Thursday, July 28, 2016

Various Character Traits

A place for character traits lacking specific relevance to the content of any other post.

Freestyle Exemplar (Combat or Regional)
You excel at moving unhindered by forces that oppose you.
Benefit: Acrobatics and Escape Artist are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from your class levels or any other source.

Saturday, July 23, 2016

Mangalore Race

Still under construction.

The mangalore race featured below, is inspired by the Fifth Element movie.

Mangalore Racial Traits

+2 Strength, +2 Constitution, –2 Charisma: Mangalores are strong and durable, but lack social finesse. (1 RP)

Humanoid (Aberrant): Mangalores are humanoids with the aberrant subtype.

Medium: Mangalores are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Mangalores have a base speed of 30 feet.

Low-Light Vision: Mangalores can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Mangalores can see in the dark up to 60 feet. (2 RP)

Fearsome: Mangalores gain a +2 racial bonus on Intimidate checks. (1 RP)

Change Shape, Greater (Su): A mangalore may assume the appearance of a Small or Medium humanoid as the alter self spell, save that he does not adjust his ability scores and can remain in that form indefinitely. A mangalore may revert back to true form as a free action at any time. (6 RP)

Test of True Form: The voice of a mangalore remains unaffected when using his Greater Change Shape racial trait. Creatures with a language that hear a mangalore speak while using that trait to impersonate an individual, add a +4 circumstance bonus to the result of their last Perception check made to oppose that mangalore's Disguise check. (–2 RP)

Languages: Mangalores begin play speaking ??? and Common. Mangalores with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Relevant Feat

Vocal Verisimilitude (Mangalore)
You have proven adept at adjusting your voice to match your form.
Prerequisite: mangalore.
Benefit: You lose the Test of True Form racial trait.

Tuesday, July 19, 2016

ProtoXETA NPCs

Still under construction.

The following stat block is for a generic ProtoXETA "Gifted Fist" with 25 point buy and 2 traits.

ProtoXETA "Gifted Fist" CR 1/2 (currently without gear)
ProtoXETA Soulknife 1
Soulknife Archetypes Cutthroat, Deadly Fist, Gifted Blade
N Medium Humanoid (aberrant)
Init +3; Senses low-light vision; darkvision 60 ft.; Perception +7

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 20 (1d10+3+6+1)
Fort +3, Ref +5, Will +5

OFFENSE
Speed 40 ft.
Standard Melee unarmed strike +5 (1d6+4) or longsword +5 (1d8+4/19–20)
Full Melee unarmed strike +3 (1d6+4) &
    longsword +3 (1d8+2/19–20) & shortsword +3 (1d6+2/19–20)
Race Special Attacks monastic legacy
Class Special Attacks empowered strikes (1d8); psychokinetic discharge

STATISTICS
Str 18, Dex 16, Con 16, Int 14, Wis 17, Cha 10, (25 Point Buy)
Base Atk +1; CMB +5, CMD 18
Feats Psionic Body
Race Feats Improved Unarmed Strike, Wild Talent
Class Feats Multi-Weapon Fighting, Psionic Talent
Traits Tech Savvy, Finding Your Kin (soulknife)
Class Skills Acrobatics +7, Autohypnosis +7, Climb +7, Craft +6 (any one),
    Disable Device +6, Intimidate +4, Knowledge (engineering, psionics) +6,
    Perception +7, Profession +6, Stealth +7, Swim +7
Race SQ healing factor 2, psionic aptitude
Class SQ covert training
Languages Celestial, Common, Infernal, Undercommon

SPECIAL ABILITIES

Empowered Strikes (Su): At 1st level, the deadly fist can, as a move action, wreath his body in psionic energy distilled from his own mind. This energy lasts until the deadly fist chooses to dismiss it as a free action. When empowered strikes is active, the deadly fists's unarmed strikes deal 1d6 points of damage if Medium-sized (or your normal unarmed strike damage, if higher) and are considered to be magic weapons for the purposes of overcoming damage reduction. Adjust unarmed damage if the deadly fist is a size other than Medium.
    This effect is similar to a mind blade, except the deadly fist cannot change the form of empowered strikes, although he can change the damage type of his attacks between bludgeoning, piercing, and slashing, just like a normal soulknife. This effect cannot be broken like a mind blade, and it is still considered to be unarmed attacks instead of a weapon.
    In all other ways, empowered strikes functions as a mind blade.
    This replaces the Form Mind Blade class feature, but counts as Form Mind Blade for prerequisites or requirements.

