The following are races with a standard power level, suitable for player characters.
Description Abominapes are closely related to both sasquatch and yeti, albeit not as strong.
Racial Traits
+2 Strength, +2 Constitution, –2 Intelligence, +2 Wisdom Abominapes are strong, tough and perceptive, but lack intellectual focus. (2 RP)
Humanoid (Bestial) Abominapes are humanoids with the bestial subtype.
Medium Abominapes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Abominapes have a base speed of 30 feet.
Low-Light Vision Abominapes can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Powerful Build The physical stature of abominapes lets them function in many ways as if they were one size category larger. Whenever an abominape is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the abominape is treated as one size larger if doing so is advantageous to him. An abominape is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. An abominape can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (3 RP)
Instinctive Brawler Abominapes gain the Unarmed Strike class feature of a 1st-level brawler, which includes Improved Unarmed Strike as a racial bonus feat. If they acquire that same feature from class levels, they instead gain the option of rolling once again, any unarmed strike damage they deal, taking the new result even if it is worse. (2 RP)
Tribal Terrain Upon creation, abominape characters gain terrain mastery (as per the rogue talent) with respect to cold, forest, jungle or mountain terrain. (2 RP)
Languages Abominapes begin play speaking Common and Sylvan. Abominapes with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Giant, Goblin, Orc and Terran.
Description Aklogins occupy the gap between goblins and gremlins.
Racial Traits
–2 Strength, +2 Dexterity, +2 Charisma Aklogins are nimble and expressive, but lack physical power.
Fey (Shapechanger) Aklogins are fey with the shapechanger subtype. (2 RP)
Small Aklogins 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 Aklogins have a base speed of 30 feet.
Low-Light Vision Aklogins can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
Darkvision Aklogins can see perfectly in the dark up to 60 feet. (2 RP)
Mystic Moxie Aklogins gain a +1 racial bonus on saving throws against effects that are subject to spell resistance. (1 RP)
Furtive Aklogins gain a +2 racial bonus on Stealth checks. (1 RP)
Discreet Devilry Aklogins gain a +1 racial bonus on Disable Device and Sleight of Hand checks, and can make those checks untrained. (1 RP)
Typecast Core The first hour an aklogin rests following her last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours she must rest to fully renew her 14 charge capacity for the following traits. (2 RP)
• Aklogin Sorcery An aklogin can spend charges from her Typecast Core to cast the following spell-like abilities: arcane pocket (3 charges), lesser confusion (5 charges), dancing lights (1 charge), doom (5 charges), ghost sound (2 charges), grease (5 charges), lighten object (3 charges), mage hand (2 charges), murderous command (8 charges), open/close (2 charges), prestidigitation (1 charge), scoop (2 charges), silent image (5 charges), sleep (8 charges), speak with animals (3 charges), ventriloquism (5 charges). These Charisma-based spell-like abilities have a caster level equaling their originator's character level.
• Change Shape (Su) As a free or immediate action, an aklogin can spend 10 charges from her Typecast Core to assume the form of any Small humanoid child as if using alter self, except she does not adjust her ability scores and can remain in that form indefinitely. Using this ability as a swift or standard action respectively costs 2 or 5 fewer charges.
• Recover Shape (Su) As a free or immediate action, an aklogin can spend 2 charges from her Typecast Core and revert to her true form. Using this ability as a swift or standard action respectively costs 1 or 2 fewer charges.
Languages Aklogins begin play speaking Aklo, Goblin and Undercommon. Aklogins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description 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.
Racial Traits
–2 Dexterity, +2 Constitution, +2 Wisdom Arboreans are sturdy and wise, but lack physical agility.
Humanoid (Vegetatious) Arboreans are humanoids with the vegetatious subtype.
• Vegetatious Resilience Vegetatious creatures 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)
• Flammable Vegetatious creatures have vulnerability to fire. (–2 RP)
Variety Upon creation, arborean characters become one of two varieties.
• 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 instead of +2 Wisdom with respect to racial ability score bonuses.
