AMZN_Banner

Showing posts with label giant. Show all posts
Showing posts with label giant. Show all posts

Tuesday, February 3, 2015

Unearthed Errata: Rephaim (Giant) Race

by Tim Wallace and Adam Frank


This is an update of the giant race from Arcana Evolved to Pathfinder RPG rules. Just in case of some sort of copyright toe-stepping thing, I changed the name the giants call themselves any my friend Adam wrote an altered racial background.

Giants
Giants call themselves Rephaim (pronounced REF-faw-eem, singular Repha), but other races just refer to them as “giants” due to their large stature. Existing since time immemorial the giants of the realm are the ideal of quiet stable power; their calm demeanor and peaceful ways are offset by their great physical presence. Towering over most of the creatures of the realm even the smallest of them is an imposing sight to look upon. They are a race of artists and diplomats, favoring peace and beauty over war and butchery. Their love of the arts has gifted the spellcasters of their race with many a unique viewpoint and even fascinating powers. Slow to anger and quick to forgive these gentle giants are seen as almost a paternal race, caring over the others and protecting those they can.
Physical Description: Giants vary in height but all are great creatures with powerful builds. Their hair is usually dark with dark eyes. Their skin varies in pigment from light to dark much like humans do. They have thicker skin and stocky builds adding to their imposing features. They are very strong creatures that commonly have to be careful to not harm others while playing games or giving a friendly pat on the back.
Society: The Rephaim try to live peaceful quiet lives in their beautiful cities. These places are scaled up for them and some races may find it uncomfortable living amongst them especially the Faen. A common color scheme among meeting places is white with gold inlay. At their homes they tend to favor all sorts of colors and design. Artisans of all types are highly prized and many tend to live in groups together creating communes of painters, sculptors and even spellcasters.
Relations: As a highly diplomatic and friendly race the Rephaim tend to get along well with most races. Anyone who isn’t outright hostile will be welcomed as a friend. They live very closely with the Sibeccai, the canine race they brought into sentience though some look upon this relationship as less paternal and more like that of slaves to their masters. The Rephaim would never see it that way as they let the Sibeccai come and go as they please and pay them fairly for their work; though they do tend to be protective of the younger race.
Alignment and Religion: Very open minded and caring creatures the Giants tend towards good alignments and gods. Their support of the arts and their love of others have guided them to embracing anyone who supports those activities. Rarely are they extremely devout to one god but those that are will still respect the others that stand for art and diplomacy.
Adventurers: Rephaim adventurers are common, most often an artist of some kind out seeking inspiration or an opportunity to practice their art form. They will generally join up with groups who are wanderers as despite their city based culture they enjoy discovering new things. A giant will tend to gravitate to a leadership role in a group as they see themselves as caretakers responsible for those in their stead.
Male Names: Dawa, Dorje, Gyaltag, Lotse, Pasan, Salden, Tenzin, Yangkyi
Female Names: Choden, Dechen, Jigme, Kunga, Ngapo, Nyima, Rimshi, Tashi

Giant Racial Traits (9 RP)
+2 Strength, +2 Charisma, –2 Dexterity: Giants are strong but less nimble than other creatures.
Humanoid (giant): Giants are humanoids with the giant subtype.
Medium: Giants are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Giants can see twice as far as humans in conditions of dim light.
Craftsman (1 RP): Giants gain a +2 racial bonus on all Craft checks.
Diplomat (4 RP): Giants gain a +2 racial bonus all Diplomacy and Sense Motive checks.
Skill Training (1 RP): Intimidate and Perception are always considered class skills for giants.
Weapon Familiarity (1 RP): Giants are proficient with greatswords and greataxes.
Languages (1 RP): Giants begin play speaking Common and Giant. Giants with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Giant Racial Traits
The following racial traits may be selected instead of existing giant racial traits. Consult your GM before selecting any of these new options.
Dragon Hunter: Giants with this trait gain a +1 racial bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. This trait replaces craftsman and skill training.
Emissary: Once per day, giants can roll twice when making a Bluff or Diplomacy check and take the better roll. This trait replaces craftsman.
Powerful Build: Some giants are even more physically imposing. Giants with this trait function in many ways as if they were a Large creature.
●    Whenever a giant 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 giant is treated as a Large creature if doing so is advantageous to him.
●    A giant 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 giant 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.
This trait replaces the diplomat trait.
Natural Armor: Giants with this trait receive a +1 natural armor bonus. This trait replaces skill training and weapon familiarity.

