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Showing posts with label plant. Show all posts
Showing posts with label plant. Show all posts

Tuesday, October 13, 2015

Bestiary – Gheirlock

by Tim Wallace and Adam Frank

Gheirlock
This fungoid creature with six short legs, four arms and armor plated with stones attached to its body. Underneath the stone plates are slimy, semi-transparent flanges. As it moves a small dust cloud falls in its wake.

© Nicholas Cloister, Monsters by Email, licensed to Timothy Wallace

GHIERLOCK      CR 8
XP 4,800
N Medium plant
Init +4; Senses low-light vision, spell sight; Perception +17
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DEFENSE
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AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 94 (10d8+50)
Fort +11, Ref +7, Will +7
Immune plaint traits (mind-affecting effects, paralysis, poison, polymorph, sleep, stunning)
Weaknesses vulnerable to fire
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OFFENSE
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Speed 50 ft.
Melee 4 claws +11 (1d4+2 plus spores)
Special Attacks spellstrike, spores (DC trample (2d6+3, DC 17)
Magus Spells Prepared (CL 8th; concentration +15)
   3rd—displacement, force hook charge[UM], force punch[UM] (DC 20), vampiric touch
   2nd—ablative barrier[UC], anticipate thoughts[OA] (DC 19), elemental touch[APG] (2), frigid touch[UM], spider climb
   1st—corrosive touch[UM], lock gaze[UC] (DC 18), long arm[ACG], shocking grasp (2), vanish[APG] (DC 18)
   0 (at will)—dancing lights, daze (DC 17), ghost sound (DC 17), light, mage hand
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STATISTICS
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Str 14, Dex 19, Con 18, Int 25, Wis 19, Cha 16
Base Atk +7; CMB +11; CMD 23 (31 vs. trip)
Feats Agile Maneuvers, Arcane Strike, Blighted Critical[UM], Toughness, Weapon Finesse
Skills Acrobatics +9 (+17 to jump), Climb +7, Intimidate +13, Knowledge (arcana) +17, Knowledge (nature) +17, Perception +17, Sense Motive +14, Spellcraft +17, Stealth +17 (+21 Stealth in vegetation), Survival +9, Swim +7
Languages Boggard, Draconic, Dwarven, Elven, Gnome, Goblin, Sylvan, Terran
SQ adhesive
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SPECIAL ABILITIES
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Adhesive (Ex) A gheirlock exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. A weapon that strikes a gheirlock is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves the adhesive, but the gheirlock can still grapple normally. A gheirlock can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. The save DC is Strength-based.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blighted Critical Confirm a critical hit with a spell or spell-like ability to inflict a random minor spellblight.
Spell Sight (Su) Eyes shine light in 15 ft. cone which causes magic to glow faintly.
Spellstrike (Su) Deliver spells with range of "touch" through claw gaining a free claw attack.
Spores (Ex) A creature damaged by a gheirlock’s claws must succeed at a DC 18 Fortitude save for be infected with gheirlock spores. Gheirlock spores quickly take root in their victims, inflicting 2 points of Constitution damage per round. A new Fortitude save can be attempted each round to halt the growth. Although immunity to disease won't protect against gheirlock spores, the growth can be halted by remove disease and similar effects. Exposure to sunlight also halts the spores' growth. Plants are immune to gheirlock spores.
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ECOLOGY
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Environment swamp, forest, and jungle (Material plane)
Organization solitary or colony (2-4)
Treasure standard

A large sentient fungus the gheirlock's primary goal is to breed. It wanders around looking for places its spores can spread. In order to take hold and grow, a gheirlock's spores must come into contact with a corpse or an open wound on a living being. The spores feed off their host until they consume it and become another gheirlock. This new gheirlock's face bears a passing resemblance to the creature that originally fed it. After it is fully grown, a gheirlock feeds off of any living creature it finds easy enough to catch. If it is not solitary it often brings its fresh kill to the others so they may feast together. A gheirlock excretes an incredibly powerful adhesive from the white tendrils that grow from it and it places stones on its body to act as armor. Each gheirlock has powerful innate magic. Instead of keeping a spell book, a gheirlock records its spells on the pieces of stone that make up its armor.

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LORE
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Characters with ranks in Knowledge (nature) can learn more about gheirlocks. When a character makes a successful skill check, the following lore is revealed, including the information from lower DCs.

DC 18 Gheirlocks are fungal creatures who feed upon living or recently living flesh. They command powerful magics that they wield together with their claws to destroy those they deem enemies.
DC 21 Gheirlocks primary drive is to create more gheirlocks by causing wounds on living creatures.
DC 24 As the primary desire of a gheirlock is to create more gheirlocks they are likely to flee from a combat where they have successfully infected one or more people though if chased they will defend themselves.
DC 27 A gheirlock is covered in spores and once it breaks the skin of its victim a person has almost certainly been exposed. If they do not receive proper medical attention within the next few days the infected individual with be consumed by and turned into a gheirlock.
DC 30 All gheirlocks have access to certain magics that can help spread their infection or cause a person to be an easier, more compliant subject for feeding or infecting.


