by Tim Wallace
So here we
are at the end of this series. Not really sure what to say. I have had quite a bit of fun doing this. I
hope you have enjoyed it as well. Just in case you missed them, here are the other
posts in this series: Part 1: Humanoids; Part 2: Native Outsiders (Planetouched);
Part 3: More Humanoids; Part 4: Reptilian Humanoids, Dragonkin, and Dragons;
Part 5: Fey; and Part 6: Aberrations.
Mechanoids
Mechanoids are
artificially created beings. Most are anthropoid (having a head, two arms, and two
legs) in appearance, but some show more peculiar features. Like base race mechanoids,
mechanoid hybrid races are unlikely to be the result of a mechanoid breeding with
another race (though your GM may allow for that), but far more likely built to find
haven in or infiltrate the cultures of other races. If a mechanoid hybrid is crossed
with any type other than humanoid, it counts as both a construct and the new type
rather than a construct and a humanoid (see the constructed trait below). Mechanoids
cannot take the half-construct special subtype.
Mechanoids (standard ability scores: +2 Dexterity, +2 Intelligence, –2 Charisma)
Essential Traits (9 RP)
-
Humanoid (mechanoid)
-
Medium: Mechanoids are Medium creatures and have no bonuses or penalties due
to their size.
-
Normal Speed: Mechanoids have a base speed of 30 feet.
-
Constructed (10 RP): For
the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), mechanoids count
as both humanoids and constructs. Mechanoids gain a +4 racial bonus on all saving
throws against mind-affecting effects, paralysis, poison, and stun effects, are
not subject to fatigue or exhaustion, and are immune to disease and sleep
effects. Androids can never gain morale bonuses, and are immune to fear effects
and all emotion-based effects.
-
Emotionless (–1 RP): Mechanoids
have problems processing emotions properly, and thus take a –4 penalty on Sense
Motive checks.
-
Languages: Mechanoids
begin play speaking Common. Mechanoids with high Intelligence scores can choose
from the following: Draconic, Dwarven, Elven, Giant, Gnome, Goblin, and Halfling.
Standard Traits
-
Darkvision (2 RP): Mechanoids can see in the dark up
to 60 feet.
-
Low-Light Vision (1 RP): Mechanoids
can see twice as far as humans in conditions of dim light.
Expanded Traits
-
Keen Senses (2 RP): Mechanoids gain a +2 racial bonus on Perception checks.
-
Linguist (1 RP): Mechanoids begin play speaking Common. Mechanoids with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic). This replaces a mechanoid’s normal
languages.
-
Nanite Surge (3 RP): A mechanoid’s
body is infused with nanites. Once per day as an immediate action, a mechanoid can
cause her nanites to surge, granting a bonus equal to 3 + the mechanoid’s character
level on any one d20 roll; this ability must be activated before the roll is made.
When a mechanoid uses this power, her circuitry-tattoos glow with light equivalent
to that of a torch in illumination for 1 round.
-
Weapon Familiarity (1
RP):
A mechanoid can choose up to two
weapons. It is automatically proficient those weapons.
Hybrid Traits
-
Racial Chameleon (1 RP): Hybrid
mechanoids gain a +4 racial bonus on Disguise checks to appear as a normal member
of their secondary base race.
Mechanoid Subtypes
The following
subtypes may only be added to mechanoids, hybrid mechanoids, and races with the
half-construct subtype. They can be added without causing the base race to be considered
a hybrid race. A mechanoid cannot possess both the clockwork and robot subtypes.
Clockwork Subtype
Clockwork mechanoids
are the technological cousins of mechanoids, constructed with a combination of magic
and precise technologies dependent upon the internal churning and turning of thousands
of intricate springs, screws, and gears.
Essential Traits (5 RP)
-
Clockwork
mechanoids and gain the clockwork
subtype.
-
Clockwork
mechanoids generally react much more swiftly than other mechanoids. They
gain Improved Initiative and Lightning Reflexes as bonus feats,
and gain a +2 dodge bonus to AC.
-
Clockwork
mechanoids must be wound with a special key in order to function. As
a general rule, a fully wound clockwork can remain active for 1 day per Hit Die.
-
Clockwork
mechanoids take 150% as much damage as is normal from electricity attacks.
Expanded Traits
-
Efficient Winding (1 RP): A clockwork mechanoid can function for 2 days
per Hit Die every time it is wound.
-
Standby (2 RP): A clockwork mechanoid can place itself on standby
as a standard action. While on standby, a clockwork mechanoid cannot move or take any actions. It remains aware of its surroundings
but takes a -4 penalty on Perception checks. Time spent on standby does not count
against the mechanoid’s wind-down duration. A
clockwork mechanoid can exit standby as a
swift action—if it does so to initiate combat, it gains a +4 racial bonus on its
Initiative check.
Robot Subtype
Robot mechanoids
are constructed without any magic at all. They are fueled by their central energy
core.
Essential Traits (4 RP)
-
Robot
mechanoids and gain the robot subtype.
-
A
force field sheathes robot mechanoids
in a thin layer of shimmering energy that grants a number of bonus hit points
equal to its Hit Dice (minimum 3). All damage dealt to a robot mechanoid with an
active force field is reduced from these hit points first. As long as the force
field is active, the robot mechanoid is immune to critical hits. A force field regains 1 hit point each
round, but once its hit points are reduced to 0, the force field shuts down and
does not reactivate for 24 hours.