Favored Class Options
The following options are available to all giants who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Arcanist: When casting arcanist transmutation spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Cavalier: Add +1 to the cavalier's CMB when making bull rush or overrun combat maneuvers against a challenged target.
Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
Magus: Add +1/4 to the magus's arcane pool.
Paladin: Add DR 1/magic to the paladin’s mount. Each time the paladin selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the paladin ever replaces mount, the new mount gains this DR.
Samurai: Add +1/2 to the samurai's bonus to damage against targets of his challenge.
Skald: Increase the skald's total number of raging song rounds per day by 1.

Racial Class Options
The following racial cavalier or samurai order and archetype are available to giants.

Cavalier or Samurai Order
In a society built upon protecting “lesser” races, there are cavaliers and samurai who make it their focus.

Order of the Steward
The cavaliers and samurai of the order of the steward enjoy discipline and often treat their companions much as a household to be managed. While quick to assume leadership and occasionally overbearing, their true goal is to assist each member of the party, and therefore the party as a whole, to achieve his or her maximum potential.

Edicts: The cavalier or samurai must treat others as he would wish to be treated. He must protect the lives and possessions of his companions, as well as those weaker than himself. He must be truthful, respectful to his authority figures, and loyal to his friends. He must conduct himself with honor and dignity.

Challenge: Whenever an order of the steward cavalier or samurai declares a challenge, he receives damage reduction 1/— against attacks made by the target of his challenge. This DR increases by +1 for every four levels the cavalier or samurai possesses.

Skills: An order of the steward cavalier or samurai adds Heal (Wis), Knowledge (local) (Int), Knowledge (nobility) (Int) to his list of class skills. Whenever an order of the steward cavalier or samurai uses the Diplomacy skill to change the initial attitude of an NPC, he receives a bonus on the check equal to 1/2 his cavalier or samurai level (minimum +1).

Order Abilities: A cavalier or samurai who belongs to the order of the steward gains the following abilities as he increases in level.

Body Block (Ex): At 2nd level, the caviler or samurai receives Saving Shield as a bonus feat. He does not need to be wielding a shield to use this ability as long as he is wearing medium or heavy armor.

Defensive Stance (Ex): At 8th level, the caviler or samurai gains the defensive stance ability, as a stalwart defender. He does not gain any defensive powers from this ability, though if he has defensive powers from another class, he may use them with this ability. He may also choose defensive powers in place of the bonus feats gained at 12th and 18th levels. He can maintain this stance a number of rounds per day equal to his Charisma bonus, plus 1 round for every cavalier of samurai level above 4th. Levels of stalwart defender stack with his cavalier or samurai levels when determining the total number of rounds that he can maintain her defensive stance per day.

Mobile Defense (Ex): At 15th level, the cavalier or samurai can make one 5-foot step per round while maintaining his defensive stance.

Cavalier or Samurai Archetype
The giants who specialize in the honorable classes of cavalier or samurai tend to eschew mounts in order to more focus on the art of the spear. Gaining faster movement and greater power with the spear; they focus on charging the enemy often times bringing enough power to fell even the most powerful foes on the first strike. These engines of destruction are great leaders guiding their group where to go while trying to keep the enemy focus away from their friends.

Juggernaut (Cavalier or Samurai)
Juggernauts give up their mounts to become one-man engines of destruction.

Weapon and Armor Proficiency: A juggernaut treats a lance as a one-handed melee weapon.

Fast Movement (Ex): At 1st level, a juggernaut’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the juggernaut's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the juggernaut's land speed. At 9th level, this bonus increases to +20 feet. If the juggernaut is a cavalier, this ability replaces mount and expert trainer. If the juggernaut is a samurai, this ability replaces mount and mounted archer.

