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 Trait)
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 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 120 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 bastard sword +4 (1d10+3/19–20)
Full Melee bastard sword +2 (1d10+3/19–20) &
    unarmed strike +2 (1d6+3) & shortsword +2 (1d6+1/19–20)
Race Special Attacks monastic protocol, weapons protocol (bastard sword)
Class Special Attacks empowered strikes (1d8); psychokinetic discharge

STATISTICS
Str 16, Dex 16, Con 16, Int 14, Wis 17, Cha 10, (25 Point Buy)
Base Atk +1; CMB +4, CMD 17
Feats Psionic Body
Race Feats Improved Unarmed Strike, Technologist, 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, naturally psionic
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 Protocol: ProtoXETA gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain a +1 racial bonus on attack rolls with unarmed strikes. (2 RP)

Weapons Protocol: At each level, protoXETA gain proficiency with a single weapon they choose, provided they haven't already chosen that weapon for this ability. If proficient with that weapon by any other extraordinary means, they instead gain a +1 racial bonus on attack rolls made with it. (2 RP)

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)

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 perfectly in the dark up to 120 feet. (3 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 Protocol: ProtoXETA gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain a +1 racial bonus on attack rolls with unarmed strikes. (2 RP)

Weapons Protocol: For each class level they acquire, protoXETA gain proficiency with a single weapon they choose, provided they haven't already chosen that weapon for this ability. If proficient with that weapon by any other extraordinary means, they instead gain a +1 racial bonus on attack rolls made with it. (2 RP)

Tech Intuitive: ProtoXETA gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 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. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)

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

Mutable Manifesting (Race or Psionic)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.

Tech Savvy (Race or Regional)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
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 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 Two Ability Scores, –2 Strength: Plush sapien characters gain a +2 racial bonus to two ability scores of their choice at creation to represent their varied nature. Their stature however, does limit their capacity for physical power.

Humanoid (Craftspawn): Plush sapiens are humanoids with the craftspawn subtype. (3 RP)
  • Non-construct creatures with the craftspawn subtype gain +2 turn resistance and are subject to effects that target constructs as a specified creature type, but also gain a +2 racial bonus on saving throws when targeted as constructs. They also gain a +2 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.
  • Constructs with the craftspawn subtype are subject to positive energy and magical healing effects as if they were living creatures with a Constitution score of 10 and a good Fortitude save progression from their racial Hit Dice.

Small: Plush Sapiens are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Plush sapiens have a base speed of 30 feet.

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. (2 RP)

Everlasting: Plush sapiens need not breathe, drink, 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, they do not age and are immune to effects that cause aging. (3 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)

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 (Race or Social)
You have developed a keen awareness looking out for others.
Prerequisite (Race): 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 any other source.

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.

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 in true form can breathe fire in a line up to 20 feet long, dealing up to 1d6 fire damage (Reflex negates). The save DC against this breath weapon is 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Those able to use this ability more often, must still wait 1d4+1 rounds after using it, before it can be used again. (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 can 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 longer, stronger and more abundant.
Prerequisite: firenewt, Blazing Breath racial trait, character level 3rd.
Benefit: The maximum length of your Blazing Breath increases by 10 feet, its maximum damage increases by an additional d6, 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

Elegant Eloquent (Race or Regional)
You epitomize the grace and bearing of your culture.
Prerequisite (Race): elf or kallean.
Benefit: 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 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 expressiveness. (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)

Placeholder: (3 RP undetermined)

Unearthed Expertise: Earthen dwarves gain a +1 racial bonus on Knowledge (geography, history) and Linguistics checks and can make those checks untrained with no DC limit. (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. (9 RP)
3. Advanced the only unmodified ability score by 2. (4 RP)
4. Reduced the highest ability score by 2. (–5 RP)
5. Permitted a flexible ability score increase of 2. (5 RP)
Elementian Racial Traits (Advanced Race / 20 RP)

+4 to One Ability Score, +2 to Every Other: Elementians statistically outperform unmodified humans in almost every way. (17 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.

