. Because of this, they develop a natural resistance to electrical damage.
- Arcane Prodigy (Su): Chromithians receive Arcane Prodigy as a bonus feat at 1st level, even if that level is in an Arcane spellcasting class. Most Chromithians have electrical or light-related spells as their innate abilities, such as Dancing Lights or Jolt.
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Dracon, Purple |
- Ability Score Modifiers: STR +2, DEX -2, CON +4, INT +2, WIS -4
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 100 feet (poor).
- Automatic Languages: Common (Anarcia or Arite), Draconic.
- Bonus Languages: Aquan, Auran, High Elvish, Ignan, Minotaur, Terran.
- Favored Class: Sorcerer- Dracon are related to dragons, and have their affinity for magic as a result.
- Darkvision (Ex): Dracon can see up to 60 feet in darkness.
- Natural Weapons: Dracon can swipe with their clawed hands for 1d3 damage plus half the character's STR bonus, or bite with their powerful jaws for 1d6 damage plus the full STR bonus. Both of these attacks are ×2 crit.
- Natural Armor: Dracon are covered with thick scales, granting them a +2 natural armor bonus to AC.
- Breath Weapon (Su): Purple Dracon can breathe a 40 foot line of foul-smelling liquid, 5 feet wide and high, which duplicates the effects of a Stinking Cloud on creatures hit by it (caster level is the Dracon's character level). Purple Dracon are immune to this breath weapon.
- Disease Resistance (Cu): +2 racial bonus to all saving throws against diease, because Purple Dracon live in swamps and have developed exceptional immune systems to combat the decay.
- Yellow Hate (Cu): +2 racial bonus on all attack and damage rolls against Yellow Dracon, the eternal enemy of the Purples. +2 racial bonus on all saving throws against effects produced by Yellows.
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Dracon, Yellow |
- Ability Score Modifiers: STR +4, DEX -4, CON +2, INT +2, WIS -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 100 feet (poor).
- Automatic Languages: Common (Anarcia or Arite), Draconic.
- Bonus Languages: Aquan, Auran, High Elvish, Ignan, Minotaur, Terran.
- Favored Class: Sorcerer- Dracon are related to dragons, and have their affinity for magic as a result.
- Darkvision (Ex): Dracon can see up to 60 feet in darkness.
- Natural Weapons: Dracon can swipe with their clawed hands for 1d3 damage plus half the character's STR bonus, or bite with their powerful jaws for 1d6 damage plus the full STR bonus. Both of these attacks are ×2 crit.
- Natural Armor: Dracon are covered with thick scales, granting them a +2 natural armor bonus to AC.
- Breath Weapon (Su): Yellow Dracon can breathe a 30 foot cone of Sleep gas, with effects identical to the spell on creatures within the cone (caster level is the Dracon's character level). Yellow Dracon are immune to this breath weapon.
- Heat Resistance (Cu): +2 racial bonus to all saving throws against environmental heat and dehydration effects, because Yellow Dracon live in deserts and have evolved to tolerate them well.
- Purple Hate (Cu): +2 racial bonus on all attack and damage rolls against Purple Dracon, the eternal enemy of the Yellows. +2 racial bonus on all saving throws against effects produced by Purples.
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Ophidian |
- Ability Score Modifiers: DEX -2, CON +2, CHA +2
- Medium-size: No size modifiers.
- Base Speed: 20 feet, Swim 40. Ophidians have no legs, so they are slower on land than in the water.
- Automatic Languages: Ophidian.
- Bonus Languages: Common (Yoor, Arcia, or Zephra), Undercommon, Lizardfolk, Loxo, Thri-Kreen, Xyph'r, Grippli.
- Favored Class: Naturalist- Ophidians are tuned in to strange energies that most other races sense dimly, and it is thought by some that this new form of magic actually originated among these snake-people. Whether or not that is true, they certainly have a talent for it.
- +8 racial bonus to all Swim checks. Furthermore, Ophidians can always take 10 on Swim checks, no matter how stressful the situation is. These bonuses derive from the Ophidians having a Swim speed, and are not racial bonuses in the strictest sense.
- Poison Spittle (Ex): Ophidians are descended from poisonous snakes (their "hoods" suggest cobra ancestry), and they still retain some poison today. As a standard action that does not draw an attack of opportunity, an Ophidian may spit a globule of this poison at one opponent. This is a ranged touch attack with a range increment of 10 feet. The poison save DC is 10 + the Ophidian's CON bonus + half the Ophidian's character level, and the primary and secondary damage are both the same- 1d4 temporary CON damage. This attack may only be used once per minute due to the amount of poison that must be generated by the user's glands to allow for it.
- Natural Weapon: Ophidians also retain their large cobralike fangs, and can make Bite attacks dealing 1d4 damage plus the character's full STR bonus on a successful hit (crit ×2). If the bite hits, the victim of the bite is injected with poison identical to the Spit attack above (damage 1d4 CON/1d4 CON). However, the DC against this injected poison rises to 15, because of greater contact.
- Natural Armor: The tough scales of Ophidians grant them a +2 natural armor bonus to AC.
- Poison Immunity (Ex): Being highly venomous themselves, Ophidians are immune to natural poisons, though alchemical and magical poisons still affect them normally.
- Legless (Ex): Having no legs to steady themselves with, Ophidians have a -2 racial penalty to Balance checks. Also, since they only have two limbs to pull themselves aloft with, they have a -2 penalty to all Climb checks. Finally, they cannot wear Boots, or any other items worn on legs or feet.
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Grippli |
- Ability Score Modifiers: STR -2, DEX +4, CON -2, INT +2, WIS +6, CHA -2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Languages: Grippli.
- Bonus Languages: Common (Anyrk, Yoor, Arcia, or Zephra), High Elvish (Taera), Tabaxi, Lizardfolk, Ophidian, Aquan, Druidic (Taera).
- Favored Class: Druid- Grippli have a close affinity with the natural world due to life in their swamps, and many feel the call of the Druid to protect it.
- Darkvision (Ex): Grippli can see up to 60 feet in darkness.
- Super Jump (Ex): Grippli have very powerful back legs which have evolved for jumping, and they gain a +20 racial bonus to all Jump checks as a result. Also, their maximum distances are double the normal amounts.
- Superior Swimming (Ex): +6 racial bonus to all Swim checks. Grippli evolved and live in swamps, and are consummate swimmers as a result. Furthermore, they suffer swim penalties at only half the normal rate- for instance, they get a -1 penalty on every other round they spend underwater, instead of every round.
- Superior Lungs (Ex): Grippli can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 4 rounds per point of Constitution, and only need to save every other round once air runs out, instead of every round.
- Camoflage (Ex): In swamp, jungle, or other heavily plant-covered terrain, Grippli receive a +4 circumstance bonus to Hide checks, as their green skin allows them to blend in.
- Sticky Fingers (Ex): Grippli have a +8 bonus to Climb checks when climbing organic surfaces like trees or wooden walls, thanks to sticky pads in their hands and feet inherited from their tree frog ancestors. Grippli wearing gloves or footwear which cover the fingers and/or toes lose this bonus.
- Frog Tongue (Ex): Grippli tongues can stretch to 10 feet long, and is capable of sticking to objects similar to the sticky pads of their hands. However, the tongue will stick to any object, not just organic ones. It cannot be used to help climb, as the sticky pads can, because it cannot be easily unstuck. The tongue sticks with an effective Strength score of 16 + the Grippli's CON modifier; the character needs a full-round action to release the hold, which can only be taken if he or she is adjacent to the stuck object. The tongue is primarily used to catch food, in the form of Tiny and smaller prey creatures, but in a pinch it can also be used as a sort of grappling hook to stop a fall. If the Grippli is within 10 feet of a wall or immobile object, then the character may make a Reflex save vs. DC 15, to attempt to stick his or her tongue to the object. If the save is successful, the fall is halted in midair, and the character takes no falling damage (but is stuck in a rather uncomfortable dangling position until the tongue is unstuck).
- Marsh Mastery (Cu): +1 racial bonus to all Survival checks related to swamp, marsh, or jungle terrain.
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Kuo-Toa |
- Ability Score Modifiers: STR +2, DEX -2, CON +2, INT +2, CHA -4
- Medium-size: No size modifiers.
- Base Speed: 20 feet, Swim 50 feet.
- Automatic Languages: Undercommon, Kuo-Toan.
- Bonus Languages: Dark Elvish, Sea Elvish, Aquacommon, Silent Tongue (hand signals), Dark Dwarvish, Gnomish, Dark Orcish, Aboleth.