Juggernaut’s Charge (Ex): At 3rd level, a juggernaut receives a +4 bonus on melee attack rolls on a charge (instead of the normal +2). In addition, the juggernaut does not suffer any penalty to his AC after making a charge attack. If the juggernaut is a cavalier, this ability replaces cavalier’s charge. If the juggernaut is a samurai, this ability replaces weapon expertise.

Mighty Juggernaut (Ex): At 11th level, a juggernaut’s can use his fast movement ability even when wearing heavy armor or carrying a heavy load. In addition, his land speed is no longer modified by armor or encumbrance. If the juggernaut is a cavalier, this ability replaces mighty charge. If the juggernaut is a samurai, this ability replaces honorable stand.

Supreme Juggernaut (Ex): At 20th level, a juggernaut deals double damage with a melee weapon (or triple damage with a lance) when using the charge action. If the juggernaut is a cavalier, this ability replaces supreme charge. If the juggernaut is a samurai, this ability replaces last stand.

New Racial Rules
The following options are available to giants. At the GM's discretion, other appropriate races may also make use of some of these.

Giant Feats
Giants have access to the following feats.

Powerful Build
You stature grants you some of the abilities of a Large creature.
Prerequisite: Giant.
Benefit: You function in the following ways as if you were a Large creature.
●    Whenever you are 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), you are treated as a Large creature if doing so is advantageous to you.
●    You are 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 you.
●    You can use weapons designed for a Large creature without penalty. However, your space and reach remain those of a Medium creature.
●    The benefits of this feat stack with the effects of abilities and spells that change your size category.

Tatakai
You can enter a state more conducive to battle at the cost of your intuition and charm.
Prerequisites: Base attack bonus +1, giant.
Benefit: You may take a full-round action that invokes attacks of opportunity to initiate a state of tatakai for 10 minutes. While under the effects of tatakai you gain a +2 morale bonus to Strength and Constitution and take a –2 penalty to Wisdom and Charisma. These bonuses do not stack with other morale bonuses to ability scores (such as a barbarian’s rage class ability).

Greater Tatakai
You gain more benefits than detriments when under the effects of tatakai.
Prerequisites: Base attack bonus +9, Tatakai, giant.
Benefit: While under the effects of tatakai you gain a +4 morale bonus to Strength and Constitution and still only take a –2 penalty to Wisdom and Charisma.

Swift Tatakai
You can initiate tatakai more quickly.
Prerequisites: Wisdom 13, base attack bonus +3, Tatakai, giant.
Benefit: You can initiate tatakai as a move action.

Tremendous Size
You grow to the size and stature.
Prerequisites: Powerful build, giant, character level 7th.
Benefit: You become a Large creature, which has the following effects.
●    You gain a +2 size bonus to Strength and a –2 size penalty to Dexterity.
●    You take a –1 size penalty to your AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to your CMD, and a –4 size penalty on Stealth checks.
●    You take up a space that is 10 feet by 10 feet and have a reach of 5 feet.

Giant Spells
Giants have access to the following spells.

BLANKET OF MERCY
School transmutation; Level cleric/oracle 3, inquisitor 3, paladin 4, ranger 4, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M (embroidered cloth at least 10-ft. square worth 100 gp)
Range touch
Target one helpless or willing creature with 5 or fewer HD on blanket
Duration 1 day/level (D)
Saving Throw Will negates; Spell Resistance yes
When you cast the spell the creature disappears into the cloth, replaced by a highly accurate, sewn picture of the creature from whatever angle you wish. The spell places the subject into a state of suspended animation. For the creature, time ceases to flow, and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. The cloth retains its normal weight and dimensions. You can restore the creature at any time as a full-round action by unfurling the cloth and ordering the spell to end, consuming the cloth. Anyone else wishing to restore the creature must successfully dispel your spell. If the cloth is destroyed or significantly damaged, the spell ends and the creature held within the cloth is violently expelled and takes 3d6 points of damage.