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)
Arboreal Bark Arboreans in true form gain cold resistance 3 and damage reduction 1/slashing. (1 RP)
Verdant Form Exposure to dim, normal or bright natural sunlight, gives a living arborean in true form a +6 racial bonus on checks and saves affected by the Endurance feat (excluding that against thirst). Each hour so exposed to normal (or bright) natural sunlight, allows him to retain that racial bonus for 1 (or 2) hour(s) in the absence of natural sunlight or this racial trait. (1 RP)
Camouflage Arboreans receive a +4 racial bonus on Stealth checks in forest and jungle terrain. (1 RP)
Slam Arboreans gain a natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack for any that wield one or more manufactured weapons. (1 RP)
Ruinous Wrath Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (1 RP)
Terrain Affinity Arboreans gain terrain mastery (as per the rogue talent) with respect to forest and jungle terrain. (2 RP)
Greenspeak (Ex) Arboreans have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Languages Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description 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.
Racial Traits
–2 Dexterity, +2 Constitution, +2 Wisdom Cacterrans are sturdy and wise, but lack physical agility.
Humanoid (Vegetatious) Cacterrans are humanoids with the vegetatious subtype.
• Vegetatious Resilience Vegetatious creatures 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)
• Flammable Vegetatious creatures have vulnerability to fire. (–2 RP)
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 instead of +2 Wisdom with respect to racial ability score bonuses.
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)
Verdant Form Exposure to dim, normal or bright natural sunlight, gives a living cacterran in true form a +6 racial bonus on checks and saves affected by the Endurance feat (excluding that against thirst). Each hour so exposed to normal (or bright) natural sunlight, allows him to retain that racial bonus for 1 (or 2) hour(s) in the absence of natural sunlight or this racial trait. (1 RP)
Slam Cacterrans gain a natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack for any that wield one or more manufactured weapons. (1 RP)
Toxic Spines Living cacterrans in true form can choose to deal both bludgeoning and piercing damage with any slam attack or unarmed strike. Any living creature (without the vegetatious subtype) dealt that piercing damage, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of that effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. A successful save against that effect, renders a creature immune to it from the same originator for 24 hours. (2 RP)
Sunlight Stoicism (Ex) Cacterrans are inured to sunlight as if subject to a continual cloak of shade spell. (1 RP)
Terrain Affinity Cacterrans gain terrain mastery (as per the rogue talent) with respect to desert and plains terrain. (2 RP)
Greenspeak (Ex) Cacterrans have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Languages Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description 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 numerous 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 astronomical 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 settlements have since become legion, hidden beneath the surface of numerous 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 astronomical 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.
Racial Traits
+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 (Su) Each of those with this trait are continuously affected as per enshroud thoughts and nondetection, but can suspend and/or resume any number of those effects as a free or immediate action.
• 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 Height
Male Height 3 ft. 0 in. + 2d6 in.
Female Height 2 ft. 10 in. + 2d6 in.
Description Gneblins are the prototypical progenitors of gnomes.
Racial Traits
–2 Strength, +2 Dexterity or Constitution, +2 to One Mental Ability Score Lacking physical power, gneblin characters are created to favor their choice of agility or resilience, in addition to gaining a +2 racial bonus to one mental ability score of their choice to further represent the varied nature of their kind.
Humanoid (Gnome) Gneblins are humanoids with the gnome subtype.
Small Gneblins 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 Gneblins have a base speed of 20 feet. (–1 RP)
Low-Light Vision Gneblins can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision Gneblins can see perfectly in the dark up to 60 feet. (2 RP)
Keen Senses Gneblins gain a +2 racial bonus on Perception checks. (1 RP)
Oddly Resistant Gneblins gain a +1 racial bonus on all saving throws. (2 RP)
Primary Focus Upon creation, gneblin characters gain a +2 racial bonus on checks with one Craft, Knowledge, Perform or Profession skill of their choice. (1 RP)
Nondetection (Su) As a free or immediate action, a gneblin can suspend or resume the supernatural equivalent of having cast nondetection on herself with a permanent duration and an effective caster level equaling her character level. (1 RP)
Typecast Core The first hour a gneblin rests following her last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours she must rest to fully renew her 14 charge capacity for the following trait. (2 RP)
• Gnomancy A gneblin can spend charges from her Typecast Core to cast the following spell-like abilities: arcane mark (1 charge), blurred movement (5 charges), charm animal (8 charges), comprehend languages (3 charges), dancing lights (1 charge), detect poison (1 charge), disguise self (5 charges), entangle (5 charges), flare (2 charges), ghost sound (2 charges), grease (5 charges), haunted fey aspect (1 charge), lighten object (3 charges), mage hand (2 charges), mending (1 charge), message (2 charges), open/close (2 charges), prestidigitation (1 charge), read magic (1 charge), scoop (2 charges), silent image (5 charges), speak with animals (3 charges), unseen servant (5 charges). These Charisma-based spell-like abilities have a caster level equaling their originator's character level.