- Favored Class: Rogue- Kuo-Toan society is fractious and chaotic, and most learn to rely on themselves early on.
- Natural Weapons: A Kuo-Toa can bite with his or her wide jaws for 1d4 damage plus the character's full STR bonus.
- Natural Armor: Kuo-Toa have thick, oily scales, granting them a +4 natural armor bonus to AC.
- Amphibious (Ex): Kuo-Toa have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. These bonuses derive from the Kuo-Toa having a Swim speed, and are not racial bonuses in the strictest sense.
- Motion Sight (Ex): Kuo-Toa have evolved eyesight to detect movement above all else, and in fact they are capable of detecting any moving thing within their sight. They receive a +20 racial bonus to Spot checks made to detect hidden creatures, as long as those creatures are moving occasionally. Even invisible creatures or objects within 30 feet are detected, if they do not stay perfectly still. Furthermore, this strange sight allows them a +8 racial bonus on saving throws made against Illusions of the Figment type, as they can often tell that such images are (for instance) suspiciously failing to move the air around them.
- Slippery (Ex): Kuo-Toa secrete natural oils into and onto their scaly skins, which make them difficult to snare or grapple. As a result, they are immune to Web spells, as well as natural spider webs, and receive a +15 racial bonus on all Escape Artist checks made against being bound.
- Immunities (Ex): Kuo-Toa are immune to paralysis of all types, and cannot be Held by magic or psionic powers.
- Light Blindness (Ex): Kuo-Toa are blinded by bright light (such as sunlight, or a Daylight spell), and abrupt exposure to light blinds a kuo-toan for 1 round. A kuo-toan in bright light suffers a -1 circumstance penalty to attack rolls, saves, and checks.
- Level Adjustment: +1. For experience purposes, Kuo-Toa are treated as being 2nd-level characters when at 1st level. Thus, a Kuo-Toa character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Tako |
- Ability Score Modifiers: STR +2, DEX +6, WIS -2
- Medium-size: No size modifiers.
- Base Speed: 10 feet, Swim 30 feet.
- Automatic Languages: Tako. Tako speech is not like any other race's speech, being based on skin coloration and movement rather than sound. Non-Tako races can learn to understand this language, but cannot speak it without the ability to fine-tune their skin coloration exactly as Tako themselves can.
- Bonus Languages: Aquacommon, Common (any region except Arite), Sea Elvish, Deep Dwarvish, Lizardfolk, Locathah, Minotaur, Cephalid. Note that although Tako cannot duplicate sounds (and thus actually talk to others in the languages they learn), they can learn to understand other languages. Tako who can read and write can use their color-changing ability (see below) to "write" words on their skin in any language they know as a free action, even during other creatures' turns, for communication with non-Tako. They generally cast spells requiring Verbal components the same way, by flashing mystical symbols on their skin. As a result of this last point, Tako cannot learn the Silent Spell metamagic feat, but neither are they prevented from casting spells with Verbal components in areas of Silence.
- Favored Class: Barbarian- Tako are a martial people who live in small tribes of hunters, and their best warriors and leaders are usually Barbarians.
- Natural Weapons: A Tako can slam opponents with his or her eight tentacles for 1d4 damage plus half the character's STR bonus, each.
- Natural Armor: Tako have tough, leathery hides which grant them a +2 natural armor bonus to AC.
- Amphibious (Ex): Tako have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Tako having a Swim speed, and are not racial bonuses in the strictest sense.
- Deep Dwellers (Ex): Not having crushable bones, Tako are not affected by changes in water pressure.
- Camoflage (Ex): Tako can change their skin coloration to resemble their current environment, and receive a +8 circumstance bonus to Hide checks as a result. They can hide better than normal octopi, because they are far more intelligent, and can thus work to match the background better.
- Improved Grab (Ex): Tako can constrict with their tentacles, just like normal octopi. If a Tako hits a Small or smaller opponent with a tentacle, he or she can make a grapple check against that opponent as a free action without provoking an attack of opportunity. If the Tako wins, the character gets a hold, and can constrict.
- Constrict (Ex): A Tako who has opponents held in his or her tentacles can squeeze them for 1d6 damage plus the Tako's full STR bonus automatically, each round the hold is maintained.
- Eight Arms (Ex): Tako are octopi, and have eight tentacles capable of manipulating objects. They have no hands, but can grasp objects by wrapping their tentacles around them, and can wear rings on the end of each tentacle just as if they were fingers. Tako use the Multiweapon Fighting feat chain instead of the Two-Weapon Fighting feats, and also have increased limits on the number of magic items worn, for those items worn on arms. For instance, they can wear eight Rings rather than two. However, due to the nature of their arms, Tako are limited to only one arm-worn item at a time (i.e. they cannot wear one of a pair of Bracers and a Ring on the same tentacle), and cannot wear Gloves or Gauntlets at all. Also, it should be noted that Tako on land must use two of their arms to steady themselves with for movement, and can only use up to six of their tentacles at any one time for other purposes.
- Boneless (Ex): Tako have no bones, and can squeeze and bend themselves in ways that creatures with skeletons simply can't. Tako can squeeze into cracks as little as three inches wide with no difficulty, and can squeeze into even tighter spaces by making Escape Artist checks (down to a limit of half an inch wide). The DC for a two-inch crack is 15; for a one-inch crack, 25; and for a half-inch wide crack, 35. Furthermore, because of this lack of hard internal parts, Tako take only half damage from Bludgeoning weapons.
- Legless (Ex): Having no legs to steady themselves with, Tako have a -2 racial penalty to Balance checks on land. Also, they cannot wear Boots, or any other items worn on legs or feet.
- Level Adjustment: +1. For experience purposes, Tako are treated as being 2nd-level characters when at 1st level. Thus, a Tako character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Cephalid/ Dark Tako |
- Ability Score Modifiers: DEX +2, INT +2, WIS -2, CHA +2
- Medium-size: No size modifiers.
- Base Speed: 10 feet, Swim 30 feet.
- Automatic Languages: Cephalid. Tako speech is not like any other race's speech, being based on skin coloration and movement rather than sound. Non-Tako races can learn to understand this language, but cannot speak it without the ability to fine-tune their skin coloration exactly as Tako themselves can.
- Bonus Languages: Aquacommon, Sea Elvish, Deep Dwarvish, Locathah, Minotaur, Aboleth, Tako. Note that although Tako cannot duplicate sounds (and thus actually talk to others in the languages they learn), they can learn to understand other languages. Tako who can read and write can use their color-changing ability (see below) to "write" words on their skin in any language they know as a free action, for communication with non-Tako. They generally cast spells requiring Verbal components the same way, by flashing mystical symbols on their skin. As a result of this last point, Tako cannot learn the Silent Spell metamagic feat, but neither are they prevented from casting spells with Verbal components in areas of Silence.
- Favored Class: Sorcerer- Cephalids live in a society of eternal scheming and jockeying for positions of power and influence, and most of them do their best to develop magical abilities to help in these struggles.
- Natural Weapons: A Cephalid can slam opponents with his or her eight tentacles for 1d3 damage plus half the character's STR bonus, each.
- Aquatic (Ex): Cephalids breathe water, and cannot survive for long without it. While in air, a Cephalid begins to suffocate (use the Drowning rules on page 85 of the DMG), and will quickly die if unable to reenter water.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Cephalids having a Swim speed, and are not racial bonuses in the strictest sense.
- Deep Dwellers (Ex): Not having crushable bones, Tako are not affected by changes in water pressure.
- Camoflage (Ex): Tako can change their skin coloration to resemble their current environment, and receive a +8 circumstance bonus to Hide checks as a result. They can hide better than normal octopi, because they are far more intelligent, and can thus work to match the background better.
- Improved Grab (Ex): Cephalids can constrict with their tentacles, just like normal octopi. If a Cephalid hits a Small or smaller opponent with a tentacle, he or she can make a grapple check against that opponent as a free action without provoking an attack of opportunity. If the Cephalid wins, the character gets a hold, and can constrict.
- Constrict (Ex): A Cephalid who has opponents held in his or her tentacles can squeeze them for a further 1d4 damage plus the Cephalid's full STR bonus automatically, each round the hold is maintained.
- Eight Arms (Ex): Tako are octopi, and have eight tentacles capable of manipulating objects. They have no hands, but can grasp objects by wrapping their tentacles around them, and can wear rings on the end of each tentacle just as if they were fingers. Tako use the Multiweapon Fighting and Multidexterity feats instead of the Two-Weapon Fighting and Ambidexterity feats, and also have increased limits on the number of magic items worn, for those items worn on arms. For instance, they can wear eight Rings rather than two. However, due to the nature of their arms, Tako are limited to only one arm-worn item at a time (i.e. they cannot wear one of a pair of Bracers and a Ring on the same tentacle), and cannot wear Gloves or Gauntlets at all. Also, it should be noted that Tako on land must use two of their arms to steady themselves with for movement, and can only use up to six of their tentacles at any one time for other purposes.
