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Tuesday, March 4, 2014

Easy Hybrid Races – Part 3: More Humanoids

by Tim Wallace

Below are most of the rest of the humanoid base races from the Advanced Race Guide, as well as few from other sources. Also, if you missed the first two posts make sure to check out Part 1 and Part 2.

Catfolk (standard ability scores: +2 Dexterity, +2 Charisma, –2 Wisdom)
A race of graceful explorers, catfolk are both clannish and curious by nature. They tend to get along with races that treat them well and respect their boundaries. They love exploration, both physical and intellectual, and tend to be natural adventurers.

Essential Traits (2 RP)
-        Humanoid (catfolk)
-        Medium: Catfolk are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Catfolk have a base speed of 30 feet.
-        Low-Light Vision (1 RP): In dim light, catfolk can see twice as far as humans.
-        Cat's Luck (1 RP): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
-        Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Standard Traits
-        Natural Hunter (6 RP): Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
-        Sprinter (1 RP): Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

Expanded Traits
-        Cat's Claws (2 RP): Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
-        Clever Cat (6 RP): Catfolk's generally friendly disposition doesn't preclude craftiness. Some of them see social obstacles as games to be played and won. These catfolk receive a +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
-        Climber (2 RP): Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords).
-        Curiosity (6 RP): Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
-        Nimble Faller (2 RP): Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers.
-        Scent (4 RP): Catfolk with this trait gain the scent ability.

Changelings (standard ability scores: +2 Wisdom, +2 Charisma, –2 Constitution; 1 RP)
The offspring of hags and their mortal lovers, changelings are abandoned and raised by foster parents. Always female, changelings all hear a spiritual call during puberty to find their true origins. Tall and slender, with dark hair and eyes mismatched in color, changelings are eerily attractive.

Essential Traits (3 RP; 4 RP with standard ability scores)
-        Humanoid (changeling)
-        Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Changelings have a base speed of 30 feet.
-        Darkvision (2 RP): Changelings can see in the dark up to 60 feet.
-        Hag Racial Trait (1 RP): The changeling inherits one of the following racial traits, depending on her mother's hag type:
§  Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
§  Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
§  Sea Lungs (Sea Hag): The changeling may hold her breath for a number of rounds equal to three times her Constitution before she risks drowning.
-        Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Standard Traits
-        Claws (2 RP): Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
-        Natural Armor (2 RP): Changelings have a +1 natural armor bonus.

Expanded Traits
-        Mist Child (1 RP): When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. You must have the hulking changeling trait to take this trait.
-        Object of Desire (1 RP): The changeling adds +1 to her caster level when casting charm person and charm monster. You must have the green widow trait to take this trait.
-        Ocean's Daughter (1 RP): The changeling gains a +1 trait bonus on Swim checks. She automatically succeeds at Swim checks made to avoid nonlethal damage from swimming. You must have the sea lungs trait to take this trait.

Gnolls (standard ability scores: +2 Strength, + 2 Constitution; 2 RP)
Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors.

Essential Traits (4 RP; 6 RP with standard ability scores)
-        Humanoid (gnoll)
-        Medium: Gnolls are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Gnolls have a base speed of 30 feet.
-        Darkvision (2 RP): Gnolls can see in the dark up to 60 feet.
-        Natural Armor (2 RP): Gnolls have a +1 natural armor bonus.
-        Languages: Gnolls begin play speaking Gnoll. Gnolls with high Intelligence scores can choose from the following: Common, Goblin, Orc, and Undercommon.

Standard Traits
-        Keen Senses (2 RP): Gnolls receive a +2 racial bonus on Perception skill checks.
-        Weapon Familiarity (2 RP): Gnolls are always proficient with longspears, shortspears, spears, and nets.

Expanded Traits
-        Bite (2 RP): A gnoll has a bite attack that deals 1d4 points of damage.
-        Camouflage (1 RP): Gnolls receive a +4 racial bonus on Stealth checks in plains areas.
-        Carrion Sense (1 RP): Many gnolls have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to the scent of injuries or death. Gnolls with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).