Psychokinetic Discharge (Su): A deadly fist of 1st level learns how to take the energy he has charged into his unarmed strikes and release it as a blast of energy at an opponent. As a ranged attack, the deadly fist can make an unarmed attack at an opponent. The attack deals damage as normal for the deadly fist's unarmed attacks.
    The range increment of the attack is 10', but is considered to be a projectile instead of a thrown weapon, so the attack has a maximum range of 10 increments instead of 5. Whether or not the attack hits, the deadly fist's unarmed attacks are no longer empowered and he must take the normal time to empower them.
    This ability replaces the Throw Mind Blade class feature.

Healing Factor 2: ProtoXETA naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill.

Monastic Legacy: ProtoXETA gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. Should they later acquire this same feature from a level in the monk class, they instead gain a +1 racial bonus on attack rolls with unarmed strikes and monk special weapons.

Sunday, July 17, 2016

ProtoXETA Race

Still under construction.

The ProtoXETA race featured below, is a pathfinder reflection for part of a friend's creation.

ProtoXETA Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, –2 Charisma: ProtoXETA are physically enhanced and possess exceptional awareness with subdued personas. (4 RP)

+2 to One Ability Score: ProtoXETA characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. (4 RP)

Humanoid (Aberrant): ProtoXETA are humanoids with the aberrant subtype.

Medium: ProtoXETA are medium creatures and have no bonuses or penalties due to their size.

Fast Speed: ProtoXETA have a base speed of 40 feet. (1 RP)

Low-Light Vision: ProtoXETA can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: ProtoXETA can see in the dark up to 60 feet. (2 RP)

Healing Factor: ProtoXETA gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)

Monastic Legacy: ProtoXETA gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. Should they later acquire this same feature from a level in the monk class, they instead gain a +1 racial bonus on attack rolls with unarmed strikes and monk special weapons. (3 RP)

Naturally Psionic: ProtoXETA receive Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. (2 RP)

Psionic Aptitude: When a protoXETA takes a level in a favored class, he or she can choose to gain an additional power point instead of a hit point or skill point.

Languages: ProtoXETA begin play speaking Common and any other single language. ProtoXETA with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Character Traits

Mental Reconfiguration (Race or Psionic)
You have shifted one of your psionic paradigms to the landscape of your mind.
Prerequisite: Naturally psionic.
Benefit: Choose one manifesting class and one mental ability score. Any manifesting ability you gain from the chosen class, becomes keyed to the chosen ability score as its primary manifesting ability score for all purposes.

Tech Savvy (Race or Regional)
You have acquired additional expertise regarding the advancements of your culture.
Benefit: Disable Device and Knowledge (engineering) are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from your class levels or any other source.

Friday, July 15, 2016

Plush Sapien Race

Still under construction.

The plush sapien race featured below, is inspired by various online images of teddy bears wielding medieval arms and armor to defend sleeping children from hulking monsters that eclipse the background.

Plush sapiens are living beings created by powerful magic, usually applied to stuffed toys with a generalized humanoid form composed of fabric and various inanimate components. Each one is greatly transformed and organized into an autonomous self-sustaining living creature, otherwise reflective of its creator's subconscious impressions of its previously inanimate form. Any stitching and seams they possess heal over upon transformation, only to fade and blend into the whole of their form.

Plush Sapien Racial Traits (10 RP)

+2 to One Ability Score: Plush sapien characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Outsider (Native): Plush sapiens are outsiders with the native subtype. (3 RP)

Tiny: Plush sapiens are tiny creatures, and gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. They also gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +8 size bonus on Stealth checks. They take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of them can fit into a single square. Tiny creatures have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. A tiny creature typically cannot flank an enemy. (3 RP)

Slow Speed: Plush sapiens have a base speed of 20 feet. (–1 RP)

Low-Light Vision: Plush sapiens can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Plush sapiens can see in the dark up to 60 feet. (0 RP)

Perpetual Impetus: Plush sapiens do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means they can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for them to survive or stay in good health. In addition, plush sapiens do not age and are immune to aging effects. (4 RP)

Necropotent Impetus: Plush sapiens that acquire the undead type, gain fast healing 1. (0 RP)