MARK ALLIES
School transmutation; Level bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S, M (chalk or dye)
Range touch
Target one ally/three levels
Duration 1 round/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
For the spell’s duration, touched creatures you have designated as your allies remain unaffected by any spell that you cast of the 3rd-level or lower to which spell resistance applies. Therefore, they would not take damage from your fireball, but they would be affected by your obscuring mist. The targets can elect to be affected by spells with beneficial effects.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Giant
40 years
+4d6
+6d6
+9d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Giant
125 years
205 years
260 years
260 +1d% years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Giant, male
6 ft. 3 in.
200 lbs.
2d6
×7 lbs.
Giant, female
6 ft. 0 in.
192 lbs.
2d6
×7 lbs.


Tuesday, August 12, 2014

Unearthed Errata: Arcana Evolved Races Overview

by Tim Wallace

After talking to some others on the Arcana Evolved conversion thread at Paizo.com, I decided to do a base conversion of all the Arcane Evolved races, and then I will flesh out each of the races with more options in future posts.


Update (8/13): Due to my need for small break, I am going to take a week off and wait until 8/26 to publish the next post. --Tim



Dracha
Dracha (pronounced DRA-kah, both singular and plural) are draconic humanoids magically created by dragons to serve as their messengers and soldiers amongst the lesser races. As true descendants of dragons, dracha look down upon mojh.

Dracha Racial Traits (11 RP)
+2 Strength, +2 Constitution, –2 Charisma (1 RP): Dracha are strong and resilient.
Humanoid (reptilian): Dracha are humanoids with the reptilian subtype.
Medium: Dracha are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracha have a base speed of 30 feet.
Darkvision (2 RP): Dracha can see in the dark up to 60 feet.
Gliding Wings (3 RP): Dracha take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dracha can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dracha cannot gain height with these wings alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes the dracha to rise, they can take advantage of the updraft to increase the distance they can glide.
Natural Armor (3 RP): Dracha receive a +2 natural armor bonus.
Weapon Familiarity (1 RP): Dracha are proficient with battleaxes and greataxes.
Languages (1 RP): Dracha begin play speaking Common and Draconic. Dracha with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Dracha Racial Traits
The following racial traits may be selected instead of existing dracha racial traits. Consult your GM before selecting any of these new options.
Breath Weapon: A dracha with this trait has a 5-foot cone breath weapon usable once per day. The breath weapon deals 1d8 points of acid, cold, electricity, or fire damage (chosen at character creation) per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the dracha's level + the dracha's Constitution modifier) halves the damage. This trait replaces a dracha’s weapon familiarity. Dracha with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Enclave Protector: Dracha add +1 to the caster level of any abjuration spells they cast. Dracha with a Intelligence score of 11 or higher gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the dracha's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the dracha's Intelligence modifier. Dracha with this trait with high Intelligence scores can choose a bonus language from the following: Elven, Faen, Gnome, Halfling, and Litorian. This trait replaces the dracha’s weapon familiarity trait and alters the dracha’s bonus languages.
Dragon-Scaled: Some dracha are hatched with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These dracha gain a resistance that makes them especially suited to work alongside dragons matching the color of the dracha's scales. Black-scaled, copper-scaled, and green-scaled dracha with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled dracha with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled dracha with this racial trait gain fire resistance 5. Silver-scaled and white-scaled dracha with this racial trait gain cold resistance 5. Dracha with this trait only receive a +1 natural armor bonus.
Dragon Flight: Some rare dracha are born with fully functional wings. However, such dracha do not have the tough hides of their brothers and sisters. Dracha with this trait have a fly speed of 30 feet with average (+0 on Fly checks) maneuverability. This trait replaces the gliding wings and natural armor traits.
Dragon Tail: Dracha with this trait have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage + the dracha’s Strength modifier. This trait replaces the natural armor trait.

Faen
Faen (pronounced FAY-in, singular and plural) are a unified race, but each is born with one of seven specialties. (For the full race write-up, see Unearthed Errata: Faen Race.)