Gripplis (standard ability scores: +2 Dexterity, +2 Wisdom, –2 Strength)
Furtive frogfolk with the ability to camouflage themselves among fens and swamps, gripplis typically keep to their wetland homes, only rarely interacting with the outside world. Their chief motivation for leaving their marshy environs is to trade in metal and gems.

Essential Traits (4 RP)
-        Humanoid (grippli)
-        Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
-        Normal Speed: Gripplis have a base speed of 30 feet.
-        Climb Speed (2 RP): Gripplis have a climb speed of 20 feet , and gain the +8 racial bonus on Climb checks that a climb speed normally grants..
-        Darkvision (2 RP): Gripplis can see in the dark up to 60 feet.
-        Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Standard Traits
-        Camouflage (1 RP): Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
-        Swamp Stride (1 RP): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
-        Weapon Familiarity (1 RP): Gripplis are proficient with nets.

Expanded Traits
-        Glider (1 RP): Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless).
-        Jumper (2 RP): Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump.
-        Princely (4 RP): The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks.
-        Toxic Skin (1 RP): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison.
§  Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

Kasathas (standard ability scores: +2 Dexterity, +2 Wisdom; 2 RP)
Exiles from an arid world circling a red star, modern kasathas have no idea how they left their home or how to return, but they keep searching for a way back. A clannish and secretive people, they have a matriarchal society, but other races have difficulty recognizing any physical difference between females and males. Kasathas keep their mouths hidden behind clothing, and don't remove this clothing in the presence of other races. They are omnivores, but prefer meat and salty foods.

Essential Traits (8 RP; 10 RP with standard ability scores)
-        Humanoid (kasatha)
-        Medium: Kasatha are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Kasatha have a base speed of 30 feet.
-        Multi-Armed (8 RP): A kasatha has four arms. One hand is considered its primary hand; all others are considered off hands. It can use any of its hands for other purposes that require free hands.
-        Languages: Kasathas speak Common and Kasatha. A kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Orc, and Sphinx.

Standard Traits
-        Desert Stride (1 RP): A kasatha moves through non-magical difficult terrain in desert environments at normal speed.
-        Stalker (1 RP): Perception and Stealth are class skills for a kasatha.

Expanded Traits
-        Defensive Training (4 RP): Kasathas have a +2 dodge bonus to Armor Class.
-        Desert Runner (2 RP): A kasatha has a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
-        Jumper (2 RP): A kasatha is always considered to have a running start when attempting Acrobatics checks to jump.

Kitsune (standard ability scores: +2 Dexterity, +2 Charisma, –2 Strength)
These shapeshifting, foxlike folk share a love of mischief, art, and the finer things in life. They can appear as a single human as well as their true form, that of a foxlike humanoid. Kitsune are quick-witted, nimble, and gregarious, and because of this, a fair number of them become adventurers.

Essential Traits (4 RP)
-        Humanoid (kitsune, shapechanger)
-        Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Kitsune have a base speed of 30 feet.
-        Low-Light Vision (1 RP): Kitsune can see twice as far as humans in conditions of dim light.
-        Change Shape (3 RP): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
-        Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Standard Traits
-        Agile (2 RP): Kitsune receive a +2 racial bonus on Acrobatics checks.
-        Kitsune Magic (2 RP): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.
-        Natural Weapons (2 RP): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.

Expanded Traits
-        Fast Shifter (2 RP): You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action.
-        Gregarious (1 RP): Even among your own kind, your gift for making friends stands out. Whenever you successfully use Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of your Charisma-based skill checks for the next 24 hours.

Lashunta (standard ability scores: +2 Strength, +2 Intelligence, –2 Wisdom [male] or +2 Intelligence, +2 Charisma, –2 Constitution [female]; 1 RP)
Though the women look like idealized elves or humans–save for the twitching antennae sprouting from their foreheads–their men are squat, hairy, and broad-shouldered, with a fierce and confrontational demeanor. Both genders excel at scholarship, and the race boasts a large number of telepaths and telekinetics, in addition to conventional magic-users. This ability to create mental or empathic bonds is particularly prevalent among female warriors, who form close connections with their saurian mounts.