Ambiguous Anima: Plush sapiens are subject to all effects, forces and events that target constructs as a specified creature type, but gain a +1 racial bonus on any relevant saving throws when targeted as constructs in this manner. Plush sapiens also gain a +1 racial bonus on all saving throws and ability checks against all effects, conditions, forces and events to which constructs are usually immune or not subject by default. When subject to precision damage, a critical hit or a sneak attack, a plush sapien has a 25% chance to negate it, and instead roll the damage normally. (2 RP)

Artificial Anima: Plush sapiens that acquire the actual construct type, lose the the Ambiguous Anima trait and instead gain fast healing 1 along with a number of hit points equal to their Hit Dice. (0 RP)

Insulated: Against plush sapiens in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down. (1 RP)

Flammable: Plush sapiens in true form, have vulnerability to fire. (–1 RP)

Temporal Spirit: Plush sapiens cannot be raised, rebooted, reincarnated or resurrected. Any physical remains that one leaves behind when slain, revert to their original materials and cannot be considered a creature of any type, dead or destroyed. (–3 RP)

Languages: Plush sapiens begin play speaking Common and any single language known by their creator(s). Plush sapiens with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Alternate Racial Traits

...............

Character Traits

Wary Guardian (Plush Sapien)
You have developed a keen awareness looking out for others.
Prerequisite: plush sapien.
Benefit: Perception and Sense Motive are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from your class levels or any other source.
Special: This trait can be acquired as a social trait without any prerequisites.

Puny Polearm Prowess (Combat)
You are skilled at lunging with long weapons.
Benefit: While you possess a Tiny size and a melee reach weapon of at least Tiny size, you may use that weapon to threaten and make attacks with a reach of 5 feet.
Special: This trait does not count against the limit of combat traits one may acquire.

Soaring Small Shot (Combat)
The measure of your volley is not as small as you are.
Benefit: You may determine the range increment of any weapon you wield as if you and that weapon were one size larger, up to a maximum of Small size.
Special: This trait does not count against the limit of combat traits one may acquire.

Relevant Feats

Less Flammable (Plush Sapien)
Your body was treated to be less flammable.
Prerequisite: plush sapien.
Benefit: You lose the Flammable racial trait.
Special: You may only acquire this feat at 1st-level.

Frosty Pelt (Plush Sapien)
You were stuffed inside a wintry pelt.
Prerequisite: plush sapien, exterior body pelt from a magical beast (cold).
Benefit: You gain cold resistance 10 while in true form.
Special: You may only acquire this feat at 1st-level.

Heavy Pelt (Plush Sapien)
You were stuffed inside a thick pelt.
Prerequisite: plush sapien, exterior body pelt from a magical beast with at least +5 natural armor.
Benefit: You gain a +1 natural armor bonus to your Armor Class while in true form.
Special: You may only acquire this feat at 1st-level.

Skymane Fabric (Plush Sapien)
You were stuffed inside featherweight fabrics.
Prerequisite: plush sapien, exterior body fabric woven of leonine manes from magical beasts with a fly speed.
Benefit: You gain a +4 racial bonus on Fly checks while in true form.
Special: You may only acquire this feat at 1st-level.

Tiny Martial Training (Combat)
Your combat abilities extend beyond the normal limits of your size.
Benefit: You gain Puny Polearm Prowess and Soaring Small Shot as additional combat traits.

Firenewt Race

Still under construction.

The firenewt race featured below, is a custom adaptation of the race from D&D 3.5 partly influenced by the charmander pokemon.

Firenewts, also known as salamen, are distant relatives of lizardfolk. They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. Females are slightly shorter, and a duller brown.

Firenewt Racial Traits

+2 Dexterity, +2 Constitution: Firenewts are adroit and resilient. (2 RP)

Humanoid (Fire, Reptilian): Firenewts are humanoids with the fire and reptilian subtypes. They possess immunity to fire and vulnerability to cold. (2 RP)

Medium: Firenewts are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Firenewts have a base speed of 30 feet.

Low-Light Vision: Firenewts can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Blazing Breath (Su): Once per day as a standard action, a firenewt can breathe fire, dealing 1d6 fire damage in a 20-foot line. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the firenewt's character level + the firenewt's Constitution modifier. Those who succeed at this save take no damage from the attack. (1 RP)

Tail Slap: Firenewts gain a tail slap attack that deals 1d4 damage at medium size. This tail slap is a primary attack, or a secondary attack if the firenewt wields one or more manufactured weapons. (2 RP?)