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

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. (2 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, Race Trait)
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, Race Trait)
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, Race Trait)
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.

Sunday, July 3, 2016

Protoss Race

Still under construction.

The protoss race featured below, is inspired by Starcraft.

Protoss Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom: Protoss possess significant physical and mental prowess. (4 RP)

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

Large (Tall): Protoss are large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. They take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. They possess a space 10 feet on a side with a reach of 10 feet. (8 RP)

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

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

Aberrant Physiology: Protoss are bereft of the ears, nostrils and mouth typical of most humanoids. Their scaled semi-permeable skin enables them to hear, smell, breathe, absorb moisture and derive sustenance from a broad portion of the electromagnetic spectrum. Protoss lacking sufficient atmosphere, moisture or radiation, suffer the effects of suffocation, thirst or starvation at the same rate as a typical humanoid. Protoss skin naturally seals itself against harmful atmospheric conditions and external liquids, allowing them to hold their breath as much as other humanoids can. By necessity, protoss have also developed the following supernatural abilities. (1 RP)
  • Mindspeech (Su): Protoss can send out telepathic messages in any language they know, for other creatures to receive within any range up to 100 feet. In so doing, one can include or exclude from this broadcast any creature they can see, as well as any creature they know or know of. This communication is strictly a one-way exchange from the sender to each recipient. Any recipient lacking the language used, “hears” meaningless mental syllables.
  • Psychovocalize (Su): With the same time and effort a human requires to vocalize, each protoss may create sound (as the power) with instantaneous effect to produce their own unique human voice from him or herself as the point of origin. Any voice this ability creates may be used to produce verbal components for casting spells and command words for activating items.
  • Psychometabolize (Su): With the same time and effort a human requires to eat and drink, a protoss can psionically taste or absorb edible substances they possess on contact with their skin. This allows them to benefit from magical food and potions, but also exposes them to the possibility of ingested poison or disease.

Tech Intuitive: Protoss gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)

Naturally Psionic: Protoss 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. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)

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

Character Traits

Mutable Manifesting (Race or Psionic)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.

Tech Savvy (Race or Regional)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
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 any other source.

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)

Placeholder: (2 RP undetermined)

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)

Magic Resistance: Blood elves gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 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)

Placeholder: (2 RP undetermined)

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)

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

Affliction Abatement: Brown orcs gain a +2 racial bonus on saving throws against curses, disease and poison. (1 RP)

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

Commanding Prowess: Each cohort, companion, familiar, mount and servant (and similar creatures) bound to serve a brown orc by that orc's class feature(s) and/or feat(s), gains a +1 racial bonus on attack rolls or adds 1 to the save DC of attacks and effects they originate. (1 RP)

Commanding Vigor: Each cohort, companion, familiar, mount and servant (and similar creatures) bound to serve a brown orc by that orc's class feature(s) and/or feat(s), gains extra hit points as per Toughness, but with respect to that orc's Hit Dice. (1 RP)

Placeholder: (4 RP undetermined)

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.

Wednesday, June 29, 2016

Cache Goblin Race

Still under construction.

The cache goblin race featured below, is inspired by World of Warcraft.

Cache Goblin Racial Traits

+2 Dexterity, +2 Intelligence, –2 Strength: Cache goblins are quick and clever, but lack physical power.

Humanoid (Goblinoid): Cache goblins are humanoids with the goblinoid subtype.

Small: Cache goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Cache goblins have a base speed of 30 feet.

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

Miserly Manner: Cache goblins gain a +2 racial bonus to CMD against disarm, steal and sunder maneuvers and on Perception checks to notice Sleight of Hand attempts. Items, objects, materials and substances attended by or in the possession of a cache goblin gain a +2 racial bonus on saving throws. (2 RP)

Market Sense: Cache goblins gain a +1 racial bonus on Appraise, Linguistics and Profession (merchant) checks. They also gain a +1 racial bonus on Bluff, Diplomacy and Sense Motive checks to locate, purchase, trade and/or sell goods, unique or otherwise. (2 RP)

Alchemy Affinity: Cache goblins gain a +2 racial bonus on Craft (alchemy) checks. (1 RP)