Essential Traits (3 RP; 4 RP with standard ability scores)
-        Humanoid (lashunta)
-        Medium: Lashunta are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Lashunta have a base speed of 30 feet.
-        Limited Telepathy (3 RP): A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language. Otherwise this ability is identical to the telepathy ability.
-        Languages: Lashunta begin play speaking Lashunta and Elven. Lashunta with high Intelligence scores can choose any languages they want (except Druidic and other secret languages)

Standard Traits
-        Knowledgeable (2 RP): A lashunta gains a +2 racial bonus to any one Knowledge skill.
-        Lashunta Magic (5 RP): A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilities: At will–daze, mage hand; 1/day–detect thoughts. The caster level for these effects is equal to the lashunta's class levels.

Expanded Traits
-        Beguiling Liar (2 RP): Lashunta gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
-        Emissary (1 RP): Once per day, lashunta can roll twice when making a Bluff or Diplomacy check and take the better roll.
-        Magical Linguist (2 RP): Lashunta gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Lashunta with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the user's character level.
-        Urbanite (1 RP): Lashunta gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Ratfolk (standard ability scores: +2 Dexterity, +2 Intelligence, –2 Strength)
These small, ratlike humanoids are clannish and nomadic masters of trade. Often tinkers and traders, they are more concerned with accumulating interesting trinkets than amassing wealth. Ratfolk often adventure to find new and interesting curiosities rather than coin.

Essential Traits (3 RP)
-        Humanoid (ratfolk)
-        Small: Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
-        Slow Speed (–1 RP): Ratfolk have a base speed of 20 feet.
-        Darkvision (2 RP): Ratfolk can see in the dark up to 60 feet.
-        Rodent Empathy (1 RP): Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.
-        Swarming (1 RP): Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
-        Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Standard Traits
-        Tinker (5 RP): Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

Expanded Traits
-        Cornered Fury (4 RP): Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
-        Scent (3 RP): Some ratfolk have much more strongly developed senses of smell, instead of keen eyes and ears. These ratfolk have the scent ability, but take a –2 penalty on all Perception checks based primarily on sight or hearing.
-        Skulk (3 RP): Some ratfolk can blend easily into their environments, and move with surprising grace. Ratfolk gain a +2 racial bonus on Stealth checks, and take only a –5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal –10 penalty).
-        Unnatural (2 RP): Some ratfolk unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. These ratfolk take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. An animal's starting attitude toward ratfolk is one step worse than normal.

Samsarans (standard ability scores: +2 Intelligence, +2 Wisdom, –2 Constitution; 1 RP)
Ghostly servants of karma, samsarans are creatures reincarnated hundreds if not thousands of times in the hope of reaching true enlightenment. Unlike humans and other races, these humanoids remember much of their past lives.

Essential Traits (3 RP; 4 RP with standard ability scores)
-        Humanoid (samsaran)
-        Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Samsarans have a base speed of 30 feet.
-        Low-Light Vision (1 RP): Samsarans can see twice as far as humans in conditions of dim light.
-        Lifebound (2 RP): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
-        Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran.

Standard Traits
-        Samsaran Magic (2 RP): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
-        Shards of the Past (4 RP): A samsaran's past lives grant her bonuses on two particular skills. A samsaran chooses two skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes.

Expanded Traits
-        Mystic Past Life (4 RP): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained.

Strix (standard ability scores: +2 Dexterity, –2 Charisma; –1 RP)
Hunted to dwindling numbers by humans, who see them as winged devils, strix are black-skinned masters of the nighttime sky. Their territorial conflicts have fueled their hatred for humans. This longstanding feud means that these nocturnal creatures often attack humans on sight.