-
Whenever
a robot mechanoid’s force field is shut down and it takes extra damage from a critical
hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If
it makes a successful saving throw, it is instead staggered for 1 round. The robot
mechanoid does not benefit from its normal racial bonus on saving throws against
stunning to avoid becoming stunned by a critical hit.
-
Robot
mechanoids take 150% as much damage as is normal from electricity attacks.
Monstrous Humanoids
In the type hierarchy,
the only type below monstrous humanoid is humanoid. Therefore, a hybrid involving
a humanoid race and a monstrous humanoid base race would result in a monstrous humanoid,
but a hybrid involving a monstrous humanoid base race and an aberration, dragon,
fey, outsider, or plant would result in a hybrid race with the greater type.
Cecaelia (standard ability scores: +2 Strength, +2 Dexterity, –2 Intelligence; 1 RP)
Cecaelias are
intelligent human-octopus hybrids that hunt coastlines and ocean reefs. A cecaelia's
humanoid upper body varies individually but generally reflects the features of the
inhabitants of the nearest humanoid settlements. Sages think this is an adaptive
trait, akin to an octopus's natural camouflage, allowing cecaelias to mutate within
one to two generations to blend in with humanoids sharing their territory. Cecaelia
stand 6 feet tall on land, and weigh just over 200 pounds. They generally live to
be 60 years old.
Essential Traits (10 RP; 11 RP with standard ability scores)
-
Monstrous humanoid (aquatic) (1 RP)
-
Medium: Cecaelias are Medium creatures and have no bonuses or penalties
due to their size.
-
Normal Speed: Cecaelias have
a base speed of 30 feet.
-
Swim Speed (3 RP): Cecaelias have a swim speed of 40 feet and gain the +8 racial bonus
on Swim checks that a swim speed normally grants.
-
Darkvision (2 RP): Cecaelias can
see in the dark up to 60 feet.
-
Amphibious (2 RP): Cecaelias can breathe both water
and air.
-
Tentacles (3 RP): Cecaelias gain
two tentacle attacks with a reach of 10 feet that deal 1d4 points of damage. These
attacks are primary attacks; or secondary attacks if the cecaelia is wielding manufactured
weapons. As a swift action while swimming and while it
is not grappled or grappling, the cecaelia can spread its tentacles wide to form
a sensory net around it. This grants blindsight to a range of 10 feet and
lasts as long as the cecaelia concentrates. While this effect lasts, the cecaelia
cannot attack with its tentacles or move.
-
Languages: Cecaelias begin play speaking Common and Aquan. Cecaelias
with high Intelligence scores can choose from the following: Aboleth, Aklo, Draconic,
Elven, and Sylvan.
Standard Traits
-
Grab (2 RP): When a cecaelia
hits a creature its size or smaller with a tentacle attack, it deals normal damage
and attempts to start a grapple as a free action without provoking an attack of
opportunity. Cecaelias gain a +4 bonus on combat maneuver checks made to start and
maintain a grapple.
-
Weapon Familiarity (1 RP): Cecaelias are proficient with all spears (including shortspears
and longspears).
Expanded Traits
-
Ink Cloud (1 RP): Once per hour as a standard action, a cecaelia can emit a
10-foot-radius sphere of ink while underwater. This ink cloud provides total concealment
and persists for 1 minute.
-
Jet (1 RP): An cecaelia 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.
-
Rubbery Skin (3 RP): Cecaelias gain a +2 natural armor bonus to AC.
-
Trip Immunity (2 RP): Cecaelias
cannot be tripped.
Centaurs (standard ability scores: +2 Constitution, +2 Wisdom, –2 Charisma)
Legendary hunters
and skilled warriors, centaurs are part man and part horse. Typically found on the
fringes of civilization, these stoic people vary widely in appearance, their skin
tones typically appearing deeply tanned but similar to the humans who occupy nearby
regions, while their lower bodies borrow the colorations of local equines. Centaur
hair and eyes trend toward darker colors and their features tend to be broad, while
the overall bulk of their bodies is influenced by the size of the horses their lower
quarters resemble. Thus, while an average centaur stands over 7 feet tall and weights
upward of 2,000 pounds, there are vast regional variations—from lean plains-runners
to burly mountain hunters. Centaurs typically live to be about 60 years old.
Essential Traits (12 RP)
-
Monstrous humanoid (1 RP)
-
Large (7 RP): Centaurs are
Large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity
(in addition to their standard ability scores above). They take a –1 size penalty
to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks
and to their CMD, and a –4 size penalty on Stealth checks. A centaur takes up a
space that is 10 feet by 10 feet and has a reach of 5 feet.
-
Fast Speed (1 RP): Centaurs have a base speed of 40 feet.
-
Darkvision (2 RP): Centaurs can
see in the dark up to 60 feet.
-
Quadruped (1 RP): Centaurs possess
four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts. In addition, centaurs use weapons and armor as if they were
Medium (instead of Large).
-
Languages: Centaurs begin
play speaking Common and Sylvan. Centaurs with high Intelligence scores can choose
from the following: Celestial, Draconic, Elven, Giant, and Gnome.
Standard Traits
-
Powerful Charge (2 RP): Whenever a centaur charges, it deals twice the number of
damage dice with spears plus 1-1/2 times the centaur’s Strength bonus. You must
have the weapon familiarity trait to take this trait.