Searing Tail Slap (Su): Firenewts in true form may deal an extra 1d6 points of fire damage with any successful tail slap attack. (2 RP?)

Languages: Firenewts begin play speaking Draconic and Common. Firenewts with high Intelligence scores can choose from the following: Giant, Goblin, Ignan, Terran.

Race Feats

Flame Spigot (Firenewt)
Your breath weapon becomes stronger, longer and available more frequently.
Prerequisite: firenewt, Blazing Breath racial trait, character level 3rd.
Benefit: The damage of your Blazing Breath increases by an additional d6, the length of its line increases by 10 feet, and its daily use limit increases by 1.
Special: You may acquire this feat once for every 2 character levels you possess beyond the first. Its effects stack.

Firekite (Firenewt)
You have developed a pair of gliding wings.
Prerequisite: firenewt, Character level 3rd.
Benefit: You develop a pair of wings suitable for gliding, and take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with these wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide. Fly is a class skill for you.

Fireflight (Firenewt)
Your wings have grown strong enough for flight.
Prerequisite: firenewt, Firekite, character level 7th.
Benefit: Your wings grant you a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor.

Wednesday, July 13, 2016

Kallean Race

Still under construction.

The kallean race featured below, was drafted for a friend.

Kallean Racial Traits (10 RP)

+2 Dexterity, +2 Charisma, –2 Constitution: Kalleans are graceful and alluring, but lack physical durability.

Humanoid (Aquatic, Shapechanger): Kalleans are humanoids with the aquatic and shapechanger subtypes.

Medium: Kalleans are medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Kalleans have a base speed of 5 feet. They have a swim speed of 50 feet. (1 RP)

Amphibious: Kalleans are amphibious and can breathe both air and water. (2 RP)

Low-Light Vision: Kalleans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Legless: Similar to merfolk, a kallean in true form has no legs, and therefore cannot be tripped.

Camouflage: Kalleans gain a +4 racial bonus on Stealth checks while within terrain of the water type. (1 RP)

Venomous Sting: Kallean in true form gain a secondary natural sting attack that deals 1d2 damage at medium size, injecting venom when it successfully deals damage to a creature. (3 RP?)
Kallean Venom: type Poison, Injury; save Fort DC 10 + 1/2 the kallean's Hit Dice + the kallean's Constitution modifier; frequency 1/round for 2 rounds; effect 1 Dex; cure 1 save.
Venomous Bite: A kallean without a natural bite attack may deal 1 point of damage to a grappled opponent without heavy armor or a natural armor bonus to AC; whenever she establishes or maintains a pin against that creature. If successful in dealing this damage or any other bite damage to an opponent, a kallean may inject her venom.

Envenom Weapon: As a swift aciton, a kallean out of the water, may apply a single dose of kallean venom from her mouth upon any piercing or slashing weapon she wields. When applied to a weapon (or placed in a vessel without a preservative) a single dose of kallean venom remains effective for up to 1 minute, until it is delivered to a creature normally, or otherwise washed or wiped away. A kallean can only use this trait a number of times per day equal to her Constitution score.

Change Shape, Lesser (Su): A kallean can assume her specific human form as a standard action, or revert back to true form as a free action at any time. This human form is static and cannot be changed each time it is taken. In this form, a kallean gains a +10 racial bonus on Disguise checks made to appear human. This trait otherwise functions as alter self, save that the kallean does not adjust her ability scores and can remain in human form indefinitely. (3 RP)

Test of True Form: A kallean's Lesser Change Shape racial trait is suppressed while she remains at least half-submerged in salt water. (–1 RP?)

Languages: Kalleans begin play speaking Aquan and Common. Kalleans with high Intelligence scores can choose any languages named after a humanoid subtype, as well as Draconic and Undercommon.

"Embattled" Kallean Racial Traits (+3 RP)

Defensive Training, Lesser: Embattled kalleans gain a +4 dodge bonus to AC against humanoids of the giant subtype. (1 RP)

Silent Hunter: Embattled kalleans reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). (2 RP)

"Diminished" Kallean Racial Trait (–3 RP)

+2 Charisma, –2 Constitution, –4 Strength: Diminished kalleans are still alluring, but lack physical durability and power. These racial ability score modifiers replace those normally gained by kalleans. (–3 RP)

Character Trait

Welcome of the Waves (Kallean)
You epitomize the grace and bearing of your kind.
Prerequisite: kallean.
Benefit(s): Acrobatics and Diplomacy are always class skills for you, and you gain a +1 trait bonus on skill checks with each of those you gain as a class skill from your class levels or any other source.