Faen Racial Traits (11 RP)
+2 Dexterity, +2 Intelligence, –2 Strength: Faen are nimble in body and mind, but their small stature makes them weaker than other races.
Fey (2 RP): Faen are fey.
Small: Faen 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): Faen have a base speed of 20 feet.
Low-Light Vision: Faen can see twice as far as humans in conditions of dim light.
Bond to the Forest (1 RP): Faen get a +2 dodge bonus to AC in forest terrain.
Camouflage (1 RP): Faen receive a +4 racial bonus on Stealth checks in forest terrain.
Nature’s Shadow (1 RP): Knowledge (nature) and Stealth are always class skills for faen.
Faen Specialty (3 RP): Each faen is born with one of seven innate abilities.
Changeling Shapeshifting: Changeling faen can assume the appearance of a single form of a human child of their size. The form is static and cannot be changed each time they take this form. The faen gains a +10 racial bonus on Disguise checks made to appear as a human child. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Changeling faen have the shapeshifter subtype.
Darkling Touch: Darkling faen with an Intelligence of 11 or higher also gain the following spell-like abilities: 1/day—vampiric touch. Though living creatures, darkling faen react to positive and negative energy as if they are undead—positive energy harms them, while negative energy heals them. Darkling faen take no penalties from energy drain effects, though they can still be killed if they accrue more negative levels then they have Hit Dice. After 24 hours, any negative levels a darkling faen takes are removed without the need for an additional saving throw.
Loresong Magic: Loresong faen gain a +2 racial bonus on Spellcraft checks. Loresong faen with an Intelligence of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, haunted fey aspectUC, and vanishAPG. The caster level for these effects is equal to the faen’s character level. The DC for these spells is equal to 10 + the spell’s level + the faen’s Intelligence modifier. (Players with access only to the Core Rulebook may substitute lullaby and ventriloquism for haunted fey aspect and vanish.)
Lubrican Luck: Lubrican faen gain a +2 racial bonus on saving throws against fear and despair effects. Once per day, after a natural roll of 1 on a d20 roll, lubrican faen may reroll and use the second result.
Prowrie Savagery: Once per day, whenever a prowrie faen takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, and taking a –2 penalty to AC. Prowrie faen are also proficient with spears and longspears.
Quickling Speed: Quickling faen receive Run as a bonus feat and a +10 foot bonus to their base speed.
Urisk Tinkering: Urisk faen gain a +2 racial bonus on all Craft or Profession checks to create objects from stone or wood. Urisk faen with an Intelligence of 10 or higher also gain the following spell-like ability: 3/day—mending. The caster level for this effect is equal to the faen’s character level. The DC for these spells is equal to 10 + the faen’s Intelligence modifier.
Forest Stride (1 RP): Faen can move through natural difficult terrain at their normal speed in forest terrain. Magically altered terrain affects them normally.
Weapon Familiarity (1 RP): Faen are proficient with bows (including longbows, composite longbows, shortbows, and composite shortbows).
Languages (1 RP): Faen begin play speaking Common and Faen. Faen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Faen Racial Traits
The following racial traits may be selected instead of existing faen racial traits. Consult your GM before selecting any of these new options.
Dual Specialties: Some rare faen show for multiple specialties. Such faen often become chieftains or royalty. Faen with this trait choose two abilities from the faen specialty list. This trait replaces the bond to the forest, camouflage, nature’s shadow, and forest stride traits.
Resist Mortal Magic: Faen with this trait gain spell resistance equal to 11 + their character level against spells and spell-like abilities cast by humanoids. This trait replaces the bond to the forest and forest stride traits.
Swamp Faen: Faen with this trait gain a +2 dodge bonus to AC, +4 racial bonus on Stealth checks, and can move through natural difficult terrain at their normal speed in swamp terrain. Magically altered terrain affects them normally. This trait replaces the bond to the forest, camouflage, and forest stride traits.
Urbanite: Faen with this trait gain a +2 dodge bonus to AC, +4 racial bonus on Stealth checks, and can move through natural difficult terrain at their normal speed in urban terrain. Magically altered terrain affects them normally. This trait replaces the bond to the forest, camouflage, and forest stride traits.

Giants
The giants (or Rephaim, as they call themselves) migrated from a land across the sea many centuries ago. Finding a civilization in decline, they took over as benevolent administrators and rebuilt the known world in the image of the culture they left behind.

