Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Saturday, July 14, 2018

Cacterran Race

Still under construction.

Cacterrans appear much like gnomes or humans, save they possess hairless green-hued skin bearing ridges and patterns of pores from which spines can be made to emerge.

Cacterran Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Cacterrans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Cacterrans are humanoids with the vegitatious subtype.

Variety: Upon creation, cacterran characters become one of two varieties.
  • Globular: These cacterrans 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.
  • Columnar: These cacterrans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Cacterrans have a base speed of 20 feet. For columnar cacterrans, that speed is never modified by armor or encumbrance. (–1 RP)

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

Flammable: Cacterrans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Cacterrans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Succulent Resilience: Cacterrans gain a +4 racial bonus on Fortitude saves against dehydration and environmental heat exposure. In addition, they need only half the standard amount of water to function normally. (1 RP)

Cacti Body: Cacterrans in true form express the following. (4 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • They can deal both bludgeoning and piercing damage with any slam attack or unarmed strike.
  • In addition to actual rest and any uses of the Heal skill, a living cacterran exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.

Spine-spit: A living cacterran in true form gains a natural spine-spit attack that does not provoke attacks of opportunity. A spine-spit is a primary natural attack, or a secondary natural attack for those who wield one or more manufactured weapons. Otherwise, a spine-spit functions as a blowgun of its owner's size. A typical cacterran has a spine-spit capacity equal to its Constitution score. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. (1 RP)

Toxic Spines: A living creature dealt piercing damage from a natural weapon or unarmed strike used by a living cacterran in true form, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of this effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Once a creature successfully saves, it becomes immune to the toxic spines of that particular cacterran for 24 hours. Note: Creatures with the vegitatious subtype are immune to this effect. (2 RP)

Placeholder: (1 RP undetermined)

Languages: Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose from the following: Auran, Draconic, Goblin, Giant, .....3 more.

Wednesday, July 4, 2018

Mycelian Race

Still under construction.

Mycelians appear much like waxy gnomes, each with a mushroom-like cap covering the top of their head like a fungal helmet. Any textures, pigments or patterns they possess, vary between individuals of their kind.

Mycelian Racial Traits (10 RP)

–2 Strength, +2 Constitution, +2 Wisdom: Mycelians are hardy and wise, but lack physical power.

Humanoid (Vegitatious): Mycelians are humanoids with the vegitatious subtype. They breathe as plants do.

Small: Mycelians 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.

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

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

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

Light Sensitivity: Mycelians are dazzled while they remain in an area of bright light. (–1 RP)

Mycelial Scent: Mycelians have a natural ability to sniff out sources of death and decay. This functions like the scent ability, but only for decaying vegetable matter, excrement, rotting flesh, corpses and badly wounded creatures (creatures with 25% or fewer hit points). (1 RP)

Flammable: Mycelians in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Mycelians gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Mycelial Metabolism: Mycelians gain a +2 racial bonus on Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0). (1 RP)

Mycelial Toxicity (Ex): A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon it wields as a swift action. Such a dose loses its potency after 1 hour. Each round at the end of its turn, a living creature with a mycelian swallowed whole in true form, automatically ingests 1 dose of that mycelian's toxic saliva and blood. A typical mycelian has a toxin dose capacity of 6 + its Constitution modifier. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. Note: Creatures with the vegitatious subtype are immune to mycelian toxin. (2 RP)
  • Inflicted Mycelian Toxin: poison–injury; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Dexterity and Wisdom damage; cure 1 save.
  • Ingested Mycelian Toxin: poison–ingested; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1 Dexterity and Wisdom damage; cure 1 save.

Placeholder: (4 RP undetermined)

Languages: Mycelians begin play speaking Terran and Undercommon. Mycelians with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Gnome, Goblin, Sylvan.

Sunday, July 1, 2018

Arborean Race

Still under construction.

Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.

Arborean Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.

Upbringing: Upon creation, arborean characters express one of two backgrounds.
  • Bonsai: These arboreans 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.
  • Wild: These arboreans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)

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

Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Arboreal Body: Arboreans in true form express the following. (5 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • Cold resistance 2.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • In addition to actual rest and any uses of the Heal skill, a living arborean exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
  • When standing on the ground, they receive a +4 racial bonus to CMD against bull rush and trip maneuvers.
  • While in forest or jungle terrain, a living arborean gain a +4 racial bonus on Stealth checks.

Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
  • Forest Roots: Arboreans of these roots reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0) and gain a +4 racial bonus on Survival checks made in forest terrain.
  • Jungle Roots: Arboreans of these roots gain a +2 racial bonus on Fortitude saves against non-magical disease, and gain a +4 racial bonus on Survival checks made in jungle terrain.

Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
  • Grow Ammo (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 2d4+1 pinecones over the course of 1d6+4 rounds, but only while that arborean remains in true form. Each pinecone so grown, functions as a pebble affected by magic stone.
  • Grow Harvest (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 1d3 fruit or 2d4+1 nuts or berries over the course of 1d6+4 rounds, but only while that aborean remains in true form. Each nut or berry so grown, functions as if affected by goodberry, but also provides its consumer the benefit of endure elements for 8 hours, stacking up to a cumulative duration of 72 hours for any single creature. Each fruit so grown, functions the same as 3 nuts or berries.

Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)

Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.

Saturday, December 2, 2017

Deepygmy Race

A subterranean branch of mankind, deepygmy are physically smaller and tougher than most other humans, with eyesight and pigmentation patterns befitting their underground ancestry. In events predating the terran bronze age by at least a few dozen millennia, prehistoric humans were periodically abducted into slavery and experimentation by extraterrestrials of several kinds and origins. During that time, the infant offspring of captive humans bred and engineered to dwell and work in the depths of many inhospitable, industrialized and metaphysically anomalous worlds, were often traded between those worlds to promote their hardiness and diminish their familial bonds. Under those conditions, that portion of humanity continued to evolve as one race individually and collectively referred to as deepygmy. Eventually, anonymous acts of sabotage and mysterious phenomena aligned to offer the deepygmy enough of an edge to escape and elude their oppressors until they gathered, organized and innovated enough as one people to hold their own and liberate others.
    Deepygmy settlements have since become legion, hidden beneath the surface of several thousand planets and moons scattered throughout the cosmological multiverse. Long in the habit of covertly scouting out and scrying upon new celestial bodies, deepygmy utilize various means of spreading to those they deem suitable. Such means scale up to devices each capable of originating a two-way metaphysical portal with almost any other observed or visited location that isn't properly warded or subjected to adverse metaphysical conditions. Following their arrival to a new and often untamed world, deepygmy are quick to establish a well-warded, concealed and sustainable subterranean settlement with the ability to originate its own portals, steadily expanding the network of their kind.
    Wherever possible, each deepygmy settlement is designed and sometimes altered to preserve and utilize the natural leylines of its host planet or moon. Typically permeated by powerful wards, those settlements include a multitude of secret doors and traps designed to help neutralize nosy intruders. Their underground chambers and corridors usually contain an array of persistent portals, many of which correspond to demiplanes created with environments ideal for laboratories, workshops and farms. Oftentimes, some of those demiplanes are cleared and secured to receive traffic that involves shifting or opening gates through planar veils.
    Depending on available resources, each deepygmy settlement typically sustains any technological demands with energy produced by means including geothermal generators, fusion reactors and even graviton reactors. Commonly enclosed within faraday cages, each settlement employs quantum ansible nodes to facilitate technological communication. To discreetly monitor and study regions within their astrological vicinity, settlements will build a variety of space-faring vessels and scouting probes well equipped for cloaking.
    A vast portion of deepygmy settlements share their host planet or moon with other sapient intelligent species on terms that are mostly respectful and mutually beneficial. Those settlements are less adverse than others of their kind to receiving unusual company.

Deepygmy Racial Traits (10 RP)

+2 Constitution, +2 to One Mental Ability Score: Deepygmy characters are sturdy and gain a +2 racial bonus to one mental ability score of their choice at creation to represent the varied nature of their kind. (2 RP)

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

Small: Deepygmy 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: Deepygmy have a base speed of 30 feet.

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

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

Depth of Diversity: Upon creation, deepygmy characters gain two traits they select from the following list. (4 RP)
  • Inherently Hidden: Those with this trait gain a +2 racial bonus on Stealth checks. As a free or immediate action, each of them can suspend or resume the supernatural equivalent of having cast nondetection on their own self with a permanent duration and an effective caster level equaling their character level.
  • Naturally Psionic: Those with this trait gain 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.
  • Oddly Resistant: Those with this trait gain a +1 racial bonus on all saving throws.
  • Tech Intuitive: Those with this trait 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.

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

Random Deepygmy Height and Weight:

Male Height: 3 ft. 0 in. + 2d6 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 10 in. + 2d6 in.
Female Weight: 35 lbs. + 2d8 lbs.

Character Traits

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: Upon acquiring this trait, 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.

UNIQUELY RESISTANT (Race Trait)
Your kin defy the odds overall while you find more success in doing so selectively.
Prerequisite: Racial bonus on all saving throws.
Benefit: Upon acquiring this trait, choose one type of saving throw: Fort, Ref or Will. You gain a +3 trait bonus on saving throws of the chosen type while a –1 penalty applies to all others you attempt.