Languages Gneblins begin play speaking Common, Gnome and their choice of Sylvan, Terran or Undercommon. Gneblins with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description Hydroponicans appear much like green merfolk with grassy hair and leafy fins, but resemble a seahorse below the waist ending in a grasping tail.
Racial Traits
–2 Dexterity, +2 Constitution, +2 Wisdom Hydroponicans are sturdy and wise, but lack physical agility.
Humanoid (Aquatic, Vegetatious) Hydroponicans are humanoids with the aquatic and vegetatious subtypes.
• Vegetatious Resilience Vegetatious creatures 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)
• Flammable Vegetatious creatures have vulnerability to fire. (–2 RP)
Variety Upon creation, hydroponican characters become one of two varieties.
• Shoreline These hydroponicans 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.
• Oceanic These hydroponicans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength instead of +2 Wisdom with respect to racial ability score bonuses.
Aquatic Speed Hydroponicans have a base speed of 5 feet and a swim speed of 30 feet, gaining the +8 racial bonus on Swim checks that a swim speed normally grants.
Water Dependency Equally at home in fresh or saltwater, a hydroponican can survive out of the water for 2 hours per point of Constitution. Beyond that limit, he suffers from slow suffocation. (1 RP)
Legless Hydroponicans have no legs, and therefore cannot be tripped.
Anchor (Ex) As a move action, a hydroponican can wrap his tail around a stationary object and remain anchored to it until he releases his grip (a free action) or is forcibly moved. When so anchored, he gains a +4 bonus to CMD and on checks and saving throws against effects that would move him against his will. (1 RP)
Low-Light Vision Hydroponicans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Water Sense Hydroponicans can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water. (1 RP)
Verdant Form Exposure to dim, normal or bright natural sunlight, gives a living hydroponican in true form a +6 racial bonus on checks and saves affected by the Endurance feat (excluding that against thirst). Each hour so exposed to normal (or bright) natural sunlight, allows him to retain that racial bonus for 1 (or 2) hour(s) in the absence of natural sunlight or this racial trait. (1 RP)
Terrain Affinity Hydroponicans gain terrain mastery (as per the rogue talent) with respect to water terrain. (2 RP)
Greenspeak (Ex) Hydroponicans have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Languages Hydroponicans begin play speaking Common and Aquan. Hydroponicans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description Although smaller than minotaurs to which they are closely related, minitaurs possess greater mental capacity.
Racial Traits
+2 Strength, +2 Constitution, –2 Intelligence, +2 Wisdom or Charisma Minitaurs are strong and tough, but lack intellectual focus. Where most favor awareness, the rest favor expression. (2 RP)
Humanoid (Bestial) Minitaurs are humanoids with the bestial subtype.
Medium Minitaurs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Minitaurs have a base speed of 30 feet.
Darkvision Minitaurs can see perfectly in the dark up to 60 feet. (2 RP)
Goring Horns Minitaurs gain a natural gore attack that deals 1d4 piercing damage at Medium size. That gore attack is a primary attack, or a secondary attack for any that wield one or more manufactured weapons. (1 RP)
Powerful Build The physical stature of minitaurs lets them function in many ways as if they were one size category larger. Whenever a minitaur is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the minitaur is treated as one size larger if doing so is advantageous to him. A minitaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A minitaur can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. (3 RP)
Typecast Core The first hour a minitaur rests following his last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours he must rest to fully renew his 14 charge capacity for the following traits. (2 RP)
• Seismic Stomp (Su) As free or immediate action, a minitaur can spend 10 charges from his Typecast Core to evoke 5 supernatural thunderstomp effects at once, each as the spell, without need to target the same creature. Those effects are based on the originator's highest mental ability score. Using this ability as a swift or standard action respectively costs 2 or 5 fewer charges. Even with charges to spare, one must wait 1d4+1 rounds after using this ability, before it can be used again.