- Boneless (Ex): Tako have no bones, and can squeeze and bend themselves in ways that creatures with skeletons simply can't. Tako can squeeze into cracks as little as three inches wide with no difficulty, and can squeeze into even tighter spaces by making Escape Artist checks (down to a limit of half an inch wide). The DC for a two-inch crack is 15; for a one-inch crack, 25; and for a half-inch wide crack, 35. Furthermore, because of this lack of hard internal parts, Tako take only half damage from Bludgeoning weapons.
- Legless (Ex): Having no legs to steady themselves with, Tako have a -2 racial penalty to Balance checks on land. Also, they cannot wear Boots, or any other items worn on legs or feet.
- Deception (Cu): Cephalid society is rife with political conflict and intrigue, and young Cephalids who survive quickly learn the value of a good lie. Cephalids receive a +2 competence bonus on all Bluff and Disguise checks as a result.
- Spell-Like Abilities: Due to the constantly deceptive nature of their civilization, Cephalids have over centuries developed inborn magical powers. They can use Alter Self, Displacement, Hypnotism, Minor Image, and Suggestion once/day each, as Sorcerers of equal character level.
- Level Adjustment: +2. For experience purposes, Cephalids are treated as being 3rd-level characters when at 1st level. Thus, a Cephalid character starts with 3000 XP, and requires 6000 to go to 2nd level.
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Flawder |
- Ability Score Modifiers: STR -2, DEX +2, CON -2, WIS +6, CHA -2
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 10 feet, Swim 30 feet.
- Automatic Languages: Flawder.
- Bonus Languages: Aquacommon, Common (any region except Arite), Sea Elvish, Gnomish, Lizardfolk, Locathah, Minotaur, Tako, Crabfolk.
- Favored Class: Cleric- Flawder generally prefer to keep to themselves as a people, spending their lives taking the bounty of the sea and giving thanks to their creator-god, an aspect of Marna named Sprohg. Many flawder hatchlings aspire to the priesthood, and outsiders usually deal with Clerics when they deal with flawder at all.
- Natural Armor: Flawder have hard, thick, and colorful spiral shells which grant them a +6 natural armor bonus to AC.
- Amphibious (Ex): Flawder have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Flawder having a Swim speed, and are not racial bonuses in the strictest sense.
- Withdraw (Ex): It is possible for endangered Flawder to retract their limbs, eyestalks, and head into their shells, as a move-equivalent action that does not draw attacks of opportunity. This grants an extra +6 natural armor bonus to AC, which stacks with the normal natural armor bonus, as long as the withdrawn Flawder stays that way, but a Flawder withdrawn into his or her shell is unable to otherwise attack, or take any action requiring movement (effectively, it is a form of voluntary paralysis). Redeploying the appendages is another move-equivalent action, but redeployment does draw attacks of opportunity, unlike withdrawal. Flawder generally only use this maneuver when truly desperate, as maintaining it for too long can lead to starvation (eating, after all, requires movement); however, it is sometimes used as a prelude to Detachment (see below) when the flawder is close to a hole to hide in.
- Detach (Ex): A Flawder can detach him/herself from his/her shell as a standard action that does not draw an attack of opportunity. Without the shell, the Flawder loses the natural armor bonus to AC noted above, and also can no longer Withdraw into it for extra protection- however, sometimes this helps a Flawder's mobility, and can allow them to escape from otherwise hopeless situations (to say nothing of providing a possible distraction for enemies who don't know the Flawder's shell is now empty). If the flawder is unable to get back to his or her original shell, a new one grows in 3 weeks minus the character's CON modifier in days (thus, characters with low CON take longer to regrow their shells).
- Boneless (Ex): Flawder have no bones, and can squeeze and bend themselves in ways that creatures with skeletons simply can't. Flawder without their shells can squeeze into cracks as little as one inch wide with no difficulty, and can squeeze into even tighter spaces by making Escape Artist checks (down to a limit of half an inch wide). The DC for a 3/4 inch wide crack is 15, and for a half-inch wide crack, 25. Flawder without their shells lack any hard parts at all, and therefore take half damage from Bludgeoning weapons.
- Eyestalks (Ex): Flawder eyes are situated on slender stalks that protrude from their heads, and can swivel, bend, and twist to cover virtually any viewing angle. As a result, they gain a +3 racial bonus to Spot checks, +1 on Search checks, and in addition cannot be flanked because they can literally keep their eyes on all opponents, even if surrounded. Furthermore, Rogues cannot Sneak Attack a flawder who is not flat-footed, as a prepared flawder can always tell where the sneaky opponent is. This expanded vision does have a down side, however- Flawder also suffer -4 to their saves to avoid gaze attacks.
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Flarn |
- Ability Score Modifiers: STR -2, DEX +2, CON -4, WIS +2, CHA +4
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Flarn.
- Bonus Languages: Common (Yoor, Arcia, or Zephra), High Elvish (Taera), Tabaxi, Lizardfolk, Grippli, Druidic (Taera).
- Favored Class: Druid- Flarn, being plants, are arguably closer to nature than any other race on the planet except Myconids. Certainly they seem to have Gaeya's favor, as many of them receive powers from Her.
- Plant: Immune to mind-influencing effects, poison, paralysis, and stunning. Unlike other animate plants, Flarn are not immune to polymorphing magic or effects, and since they require sleep, they are affected by Sleep spells and effects. Since they have clear anatomy, they are also subject to critical hits. Finally, though Flarn are immune to many Telepathic powers, they are not immune to psionic attack modes, and are affected normally by them.
- Photosynthesis (Ex): If a Flarn is able to eat a small quantity of fertile soil (or some other, similar source of basic minerals) once per month, and receives at least 1 hour of light (at least equal to half sunlight) every day, he or she need never eat anything else- the body will make all the food it needs. Flarn who can satisfy these criteria (a Daylight spell can satisfy the second one nicely) never suffer the effects of starvation. They must still drink normal amounts, however.
- Plant Respiration (Ex): While photosynthesizing (i.e., while in light), Flarn take in carbon dioxide and breathe out oxygen. Flarn can therefore turn bad air good, in confined spaces, if given light- one Flarn can negate the effects of slow suffocation (suffocation in confined spaces) for one medium-sized animal creature. Likewise, one medium-sized animal creature can negate the effects of slow suffocation for one Flarn.
- Scent Secretion (Cu): Flarn can exude several flowery and herbal scents when they want to, subtlely influencing the behavior of creatures around them. As a result, they get a +10 circumstance bonus to all Bluff, Diplomacy, Disguise, Gather Information, Intimidate, Perform, and Taunt checks. A Flarn may choose to lower or negate this bonus if desired, but few ever feel the need to do so.
- Fire Vulnerability (Ex): Flarn take 1½ × normal damage from Fire attacks and abilities, whether or not a save is allowed, and whether or not the character actually saves.
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Myconid |
- Ability Score Modifiers: STR +2, DEX -4, CON +4, WIS +2, CHA -2
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 30 feet.
- Automatic Languages: Myconid.
- Bonus Languages: Undercommon, Dark Elvish, Dark Dwarvish, Duergar, Gnomish, Minotaur.
- Favored Class: Druid- Myconids, being plants, are arguably closer to nature than any other race on the planet except Flarn. Certainly they seem to have Gaeya's favor, as many of them receive powers from Her.
- Plant: Immune to poison, paralysis, stunning, polymorphing magic or effects. and Sleep spells and effects. They are also immune to critical hits, unlike Flarn, because their fungoid bodies have no differentiated internal organs. Although Myconids are immune to many Telepathic powers, they are not immune to mind-influencing effects in general, because they normally use telepathy to speak (and therefore have clear minds to affect and attack).
- No Respiration (Ex): Myconids are fungi, and do not need to breathe in order to live. They are therefore immune to suffocation, and do not count against the number of creatures in a confined space for the purposes of the Slow Suffocation rules.
- Natural Armor: Myconids have tough, flexible fungoid bodies, and receive a +5 natural armor bonus to AC as a result.
- Spongy Body (Ex): Myconids have spongy, flexible bodies, like the mushrooms they are, and therefore take only half damage from Bludgeoning and Piercing weapons that successfully hit them.