Giant Racial Traits (9 RP)
+2 Strength, +2 Charisma, –2 Dexterity: Giants are strong but less nimble than other creatures.
Humanoid (giant): Giants are humanoids with the giant subtype.
Medium: Giants are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Giants can see twice as far as humans in conditions of dim light.
Craftsman (1 RP): Giants gain a +2 racial bonus on all Craft checks
Diplomat (4 RP): Giants gain a +2 racial bonus all Diplomacy and Sense Motive checks.
Skill Training (1 RP): Intimidate and Perception are always considered class skills for giants.
Weapon Familiarity (1 RP): Giants are proficient with greatswords and greataxes.
Languages (1 RP): Giants begin play speaking Common and Giant. Giants with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Giant Racial Traits
The following racial traits may be selected instead of existing giant racial traits. Consult your GM before selecting any of these new options.
Emissary: Once per day, giants can roll twice when making a Bluff or Diplomacy check and take the better roll. This trait replaces craftsman.
Powerful Build: Some giants are even more physically imposing. Giants with this trait function in many ways as if they were a Large creature.
●    Whenever a giant 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 giant is treated as a Large creature if doing so is advantageous to him.
●    A giant 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 giant 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.
This trait replaces the diplomat trait.
Natural Armor: Giants with this trait receive a +1 natural armor bonus. This trait replaces skill training and weapon familiarity.

Litorians
Leonine hunters of the plains, the litorian people are a proud race that live in tribes and value their honor above their very lives. The disdain the sibeccai, whom they see as the willing slaves of the giants.

Litorian Racial Traits (11 RP)
+2 Strength, +2 Dexterity, –2 Wisdom (1 RP): Litorians are strong and fast.
Humanoid (litorian): Litorians are humanoids with the litorian subtype.
Medium: Litorians are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Litorians have a base speed of 30 feet.
Low-Light Vision (1 RP): Litorians can see twice as far as humans in conditions of dim light.
Hunter (2 RP): Litorians gain a +2 racial bonus on Survival checks.
Intimidating (2 RP): Litorians gain a +2 racial bonus on Intimidate checks.
Keen Senses (2 RP): Litorians gain a +2 racial bonus on Perception checks.
Weapon Familiarity (2 RP): Litorians are proficient with flails (including light, heavy, and dire flails) and litorian warclubs.
Languages (1 RP): Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Litorian Racial Traits
The following racial traits may be selected instead of existing litorian racial traits. Consult your GM before selecting any of these new options.
Night Hunter: Litorians with this trait have darkvision 60 feet and light sensitivity. This trait replaces the low-light vision trait.
Night Stalker: Litorians with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the hunter and intimidating traits.
Reaper: Litorians with this racial trait are proficient with kamas, double-chained kamas, kusarigamas, and scythes. This racial trait replaces the normal litorian weapon familiarity trait.

Litorian Equipment
Litorians have access to the following equipment.

Warclub, Litorian: This heavy, 5-foot-long, iron-tipped club sports a single, hooked spike on each end.

Litorian Weapons
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight1
Type
Special
Two-Handed Melee Weapons
Warclub, litorian
60 gp
1d6/1d6
1d8/1d8
×3
25 lbs.
S
double
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Mojh
In the attempt to be more like the dragons they revere, mojh (pronounced MOEZH, both singular and plural) are humanoids who have chosen to undergo magical transformation into something that is neither quite dragon nor quite humanoid in nature anymore. Mojh are resentful of the very existence of the dracha, seeing the entire race as having stolen their birthright.