-
Sprinter (1 RP): Centaurs gain a +10 foot racial bonus to their speed when using the
charge, run, or withdraw actions.
-
Weapon Familiarity (1 RP): Centaurs are proficient with all spears (including shortspears
and longspears).
Expanded Traits
-
Bond to the Land (2 RP): Centaurs gain a +2 dodge bonus to AC when in a specific terrain type
selected from the ranger's list of favored terrains (excluding
planes, urban, or water). This choice is made at character creation, and cannot
be changed. If a centaur has both the bond
to the land trait and the terrain stride trait he must select the same terrain type
for both traits.
-
Dreamspeaker (2 RP): Centaurs add a +1 bonus to the saving throw DCs of spells
of the divination school and spells that produce sleep effects that they cast. In
addition, centaurs with a Charisma score of 15 or higher may use dream once per day as a spell-like
ability (caster level is equal to the user's character level).
-
Hooves (2 RP): Centaurs gain two hoof attacks that deal 1d6 points of damage.
These attacks are secondary attacks.
-
Natural Armor (2 RP): Centaurs gain a +1 natural armor bonus to AC.
-
Stubborn (2 RP): Centaurs
gain a +2 racial bonus on Will saving throws to
resist spells and spell-like abilities of the enchantment (charm) and enchantment
(compulsion) subschools. In addition, if a member of this race fails such a save,
it receives another save 1 round later to prematurely end the effect (assuming the
spell or spell-like ability has a duration greater than 1 round). This second save
is made at the same DC as the first. If the member of the race has a similar ability
from another source (such as a rogue's slippery mind class feature), it can only
use one of these abilities per round, but can try the other on the second round
if the first reroll ability fails.
-
Terrain Stride (1 RP): Centaurs
can move through natural difficult terrain at their normal speed while within a
specific terrain type selected from the ranger's list of favored terrains (excluding
planes, urban, or water). This choice is made at character creation, and cannot
be changed. If a centaur has both the bond
to the land trait and the terrain stride trait he must select the same terrain type
for both traits.
Doppelgangers (standard ability scores: +2 Strength, +2 Charisma, –2 Constitution)
Doppelgangers
are strange beings that can take on the shapes of those they encounter. In its natural
form, the creature looks more or less humanoid, but slender and frail, with gangly
limbs and half-formed facial features. Its flesh is pale and hairless, and its eyes
are vacant and white.
Essential Traits (9 RP)
-
Monstrous humanoid (shapechanger) (1 RP)
-
Medium: Doppelgangers are Medium creatures and have no bonuses or
penalties due to their size.
-
Normal Speed: Doppelgangers
have a base speed of 30 feet.
-
Darkvision (2 RP): Doppelgangers can
see in the dark up to 60 feet.
-
Change Shape (6 RP): Doppelgangers
gain the supernatural ability to assume the appearance of a Small or Medium humanoid
as the alter self spell, save that there
is no maximum duration and the doppelganger does not adjust its ability scores. The doppelganger gains a +10 racial bonus on Disguise checks
made to appear as the creature whose appearance it assumes. Changing its shape is
a standard action.
-
Languages: Doppelgangers begin
play speaking Common. Doppelgangers with high Intelligence scores can choose from
the following: Dwarven, Elven, Giant, Gnome, Halfling, and Terran.
Standard Traits
-
Doppelganger Immunities (2 RP): Doppelgangers are immune to magic charm and sleep effects.
-
Impressionist (1 RP): Bluff and Disguise are always class skills for doppelgangers.
-
Silver Tongued (3 RP): Doppelgangers gain a
+2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to
shift a creature's attitude, they can do so up to three steps up rather than just
two.
Expanded Traits
-
Adaptable Fighter (2 RP): Doppelgangers gain Catch Off-Guard as a bonus feat. This trait
may only be taken at character creation.
-
Claws (3 RP): In its natural
form, a doppelganger has two claw attacks that deal 1d8 points of damage. These
are primary natural attacks.
-
Doppelganger Magic (2 RP): Doppelgangers with a Charisma score of 11 or higher also gain
the following spell-like ability: 1/day—detect thoughts. The caster level
for this effect is equal to the doppelganger’s
level. The DC for the spells
is equal to 10 + the spell's level + the doppelganger’s Charisma modifier.
-
Impersonator (2 RP): Doppelgangers gain a +4 racial bonus on Bluff checks to convince an opponent that
it is the creature whose appearance it has assumed.
-
Mimicry (2 RP): Doppelgangers
can perfectly imitate specific voices. To do so they make a Bluff check opposed
by the listener's Sense Motive check to recognize the mimicry, although if the listener
isn't familiar with the person mimicked, it takes a –8 penalty on its Sense Motive
check. Doppelgangers have a +8 racial bonus on their Bluff checks to mimic voices
(including accents and speech patterns) they have listened to for at least 10 minutes.
Doppelgangers cannot duplicate the effects of magical abilities (such as bardic
performance or a harpy's captivating song), though they may be able to mimic the
sound of those abilities. This ability does not allow Doppelgangers to speak or
understand languages they don't know.
-
Perfect Copy (2 RP): The
doppelganger’s racial bonus racial bonus on Disguise checks made to appear as the
creature whose appearance has assumed increases to +20.