Cache Rocket (Su): As a swift action, a cache goblin may launch a single pyrotechnic as if using a supernatural snapdragon fireworks effect, as the spell. As the key ability score for that effect, that goblin may use any mental ability score. That effect has an effective caster level equal to that goblin's character level, and an effective spell level equal to half that (minimum 1). For every 4 caster levels beyond the first, that effect adds 1d4 to the damage dealt by the pyrotechnic. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)

Rocket Leap (Su): A cache goblin may expend a use of his or her Cache Rocket ability with any Acrobatics check made to jump, and gain a circumstance bonus on that check equal to 20 + his or her character level. (0 RP)

Placeholder: (1 RP undetermined)

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

Monday, June 27, 2016

Tinker Gnome Race

Still under construction.

The tinker gnome race featured below, is partly inspired by World of Warcraft.

Tinker Gnome Racial Traits

+2 Dexterity, +2 Intelligence, –2 Strength: Tinker gnomes are nimble and insightful, but lack physical power.

Humanoid (Gnome): Tinker gnomes are humanoids with the gnome subtype.

Small: Tinker gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Tinker Gnomes have a base speed of 30 feet.

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

Force Resilience: Tinker gnomes gain resistance 2 against force damage and a +2 racial bonus on saving throws against spells and effects with the force descriptor. (1 RP)

Artifice Affinity: Tinker gnomes gain a +1 racial bonus on all Craft and Profession checks, as well as Knowledge (engineering) checks. (2 RP)

Unfettered Spirit: Tinker gnomes gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple or pin, and to CMD against grapple maneuvers. They also gain a +2 racial bonus also on saving throws against spells and effects that restrict movement, such as binding, imprisonment, entangle, grappling, paralysis, pinning, slow, temporal stasis and web. (2 RP)

Placeholder: (3 RP undetermined)

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

Jungle Troll Race

Still under construction.

The jungle troll race featured below, is inspired by World of Warcraft. The giant subtype chosen for this race, reflects trolls native to D&D more than anything else, and is an attempt to help limit the sprawl of having too many humanoid subtypes.

Jungle Troll Racial Traits

+2 Dexterity, +2 Charisma, –2 Intelligence: Jungle trolls are nimble and expressive, but lack intellectual focus.

Humanoid (Giant): Jungle trolls are humanoids with the giant subtype.

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

Normal Speed: Jungle trolls have a base speed of 30 feet.

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

Primal Stalker: Jungle trolls gain a +1 racial bonus on attack rolls against animals, magical beasts, plants and vermin. (2 RP)

Berserking (Ex): A jungle troll may use this ability up to once per round – as a swift action to gain a standard action (or) as a standard action to gain a full-round action. Any action one gains from this ability cannot include moving from their current location. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (3 RP)

Healing Factor: Jungle trolls 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)

Placeholder: (2 RP undetermined)

Languages: Jungle trolls begin play speaking Giant and Common. Jungle trolls with high Intelligence scores can choose from the following: Aklo, Aquan, Draconic, Goblin, Orc, Sylvan, Undercommon.

Additional Information: Some jungle trolls grow through mysterious means to become dire trolls. These trolls may gain the Jotunblood Giant template, which includes rage as a special attack (as a taiga giant) and fast healing 5 as a special quality.

Worgen Race

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

Worgen Racial Traits (10 RP)

+2 Strength, +2 Dexterity, –2 Intelligence: Worgen are strong and swift, but lack intellectual focus. (1 RP)

Humanoid (Human, Shapechanger): Worgen are humanoids with the human and shapechanger subtypes.