Mojh Racial Traits (10 RP)
+2 Dexterity, +2 Intelligence, –2 Constitution: Mojh are brilliant but not very hardy.
Humanoid (reptilian): Mojh are humanoids with the reptilian subtype.
Medium: Mojh are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Mojh have a base speed of 30 feet.
Darkvision (2 RP): Mojh can see in the dark up to 60 feet.
Flexible (2 RP): Mojh gain a +2 racial bonus on Acrobatics checks.
Gifted Linguist (2 RP): Mojh gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Natural Armor (2 RP): Mojh receive a +1 natural armor bonus.
Weapon Familiarity (1 RP): Mojh are proficient with rapiers and shortswords.
Languages (1 RP): Mojh begin play speaking Common and Draconic. Mojh with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Mojh Racial Traits
The following racial traits may be selected instead of existing mojh racial traits. Consult your GM before selecting any of these new options.
Elemental Assault: Once per day as a swift action, a mojh can shroud her arms in acid, cold, electricity, or fire (chosen at character creation). This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This trait replaces the mojh’s weapon familiarity. Mojh with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Dragon-Scaled: Some mojh are reborn with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These mojh gain a resistance that makes them especially suited to work alongside dragons matching the color of the mojh's scales. Black-scaled, copper-scaled, and green-scaled mojh with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled mojh with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled mojh with this racial trait gain fire resistance 5. Silver-scaled and white-scaled mojh with this racial trait gain cold resistance 5. This racial trait replaces the natural armor racial trait.
Mojh Magic: Mojh with this trait and a Charisma modifier of 13 or higher also gain the following spell-like ability: 1/day—draconic reservoirAPG. The caster level for this effect is equal to the mojh's character level. (Players with access only to the Core Rulebook may substitute protection from energy for draconic reservoir.) This trait replaces the flexible trait and the mojh’s weapon familiarity.
Vestigial Wings: Some mojh possess a pair of undersized, withered, or stunted wings like a mockery of those of the dragons they wish to mimic. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces flexible.

Mojh Feats
Mojh have access to the following feat.

Mojh Transformation
In wishing to mimic dragons, you undergo the process that will transform yourself  into a mojh.
Prerequisite: Character level 7th, humanoid type.
Benefit: In a month-long alchemical and magical ritual that costs 500 gp, you undergo transformation into a mojh. Your subtype changes to mojh, and you gain the darkvision, gifted linguist, and natural armor racial traits of a mojh (in addition to your race’s original racial traits). In addition you gain the lifespan of a mojh.

Sibeccai
The canine sibeccai (pronounced SIB-ba-kai, both singular and plural) were once dumb animals. Then the giants used their magic to raise the sibeccai cognizance. As a whole, sibeccai attend the giants lead with a loyalty equal to that of their non-sentient cousins. However, some of their number have grown weary of this relationship and wish to strike out on their own.

Sibeccai Racial Traits (10 RP)
+2 Dexterity, +2 Constitution, –2 Intelligence (1 RP): Sibeccai are fast and tough, but not deep thinkers.
Humanoid (sibeccai): Sibeccai are humanoids with the sibeccai subtype.
Medium: Sibeccai are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Sibeccai have a base speed of 30 feet.
Low-Light Vision (1 RP): Sibeccai can see twice as far as humans in conditions of dim light.
Affable (4 RP): Sibeccai gain a +2 racial bonus on Gather Information and Handle Animal.
Agile Steps (2 RP): Sibeccai gain a +2 racial bonus on Stealth checks.
Weapon Familiarity (1 RP): Sibeccai are proficient with sickles and sibeccai khopeshes.
Languages (1 RP): Sibeccai begin play speaking Common and Giant. Sibeccai with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Sibeccai Racial Traits
The following racial traits may be selected instead of existing sibeccai racial traits. Consult your GM before selecting any of these new options.
Bite: Sibeccai with this trait gain a natural bite attack. The bite is a primary attack that deals 1d4 damage, or a secondary attack if the sibeccai is wielding manufactured weapons. This trait replaces agile steps.
Scent: Sibeccai with this trait gain the scent ability. This trait replaces affable.
Weapon Trained: Some sibeccai have been trained with all weapons of a specific type. Sibeccai with this trait choose one of the fighter weapon  groups. They are proficient with all the weapons in that weapon group. This trait replaces the affable trait and the sibeccai’s weapon familiarity.

Sibeccai Equipment
Sibeccai have access to the following equipment.

Khopesh, Sibeccai: This sword’s blade is straight near the hilt but ends in a curve. It is only about 2 feet long but very heavy.

Sibeccai Weapons
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight1
Type
Special
One-Handed Melee Weapons
Khopesh, sibeccai
65 gp
1d8
1d10
19-20/×2
15 lbs.
S
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Verrik
Verrik (singular and plural) are a race of red-skinned, enigmatic humanoids who generally look at individual events in relation to the entire perspective of past, present, and future. This often causes conflict when they interact with humans, whom they view as capricious and too focused on the present.