Earthen Dwarf Race

Still under construction.

The earthen dwarf race featured below, is inspired by World of Warcraft.

Earthen Dwarf Racial Traits

+4 Strength, –2 Dexterity, –2 Charisma: Earthen dwarves are exceptionally strong, but lack physical agility and social finesse. (2 RP)

Humanoid (Dwarf): Earthen dwarves are humanoids with the dwarf subtype.

Medium: Earthen dwarves are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Earthen dwarves have a base speed of 30 feet.

Low-Light Vision: Earthen dwarves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Energy Resistance: Earthen dwarves gain cold resistance 5. (1 RP)

Stability: Earthen dwarves receive a +4 racial bonus to CMD against bull rush and trip maneuvers while standing on the ground. (1 RP)

....

Unearthed Expertise: Earthen dwarves gain a +1 racial bonus on Knowledge (geography, history) and Linguistics checks and can make those checks untrained. (1 RP)

Languages: Earthen dwarves begin play speaking Dwarven and Common. Earthen dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Alternative Racial Traits

Core-Blooded: Some earthen dwarves dwell in proximity to regions of volcanic activity. They gain fire resistance 5. This racial trait replaces the Energy Resistance trait.

Earthen Affluent: A few earthen dwarves inherit an eldritch legacy. They possess a +2 racial bonus to Strength and Charisma, and the normal –2 racial penalty to Dexterity. In addition, they gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained. This racial trait replaces an earthen dwarf's racial ability score modifiers.

Primal Prerogative: Some earthen dwarves embody tribal traditions removed from the traditional trappings of civilization. They gain a +1 racial bonus on Ride and Survival checks. This racial trait replaces the Unearthed Expertise trait.

Elementian Feats

Still under construction.

The following feats are designed for the elementian race.

Expanded Heritage (Elementian)
You have tapped into other areas of your elemental heritage.
Prerequisite: Elemental Heritage [any].
Benefit: For purposes of your elemental heritage trait, you may choose one additional element, along with its corresponding energy type and language.
Special: This feat may be taken three times. Its effects stack.

Elementian Vistas (Elementian)
Your innate elemental nature keeps your atmospheric perceptions clear.
Prerequisite: Elemental Heritage [Air].
Benefit: You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples the distance you can see without penalty.

Elementian Glide (Elementian)
The air responds to your innate elemental nature, allowing you to control your own descent.
Prerequisite: Elemental Heritage [Air], character level 3rd.
Benefit: You take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. Fly is always a class skill for you.

Elementian Flight (Elementian)
The winds respond to your innate elemental nature, carrying you where you want to go.
Prerequisite: Elemental Heritage [Air], Elemental Glide, character level 7th.
Benefit: You gain a fly speed equal to your base speed (good maneuverability). You may only fly with this ability when unencumbered and wearing light armor or no armor.

Elementian Breath (Elementian)
Your body is suffused with elemental air that provides for all your respiratory needs.
Prerequisite: Elemental Heritage [Air], character level 9th.
Benefit: You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that do not require breathing, such as cloudkill.


Elementian Race

The elementian race featured below, was drafted for a friend.
Ability Score Notes
1. Started with the advanced ability score array. (4 RP)
2. Advanced the only penalized ability score by 4. (5 RP)
3. Advanced the only unmodified ability score by 2. (4 RP)
4. Reduced the highest ability score by 2. (–1 RP)
5. Permitted a flexible ability score increase of 2. (2 RP?)
Elementian Racial Traits (Advanced Race / 20 RP)

+2 racial bonus to Every Ability Score: Elementians statistically outperform unmodified humans in almost every way. (12 RP)

+2 to One Ability Score: Elementian characters gain a +2 bonus to one ability score of their choice at creation to represent their varied human origins. (2 RP?)

Humanoid (Human): Elementians are humanoids with the human subtype.

Medium: Elementians are medium creatures and have no bonuses or penalties due to their size.