-
Rubbery Skin (3 RP): Doppelgangers
gain a +2 natural armor bonus to AC.
-
Sociable (1 RP): When doppelgangers to change
a creature's attitude with a Diplomacy check and fail by 5 or more, they can try
to influence the creature a second time even if 24 hours have not passed.
-
Superior Doppelganger Magic (2 RP): The doppelganger’s detect thoughts spell-like ability improves
to the following spell-like ability: At will—detect thoughts. The caster level
for this effect is equal to the doppelganger’s
level. The DC for the spells
is equal to 10 + the spell's level + the doppelganger’s Charisma modifier. You must have the doppelganger magic trait to take this trait.
Kappa (standard ability scores: +2 Dexterity, +2 Wisdom, –2 Intelligence)
A kappa is a
strange amphibian resembling a humanoid turtle. It dwells in fresh water, preferring
a stream or river to a lake or pond. It has a small shell on its back, a blunt face,
and webbed hands and feet that end in short claws. A typical kappa is green in color,
but kappa skin tones can vary toward blue or yellow hues. The creature has a shallow
basin in the top of its head, in which the creature carries water from its home
at all times.
Essential Traits (6 RP)
-
Monstrous humanoid (aquatic) (1 RP)
-
Small: Kappa 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 (–1 RP): Kappa have a base speed of 20 feet.
-
Swim (3 RP): Kappa have
a swim speed of 40 feet and gain the +8 racial bonus on Swim checks that
a swim speed normally grants.
-
Darkvision (2 RP): Kappa can see
in the dark up to 60 feet.
-
Amphibious (2 RP): Kappa are amphibious
and can breathe both air and water.
-
Head Bowl (–1 RP): The basin atop a kappa's head contains water from
its home river or lake. The water is emptied only if the kappa willingly tips its
head or a creature pinning the kappa forces it to do so (requiring a grapple check
while pinned). If the water is emptied, the kappa becomes immobile and staggered.
It can still take actions, but it cannot move from the spot on its own. If the emptied
head bowl is refilled with water, the kappa recovers from this condition immediately.
This replacement water doesn't have to be from the kappa's home, but the kappa refills
its head bowl from there at its first opportunity.
-
Languages:
Kappa begin play speaking Aquan and Common. Kappa with high Intelligence scores
can choose from the following: Aklo,
Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Standard Traits
-
Claws (2 RP): Kappa have
two claw attacks that deal 1d4 points of damage. These are primary natural attacks,
or secondary attacks if the kappa is wielding manufactured weapons.
-
Grab (3 RP): When a kappa hits a creature up to one size category larger
than itself with a claw attack, it deals normal damage and attempts to start a grapple
as a free action without provoking an attack of opportunity. Kappa gain a +4 bonus
on combat maneuver checks made to start and maintain a grapple. You must
have the claws trait to take this trait.
Expanded Traits
-
Hold Breaker (5 RP): Kappa
gain a +4 racial bonus on Escape Artist checks.
-
Rake (2 RP): A kappa has
dangerous claws on its feet, allowing it to make 2 rake attacks on foes it is grappling.
These attacks are primary attacks. The kappa receives these additional attacks each
time it succeeds on a grapple check against the target. These rake attacks deal
1d4 points of damage. You must have the claws trait to take this trait.
Minotaurs (standard ability scores: +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma;
1 RP)
Nothing holds
a grudge like a minotaur. Scorned by the civilized races centuries ago and born
from a deific curse, minotaurs have hunted, slain, and devoured lesser humanoids
in retribution for real or imagined slights for as long as anyone can remember.
Many cultures have legends of how the first minotaurs were created by vengeful or
slighted gods who punished humans by twisting their forms, robbing them of their
intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs
hold these legends in contempt and believe that they are not divine mockeries but
divine paragons created by a potent and cruel demon lord named Baphomet.
Essential Traits (14 RP; 11 RP with powerful build; 15 RP with standard ability scores; 12 RP with
standard ability scores and powerful build)
-
Monstrous humanoid (1 RP)
-
Large (7 RP): Minotaurs are
Large creatures and gain a +2 size bonus to Strength and a –2 size penalty to Dexterity
(in addition to their standard ability scores above). They take a –1 size penalty
to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks
and to their CMD, and a –4 size penalty on Stealth checks. A minotaur takes up a
space that is 10 feet by 10 feet and has a reach of 5 feet.
-
Normal Speed: Minotaurs have
a base speed of 30 feet.
-
Darkvision (2 RP): Minotaurs can
see in the dark up to 60 feet.
-
Natural Cunning (4 RP): Although
minotaurs are not especially intelligent, they possess innate cunning and logical
ability. This gives them immunity to maze spells and prevents them
from ever becoming lost. Further, they are never caught flat-footed.
-
Languages:
Minotaurs begin play speaking
Giant. Minotaurs with high
Intelligence scores can choose from the following: Abyssal, Common, Draconic, Dwarven,
Gnoll, Goblin, and Orc.
Standard Traits
-
Powerful Build (–3 RP): Minotaurs
with this trait are Medium creatures and have no bonuses or penalties due to their
size. However, the physical stature of the minotaur lets them still function in
many ways as if they were a Large creature. This racial trait replaces the large
trait. Hybrid giants often begin with have the powerful build trait rather than
the large trait.
§ Whenever a minotaur 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 minotaur is treated
as a Large creature if doing so is advantageous to him.