Verrik Racial Traits (10 RP)
+2 Dexterity, +2 Wisdom, –2 Charisma: Verrik are fast and deep thinkers, but not don’t always get along with other races.
Humanoid (verrik): Verrik are humanoids with the verrik subtype.
Medium: Verrik are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Verrik have a base speed of 30 feet.
Resistant (2 RP): Verrik gain +2 racial bonus on saving throws against mind-affecting effects and poison.
Sensory Control (5 RP): Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Disable Device or Sleight of Hand attempts, or any other action the GM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action.
Verrik Magic (1 RP): Verrik with Wisdom scores of 10 or higher gain the following spell-like abilities: 1/day—detect magic, mage hand, message. The caster level for these effects is equal to the verrik’s level. The DC for these spells is equal to 10 + the spell's level + the verrik’s Wisdom modifier.
Weapon Familiarity (1 RP): Verrik are proficient with crossbows (including hand crossbows, heavy crossbows, and light crossbows).
Languages (1 RP): Verrik begin play speaking Common and Verrik, though Verrik is kept secret and not spoken around outsiders. Verrik with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Verrik Racial Traits
The following racial traits may be selected instead of existing verrik racial traits. Consult your GM before selecting any of these new options.
Blindsense: Using nonvisual senses such as acute smell or hearing, verrik notice things they cannot see. Verrik usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. Creatures that verrik cannot see still have total concealment against verrik with blindsense, and verrik still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of verrik. Verrik are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. This trait replaces sensory control.
Shards of the Past: A verrik's past lives grant her bonuses on two particular skills. A verrik chooses two skills, gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class they actually take. This trait replaces the resistant and verrik magic traits, and the verrik’s weapon familiarity.
Third Eye: A small percentage of verrik are born with a third eye in the center of their forehead. At 1st level, a verrik with this trait gains the following spell-like ability: At will—detect magic. At 9th level, the verrik gains the following spell-like ability: 1/day—arcane eye. At 13th level, the verrik gains the following spell-like ability: 1/day—true seeing. The caster level for these effects is equal to the verrik’s character level. This trait replaces sensory control.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Dracha
15 years
+1d4
+1d6
+2d6
Faen
40 years
+4d6
+6d6
+9d6
Giant
40 years
+4d6
+6d6
+9d6
Litorian
20 years
+2d4
+3d6
+4d6
Mojh
110 years
+4d6
+6d6
+10d6
Sibeccai
14 years
+1d4
+1d6
+2d6
Verrik
20 years
+1d6
+2d6
+3d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Dracha
35 years
55 years
75 years
75 +2d10 years
Faen
100 years
140 years
180 years
180 +2d% years
Giant
125 years
205 years
260 years
260 +1d% years
Litorian
50 years
75 years
100 years
100 +4d20 years
Mojh
175 years
257 years
340 years
340 +3d% years
Sibeccai
30 years
47 years
70 years
70 +2d10 years
Verrik
40 years
70 years
100 years
100 +2d20 years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Dracha, male
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Dracha, female
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Faen, male
3 ft. 0 in.
40 lbs.
2d4
×1 lb.
Faen, female
3 ft. 2 in.
45 lbs.
2d4
×1 lb.
Giant, male
6 ft. 3 in.
200 lbs.
2d6
×7 lbs.
Giant, female
6 ft. 0 in.
192 lbs.
2d6
×7 lbs.
Litorian, male
6 ft. 0 in.
180 lbs.
2d4
×7 lbs.
Litorian, female
5 ft. 11 in.
155 lbs.
2d4
×7 lbs.
Mojh
5 ft. 8 in.
100 lbs.
2d8
×5 lbs.
Sibeccai, male
4 ft. 10 in.
130 lbs.
2d10
×5 lbs.
Sibeccai, female
4 ft. 4 in.
90 lbs.
2d10
×5 lbs.
Verrik, male
4 ft. 10 in.
120 lbs.
2d10
×5 lbs.
Verrik, female
4 ft. 5 in.
85 lbs.
2d10
×5 lbs.