Essential Traits (10 RP; 5 RP with wing-clipped; 9 RP with standard ability scores; 4 RP with standard ability scores and wing-clipped)
-        Humanoid (strix)
-        Medium: Strix are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Strix have a base speed of 30 feet on land.
-        Flight (9 RP): Strix have a fly speed of 60 feet (average).
-        Low-Light Vision (1 RP): Strix can see twice as far as humans in conditions of dim light.
-        Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose from the following: Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal.

Standard Traits
-        Darkvision (2 RP): Strix can see in the dark up to 60 feet.
-        Hatred (1 RP): Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes.
-        Nocturnal (2 RP): Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
-        Suspicious (1 RP): Strix receive a +2 racial bonus on saving throws against illusion spells and effects.

Expanded Traits
-        Dayguard (2 RP): Familiar with watching over its tribe during the day, the strix gains a +2 racial bonus on Perception checks and treats Perception as a class skill.
-        Frightening (2 RP): The strix looks particularly menacing and use this to its advantage, gaining a +2 racial bonus on Intimidate checks.
-        Nimble (1 RP): The strix receives a +1 racial bonus on Reflex saves.
-        Tough (1 RP): The strix receives a +1 racial bonus on Fortitude saves.
-        Wing-Clipped (–5 RP): The flight of wing-clipped strix is weaker than normal, whether from deformity or injury. Their fly speed is 20 feet (poor) instead of the normal fly speed, and they must make a DC 30 Fly check to fly upward.

Syrinx (standard ability scores: +2 Wisdom, –2 Dexterity; –1 RP)
From lofty monastery-cities entrenched in soaring cliff sides and high mountain valleys, the syrinx seek to bring peace to all lands that fall within sight of their marbled spires. Erudite and aloof, the owl-like scholars embrace art, philosophy, and nebulous faiths, seeking to distance themselves from a history of barbarism and ruin. To this end, they seek to enslave all lesser races, especially those without wings. Their elitist culture rests upon thousands of backs in an elaborate hierarchy of slaves. Directly below the syrinx are the strix, a race they magically modified in the distant past to serve as warriors and slave masters.

Essential Traits (10 RP; 9 RP with standard ability scores)
-        Humanoid (syrinx)
-        Medium: Syrinx are Medium creatures and have no bonuses or penalties due to their size.
-        Speed: Syrinx have a base speed of 30 feet.
-        Flight (9 RP): Syrinx have a fly speed of 60 feet (average).
-        Low-Light Vision (1 RP): Syrinx can see twice as far as humans in conditions of dim light.
-        Languages: Syrinx begin play speaking Syrinx. Syrinx with high Intelligence scores can choose from the following: Auran, Azlant, Celestial, Strix, or Infernal.

Standard Traits
-        Darkvision (2 RP): Syrinx can see in the dark up to 60 feet.
-        Nocturnal (2 RP): Syrinx gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.
-        Pride (2 RP): Syrinx receive a +2 racial bonus on saving throws against mind-affecting effects.
-        Speak with Avians (1 RP): Syrinx can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).

Expanded Traits
-        Pit Boss (1 RP): Slave blood fuels the syrinx hierarchy. Pit bosses extract the last breath of labor from their charges with a liberal touch of the lash. Syrinx with this racial trait gain proficiency with whips and a +1 racial bonus on combat maneuver checks made to disarm or trip with a whip.
-        Sharp Beak (2 RP): Syrinx with this racial trait gain a bite attack that deals 1d4 points of damage.
-        Slave Hunter (4 RP): Syrinx slavers excel at tracking down runaway slaves and surviving in the wild. Syrinx with this racial trait gain a +2 racial bonus on Survival checks and a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Tengu (standard ability scores: +2 Dexterity, +2 Wisdom, –2 Constitution)
These crowlike humanoid scavengers excel in mimicry and swordplay. Flocking into densely populated cities, tengu occasionally join adventuring groups out of curiosity or necessity. Their impulsive nature and strange habits can often be unnerving to those who are not used to them.