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

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

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

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

Aberrant Resilience: Worgen gain a +3 racial bonus on saving throws against curses and disease, including magical diseases. (1 RP)

Sprinter: Worgen gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)

Viciousness: Worgen gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)

Bite: Worgen gain a natural bite attack that deals 1d3 damage at medium size. That bite is a primary attack, or a secondary attack for a worgen wielding one or more manufactured weapons. (1 RP)

Running Wild: While their hands remain free, worgen in true form gain a +10 racial bonus to land speed and a +4 racial bonus to CMD against trip maneuvers. (1 RP)

Change Shape, Lesser (Su): A worgen may assume his or her former 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 that human form, a worgen gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that worgen do not adjust their ability scores and can remain in human form indefinitely. (3 RP)

Test of True Form: Whenever a worgen takes damage while assuming or inhabiting human form by means of his or her Lesser Change Shape racial trait, that worgen must succeed at a concentration check as if casting alter self or instantly revert back to true form. That concentration check may use any mental ability modifier and the effective caster level of his or her Lesser Change Shape ability. To figure the DC of any such check, each point of ability damage or drain, and each negative level a worgen suffers, is considered 4 hit point damage. (–2 RP?)

Languages: Worgen begin play speaking Common and any single human language. Worgen with high Intelligence scores can choose from the following: Aklo, Aquan, Dwarven, Elven, Gnome, Sylvan, Undercommon.

Alternate Racial Traits

Wild Intuition: Worgen who embrace their accursed circumstances, develop additional survival instincts. They gain a +2 racial bonus on Survival checks. This racial trait removes the shapechanger subtype and replaces both the Lesser Change Shape trait and Test of True Form.

Graveborne Race

Still under construction.

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

Graveborne Racial Traits

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

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

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

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

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

Graveborne Resilience: Graveborne gain a +2 racial bonus on all saving throws and ability checks against all effects, conditions, forces and events to which undead are usually immune or not subject by default. (3 RP)

Negative Energy Tolerance: Graveborne gain resistance 5 against negative energy damage, and take no penalty from energy-draining effects. They can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels a graveborne has accrued are removed without the need for any additional saving throws. (2 RP)

Graveborne Will: Graveborne that fail a Will save against a mind-affecting effect, receive another save 1 round later to prematurely end the effect and/or any conditions it may have caused (assuming they have a duration greater than 1 round). This second save is made at the same DC as the first. If the graveborne has a similar ability from another source (such as a rogue's slippery mind class feature), he or she can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. (1 RP)

Hold Breath: Graveborne can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. (1 RP)

Immortal: Graveborne do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a graveborne as normal. (1 RP)

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

Saturday, June 25, 2016

Tauren Race

Still under construction.

The tauren race featured below, is inspired by World of Warcraft. The herdfolk subtype chosen for this race, is an attempt to limit the sprawl of having too many humanoid subtypes.

Tauren Racial Traits

+4 Strength, –2 Dexterity, –2 Intelligence: Tauren are exceptionally strong, but lack physical agility and intellectual focus. (2 RP)

Humanoid (Herdfolk): Tauren are humanoids with the herdfolk subtype.

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

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

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

Toughness: Tauren gain Toughness as a racial bonus feat. (2 RP)

Typecast Core: The first hour a tauren rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to fully renew its 14 charge capacity for the following trait. (2 RP)
  • War Stomp (Su): As a standard action, a tauren can spend 8 charges from its Typecast Core to evoke 5 supernatural thunderstomp effects at once, each as the spell, with no need to target the same creature. The effects of this ability are based on the highest mental ability score of their originator, as if that score were 4 points higher.

Languages: Tauren begin play speaking Herdfolk and Common. Tauren with high Intelligence scores can choose from the following: Draconic, Elven, Giant, Gnoll, Orc, Sylvan, Terran.

Pandaren Race

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

Pandaren Racial Traits

+2 Wisdom: Pandaren are wise and contemplative.

Humanoid (Ursinoid): Pandaren are humanoids with the ursinoid subtype.

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

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

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

Insulated: Against pandaren 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)

Placeholder: (1 RP undefined)

Gourmand: Pandaren gain a +3 racial bonus on all Profession checks related to food and drink, as well as Survival checks to get along in the wild. (1 RP)

Monastic Legacy: Pandaren gain the Unarmed Strike class feature of a 1st-level monk, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain a +1 racial bonus on attack rolls with unarmed strikes and monk special weapons. (2 RP)

Dazing Fist: Pandaren gain Dazing Fist as a racial bonus feat, even without meeting the prerequisites, and may use it three additional times per day. (3 RP)

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

Friday, June 24, 2016

Moogle Race

Still under construction.