§ A minotaur is also considered to be a Large creature when
determining whether a creature’s special attacks based on size (such as grab or
swallow whole) can affect him.
§ A minotaur can use weapons designed for a Large creature without
penalty. However, his space and reach remain those of a Medium creature.
§ The benefits of this racial trait stack with the effects of
abilities and spells that change the subject’s size category.
-
Weapon Familiarity (1 RP): Minotaurs are proficient with battleaxes, greataxes, handaxes
and throwing axes.
Expanded Traits
-
Gore (1 RP): Minotaurs have
a gore attack that deals 1d6 points of damage. This is a primary attack, or a secondary
attack if the minotaur is wielding manufactured weapons.
-
Natural Armor (2 RP): Minotaurs
gain a +1 natural armor bonus to their Armor Class.
-
Observer (5 RP): Minotaurs gain
a +4 racial bonus on Perception checks.
-
Powerful Charge (2 RP): Whenever a minotaur charges, it deals twice the number of
damage dice with its gore attack plus 1-1/2 times its Strength bonus. You must
have the gore trait to take this trait.
-
Reach (1 RP): Minotaurs with have a reach of 10 feet. You must be large size to take this
trait.
-
Survivor (5 RP): Minotaurs gain a +4 racial bonus on Survival checks.
Tanuki (standard ability scores: +2 Constitution, +2 Charisma, –2 Intelligence)
Jolly tricksters,
tanuki love deceiving humanoids and other intelligent creatures. This mischief is
usually harmless, but can turn spiteful in some situations. Popular folklore stories
claim tanuki are the transformed souls of tools and housewares that were used for
more than 100 years, a myth that probably results from the tanuki ability to magically
create or alter objects.
Essential Traits (6 RP)
-
Monstrous humanoid (shapechanger) (1 RP)
-
Medium: Tanuki are Medium creatures and have no bonuses or penalties
due to their size.
-
Normal Speed: Tanuki have
a base speed of 30 feet.
-
Darkvision (2 RP): Tanuki can see
in the dark up to 60 feet.
-
Raccoon Shape (3 RP): Tanuki
can take the form of a raccoon whose appearance is static
and cannot be changed each time he assumes this form. While in raccoon shape, the
tanuki’s size is Tiny, he gains a 1d3 bite attack and a +10 racial bonus on Disguise
checks made to appear as a raccoon. Changing from tanuki to raccoon shape is a standard
action. This ability otherwise functions as beast shape II, and his statistics
change accordingly (Tiny size, low-light vision, scent, +1 natural armor bonus,
climb 20 feet, +4 bonus to Dexterity, –2 penalty to Strength).
-
Languages: Tanuki begin
play speaking Common and Tanuki. Tanuki with high Intelligence scores can choose from
the following: Elven, Gnome, Halfling, Sylvan, Tengu, and Vanaran.
Standard Traits
-
Low-Light Vision (1 RP): Tanuki
can see twice as far as humans in conditions of
dim light.
-
Saké Affinity (4 RP): As a swift action, a
tanuki can take a swig of saké. When he does so, he gains the effect of one of the
following spells (dependent on his level): at 1st level, a tanuki can use this ability
to gain the effect of divine favor; at
5th level, a tanuki can use this ability to gain the effect of false life; and at 7th level, a tanuki can
use this ability to gain the effect of haste
or rage. Unusual tanuki may swap out these
spell effect choices at the GM's discretion. A tanuki’s caster level is equal to
his total Hit Dice for this ability. Each time a tanuki takes a swig of sake, he
becomes progressively drunker and takes a –1 penalty to its AC and on Reflex saves
for 1 minute. These penalties stack.
-
Weapon Familiarity (1 RP): Tanuki are proficient with quarterstaffs and slings.
Expanded Traits
-
Bless Food (2 RP): Tanuki with a Charisma
of 11 or higher gain the following spell-like ability: At will—purify food and drink. The caster
level for this effect is equal to the tanuki’s level.
-
Bless Stone (2 RP): Tanuki with a Charisma
of 11 or higher gain the following spell-like ability: 3/day—magic stone. The caster level
for this effect is equal to the tanuki’s level.
-
Conjure Food (3 RP): Tanuki with a Charisma
of 11 or higher gain the following spell-like ability: 1/day—create food and water. The caster
level for this effect is equal to the tanuki’s level.
-
Conjure Item (3 RP): Tanuki with a Charisma
of 11 or higher gain the following spell-like ability: 1/day—minor creation (up to 1 cubic foot). The caster level
for this effect is equal to the tanuki’s level.
-
Natural Armor (2 RP): Tanuki gain a +1 natural armor bonus to their
Armor Class.
-
Saké Detection (3 RP): Tanuki can
use detect poison as a constant spell-like
ability.
The caster level for this effect is equal to the tanuki’s level.
-
Shrink Item (3 RP): Tanuki with a Charisma
of 11 or higher gain the following spell-like ability: 1/day—shrink item. The caster level
for this effect is equal to the tanuki’s level. The DC for the spells is equal to 10 + the spell's level + the
tanuki’s Charisma modifier.
-
Slam Attack (3 RP): Tanuki have
a slam attack that deals 1d6 points of damage. This is a primary natural attack,
or a secondary attack if the tanuki is wielding manufactured weapons. In addition,
the tanuki is treated as having the Improved Unarmed Strike feat for the
purpose of qualifying for other feats.