Essential Traits (3 RP)
-        Humanoid (tengu)
-        Medium: Tengu are Medium creatures and receive no bonuses or penalties due to their size.
-        Normal Speed: Tengu have a base speed of 30 feet.
-        Low-Light Vision (1 RP): In dim light, tengu can see twice as far as humans.
-        Natural Weapon (1 RP): A tengu has a bite attack that deals 1d3 points of damage.
-        Languages (1 RP): Tengu begin play speaking Common and Tengu. Tengu with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).

Standard Traits
-        Gifted Linguist (2 RP): Tengu gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
-        Sneaky (4 RP): Tengu gain a +2 racial bonus on Perception and Stealth checks.
-        Swordtrained (4 RP): Tengu are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Expanded Traits
-        Carrion Sense (1 RP): Many tengu have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengu with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).
-        Claw Attack (4 RP): Tengu with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats.
-        Exotic Weapon Training (4 RP): Instead of swords, some tengu are trained in exotic weaponry. Such tengu choose a number of eastern weapons equal to 3 + their Intelligence bonus, and gain proficiency with these weapons.
-        Glide (2 RP): Some tengu can use their feathered arms and legs to glide. Tengu with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.

Triaxians (standard ability scores: +2 Constitution, +2 Wisdom, –2 Strength)
Triaxians are the dominant race on another planet, a world whose erratic orbit causes exceptionally long and disparate seasons. Though eerily similar to humans, elves, and the other mammalian humanoids, triaxians have developed certain adaptations to their environment that mark them as indisputably alien.

Essential Traits (6 RP)
-        Humanoid (triaxian)
-        Medium: Triaxians are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Triaxians have a base speed of 30 feet.
-        Low-Light Vision (1 RP): In dim light, triaxians can see twice as far as humans.
-        Bonus Feat (4 RP): Triaxians select one extra feat at 1st level.
-        Languages (1 RP): Triaxians speak Triaxian. Triaxians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Standard Traits
-        Keen Senses (2 RP): Triaxians' unique ear construction grants them a +2 bonus on Perception checks.
-        Seasoned (1 RP): Triaxians suffer no harm from being in hot or cold environments depending on whether they are summerborn or winterborn. When in conditions of severe cold or heat, triaxians only have to attempt Fortitude saves once per hour instead of once every 10 minutes. Transitional triaxians do not have this ability.
§  Summerborn: Summerborn triaxians can exist comfortably in conditions between 90 and 140 degrees Fahrenheit without having to attempt Fortitude saves.
§  Winterborn: Winterborn triaxians can exist comfortably in conditions between 40 and –20 degrees Fahrenheit without having to attempt Fortitude saves.

Expanded Traits
-        Cold Resistance (1 RP): Triaxians with this racial trait gain cold resistance 5. A traxian must have the winterborn trait to take this trait.
-        Fire in the Blood (3 RP): Triaxians with this racial trait gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The triaxians can heal up to 2 hit points per level per day with this ability, after which it ceases to function. A traxian must have the summerborn trait to take this trait.
-        Fire Resistance (1 RP): Triaxians with this racial trait gain fire resistance 5. A traxian must have the summerborn trait to take this trait.
-        Ice in the Blood (3 RP): Triaxians with this racial trait gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The triaxians can heal up to 2 hit points per level per day with this ability, after which it ceases to function. A traxian must have the winterborn trait to take this trait.
-        Wyrmscourged (3 RP): Triaxians with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the exceptional, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained.

Vanaras (standard ability scores: +2 Dexterity, +2 Wisdom, –2 Charisma)
These mischievous, monkeylike humanoids dwell in jungles and warm forests. Covered in soft fur and sporting prehensile tails and handlike feet, vanaras are strong climbers. These creatures are at home both on the ground and among the treetops.