The moogle race featured below, is inspired by Final Fantasy. While some varieties of moogle found among the Final Fantasy titles are able to fly by virtue of being moogle alone, such flight is typically not permitted for Pathfinder player races of a Standard power level.

Moogle Racial Traits (10 RP)

+2 Dexterity, –2 Strength, +2 to One Mental Ability Score: Although they lack physical power, moogle characters are nimble and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind.

Humanoid (Kupokin): Moogles are humanoids with the kupokin subtype.

Small: Moogles are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

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

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

Kupo Kind: Upon creation, moogle characters become one kupo kind they select from the following list. (2 RP)
  • Arboreal: Those of this kupo kind gain a climb speed of 20 feet along with the +8 racial bonus on Climb checks that speed normally grants.
  • Naturally Psionic: Those of this kupo kind 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. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point.
  • Subterranean: Those of this kupo kind gain Darkvision out to 60 feet.

Kupo Customs: Upon creation, moogle characters gain two kupo customs they select from the following list. (4 RP)
  • Academics: Those with this kupo custom learn one additional language every time they put a rank in the Linguistics skill. The maximum DC for Knowledge checks they can make untrained increases by 5. Once per day, each of them can reattempt any previous Knowledge check and use the best result.
  • Commerce: Those with this kupo custom gain a +2 racial bonus on Appraise checks and determine carrying capacity as if their Strength scores were each 2 points higher.
  • Cooperation: Those with this kupo custom gain a +2 racial bonus on Diplomacy checks. Each bonus they grant an ally via the aid another action increases by 1.
  • Domestication: Those with this kupo custom gain a +2 racial bonus on Handle Animal checks and can make those checks untrained. That bonus increases to +5 with regard to flightless birds, such as the axe beak and variations thereof.
  • Showmanship: Those with this kupo custom gain a +1 racial bonus on Acrobatics, Fly and Perform (dance) checks. The dodge bonus to AC they gain when fighting defensively or using the total defense action increases by 1.
  • Technology: Those with this kupo custom are "Tech Intuitive" and gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1.

Mana Moxie: Moogles gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP)

Vestigial Wings, Lesser: Each moogle in true form has a pair of undersized, leathery wings similar to those of a bat. Those wings are only strong enough to grant a +2 racial bonus on Fly skill checks one makes using other active methods of flight that need not such wings. (1 RP)

Gravitic Guile (Ex): As a free or immediate action, a moogle may suppress or reassert any number of levitate, defy gravity or similar effects upon him or herself. While subject to the active duration of such an effect, a moogle with wings expressed to have any aerial function, may use those wings in a suitable atmosphere to possess a fly speed of 20 feet (average) and avoid any airborne instability such an effect usually incurs. Any fly speed this ability enables, counts as a typical wing-based fly speed in all other respects. (1 RP)

Languages: Moogles begin play speaking Common and Moogle. Moogles with high Intelligence scores can choose from the following: Auran, Dwarven, Giant, Gnome, Sylvan, Terran, Undercommon.

Random Moogle Height and Weight:

Male Height: 2 ft. 0 in. + 2d12 in.
Male Weight: 20 lbs. + 2d12 lbs.
Female Height: 1 ft. 10 in. + 2d12 in.
Female Weight: 16 lbs. + 2d12 lbs.

Character Traits

FRIENDLY FINESSE (Race or Social Trait)
You are effectively affable and possess a casual composure.
Prerequisite (Race): moogle.
Benefit: Diplomacy and Handle Animal 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 any other source.

MUTABLE MANIFESTING (Race or Psionic Trait)
You can adapt one of your manifesting paradigms to match the landscape of your mind.
Prerequisite: Naturally Psionic.
Benefit: Choose one psionic manifesting class. You can keep any psionic manifesting ability you gain from the chosen class keyed to your highest mental ability score at all times.