-
Superior Conjure Item (3 RP): The tanuki’s minor creation (up to 1 cubic foot) spell-like ability
improves to the following spell-like ability: 3/day—major creation (up to 1 cubic
foot). The caster level for this effect is equal to the tanuki’s level.
-
Veil (3 RP): Tanuki with a Charisma of 11 or higher gain
the following spell-like ability: 1/day—veil (self only). The caster
level for this effect is equal to the tanuki’s level. The DC for the spell is equal
to 10 + the spell's level + the tanuki’s Charisma modifier.
Plants
The sentient plant creature is fun trope that
has been around in fantasy stories and game for quite awhile. Since plants are a
pretty expensive type to begin with due to all of their immunities, the ability
to create plant hybrids is a little more difficult unless you are playing a game
with a higher number of starting race points (see Basic Race-Building Guidelines). Plants
are just below constructs, outsiders, and undead in the type hierarchy, so the resulting
type of most hybrid plant races will be plant (see type hierarchy).
Dhatura (standard ability scores: +2 Dexterity, +2 Wisdom, –2 Intelligence)
Dhatura (duh-TOO-ruh)
are a nocturnal race of intelligent plants indigenous to the deepest jungles. They
are usually found in close-knit matriarchal tribes where the eldest female rules.
Dhatura resemble dark-skinned elves with light-colored hair, and are sometimes mistaken
for drow. However, a second glance will reveal that a dhatura has “ears” composed
of leaves and “hair” constituted of large petals varying from white to lavender
in color and edged in all the colors of the rainbow. Most dhatura who go adventuring
suffer from a insurmountable wanderlust. Despite their appearance, dhatura get along
well with elves and gnomes.
Essential Traits (9 RP)
-
Plant (1 RP)
-
Medium: Verdants are Medium creatures and have no bonuses or penalties due
to their size.
-
Normal Speed: Verdants have a base speed of 30 feet.
-
Low-Light Vision (1 RP): Verdants
can see twice as far as humans in conditions of dim light.
-
Darkvision (2 RP): Dhatura can
see in the dark up to 60 feet.
-
Plant Immunities (8 RP): Verdants
are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns,
and phantasms), paralysis, poison, polymorph, sleep effects, and stunning.
-
Fire Vulnerability (–2 RP): Dhatura take half again as much damage (+50%) from fire,
regardless of whether a saving throw is allowed or if the save is a success or failure.
-
Moonlight Dependant (–2
RP):
Dhatura take 1d4 points of Constitution damage each day they go without exposure
to moonlight or starlight.
-
Languages: Dhatura begin play speaking Common and Sylvan.
Dhatura with high Intelligence scores can choose from the following: Auran, Elven,
Gnome, Tanuki, Tengu, Terran, and Vanaran.
Standard Traits
-
Linguist (1 RP): Dhatura begin
play speaking Common and Sylvan. Dhatura with high Intelligence scores can learn
any languages they want (except Druidic and other secret languages). This replaces
a dhatura’s normal languages.
-
Stalker (1 RP): Perception
and Stealth are always class skills for dhatura.
-
Swift as Shadows (3 RP): Dhatura
reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check
penalty for sniping by 10.
-
Toxic (1 RP): A number of
times per a day equal to her Constitution modifier (minimum 1/day), a dhatura can
envenom a weapon that she wields with her toxic saliva or blood (using blood requires
the dhatura to be injured when she uses this ability). Applying venom in this way
is a swift action.
§ Dhatura Venom: Injury; save Fort DC 10 + 1/2 the dhatura’s Hit Dice + the
dhatura’s Constitution modifier; frequency
1/round for 6 rounds; effect 1d2 Str;
cure 1 save.
Expanded Traits
-
Dayblossom (1 RP): The dhatura’s
skin color is lighter and she is more likely to be confused with a surface elf than
a drow. She gains resistance 5 against negative energy damage. She does not lose
hit points when she gains a negative level, and she gains a +2 racial bonus on saving
throws against death effects, energy drain, negative energy, and spells or spell-like
abilities of the necromancy school. In addition,
she takes 1d4 points of Constitution damage each day she goes without exposure to
sunlight. This replaces a dhatura’s darkvision and moonlight dependant traits.
-
Loamy Vigor (3 RP): Dhatura gain
fast healing 2 for 1 round anytime their bare hands or feet are in contact with
soil. Dhatura can heal up to 2 hit points per level per day with this ability, after
which it ceases to function.
-
Shadow Magic (2 RP): Dhatura
add +1 to the DC of any saving throws against spells of the shadow subschool that
they cast. In addition, if they have a Charisma score of 11 or higher dhatura also
gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level
for these spell-like abilities is equal to the dhatura’s character level. The DC for the spell
is equal to 10 + the spell's level + the dhatura’s Charisma modifier.
-
Small Stature (0 RP): Dhatura
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.
This
replaces a dhatura’s normal size category.
-
Stability (1 RP): Dhatura receive
a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or
trip attempt while standing on the ground.
Ghorans (standard ability scores: +2 Constitution, +2 Charisma, –2 Intelligence)
Ghorans are a form of plant life that can survive
in blighted wastelands that evolved sentience and ambulatory bodies mimicking the
appearance of their human farmers and consumers. Ghorans generally appear like green
humanoids leaf-textured skin, vine-like hair, and wooden masks instead of faces.