Essential Traits (3 RP)
-        Humanoid (vanara)
-        Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Vanaras have a base speed of 30 feet.
-        Climb Speed (2 RP): Vanaras have a climb speed of 30 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
-        Low-Light Vision (1RP): A vanara can see twice as far as a human in dim light.
-        Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high
Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

Standard Traits
-        Nimble (4 RP): Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
-        Prehensile Tail (2 RP): A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Expanded Traits
-        Combat Tail (2 RP): Vanaras with this trait can wield a weapon with her tail. She can wield up to three weapons, but only one limb is her “primary hand,” and all others are “off hands.” She can still use her tail to retrieve a small, stowed object carried on her person as a swift action. The vanara must have the prehensile tail trait before taking this trait.
-        Expert Climber (4 RP): The climbing ability of some vanaras is uncanny. Vanaras with this trait can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this race are treated as being constantly under the effects of a nonmagical spider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
-        Tree Stranger (2 RP): Some vanaras have spent their lives among humans in centers of learning instead of traditional treetop homes. These vanaras treat all Knowledge skills as class skills.
-        Whitecape (2 RP): The rare whitecape vanara clans have more in common with savanna-dwelling baboons than the jungle-dwelling monkeys that most vanaras resemble. Their stooping build grants them a +4 racial bonus to CMD when resisting a bull rush or trip. These vanaras usually have a thick mane of hair on the head and shoulders (called a "cape") and shorter tails.

Vishkanyas (standard ability scores: +2 Dexterity, +2 Charisma, –2 Wisdom)
Strangely beautiful on the outside and poisonous on the inside, vishkanyas see the world through slitted serpent eyes. Vishkanyas possess a serpent's grace and ability to writhe out of their enemies' grasp with ease. Vishkanyas have a reputation for being both seductive and manipulative. They can use their saliva or blood to poison their weapons.

Essential Traits (3 RP)
-        Humanoid (vishkanya)
-        Medium: Vishkanyas are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Vishkanyas have a base speed of 30 feet.
-        Low-Light Vision (1 RP): Vishkanyas can see twice as far as humans in conditions of dim light.
-        Poison Use (1 RP): Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
-        Toxic (1 RP): A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
§  Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
-        Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

Standard Traits
-        Keen Senses (2 RP): Vishkanyas receive a +2 racial bonus on Perception checks.
-        Limber (4 RP): Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
-        Poison Resistance (3 RP): A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.
-        Weapon Familiarity (2 RP): Vishkanyas are always proficient with blowguns, kukri, and shuriken.

Expanded Traits
-        Sensual (2 RP): You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill.
-        Subtle Appearance (1 RP): You have normal (humanlike) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human.

Wayangs (standard ability scores: +2 Dexterity, +2 Intelligence, –2 Wisdom)
The small wayangs are creatures of the Plane of Shadow. They are so attuned to shadow that it even shapes their philosophy, believing that upon death they merely merge back into darkness. The mysteries of their shadowy existence grant them the ability to gain healing from negative energy as well as positive energy.

Essential Traits (3 RP)
-        Humanoid (wayang)
-        Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
-        Slow Speed (–1 RP): Wayangs have a base speed of 20 feet.
-        Darkvision (2 RP): Wayangs can see in the dark up to 60 feet.
-        Light and Dark (1 RP): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
-        Shadow Resistance (1 RP): Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
-        Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.

Standard Traits
-        Lurker (4 RP): Wayangs gain a +2 racial bonus on Perception and Stealth checks.
-        Shadow Magic (2 RP): Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang's level. The DC for these spells is equal to 10 + the spell's level + the wayang's Charisma modifier.

Expanded Traits
-        Dissolution's Child (5 RP): Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability.

New Special Subtype
The following subtype can be added to any base race without causing the base race to be considered a hybrid race. Alternatively you could create an undine hybrid to make a subrace with an affinity for water.

Aquatic Subtype
Many different races have aquatic subraces; therefore, it seemed easier to just create a single subtype available to all base races.

Essential Traits (2 RP)
-        Aquatic subraces gain the aquatic subtype.
-        Aquatic subraces have a swim speed of 30 feet, can move in water without making Swim checks, always treat Swim as a class skill, and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
-        Aquatic subraces have the amphibious trait and can breathe both water and air.
-        An aquatic subrace’s body requires constant submersion in fresh or salt water. If they spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
-        An aquatic subrace gains Aquan as a bonus language.