Languages Minitaurs begin play speaking Common and Sylvan. Minitaurs with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Giant, Gnoll, Orc and Terran.
Description 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.
Racial Traits
–2 Strength, +2 Constitution, +2 Wisdom Mycelians are sturdy and wise, but lack physical power.
Humanoid (Vegetatious) Mycelians are humanoids with the vegetatious subtype.
• Vegetatious Resilience Vegetatious creatures 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)
• Flammable Vegetatious creatures have vulnerability to fire. (–2 RP)
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)
Mycelial Toxicity A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon he 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. The first hour a mycelian rests following his last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours he must rest to fully renew his toxin capacity of 7 doses. Note Creatures with the vegetatious 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.
Mycelial Metabolism Mycelians gain a +2 racial bonus on Fortitude saves against disease, sickness, nausea and environmental cold exposure. (1 RP)
Terrain Affinity Mycelians gain terrain mastery (as per the rogue talent) with respect to swamp and underground terrain. (2 RP)
Greenspeak (Ex) Mycelians have the ability to converse with plants as if subject to a continual speak with plants spell. (2 RP)
Languages Mycelians begin play speaking Aklo and Undercommon. Mycelians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description Nearly indistinguishable from nixies, nexies are less adept in most respects.
Racial Traits
–2 Strength, +2 Dexterity, +2 Charisma, +2 to One Other Ability Score Nexies are nimble and expressive, but lack physical power. When created, nexie characters also gain a +2 racial bonus to their choice of Constitution, Intelligence or Wisdom. (2 RP)
Fey (Aquatic, Shapechanger) Nexies are fey with the aquatic and shapechanger subtypes. (2 RP)
Small Nexies 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 Nexies have a base speed of 20 feet (–1 RP).
Swim Speed Nexies have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
Amphibious Nexies are amphibious and can breathe both air and water. (2 RP)
Low-Light Vision Nexies can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
Typecast Core The first hour a nexie rests following her last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours she must rest to fully renew her 14 charge capacity for the following traits. (2 RP)
• Nixious Sorcery A nexie can spend charges from her Typecast Core to cast the following spell-like abilities: charm person (8 charges), suspend drowning (3 charges), telempathic projection (5 charges). These Charisma-based spell-like abilities have a caster level equaling their originator's character level.
• Change Shape (Su) As a free or immediate action, a nexie can spend 10 charges from her Typecast Core to assume the form of any Small or Medium aquatic animal as if using beast shape I, except she does not adjust her ability scores and can remain in that form indefinitely. Using this ability as a swift or standard action respectively costs 2 or 5 fewer charges.
• Recover Shape (Su) As a free or immediate action, a nexie can spend 2 charges from her Typecast Core and revert to her true form. Using this ability as a swift or standard action respectively costs 1 or 2 fewer charges.
Languages Nexies begin play speaking Common, Aquan and Sylvan. Nexies with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description Onibrawn are humans that manifest their distant oni ancestry as they approach maturity.
Racial Traits
+2 Strength, +2 Constitution, –2 Wisdom, +2 Charisma Onibrawn are strong, solid and confident, but also arrogant. (2 RP)
Outsider (Native, Shapechanger) Onibrawn are outsiders with the native and shapechanger subtypes. (3 RP)
Medium Onispawn are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Onibrawn have a base speed of 30 feet.
Low-Light Vision Onibrawn can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Darkvision Onibrawn can see perfectly in the dark up to 60 feet. (0 RP)
Cranial Feature Upon creation, onibrawn characters gain one trait they select from the following list. (1 RP)
• Goring Horns Those with this trait gain a natural gore attack that deals 1d4 piercing damage at Medium size. That gore attack is a primary attack, or a secondary attack for any that wield one or more manufactured weapons.