Fast Speed: Elementians have a base speed of 40 feet. (1 RP)

Low-Light Vision: Elementians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Elemental Heritage: An elementian character may choose one of the following elements, along with its corresponding energy type and language: air (electricity, auran), earth (acid, terran), fire (fire, ignan) or water (cold, aquan). He or she gains a +2 racial bonus on saving throws against all spells and effects affiliated with the chosen element or its energy type, as well as resistance 5 against that energy type. In addition, he or she adds the corresponding language to their list of known languages. (3 RP)

Languages: Elementians begin play speaking Common and any single human language. Elementians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Saturday, July 9, 2016

Racial Character Traits

The following racial character traits are designed to accommodate additional options for races featured with this blog.

Fel Orc Persona (Orc)
You have partaken in fiendish rituals to seize desires rather than receive them.
Prerequisite: orc, racial bonus to Wisdom.
Benefit: You gain a +2 trait bonus to Charisma along with a –2 penalty to Wisdom. You also add Abyssal or Infernal to your list of languages known.
Special: Acquiring this trait shifts your alignment one step away from good. This trait does not count against the limit of race traits one may acquire.

Fel Orc Stamina (Orc)
You have partaken in fiendish rituals to gain vitality and toughness.
Prerequisite: orc, racial bonus to Wisdom.
Benefit: You gain a +2 trait bonus to Constitution along with a –2 penalty to Wisdom.
Special: Acquiring this trait shifts your alignment one step away from good. This trait does not count against the limit of race traits one may acquire.

Primal Affinity (Troll)
You have developed a great affinity with the natural world and the elements.
Prerequisite: troll, racial bonus to Charisma.
Benefit: You gain a +2 trait bonus to Wisdom along with a –2 penalty to Charisma. Once per day as a free or immediate action, you may gain a supernatural +2 trait bonus to one physical ability score of your choice for 1 round.
Special: This trait does not count against the limit of race traits one may acquire.

Friday, July 1, 2016

Elven Races

Still under construction.

The elven races featured below, night elves and blood elves, are inspired by World of Warcraft.

Night Elf Racial Traits

+2 Dexterity, +2 Wisdom, +2 Charisma, –2 Strength, –2 Constitution: Night elves are graceful, wise and alluring, but lack physical power and durability. (1 RP)

Humanoid (Elf): Night elves are humanoids with the elf subtype.

Medium: Night elves are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Night elves have a base speed of 30 feet.

Low-Light Vision: Night elves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Keen Senses: Night elves gain a +2 racial bonus on Perception checks. (2 RP)

Defensive Training: Night elves gain a +1 dodge bonus to Armor Class. (2 RP)

Shadow Slip (Su): For each step of illumination below bright light in most of his or her space, a night elf gains a +2 racial bonus on Stealth checks. (1 RP)

Languages: Night elves begin play speaking Elven and Common. Night elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Blood Elf Racial Traits

+2 Dexterity, +2 Intelligence, +2 Charisma, –2 Strength, –2 Constitution: Blood elves are graceful, cunning and alluring, but lack physical power and durability. (1 RP)

Humanoid (Elf): Blood elves are humanoids with the elf subtype.

Medium: Blood elves are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Blood elves have a base speed of 30 feet.

Low-Light Vision: Blood elves can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Keen Senses: Blood elves gain a +2 racial bonus on Perception checks. (2 RP)

Spell Resistance, Lesser: Blood elves gain spell resistance equal to 6 + their character level. (2 RP)

Arcane Affinity: Blood elves gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained. (1 RP)

Arcane Acuity: Blood elves gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)

Languages: Blood elves begin play speaking Elven and Common. Blood elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Brown Orc Race

Still under construction.

The brown orc race featured below, is inspired by World of Warcraft.

Brown Orc Racial Traits

+2 Strength, +2 Wisdom, –2 Intelligence: Brown orcs are strong and wise, but lack intellectual focus.

Humanoid (Orc): Brown orcs are humanoids with the orc subtype.

Medium: Brown orcs are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Brown orcs have a base speed of 30 feet.

Low-Light Vision: Brown orcs can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Orc Resilience: When and wherever it is advantageous for them, stunned brown orcs are considered dazed and dazed brown orcs are considered staggered. (1 RP)

Intimidating: Brown orcs gain a +2 racial bonus on Intimidate checks due to their fearsome nature. (1 RP)

Discerning Discipline: When a brown orc acquires an animal companion, bonded mount, cohort, or familiar, he or she grants that creature a +2 bonus to one target ability score other than Intelligence. (2 RP)

Languages: Brown orcs begin play speaking Orc and Common. Brown orcs with high Intelligence scores can choose from the following: Auran, Aquan, Eredun, Giant, Ignan, Sylvan, Terran.