Essential Traits (7 RP)
-
Plant (1 RP)
-
Medium: Ghorans are Medium creatures and have no bonuses or penalties due
to their size.
-
Normal Speed: Ghorans have a base speed of 30 feet.
-
Low-Light Vision (1 RP): Ghorans
can see twice as far as humans in conditions of dim light.
-
Plant Immunities (8 RP): Ghorans
are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns,
and phantasms), paralysis, poison, polymorph, sleep effects, and stunning.
-
Delicious (–1 RP): Ghorans take
a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple
against any creature that has a bite attack with the grab ability.
-
Light Dependent (–2 RP): Ghorans
take 1d4 points of Constitution damage each day they go without exposure to sunlight.
-
Languages: Ghorans begin play speaking
Sylvan and Common. Ghorans with high Intelligence scores can choose from the following:
Aklo, Dwarven, Goblin, Infernal, and Vegepygmy.
Standard Traits
-
Linguist (1 RP): Dhatura begin
play speaking Common and Sylvan. Dhatura with high Intelligence scores can learn
any languages they want (except Druidic and other secret languages). This replaces
a ghoran’s normal languages.
-
Nature Magic (2 RP): Ghorans with
a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—detect poison, goodberry (created berries bud
from the ghoran's body), and purify food and drink. The caster
level is equal to the ghoran's level. The DC for these spells is equal to 10 + the
spell's level + the ghoran's Charisma bonus.
-
Past-Life Knowledge (2 RP): Ghorans remember memories encoded in their ghorus seed. They
treat all Knowledge skills as class skills.
Expanded Traits
-
Fibrous Skin (3 RP): Ghorans
have tough, rugged skin, granting them a +2 natural armor bonus.
-
Ghorus Seed (6 RP): As a full-round
action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted
in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy
duplicate of the original ghoran, save that the duplicate may reallocate all of
its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon
as its duplicate sprouts. This duplicate replaces the previous ghoran character.
Vegepygmies (standard ability scores: +2 Dexterity, +2 Constitution, –2 Intelligence; 1 RP)
Vegepygmies are created by a dangerous fungus
known as russet mold. A vegepygmy has no real relation to the body from which it
emerges, but the creature may yet retain a strange sort of reverence for its “birth
corpse” and carry with it a grisly memento from the body, typically a few bones
or teeth. Often, a vegepygmy uses such bones to craft a crude spear or some other
weapon. Vegepygmy tribes live in tightly knit communities and fiercely guard their
patches of russet mold. Vegepygmies stand 2 to 4 feet tall and weigh between 15
to 45 pounds.
Essential Traits (12 RP; 13 RP with standard ability scores)
-
Plant (1 RP)
-
Small: Vegepygmies are Small creatures 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.
-
Normal Speed: Vegepygmies have a base speed of 30 feet.
-
Darkvision (2 RP): Vegepygmies can see in the dark up to 60 feet.
-
Low-Light Vision (1 RP): Vegepygmies can see twice as far as humans in conditions
of dim light.
-
Plant Damage Reduction (1 RP): Vegepygmies
gain DR 5/slashing or bludgeoning
-
Plant Immunities (8 RP): Vegepygmies are immune to all mind-affecting effects
(charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison,
polymorph, sleep effects, and stunning.
-
Cannot Speak (–1 RP): Vegepygmies cannot speak—they
communicate via a crude language of rhythmic taps, beats, and clicks. Hunting parties
echo these exchanges through the caves they travel.
-
Languages: Vegepygmies begin play
understanding Vegepygmy. Vegepygmies with high Intelligence scores can choose from
the following: Dwarven, Elven, Gnome, Terran, and Undercommon.
Standard Traits
-
Claws (3 RP): Vegepygmies receive two claw attacks.
These are primary natural attacks that deal 1d4 points of damage.
-
Electricity Immunity (4 RP):
Vegepygmies are immune to electricity damage.
-
Weapon Familiarity (1 RP): Vegepygmies are proficient with all spears
(including shortspears and longspears).
Expanded Traits
-
Botanic Sneak (5 RP): Vegepygmies gain a +4 racial
bonus on Stealth checks. The bonus on Stealth checks increases to a +8 bonus
while in vegetation.
-
Fibrous Skin (3 RP): Vegepygmies have tough, rugged skin, granting them
a +2 natural armor bonus.
-
Infestation (6 RP): When a vegepygmy hits with a
claw attack, it can choose to infest the target with russet mold spores in addition
to dealing damage normally. Although
immunity to disease won't protect against russet mold spores, the growth can be
halted by remove disease and similar
effects. Exposure to sunlight also halts the spores' growth. Plants are immune
to russet mold spores. After 24
hours, a fully grown vegepygmy bursts from the body of any creature slain by
russet mold, provided the creature was Small or larger. For each size category
larger than Small, the body produces one additional vegepygmy. A vegepygmy must have
the claws trait to take this trait.
§ Russet Mold Infestation: Injury; save
Fort DC 10 + 1/2 the vegepygmy’s Hit Dice + the vegepygmy’s Constitution modifier; frequency
1/round; effect 2 Con; cure 1
save.
-
Storm in the Blood (3 RP):
Vegepygmies gain
fast healing 2 for 1 round anytime they take electricity damage (whether or not
this electricity damage overcomes their electricity resistance, if any). A
vegepygmy can heal up to 2 hit points per level per day with this ability,
after which it ceases to function.