TECH SAVVY (Race or Regional Trait)
You are well versed in the technological advancements of your culture.
Prerequisite (Race): Tech Intuitive.
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 any other source.

Relevant Feats

GLIDING WINGS (General Feat)
Rigorous training and transmutation have made your wings suitable for gliding.
Prerequisite: Vestigial Wings or Lesser Vestigial Wings.
Benefit: In true form, you may use your wings to glide with average maneuverability to prevent falling damage (as if subject to a nonmagical feather fall spell). While in midair, you can move up to 5 feet laterally for every 1 foot you drop when falling at a speed of 60 feet per round. You cannot gain height with your 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.

GRAVITIC GURU (Racial Feat)
You have developed your innate capacity for gravity manipulation.
Prerequisite: moogle, Character level 3rd.
Benefit: As a free or immediate action, you may levitate yourself (as the spell) for a number of rounds equal to 5d6 + your highest mental ability modifier. You may use this supernatural ability once per day per character level, adding the duration of each use to any remaining duration from previous uses. Fly is a class skill for you.

LANTERN ANTENNA (Racial Feat)
You were born with a luminescent feature at the end of your antenna.
Prerequisite: moogle.
Benefit: You possess a tough translucent sac or hard crystalline structure at the end of the wiry antenna emerging from atop your head. While in true form, you may energize that particular feature to provide any amount of illumination up to that of a torch. You may adjust, suspend or resume this extraordinary ability as a free or immediate action. This ability is suspended whenever you fall asleep or are rendered unconscious.
Special: You may only acquire this feat at 1st-level.

Thursday, June 23, 2016

Eredar Races

Still under construction.

The eredar races featured below, draenei and man'ari, are inspired by World of Warcraft.

Draenei Racial Traits

+2 Strength, +2 Wisdom, –2 Dexterity: Draenei are strong and wise, but lack physical agility.

Humanoid (Eredar): Draenei are humanoids with the eredar subtype.

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

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

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

Shadow Tempered: Draenei gain a +1 racial bonus on saving throws against curses, death effects, energy drain, fear, despair, pain, negative energy and necromancy effects. (1 RP)

Tailed Digitigrade: Draenei in true form gain a +3 racial bonus on Acrobatics checks made to balance or jump. (1 RP)

Gemcutting: Draenei gain a +2 racial bonus on Craft and Profession checks involving gems and crystals. (1 RP)

Heroic Legacy: Each bonus a draenei grants any ally via the Aid Another action increases by 1. (1 RP)

Hatred: Draenei gain a +1 racial bonus on attack rolls against humanoids with the orc subtype, and against outsiders with the evil subtype, due to special training against these hated foes. (1 RP)

Naaru's Gift (Su): As a free or immediate action, a draenei may grant one target creature within medium range (100 ft. + 10 ft./level) a supernatural form of fast healing 1 that functions for 3 rounds in addition to every other source of fast healing that creature may already possess. The amount of fast healing this ability grants, increases by 1 per 3 effective caster levels beyond the first. The first hour one observes following their last moment of strenuous activity, cannot apply to the cumulative sum of 5 hours they must observe between each use they make of this ability. (2 RP)

Placeholder: (1 RP undetermined)

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

Man'ari Racial Traits

+2 Strength, +2 Charisma, –2 Dexterity: Man'ari are strong and expressive, but lack physical agility.

Outsider (Eredar, Evil, Native): Man'ari are outsiders with the eredar, evil and native subtypes. (3 RP)

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

Normal Speed: Man'ari have a base speed of 30 feet.

Darkvision: Man'ari can see perfectly in the dark up to 60 feet. (0 RP)

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

Shadow Tempered: Man'ari gain a +1 racial bonus on saving throws against curses, death effects, energy drain, fear, despair, pain, negative energy and necromancy effects. (1 RP)

Energy Resistance: Man'ari gain fire resistance 5. (1 RP)

Tailed Digitigrade: Man'ari in true form gain a +3 racial bonus on Acrobatics checks made to balance or jump. (1 RP)

Placeholder: (2 RP undetermined)

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