Expanded Traits
-        Aquatic Empathy (1 RP): Choose one of the following varieties of aquatic animals: cephalopods (octopi and squid), cetaceans (dolphins and whales), eels, fish, or sharks. An aquatic subrace with this trait gains a +4 bonus on Handle Animal checks made to influence animals of that variety of aquatic animal. Special: This trait can be taken multiple times. Each time you must choose a different variety of aquatic animals.
-        Camouflage (1 RP): An aquatic subrace with this trait gains a +4 racial bonus on Stealth checks while within underwater environments.
-        Deepsight (2 RP): An aquatic subrace with this trait is specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.
-        Jet (1 RP): An aquatic subrace with this trait can swim backward 200 feet as a full-round action. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.
-        Legless (–2 RP): An aquatic subrace with this trait has a base speed of 5 feet and cannot be tripped. This trait replaces the base race’s speed trait.
-        Natural Swimmer (1 RP): An aquatic subrace with this trait receives a +10 foot bonus to their swim speed.
-        Powerful Swimmer (1 RP): An aquatic subrace with this trait receives an additional +10 foot bonus to their swim speed. You must have the natural swimmer trait to take this trait.
-        Scales (2 RP): An aquatic subrace with this trait gains a +1 natural armor bonus to their Armor Class.
-        Tangling Tentacles (2 RP): Although an aquatic subrace with this trait can’t attack to cause damage with its tentacles, these wriggling limbs constantly writhe and reach out to tug at and trip adjacent foes. During the creature’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip it in retaliation.
-        Water Affinity (1RP): Aquatic sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Aquatic clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
-        Water Sense (1 RP): An aquatic subrace with this trait can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

Example Races
Here are a few examples made using these new rules, as well as the rules found in Part 1 and Part 2.

Aquatic Goblin (Grindylow Rebuild)
TYPE
Humanoid (aquatic, goblinoid)
2 RP
SIZE
Small
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard
— RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Jet
1 RP
Feat and Skill Traits
Aquatic Empathy (cephalopods)
1 RP
Camouflage (water)
1 RP
Furtive
— RP
Offense Racial Traits
Hard Head, Big Teeth
3 RP
Tangling Tentacles
2 RP
Senses Racial Traits
Darkvision 60 feet
2 RP
TOTAL 12 RP


Aquatic Human (Merfolk Rebuild)
TYPE
Humanoid (aquatic, human)
2 RP
SIZE
Medium
— RP
BASE SPEED
Legless
–2 RP
ABILITY SCORE MODIFIERS
Normal
— RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Scaled
2 RP
Feat and Skill Racial Traits
Bonus Feat
4 RP
Silver Tongued
3 RP
Movement Racial Traits
Natural Swimmer
1 RP
Powerful Swimmer
1 RP
Senses Racial Traits
Low-Light Vision
1 RP
TOTAL 12 RP


Catfolk/Penumbral Hybrid
TYPE
Outsider (catfolk, native)
2 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard
— RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Cat's Luck
1 RP
Shadowy Resistance
2 RP
Magic Racial Traits
Gloom Shimmer
3 RP
Movement Racial Traits
Sprinter
1 RP
Senses Racial Traits
Darkvision 60 feet
2 RP
Low-Light Vision
1 RP
TOTAL 12 RP


Gnoll/Tiefling Hybrid
TYPE
Outsider (gnoll, native)
2 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Flexible (+2 Strength, + 2 Constitution)
2 RP
LANGUAGES
Standard
— RP
RACIAL TRAITS
Defense Racial Traits
Fiendish Resistance
3 RP
Natural Armor
2 RP
Movement Racial Traits
Fiendish Sprinter
1 RP
Senses Racial Traits
Darkvision 60 feet
2 RP
TOTAL 12 RP

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