- Fast Healing (Ex): As fungi, Myconids can regrow and repair their bodies quickly, and have Fast Healing 1. A Myconid below its maximum healthy hit point total automatically heals 1 hit point per round. This does not restore ability damage, nor can it restore hit points lost to starvation or thirst. Since it is not actual regeneration, it does not allow the character to regrow or reattach lost limbs.
- Spores (Su): Myconids produce magically active spores which grant them several abilities. Unless otherwise noted, a Myconid can use each of its spore powers a number of times per day equal to its level, plus its CON modifier if that modifier is positive. Releasing spores is a standard action that draws attacks of opportunity.
- Speech:Myconids have no mouths, and therefore can only speak telepathically- but in order to speak, a Myconid first has to puff out a cloud of Speech Spores. This spore cloud may be released as a 40-foot ray or a 120-foot spread, and may be resisted by a Fortitude saving throw (DC 10 + the Myconid's CHA modifier), but resistance is optional. One application of Speech Spores lasts 3d4 × 10 minutes with non-Myconids, and 8 hours with other Myconids. A Myconid need not be able to see a creature it used its Speech Spores on to communicate with it, but the creature must be within 120 feet of the Myconid or the connection fails.
- Distress: These spores are released in a 120-foot spread around the Myconid, and alert other Myconids in the area that danger is near. These spores have no effect on non-Myconids; they are only used for defense of Myconid communities.
- Reproduction: Myconids are only capable of releasing these spores once per year, regardless of level; they are released in a 120-foot spread. Reproduction spores grow 2d20 new Myconids within 1 month (starting as Tiny size, and growing to full size over the course of 24 years), and have no effect on non-Myconids. Their only purpose is creation of more Myconids.
- Pacification: These spores are released as a 40-foot ray, and force the target creature to make a Fortitude saving throw (DC 10 + the Myconid's CHA modifier) or become completely passive. This is similar to being dazed, except that the subject is able to take partial actions that don't involve attacking (i.e. the sort of action that doesn't end Invisibility). This is a mind-affecting, Compulsion effect.
- Hallucination: These spores can only be released once per hour, and are released as a 40-foot ray. The target must make a Fortitude save (DC 10 + the Myconid's CHA modifier) or suffer powerful hallucinations for one hour. Roll 1d20 to determine how the target reacts to the hallucinations in any given round: (1-10) Target cowers and whimpers (status, Cowering), (11-15) Target stares dumbly into space (status, Dazed), (16-18) Target runs as far and as fast as possible (status, Frightened), (19-20) Target perceives friends as dangerous enemies and attacks them. All four effects of the Hallucinations are mind-affecting Compulsion effects.
- Animation: Myconids below 10th level cannot release these spores. When released over a dead body, the Animation spores grow and process the body over the course of 1d4 days, eventually covering the corpse with purple fungus under the Myconid's control. This effectively reanimates the corpse as a servant with all the characteristics of a zombie, except that it is a Construct rather than Undead, and therefore cannot be affected by Turn Undead or other such abilities. A Myconid-animated corpse lasts 1d6 weeks before decaying too far to function any further. Corpses animated in this way cannot be raised by Raise Dead; they require Resurrection or True Resurrection to be brought back to life. They do not respond to voice command, but are affected by Myconid speech spores normally despite being dead, so Myconids may control them that way.
- Sunlight Vulnerability (Ex): Myconids take 1 point of temporary Constitution damage each hour they are exposed to full sunlight (but not a Daylight spell), dying when Constitution reaches 0. They also lose their Fast Healing ability in sunlight, so Myconids who enter full sunlight are placing themselves at great risk. Lost points are regained at the standard rate, once the character is out of sunlight.
- Fire Vulnerability (Ex): Myconids take 1½ × normal damage from Fire attacks and abilities, whether or not a save is allowed, and whether or not the character actually saves.
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Crystalloid |
- Ability Score Modifiers: DEX -4, CON +6, WIS +2, CHA +4
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (Arite), Terran.
- Bonus Languages: Dark Dwarvish, Dark Elvish, Dark Illithid, Dark Orcish, High Elvish (Arite), High Illithid, Draconic.
- Favored Class: Earth Elementalist or Materialist Naturalist- Crystalloids are related to Earth Elementals, and have a natural affinity for magic associated with the Earth and solid things. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the Crystalloid character has either or both.
- Natural Armor: Crystalloids are living crystal, and have a +8 natural armor bonus to AC.
- Tremorsense (Ex): While in contact with ground or earth, Crystalloids can sense the location of every other moving thing that is also in contact with the ground, within 60 feet.
- Lack of Smell/Taste (Ex): Crystalloids have no sense of smell or taste, so effects which depend on those (such as the nausea from a Stinking Cloud) do not affect them. However, they are also unable to smell valuable things, such as the decay that signals nearby undead, or the approach of enemies from the sewers.
- Immune to Electricity (Ex): Crystalloids, being creatures of pure Earth, do not have the body parts that electrical attacks threaten, and are thus immune to such attacks.
- Resonant (Ex): -2 racial penalty to saving throws against Sonic attacks, because the resonating crystal structure of their bodies is more vulnerable to sound. Crystalloids take 1d6 points per caster level from the Shatter spell, to a maximum of 10d6, though a Fortitude save is allowed for half damage. Other similar spells which have special effects on crystalline creatures have those effects on Crystalloids.
- Earth Meld (Sp): Crystalloids can Meld into Stone once per day, at a caster level equal to the Crystalloid's character level.
- Elemental Type: Crystalloids are Earth Elementals rather than Humanoids. They are affected by spells and powers which say they affect Earth Elementals, except for spells and powers specifically designed to control elementals, or banish them back to their home planes, which fail. Crystalloids are native to Taera, despite their elemental nature, and are therefore not outsiders (nor can they be treated as such). Importantly, Crystalloids are not hedged out or prevented from attacking by Protection From Evil/etc., or Magic Circles against same; only a Magic Circle Against Earth can hedge them out that way. They otherwise share all the immunities and vulnerabilities of Earth Elementals, notably immunity to poison, disease, and critical hits.
- Level Adjustment: +1. For experience purposes, Crystalloids are treated as being 2nd-level characters when at 1st level. Thus, a Crystalloid character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Gel |
- Ability Score Modifiers: DEX +4, CON +2, WIS -2, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (Arite).
- Bonus Languages: any non-secret. Gels can infiltrate virtually any group, and pick up much from their travels. Starting Gels are unable to learn secret languages as bonus languages for high INT scores, but any Gel may learn a secret language later as if it were non-secret, by using the Speak Language skill- circumventing the normal need for a teacher and training time as long as the Gel has observed the language in use at some point.
- Favored Class: Psion (Egoist) or Rogue- Gels' malleable bodies and appearance are well suited to these two classes. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the Gel character has either or both.
- Malleable Form (Cu): Gels are intelligent oozes, and are able to change their malleable bodies to form virtually any shape. Therefore, Gels effectively have the ability to Polymorph (self only) as the spell, at will, though when asleep a Gel must return to its natural state. A Gel which becomes stunned or unconscious must make a CON check against DC 20 to retain its current form, or it returns to its natural state as if asleep. Gels do not heal damage when Polymorphing this way, in contrast to the spell description. Also, a Gel can only assume the form of a living animal of Medium or Small size (or its current size, and the size category one smaller, if its size is changed by magic or other effects) with this ability, and cannot imitate specific individuals, except by gaining the special racial Feats (see the Skills & Feats document) which allow greater control over the shapeshifting ability. Finally, shifting forms this way is a full-round action which does not provoke an attack of opportunity.
- Lack of Smell/Taste (Ex): Gels have no sense of smell or taste, regardless of the forms they adopt, so effects which depend on those (such as the nausea from a Stinking Cloud) do not affect them. However, they are also unable to smell valuable things, such as the decay that signals nearby undead, or the approach of enemies from the sewers.
- Blindness (Ex): While in natural form, a Gel has no sense of sight, and is unable to see. A Gel must assume the form of a creature which can see, in order to do so. Gels in their natural state are immune to gaze attacks as a result, but Gels which are able to see are affected normally by gaze attacks.
- Blindsense (Ex): In their natural state, Gels have only one sense, a sort of "extended touch" which grants them Blindsense in a 20-foot radius. They retain this ability after shifting to other forms, despite what normally happens with polymorphing.
- Natural Weapon: In natural form, a Gel has one natural attack- a pseudopod which deals 1d4 damage plus the character's STR bonus (×2 crit), half of which is Acid, and the other half of which is Bludgeoning. Using this attack does not provoke an attack of opportunity, despite being an unarmed attack, because of the Gels' fine control over their forms.