• Yai Eye Those with this trait gain a third eye centered on their forehead that extends the range of their Darkvision by 60 feet.
Typecast Core The first hour an onibrawn rests following his last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours he must rest to fully renew his 14 charge capacity for the following traits. (2 RP)
• Onispawn Sorcery An onibrawn can spend charges from his Typecast Core to cast the following spell-like abilities: charm person (8 charges), dose of darkness (5 charges), finite flight (5 charges), shadowfade (8 charges, self only), vanish (8 charges, self only). These Charisma-based spell-like abilities have a caster level equaling their originator's character level.
• Change Shape (Su) As a free or immediate action, an onibrawn can spend 3 charges from his Typecast Core to assume human form. That form is static and cannot be changed each time it is taken. In that human form, an onibrawn gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that onibrawn do not adjust their ability scores and can remain in human form indefinitely. Using this ability as a swift or standard action respectively costs 1 or 2 fewer charges.
• Recover Shape (Su) As a free or immediate action, an onibrawn can spend 2 charges from his Typecast Core and revert to his true form. Using this ability as a swift or standard action respectively costs 1 or 2 fewer charges.
Languages Onibrawn begin play speaking Common and one human language of their choosing. Onibrawn with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description Nearly indistinguishable from satyrs, setyrs are of lesser power and influence.
Racial Traits
+2 to One Physical Ability Score, +2 Charisma Setyr characters are expressive and gain a +2 racial bonus to one physical ability score of their choice at creation to represent the varied nature of their kind. (2 RP)
Fey Setyrs are fey. (2 RP)
Medium Setyrs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Setyrs have a base speed of 30 feet.
Low-Light Vision Setyrs can see twice as far as a race with normal vision in conditions of dim light. (0 RP)
Sprinter Setyrs gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Ramming Horns Setyrs gain a natural ram attack that deals 1d6 bludgeoning damage at Medium size. That ram attack is a primary attack, or a secondary attack for any that wield one or more manufactured weapons. (2 RP)
Typecast Core The first hour a setyr rests following his last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours he must rest to fully renew his 14 charge capacity for the following trait. (2 RP)
• Satyrical Sorcery A setyr can spend charges from his Typecast Core to cast the following spell-like abilities: bane (5 charges), charm person (8 charges), command (5 charges), dancing lights (1 charge), doom (5 charges), ghost sound (2 charges), haze of dreams (5 charges), lullaby (2 charges), sleep (8 charges), summon instrument (1 charge, lasts 10 minutes/level), summon minor ally (8 charges), summon nature's ally I (8 charges). These Charisma-based spell-like abilities have a caster level equaling their originator's character level.
Languages Setyrs begin play speaking Common and Sylvan. Setyrs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)
Description Spidrow are a variety of drow that originated from the divine intervention of their affiliated pantheon.
Racial Traits
+2 Strength, +2 Dexterity Spidrow are strong and agile. (2 RP)
Humanoid (Elven) Spidrow are humanoids with elven subtype.
Medium Spidrow are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Spidrow have a base speed of 30 feet.
Climb Speed Spidrow have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. (1 RP)
Jumper Spidrow are always considered to have a running start when making Acrobatics checks to jump. (1 RP)
Sprinter Spidrow gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Keen Senses Spidrow gain a +2 racial bonus on Perception checks. (1 RP)
Superior Darkvision Spidrow can see perfectly in the dark up to 120 feet. (3 RP)
Light Blindness Abrupt exposure to bright light blinds spidrow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. (–2 RP)
Weapon Familiarity Spidrow are proficient with all thrown weapons and whips. In all other respects, they count as having a drow's weapon familiarity racial trait. (1 RP)
Typecast Core The first hour a spidrow rests following her last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours she must rest to fully renew her 14 charge capacity for the following trait. (2 RP)
• Spidrow Sorcery A spidrow can spend charges from her Typecast Core to cast the following spell-like abilities: air bubble (3 charges), ant haul (5 charges, self only), antitoxin touch (3 charges, self only), burst of adrenaline (3 charges), detect poison (1 charge), feather step (3 charges, self only), glue seal (5 charges), grasp (1 charge), heightened awareness (5 charges), jump (3 charges, self only), nauseating dart (5 charges), obscure poison (3 charges), penumbra (1 charge), quick stick scaling (5 charges), web bolt (5 charges). These Charisma-based spell-like abilities have a caster level equaling their originator's character level.