Universal
Plant Traits
The
following traits may be taken by any plant race.
-
Hydrated Vitality (3 RP): Members of this race gain fast healing 2 for 1 round anytime
they submerge completely within a body of natural salt water, fresh water, or brackish
water. Stagnant, poisoned, or trapped water (such as water within an artificial
pit or a bag of holding) does not activate
this ability. Members of this race can heal up to 2 hit points per level per day
with this ability, after which it ceases to function.
-
Fertile Soil (2 RP): Sorcerer members of this race with the verdant bloodline
treat their Charisma score as 2 points higher for all sorcerer spells and class
abilities. Clerics who are members of this race with the Plant domain use their
domain powers and spells at +1 caster level. This trait does not give members of
this race early access to level-based powers; it only affects powers that they could
already use without this trait
-
Treespeech (2 RP): Members of this race have the ability to converse with plants
as if subject to a continual speak with plants spell.
Example Races
Here are some
examples made using these new rules. Although I normally aim for 12 RP example
hybrid races, due to the high RP cost of most of these races, a few examples be
composed of 16 RP.
Ataxia/Minotaur
Hybrid
TYPE
|
||
Outsider
(native) [hybrid]
|
2 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Normal
|
— RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
to One Ability Score)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Anarchic
Resistance
|
2 RP
|
|
Offense
Racial Traits
|
||
Gore
|
1 RP
|
|
Powerful
Build
|
4 RP
|
|
Weapon
Familiarity
|
1 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
Other
Racial Traits
|
||
Natural
Cunning
|
4 RP
|
|
TOTAL
16 RP
|
Dwarf/Mechanoid
Hybrid
TYPE
|
||
Humanoid
(dwarf, mechanoid) [hybrid]
|
1 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Slow
and Steady
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Constitution, +2 Wisdom, –2 Charisma)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Stability
|
1 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
Other
Racial Traits
|
||
Constructed
|
10 RP
|
|
Weakness
Racial Traits
|
||
Emotionless
|
–1 RP
|
|
TOTAL
12 RP
|
Ghoran/Dragonkin
Hybrid
TYPE
|
||
Plant
(dragonkin) [hybrid]
|
2 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Normal
|
— RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Constitution, +2 Charisma, –2 Intelligence)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Plant
Immunities
|
8 RP
|
|
Other
Racial Traits
|
||
Dragonkin
Traits
|
5 RP
|
|
(including
Low-Light Vision)
|
||
Weakness
Racial Traits
|
||
Delicious
|
–1 RP
|
|
Light
Dependent
|
–2 RP
|
|
TOTAL
12 RP
|
Gnome/Half-Construct
(Clockwork) Hybrid
TYPE
|
||
Humanoid
(clockwork, gnome, half-construct) [hybrid]
|
1 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Constitution, +2 Charisma, –2 Strength)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Illusion
Resistance
|
1 RP
|
|
Feats
and Skills Racial Traits
|
||
Obsessive
|
2 RP
|
|
Senses
Racial Traits
|
||
Low-Light
Vision
|
1 RP
|
|
Other
Racial Traits
|
||
Half-Construct
Traits
|
7 RP
|
|
Clockwork
Traits
|
5 RP
|
|
TOTAL
16 RP
|
Halfling/Tanuki
Hybrid
TYPE
|
||
Monstrous
humanoid (halfling, shapechanger) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Constitution, +2 Charisma, –2 Intelligence)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Fearless
|
1 RP
|
|
Halfling
Luck
|
2 RP
|
|
Magic
Racial Traits
|
||
Halfling
Jinx
|
2 RP
|
|
Raccoon
Shape
|
3 RP
|
|
Offense
Racial Traits
|
||
Weapon
Familiarity
|
1 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
TOTAL
12 RP
|
Kappa/Pech Hybrid
TYPE
|
||
Fey
(aquatic, earth) [hybrid]
|
2 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Specialized
|
1 RP
|
|
(+2
Strength, +2 Wisdom)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Pech
Immunities
|
2 RP
|
|
Movement
Racial Traits
|
||
Swim
|
3 RP
|
|
Offense
Racial Traits
|
||
Claws
|
2 RP
|
|
Earth
Mastery
|
1 RP
|
|
Senses
Racial Traits
|
||
Darkvision
|
2 RP
|
|
Low-Light
Vision
|
1 RP
|
|
Other
Racial Traits
|
||
Amphibious
|
2 RP
|
|
Weakness
Racial Traits
|
||
Head
Bowl
|
–1 RP
|
|
Light
Blindness
|
–2 RP
|
|
TOTAL
12 RP
|
Mechanoid (Robot)
TYPE
|
||
Humanoid
(mechanoid, robot)
|
— RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Normal
|
— RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
|
— RP
|
|
(+2
Constitution, +2 Charisma, –2 Intelligence)
|
||
LANGUAGES
|
||
Standard
|
— RP
|
|
RACIAL
TRAITS
|
||
Other
Racial Traits
|
||
Constructed
Traits
|
10 RP
|
|
Nanite
Surge
|
3 RP
|
|
Robot
Traits
|
4 RP
|
|
Weakness
Racial Traits
|
||
Emotionless
|
–1 RP
|
|
TOTAL
16 RP
|
No comments:
Post a Comment