- Immunities (Ex): Gels are naturally immune to Acid damage (they are Oozes), and all Piercing weapons (they can flow their bodies around the points).
- Damage Reduction (Ex): DR 5/Magic. Gels' ability to flow around weapons is not limited to Piercing attacks, but does not provide full protection against other weaponry either.
- Ooze Type: Gels are Oozes rather than Humanoids. They share most qualities with oozes, including immunity to poison, paralysis, polymorphing (aside from their own ability, obviously), and critical hits. However, since they have minds and do sleep, Gels are not immune to mind-influencing or sleep effects, and they can be stunned.
- Level Adjustment: +2. For experience purposes, Gels are treated as being 3rd-level characters when at 1st level. Thus, a Gel character starts with 3000 XP, and requires 6000 to go to 2nd level.
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Eleti |
- Ability Score Modifiers: STR (-2 Small, 0 Medium-size, +2 Large), DEX +2, CON n/a
- Size: Small, Medium-size, or Large (depending on the size of the corpse the Eleti came from).
- Base Speed: 20 feet (Small), 30 feet (Medium-size), or 40 feet (Large).
- Automatic Languages: Common (Arite).
- Bonus Languages: Any non-secret, plus Ancient Taeran.
- Favored Class: Hexblade- Eleti, being what they are, make excellent warriors, and being spawned from dark magic, this natural fighting strength combines well with the powers of the Hexblade.
- Undead: Eleti are undead, and have all the standard immunities. They are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). They are not subject to critical hits, subdual or ability damage, ability drain, or energy drain. Eleti have no CON scores, and do not gain bonus hit points, but they are also immune to any effects requiring a Fortitude save unless it affects objects. Eleti use their CHA modifier when making any checks normally based on CON (such as Concentration). They are healed by Inflict Wounds spells, and hurt by Cure Wounds. They are immune to death from massive damage, but die immediately when reduced to 0 hit points. Eleti characters cannot be brought back from death by any power short of a Wish or Miracle. Eleti are subject to Turn Undead and Rebuke/Command Undead attempts, which have their normal effects and use the class levels of Eleti in place of hit dice for normal undead. An Eletum affected by a Turn Undead powerful enough to Destroy the character entirely is allowed a Will save (DC 10 + the Cleric's class level + the Cleric's CHA modifier) to avoid outright destruction, and if successful, is merely subject to the Turn effect. If the save fails, the Eletum is immediately destroyed. By contrast, a successful Command Undead attempt on an Eletum is treated as if the character were affected by Dominate Person if a Will save (calculate DC exactly as for Destruction above) fails; if the save succeeds, the character is only affected as if by Charm Person. These affect the Eleti even though Eleti are not normally affected by mind-influencing effects.
- Skeleton Immunities (Ex): Eleti are intelligent skeletons, and share the immunities of the mindless sort. They are immune to cold, and have DR 5/Bludgeoning.
- Darkvision (Ex): Eleti can see in darkness up to 60 feet.
- Turn Resistance (Su): Eleti gain Turn Resistance as a bonus feat at 1st level, granting them +3 effective hit dice when resolving Turn Undead attempts against them. Eleti are also allowed to buy the same feat with normal feat slots, and the effects of the feat stack when it is taken multiple times. Thus, an Eletum with three Turn Resistance feats is considered to have 9 extra hit dice for the purposes of resisting Turn and Rebuke Undead effects.
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Orlen |
- Ability Score Modifiers: STR +2, DEX +2, CON +2, WIS -4, CHA +2
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Language: Common (any one region), Orlen.
- Bonus Languages: Any. Orlen can even spend bonus language slots at 1st level to learn secret languages, since Orlen in general are not very good at keeping secrets and tend to spread such knowledge around the group in their occasional tribal gatherings. This does not allow an Orlen to learn secret languages through normal skill point expenditure, however- after 1st level, secret languages must be learned in the usual manner (whatever that entails for the particular language).
- Favored Class: Special. Orlen go beyond even the standard flexibility of humans, so that essentially all classes at once are "favored" to them; see below.
- Multitaskers (Cu): Orlen have two heads, each of which thinks with its own brain and mind, though the two are always linked on a level deeper than any twin can be to its sibling. This ability to think with two minds, combined with the usual human penchant for adaptability and flexibility, gives Orlen an astonishing ability to keep track of multiple tasks or lines of study at once. Therefore, Orlen do not suffer any XP penalty for multiclassing, no matter how many classes they have levels in or how wide the disparity in levels between those classes gets.
- Of Two Minds (Cu): The two-headed nature of Orlen also grants them the ability to control their limbs towards multiple tasks in a manner that other races can only envy, never emulate. Each round, both heads may take an action; thus, an Orlen gets an extra standard action each round. However, because the heads share one body, this extra action may not be used for movement- only for other actions such as attacking with a weapon, casting a spell, or manifesting a psionic power. This ability is not directly the result of having two heads to think with, so much as it is the result of long practice the two heads gain with thinking and acting in a coordinated manner with each other, and is thus considered a Cultural ability rather than merely Extraordinary (though Orlen raised in cultures other than their own would normally gain this ability in spite of that fact).
- Look Both Ways (Ex): Because an Orlen's two heads can (and usually do) look in different directions at the same time, Orlen gain a +4 bonus on Spot, Listen, and Search checks. Furthermore, Orlen cannot be flanked; they can react to opponents on opposite sides of themselves as easily as they do to single attackers. This denies a Rogue the ability to Sneak Attack an Orlen by flanking him or her, unless the Rogue has at least four more Rogue levels than the Orlen has character levels.
- Superior Two-Weapon Fighting (Ex): Because each of an Orlen's heads can control one arm, Orlen do not suffer penalties on attack or damage rolls for fighting with two weapons or double weapons.
- Level Adjustment: +1. For experience purposes, Orlen are treated as being 2nd-level characters when at 1st level. Thus, an Orlen character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Ice Elf/ Friizan |
- Ability Score Modifiers: STR -4, DEX +4, INT +4, CHA +4
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Common (Anyrk, Arcia, or Nakhu), Friizan.
- Bonus Languages: Any non-secret.
- Favored Class: Enchanter or Telepath- Ice Elves are consummate manipulators of other creatures, whether sentient or not.
- Greater Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial Will save bonus against all spells or effects which call for them.
- Low-Light Vision (Ex): Ice Elves can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
- Snowsight (Su): Friizan can see normally under any adverse cold-weather conditions such as snow and blizzards, even in whiteout conditions, and ignore all penalties due to snow glare and snow blindness. This ability essentially duplicates a constant Snowsight effect, as the spell, except that it cannot be dispelled (though an Anti-Magic Zone will suppress it as normal until the Ice Elf exits the area).
- Weapon Proficiency (Cu): with the Longbow regardless of class. Also, Friizan receive the Martial Weapon Proficiency feats for Battleaxe and Throwing Axe for free as bonus feats.
- Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
- Spell Resistance (Su): 11 + highest class level. This does not confer any Power Resistance, in contrast to the standard rules for SR/PR.
- Spell-Like Abilities: Charm Person and Ghost Sound, each usable once per day. These are used as if cast by a Sorcerer equal to the Friizan's character level.
- Level Adjustment: +1. For experience purposes, Friizan are treated as being 2nd-level characters when at 1st level. Thus, an Ice Elf character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Arcane Gnome |
- Ability Score Modifiers: STR -4, DEX +2, CON +2, INT +4, WIS +4, CHA +4
- Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
- Base Speed: 20 feet.
- Automatic Languages: Common (any one region), Gnomish. Additionally, an Arcane Gnome learns one language (even a secret language) of the character's choice for free at 1st level. This language does not count against the character's number of bonus languages granted due to high INT, it is essentially a racial language to the character (even if no other Arcane Gnome in the area, region, or world speaks it).
- Bonus Languages: Any non-secret.
- Favored Class: Warlock- Arcane Gnomes are deeply imbued with magic, and can often use it at will without depleting resources as most spellcasters do. Arcane Gnomes are most often Celetial Warlocks, but Fiendish (and, after the War of the Return starts, Alienoid) members of the race are not unheard-of.
- Low-Light Vision (Ex): Gnomes can see twice as far as humans in low-light conditions, and can still distinguish color and detail under low light.
- Arcane Prodigy (Su): Arcane Gnomes receive Arcane Prodigy as a bonus feat at 1st level, even if that level is in an Arcane spellcasting class.