Languages Spidrow begin play speaking Elven and Undercommon. Spidrow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.
Description Urthoreans are descended from elemental beings bound to serve as artificers for divine and primordial forces.
Racial Traits (10 RP)
+2 Strength, +2 Wisdom or Charisma While the strong urthoreans typically favor introspection, some prove quite expressive. (2 RP)
Humanoid (Dwarf) Urthoreans are humanoids with the dwarf subtype.
Medium Urthoreans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Urthoreans have a base speed of 30 feet.
Darkvision Urthoreans can see perfectly in the dark up to 60 feet. (2 RP)
Stability Urthoreans receive a +4 racial bonus to CMD against bull rush and trip maneuvers while standing on the ground. (1 RP)
Regional Resistance Upon creation, urthorean characters gain their choice of cold or fire resistance 5. (1 RP)
Area of Expertise Upon creation, urthorean characters gain one trait they select from the following list. (1 RP)
• Artifice Expertise Those with this trait gain a +3 racial bonus on all Craft checks related to metal or stone.
• Eldritch Expertise Those with this trait gain a +1 racial bonus on Spellcraft and Use Magic Device checks and can make those checks untrained.
• Primeval Expertise Those with this trait can gain a +1 racial bonus on Handle Animal and Ride checks and can make Handle Animal checks untrained.
• Unearthed Expertise Those with this trait gain a +1 racial bonus on Knowledge (geography, history) and Linguistics checks and can make those checks untrained with no DC limit.
Weapon Familiarity Urthoreans are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (1 RP)
Typecast Core The first hour an urthorean rests following his last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours he must rest to fully renew his 14 charge capacity for the following traits. (2 RP)
• Earthen Embrace (Su) As a free or immediate action, an urthorean can spend 10 charges from his Typecast Core to gain hardness equaling his Hit Dice (up to 8), along with immunity to bleed effects, disease, poison, nausea and sickness. The effect of this ability lasts 1 round.
Languages Urthoreans begin play speaking Common and Dwarven. Urthoreans with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Ignan, Orc, Terran, and Undercommon.
Description Often mistaken for werewolves when in true form, worgarou are a true breeding race each capable of assuming human and wolf forms.
Racial Traits
+2 Strength, +2 Dexterity, –2 Intelligence, +2 Wisdom Worgarou are strong, swift and perceptive, but lack intellectual focus. (2 RP)
Humanoid (Bestial, Shapechanger) Worgarou are humanoids with the bestial and shapechanger subtypes.
Medium Worgarou are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Worgarou have a base speed of 30 feet.
Low-Light Vision Worgarou can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
Sprinter Worgarou gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. (1 RP)
Bite and Claws Worgarou gain a natural bite attack and two natural claw attacks, each dealing 1d3 damage at Medium size. That bite and those claws are primary attacks, or secondary attacks for any that wield one or more manufactured weapons. (3 RP)
Vicious Acuity Worgarou gain a +2 racial bonus on all rolls made to confirm critical hits. (1 RP)
Typecast Core The first hour a worgarou rests following her last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours she must rest to fully renew her 14 charge capacity for the following traits. (2 RP)
• Change Shape (Su) As a free or immediate action, a worgarou can spend 3 charges from her Typecast Core to assume the form of a human or wolf. Each of those forms are static and cannot be changed each time they are taken. In that human or wolf form, a worgarou gains a +10 racial bonus on Disguise checks made to appear human or wolf. This ability otherwise functions as alter self or beast shape I, except that worgarou do not adjust their ability scores and can remain in human or wolf form indefinitely. Using this ability as a swift or standard action respectively costs 1 or 2 fewer charges.
• Recover Shape (Su) As a free or immediate action, a worgarou can spend 2 charges from her Typecast Core and revert to her true form. Using this ability as a swift or standard action respectively costs 1 or 2 fewer charges.
Languages Worgarou begin play speaking Common and Aklo. Worgarou with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Gnome, Sylvan and Terran.
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