- Wild Talent (Su): Arcane Gnomes receive Wild Talent as a bonus feat at 1st level, even if that level is in a psionic manifesting class. Every Arcane Gnome begins play with one 1st-level power and 2 psionic Power Points to use it with. Thus, a 1st-level Arcane Gnome Psion starts with 4 1st-level powers, and 4 Power Points plus any bonus Power Points gained from high INT.
- Supernatural Detector (Su): Arcane Gnomes can use Detect Magic as a spell-like ability, and Detect Psionics as a psi-like ability, at will. The caster/manifester level equals the gnome's character level.
- Superior Keen Senses (Ex): +2 racial bonus to Craft (Alchemy), Listen, Search and Spot checks, due to extremely keen senses.
- Scholarly Bent (Cu): +2 racial bonus to all Knowledge checks regardless of subskill. An Arcane Gnome can freely use any Knowledge subskill, even if the character does not have any ranks in that subskill.
- Level Adjustment: +1. For experience purposes, Arcane Gnomes are treated as being 2nd-level characters when at 1st level. Thus, an Arcane Gnome character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Orog/ Black Orc |
- Ability Score Modifiers: STR +6, CON +6, INT +2, WIS +4
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 50 feet. Orogs move faster than normal for their size due to intense athletic training every individual undergoes from childhood to adulthood. An Orog somehow not raised in Black Orc culture instead has a base speed of 40 feet.
- Automatic Language: Dark Orcish.
- Bonus Languages: Any non-secret.
- Favored Class: Fighter or Cleric- the two pillars of Orog civilization are the priesthood and the military, and every Orog child aspires to one day become a great general or high priest/ess.
- Darkvision (Ex): Black Orcs can see up to 60 feet in darkness.
- Hardy (Ex): Black Orcs are astoundingly hardy and hale. They can go twice as long as other races without food or water before suffering the effects of starvation or thirst, and the effects happen twice as slowly to them- for instance, a starving Orog only makes a CON check every other day. Also, Black Orcs have a +2 racial bonus to saves against poison and disease.
- Master Strategists (Ex): An Orog has a +2 racial bonus on Knowledge (Games and Gambling) and Knowledge (War) checks, and can make checks in these two skills even if the character has no ranks.
- Weapon Proficiency (Cu): Black Orcs have automatic proficiency in all Simple and Martial weapons. They train their children in all standard combat forms, so even normally noncombatant Orogs are capable of fighting fiercely when necessary.
- Level Adjustment: +1. For experience purposes, Black Orcs are treated as being 2nd-level characters when at 1st level. Thus, an Orog character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Aspis |
- Ability Score Modifiers: STR +2, DEX +2, CON +2, INT -4, WIS +2. Note that there are actually four Aspis castes/subraces, but only the Thinker type is allowed as a PC race- the others are unsuitable for use as PCs due to low intelligence and/or intensely specialized body form. All Aspis Thinkers are male.
- Medium-size: No size modifiers.
- Base Speed: 30 feet.
- Automatic Languages: Aspis.
- Bonus Languages: Common (Nakhu or Zephra), High Dwarvish, High Elvish (Taera), Rolfish, Tabaxi, Undercommon. Aspis as a people have fairly regular contact with people who speak these languages, and the Thinkers have found it useful to learn them.
- Favored Class: Ardent- Aspis are generally not religious, but their Thinkers typically sub-specialize within the hive to become a strange sort of "brain worker." Each Thinker, in this arrangement, devotes himself to one or more basic concepts which he spends most of his time contemplating, in a manner that appears very much like worship to people of other races; when another hive member needs to perform a task related to the concept the appropriate Thinker (or nearest approrpiate, if more than one exists) is then contacted to help. Because Thinkers devote themselves so strongly to these concepts, the concepts often end up taking on a life of their own in the Thinkers' minds, and they manifest psionic powers as a result. Not all Thinkers become Ardents, but most have at least a few levels in the class.
- Natural Weapons: Aspis Thinkers can pinch with their clawed hands for 1d2 normal damage, if not holding weapons in them. Each claw receives half the character's STR bonus to damage. Also, an Aspis Thinker can Bite with his mandibles for 1d3 points of damage- this attack receives the character's full STR bonus to damage.
- Natural Armor: Aspis Thinkers have insectoid exoskeletons, granting them a +3 natural armor bonus to AC.
- Scent (Ex): The Aspis language is based on scent, and this has the useful side effect of granting Aspis characters an extremely acute sense of smell. Aspis can detect approaching enemies, sniff out hidden foes, and track by their keen sense of smell. They can identify familiar odors as easily as humans can familiar sights. Opponents within 30 feet can be detected by smell alone (the range is 60 feet for upwind opponents, 15 for downwind), but strong scents such as smoke or rotting garbage can be detected from twice, or even three times as far, depending on strength. While a scent can be detected within the listed range, it cannot be pinpointed to a specific location unless it is within 5 feet. An Aspis trying to sniff out the location of something further away can take a move-equivalent action to detect the direction of the scent, but still cannot determine distance directly. Aspis can also track by scent, making a Wisdom check to find or follow such a track. The typical DC for such tracking is 10, but various modifiers including the original scent strength and the age of the trail can change this. This type of tracking generally follows the rules of the Track feat, but it is unaffected by surface conditions other than water, or poor visibility. Finally, they save against scent-based attacks such as Stinking Cloud with a -4 circumstance penalty, because their keen noses are harder to block out and ignore.
- Always Awake (Ex): Aspis never sleep, and do not need to. They are immune to all Sleep spells and effects as a result. An Aspis spellcaster or manifester still needs 8 hours of calm in order to regain power points or spells, but does not actually sleep during those 8 hours.
- Darkvision (Ex): Aspis Thinkers can see up to 60 feet in darkness.
- Hivemind (Su): Aspis (of any caste, not just Thinkers) can telepathically communicate with the Queens of their communities, at distances of 60 miles or more depending on the strength of the closest Queen. The Queens can similarly communicate with each other over any distance. Each Aspis can therefore communicate with any other Aspis, as long as both sides are within range of a Queen. Using this communication is a full-round action, and requires a Concentration check vs. DC 10 to initiate. Once active, the character can maintain it indefinitely, so long as concentration is maintained; breaking the communicating Aspis's concentration ends the telepathy. Effects which block psionics will block Aspis Hivemind speech.
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Rakshasa/ Tabaxi Lord |
- Ability Score Modifiers: STR +4, DEX +4, INT +2, CHA +6
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks. Lizard Kings are larger and bulkier than the lesser type of Lizardfolk.
- Base Speed: 50 feet. Tabaxi move quickly, and tend to lope around on all fours as often as they walk on two legs.
- Automatic Languages: Common (Yoor), Tabaxi.
- Bonus Languages: Any non-secret. Tabaxi are very curious creatures, and are happy to learn whatever new languages they can.
- Favored Class: Ranger- Tabaxi Lords live for the hunt, and their favorite prey is other intelligent races.
- Natural Weapons: Rakshasas can slash with their retractable claws for 1d4 normal damage (plus half the character's STR bonus), and Bite with their strong jaws for 1d3 normal damage (plus the character's full STR bonus). Rakshasas wearing gloves or gauntlets cannot use their claw attacks.
- Improved Grab (Ex): If a Rakshasa successfully hits an opponent with both claw attacks in the same round, he or she can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Tabaxi Lord wins the grapple check, he or she establishes a hold and can Rake.
- Rake (Ex): A Tabaxi Lord who has hit and grabbed an opponent with both front paws can make a Rake attack with his or her back claws at the character's full attack bonus, for 1d10 normal damage plus the character's full STR bonus. Rakshasas wearing boots, or some other full foot covering, cannot use this attack.
- Low-Light Vision (Ex): Tabaxi can see twice as far as humans in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
- Spell-Like Abilities: Charm Animal, Charm Person and Disguise Self, each usable once per day. At 5th level, Dominate Animal once per day. At 9th level, Dominate Person and Mirage Arcana once/day each. Treat these abilities as if cast by a Sorcerer equal to the Rakshasa's character level.
- Stalkers (Cu): +4 racial bonus to Spot, Listen, and Move Silently checks.
- Superior Manipulators (Cu): Tabaxi Lords receive a +4 racial bonus to all Bluff, Intimidate, and Sense Motive checks.
- Level Adjustment: +2. For experience purposes, Tabaxi Lords are treated as being 3rd-level characters when at 1st level. Thus, a Rakshasa character starts with 3000 XP, and requires 6000 to go to 2nd level.
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Badder |
- Ability Score Modifiers: STR +2, CON +2, WIS +2, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Burrow 10 feet. Badders retain the penchant (and ability) to dig tunnels of their nonsentient forebears.
- Automatic Languages: Badder.
- Bonus Languages: Common (Zephra), High Elvish (Taera), High Dwarvish, Gnomish, Lizardfolk, Orcish, Minotaur, Aarakocra, Grippli, Rolfish, Tabaxi.
- Favored Class: Barbarian- Badders are a militant race, but more importantly they have powerful tempers and the ability to fly into berserk rage in any combat. Accordingly, many follow the martial path that is built around using such Rage to overcome enemies.
- Natural Weapons: Badders can slash with their claws for 1d4 normal damage plus half the character's STR bonus. Badders wearing gloves or gauntlets cannot use their claw attacks.
- Darkvision (Ex): Badders can see up to 60 feet in darkness.
- Berserker Rage (Ex): All Badders can enter a state of Rage once per day, identical to the class ability of Barbarians. Badders with class levels in Barbarian gain an extra daily use of the Rage ability, and furthermore gain an extra +2 STR and CON, and +1 on Will saves, while in the state- as though they have the next improved Rage ability. For instance, an 11th-level Badder Barbarian gains +8 STR and CON, and +4 to Will saves, rather than +6/+6/+3 as normal for Greater Rage.
- Stubborn Life (Ex): Badders are not as easy to knock unconscious through damage as other races are. A Badder stays conscious with subdual damage until the subdual damage is 10 points greater than the Badder character's hit point total. Also, a Badder receives the Diehard feat for free as a bonus feat. This does not also grant the character the Endurance feat (which is the normal prerequisite for Diehard).
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Dracon, Black/ Shade |
- Ability Score Modifiers: STR -4, DEX +2, CON +2, INT +6
- Medium-size: No size modifiers.
- Base Speed: 30 feet, Fly 100 feet (poor).
- Automatic Languages: Common (Arite), Draconic, any one extraplanar language (i.e. Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran).
- Bonus Languages: Any non-secret.
- Favored Class: Derivator- this unique class used the Naturalist spell list, but drew upon all six types at once, as if from spell schools the way Wizards do. The Shades never taught anybody outside their race to use this form of magic, and accordingly they were the only race that ever gained levels in it. In the modern age of Taera, the Derivator tradition is long-lost- but its magic survives (after a fashion) in the form and spirits of the Naturalists who now use it.
- Natural Weapons: Black Dracon can bite with their jaws for 1d2 damage, plus the character's normal STR bonus to damage. Though they have claws, their claws are not well shaped for fighting, and are useless in any real combat.
- Natural Armor: Black Dracon are covered with tough scales, granting them a +2 natural armor bonus to AC.
- Breath Weapon (Su): Shades can breathe a 10-foot cone of darkness which blinds creatures caught within it (Fortitude save DC 10 + half the Shade's character level + the Shade's CON modifier negates). Once the character reaches 7th level, this breath weapon becomes additionally infused with destructive energy, and inflicts 1 negative level on those caught within it if they fail the save. Oddly, undead caught within the breath weapon also take penalties equivalent to a negative level if they fail the save, even though undead are immune to negative levels; scholars of other races speculate that somehow the Shades combine both negative and positive energies in the breath weapon at the same time to achieve this. Black Dracon are, of course, immune to both effects of this breath weapon.
- Immunity to Blindness (Ex): Black Dracon are not affected by any Dazzling or Blindness effects.
- Arcane Prodigy (Su): Black Dracon receive Arcane Prodigy as a bonus feat at 1st level, even if that level is in an Arcane spellcasting class. However, rather than selecting their spells from any Arcane class list, Shades always pick from the Derivator list (meaning, any of the six Naturalist lists).
- Wild Talent (Su): Black Dracon receive Wild Talent as a bonus feat at 1st level, even if that level is in a psionic manifesting class. Every Shade begins play with one 1st-level power and 2 psionic Power Points to use it with. Thus, a 1st-level Black Dracon Psion starts with 4 1st-level powers, and 4 Power Points plus any bonus Power Points gained from high INT.
- Bonus Feat (Ex): At 1st level, a Black Dracon may take Scribe Scroll, Imprint Stone, or any one of the four basic Manipulation feats as a bonus feat. If the character has no levels in a class which normally uses the feat, then the feat is used in conjunction with the character's Arcane Prodigy spells or Wild Talent power.
- Level Adjustment: +1. For experience purposes, Black Dracon are treated as being 2nd-level characters when at 1st level. Thus, a Shade character starts with 1000 XP, and requires 3000 to go to 2nd level.
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Shakti |
- Ability Score Modifiers: STR +6, DEX -2, CON +2, WIS +4
- Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
- Base Speed: 10 feet, Swim 60 feet.
- Automatic Languages: Shakti.
- Bonus Languages: None. Shakti culture considers speaking any language but their own a sign of weakness or insanity, since it would mean talking to one's food. Shakti do not receive bonus languages for a high INT score.
- Favored Class: Barbarian- Shakti are berserkers of the sea. Many Shakti also gain levels in the Ranger class, but Barbarian is their true racial calling.
- Natural Weapon: Shakti can Bite with their powerful jaws for 1d10 damage (×3 crit). A Shakti character's full STR bonus is added to this damage. This bite attack is notably superior to that of an average nonsentient shark, because the Shakti spend much of their non-hunting time filing their teeth and making them even more wickedly sharp and barbed than they would naturally be.
- Darkvision (Ex): Shakti can see in darkness up to 120 feet. To creatures with Darkvision, their eyes appear to glow, as they actually project infrared light to extend their visual range.
- Aquatic (Ex): Shakti breathe water, and cannot survive for long without it. While in air, a Shakti begins to suffocate (use the Drowning rules on page 85 of the DMG), and will quickly die if unable to reenter water.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, Shakti never suffer penalties to their Swim checks for being underwater. These bonuses derive from the Shakti having a Swim speed, and are not racial bonuses in the strictest sense.
- Deep Dwellers (Ex): Shakti do not suffer penalties or damage for changes in water pressure.
- Berserker Rage (Ex): All Shakti can enter a state of Rage once per day, identical to the class ability of Barbarians. Shakti with class levels in Barbarian gain an extra daily use of the Rage ability.
- Keen Scent (Ex): Shakti can detect approaching enemies, sniff out hidden foes, and track by their keen sense of smell. They can identify familiar odors as easily as humans can familiar sights. Opponents within 60 feet can be detected by smell alone (the range is 120 feet for upcurrent opponents, 30 for downcurrent), but strong scents such as blood or rotting garbage can be detected from twice, or even three times as far, depending on strength. While a scent can be detected within the listed range, it cannot be pinpointed to a specific location unless it is within 10 feet. A Shakti trying to sniff out the location of something further away can take a move-equivalent action to detect the direction of the scent, but still cannot determine distance directly. Shakti can also track by scent, making a Wisdom check to find or follow such a track. The typical DC for such tracking is 10, but various modifiers including the original scent strength and the age of the trail can change this. This type of tracking generally follows the rules of the Track feat, but it is unaffected by surface conditions other than water, or poor visibility. Finally, they save against scent-based attacks such as Stinking Cloud with a -8 circumstance penalty, because their keen noses are harder to block out and ignore.
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Clamfolk |
- Ability Score Modifiers: STR -2, DEX +2, CON +6, INT -2, WIS +2, CHA -2
- Medium-size: No size modifiers.
- Base Speed: Swim 30 feet.
- Automatic Languages: Clamfolk.
- Bonus Languages: Aquacommon, Sea Elvish, Deep Dwarvish, Gnomish, Lizardfolk, Locathah, Kuo-Toa, Minotaur, Cephalid, Tako, Crabfolk.
- Favored Class: Any- a Clamfolk character's highest-level class does not count when determining XP penalties for multiclassing.
- Natural Armor: Clamfolk have hard, thick, and strong bivalve shells which grant them a +8 natural armor bonus to AC.
- Darkvision (Ex): Clamfolk can see in darkness up to 60 feet.
- Aquatic (Ex): Clamfolk breathe water, and cannot survive for long without it. While in air, a Clamfolk character begins to suffocate (use the Drowning rules on page 85 of the DMG), and will quickly die if unable to reenter water.
- +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, Clamfolk never suffer penalties to their Swim checks for being underwater. These bonuses derive from the Clamfolk having a Swim speed, and are not racial bonuses in the strictest sense.
- Deep Dwellers (Ex): Clamfolk do not suffer penalties or damage for changes in water pressure.
- Four Arms (Ex): Clamfolk do not have arms in the conventional sense, but have instead four tentacles capable of manipulating objects. They have no hands, but can grasp objects by wrapping their tentacles around them, and can wear rings on the end of each tentacle just as if they were fingers. Clamfolk use the Multiweapon Fighting feats instead of the Two-Weapon Fighting feats, and also have increased limits on the number of magic items worn, for those items worn on arms. For instance, they can wear four Rings rather than two. However, due to the nature of their arms, Clamfolk are limited to only one arm-worn item at a time (i.e. they cannot wear one of a pair of Bracers and a Ring on the same tentacle), and cannot wear Gloves or Gauntlets at all.
- Twelve Eyes (Ex): Clamfolk, as bivalve mollusks, have a series of eyes which normally poke out from between their shells when they are within them. Clamfolk without other mutations have 12 eyes as the standard number, and gain several bonuses and penalties based upon this fact. First, they have a +6 racial bonus on Spot checks; second, they take a -6 penalty against gaze attacks or light-based attacks. Finally, Clamfolk are allowed to use up to six magic items designed to be worn over eyes simultaneously, since such items are designed to be worn over pairs of eyes- Clamfolk have six such pairs.
- Headless (Ex): Clamfolk do not have "heads" as such; their brains are contained within their central bodies along with their other organs. As such, they are immune to attacks which depend upon reaching or attacking an opponent's head, such as the killing effects of Vorpal weapons or the brain-eating Extract attack of a Mind Flayer. Clamfolk cannot wear Hats, Helmets or other items meant to be worn as headgear.
- Boneless (Ex): Clamfolk have no bones, and can squeeze and bend themselves in ways that creatures with skeletons simply can't. Clamfolk without their shells can squeeze into cracks as little as two inches wide with no difficulty, and can squeeze into even tighter spaces by making Escape Artist checks (down to a limit of one inch wide). The DC for a 1½ inch wide crack is 15, and for a 1 inch wide crack, 25. Clamfolk without their shells lack any hard parts at all, and therefore take half damage from Bludgeoning weapons.
- Legless (Ex): Clamfolk do not have legs or feet, and therefore cannot wear Boots, or any other items worn on legs or feet.
- Filter Feeders (Ex): Clamfolk eat by filtering microorganisms out of the water they jet through their bodies for locomotion, and therefore do not need to eat while in typical underwater environments. Clamfolk who are rendered Fatigued or Exhausted must eat a meal approximately equivalent to what any other Medium-sized creature would eat before they can recover from the condition, unless the condition is cured magically such as by Restoration. A Clamfolk swimming through waters unusually clear of other lifeforms, such as a tank of distilled water in an Ancient science laboratory, might also be affected by normal starvation rules at the DM's option.
- Shell Force (Su): Clamfolk naturally produce psionic force within their shells which make them impervious to incorporeal penetration; that is, the shells effectively have the Ghost Touch property. Once per day, as a standard action that does not provoke attacks of opportunity, a Clamfolk can intensify this force to gain a deflection bonus to AC in addition to the natural armor bonus the shell normally provides; this deflection bonus is equal to one-third the Clamfolk's character level, rounded up (for example, a 4th-level Clamfolk gains +2, while a 15th-level Clamfolk gains +5). This deflection bonus lasts for 10 minutes + 1 minute per point of CHA bonus the Clamfolk has (if positive). While the deflection bonus is active, Magic Missiles and other attacks with the [Force] descriptor do 10 less points of damage per hit to the Clamfolk character- which, in the case of Magic Missiles at least, completely negates them. The Clamfolk so protected is not empowered to penetrate force effects such as Walls of Force, however- only damage dealt by effects with the [Force] descriptor is reduced.
- Withdraw (Ex): It is possible for endangered Clamfolk to retract their limbs, eyes, and head into their shells, as a move-equivalent action that does not draw attacks of opportunity. This grants an extra +8 natural armor bonus to AC, which stacks with the normal natural armor bonus, as long as the withdrawn Clamfolk stays that way, but a Clamfolk withdrawn into ver shell is unable to otherwise attack, or take any action requiring movement (effectively, it is a form of voluntary paralysis). Redeploying the appendages is another move-equivalent action, but redeployment does draw attacks of opportunity, unlike withdrawal. Clamfolk generally only use this maneuver when truly desperate, as maintaining it for too long can lead to starvation (eating, after all, requires movement); however, it is sometimes used as a prelude to Detachment (see below) when the Clamfolk is close to a hole to hide in.
- Detach (Ex): A Clamfolk can detach verself from ver shell as a standard action that does not draw an attack of opportunity. Without the shell, the Clamfolk loses the natural armor bonus to AC noted above, and also can no longer Withdraw into it for extra protection nor activate the Shell Force to provide more protection- however, sometimes this helps a Clamfolk's mobility, and can allow them to escape from otherwise hopeless situations (to say nothing of providing a possible distraction for enemies who don't know the shell is now empty). If the Clamfolk is unable to get back to his or her original shell, a new one grows in 4 weeks minus the character's CON modifier in days (thus, characters with low CON take longer to regrow their shells).
- Level Adjustment: +2. For experience purposes, Clamfolk are treated as being 3rd-level characters when at 1st level. Thus, a Clamfolk character starts with 3000 XP, and requires 6000 to go to 2nd level.
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Frond/ Kelpfolk |
- Ability Score Modifiers: STR -2, DEX +2, WIS +6, CHA -2
- Medium-size: No size modifiers.
- Base Speed: 10 feet, Swim 30 feet.
- Automatic Languages: Frond.
- Bonus Languages: Aquacommon, Sea Elvish, Deep Dwarvish, Gnomish, Lizardfolk, Locathah, Kuo-Toa, Minotaur, Cephalid, Tako, Crabfolk.
- Favored Class: Druid- Kelpfolk, being plants, are arguably closer to nature than any other race in the seas. Certainly they seem to have Gaeya's favor, as many of them receive powers from Her.
- Plant: Immune to mind-influencing effects, poison, paralysis, and stunning. Unlike other animate plants, Fronds are not immune to polymorphing magic or effects, and since they require sleep, they are affected by Sleep spells and effects. Since they have clear anatomy, they are also subject to critical hits.
- Amphibious (Ex): Kelpfolk normally breathe water, but they can also breathe air with equal ease. A Frond can survive on land indefinitely, as long as he or she stays wet (see Withering, below).
- Natural Armor: Kelpfolk have tough, flexible bodies, and have a +5 natural armor bonus to AC as a result.
- Photosynthesis (Ex): If a Frond is able to remain in sea water for one day per month, and receives at least 1 hour of light (at least equal to half sunlight) every day, he or she need never eat anything else- the body will make all the food it needs. Fronds who can satisfy these criteria (a Daylight spell can satisfy the second one nicely) never suffer the effects of starvation. Since they are naturally aquatic, they also need not worry over thirst normally, though a Kelpfolk stuck on land may soon dry out and be in trouble (see Withering, below).
- Plant Respiration (Ex): While photosynthesizing (i.e., while in light), Fronds take in carbon dioxide and breathe out oxygen. Fronds can therefore turn bad air or water good, in confined spaces, if given light- one Frond can negate the effects of slow suffocation (suffocation in confined spaces) for one medium-sized animal creature. Likewise, one medium-sized animal creature can negate the effects of slow suffocation for one Frond.
- Stringy Body (Ex): Fronds have stringy, flexible bodies, like the seaweeds they descended from, and therefore take only half damage from Bludgeoning and Piercing weapons that successfully hit them.
- Fast Healing (Ex): Fronds can regrow and repair their bodies quickly, and have Fast Healing 1. A Frond below his or her maximum healthy hit point total automatically heals 1 hit point per round. This does not restore ability damage, nor can it restore hit points lost to starvation or thirst. Since it is not actual regeneration, it does not allow the character to regrow or reattach lost limbs.
- Wither (Ex): Kelp dries quickly when removed from water, and Kelpfolk have not lost that ancestral weakness. Fronds take 1 point of temporary Constitution damage each hour they are outside water, dying when Constitution reaches 0. They also lose their Fast Healing ability while dry, so Kelpfolk leaving aquatic environments are placing themselves at great risk. Lost points are regained at the standard rate, once the character returns to water, and full immersion in water (or dousing with enough water to sustain a human for one day, once per hour) is sufficient to prevent this Withering from affecting a Frond character. Fronds take 1½ × normal damage from spells or effects which deal dessication damage, such as Horrid Wilting, regardless of whether a save is allowed or whether or not the character successfully saves. A Frond hit by such an effect must be immersed in water as previously described, or lose his or her Fast Healing as if kept out of water for an hour
- Electricity Vulnerability (Ex): Fronds take 1½ × normal damage from Electricity attacks and abilities, whether or not a save is allowed, and whether or not the character actually saves.
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