Tuesday, September 29, 2015

Forgotten Fable RPG™: Uekijin Race

by Tim Wallace and Adam Frank

The uekijin (pronounced OO-AY-KEY-jin) are a species of plant that evolved on Densetsu millennia before the other intelligent species came to or evolved. They hold a strong sense of self and are often seen as very reclusive. Having no gender, the uekijin are divided by lineage based upon the parent they sprouted from. Once a year an uekijin has the opportunity to bloom, generally in a nursery where the young flowers will grow surrounded by the elders.
Physical Description: The uekijin are a species of plant that has developed sentience. Uekijin reach maturity at 15, and appear as tall humanoids with bark like skin that range from bright greens to dusky browns and grow petals on their heads that vary depending on their lineage. Their eyes are often blue or green. They have a mouth that is used to speak but they do not need to eat with it as the leaves and petals that cover their head have the ability to photosynthesize.
Society: Living in garden cities both great and small few outsiders are invited in to view the majesty of an uekijin garden. The center of the garden is dedicated to the nurseries and the underground root network of both the young and the old. When an uekijin is young, they start as a sprout, anchored to the ground and look like large solitary flowers, each species from a different lineage. For the first several years, the uekijin are tended by the elders in the nursery. At 400, adults mature into elders, becoming more tree-like in their appearance, with a face standing out from their trunk. The elders are also rooted, so as to speak with the young uekijin and instruct them through the root network. They are capable of movement, though extremely slow. Outside these cities reside the adult uekijin who defend or help in the everyday running of the city. All the buildings in an uekijin city have no solid roofs but instead are either open to the sky or have a loose covering of leaves to let in light. Any shops or businesses are located on the edges of the city so as to keep safe the young and old alike from outsiders.
Relations: The uekijin are strange to many of the other races. As they don't have genders or even an understanding of them. The open design of their garden cities and lack of covering over their homes. Those uekijin who venture out often tend to stay outside during the night and don't mind inclement weather. They also don't often sleep. Their oddities can lead to strained relations between them and the other species of Densetsu. During the reign of the Dark Lord they were even largely left alone as Daisuke was unclear on how to treat these people. Those he tried to enslave just transformed into large trees in front of him and planted themselves where they were. When he would send an army to take a garden they were fiercely defended by blade, magic and even the surrounding flora. Eventually he gave up. While the uekijin are not vastly disliked, they are hard to understand, and work best when left alone.
Alignment & Religion: Literally from the ground and nature the uekijin tend toward neutral alignments and worship a few goddesses and one god. The goddess of fertility and growth, Momo, is one of their primary goddesses. The goddess of destruction, Kasai, is feared and worshiped by the uekijin who tend more on the chaotic side of the spectrum. Finally, Inochi Noki, or the Great Grandfather Tree, is worshiped by almost every uekijin. Many uekijin will make a trek out to his grove at least one time in their lives to speak with him and visit him. Inochi Noki lives in a beautiful grove that can only be found by those the Great Grandfather Tree allows.
Adventurers: There are a few reason that an uekijin may take up the adventuring life, or as they say “Leave with staff in hand.” One of the more popular reasons is a pilgrimage to seek out Inochi Noki. This though is hardly the only reason they take up the life of an adventurer. Some seek more tangible things, fame, fortune, while others seek knowledge to bring back to their gardens. Whatever the reason an uekijin may leave they will often join up with non-uekijin to have guidance and companionship on their trek.

Uekijin (植木人) Racial Traits (12 RP)
+2 to Constitution or Wisdom: Uekijin are hardy or intuitive.
Plant (10 RP): Uekijin are plant creatures with shapechanger subtype.
·       Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
·       Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
·       Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain mana, but sleep is not required to survive or stay in good health.
Medium: Uekijin are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady (–1 RP): Uekijin have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Uekijin can see twice as far as humans in conditions of dim light
Change Size (3 RP): An uekijin can reduce and enlarge itself.
When reduced, the uekijin halves its height and divides its weight by 8. This decrease changes the uekijin’s size to Small; due to its reduced size, it gains +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), a +1 bonus on attack rolls and AC, and a –1 penalty on combat maneuver checks and to its CMD.
When enlarged, the uekijin doubles its height and multiplies its weight by 8. This increase changes the uekijin’s size to Large; due to its increased size, it gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), a +1 bonus on combat maneuver checks and to its CMD, and a –1 penalty on attack rolls and AC.
All equipment worn or carried by the uekijin is similarly reduced or enlarged. Melee weapons affected by this ability deal less damage or more damage, respectively (see Table: Tiny and Large Weapon Damage). Any item that leaves the uekijin's possession while affected by this ability (including a projectile or thrown weapon) instantly returns to its normal size.
Changing size is a standard action.
Natural Armor (2 RP): Uekijin have tough, rugged skin, granting them a +1 natural armor bonus.
Delicious (–1 RP): Uekijin take a –2 penalty on Acrobatics 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): Uekijin take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Languages (1 RP): Uekijin begin play speaking Common. Uekijin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Uekijin Racial Traits
The following racial traits may be selected instead of existing uekijin racial traits. Consult your GM before selecting any of these new options.
Aquatic: Uekijin with this racial trait are amphibious and can breathe both air and water. In addition, the body of an uekijin with this trait requires constant submersion in fresh or salt water. Uekijin with this trait who 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. This trait replaces natural armor and light dependent.
Bark: Uekijin with this racial trait forgo the ability to change shape in favor of a tougher outer skin. Their natural armor bonus to AC increases to +3. This trait replaces change size and removes the shapechanger subtype.
Night Blossom: Uekijin with this racial trait gain darkvision out to 60 feet. This trait replaces natural armor.
Shade Tolerance: Uekijin with this racial trait do not require daily exposure to sunlight to survive; however such uekijin are particularly susceptible to flames and they gain vulnerability to fire. This trait replaces light dependent.
Treespeech: Uekijin with this racial trait have the ability to converse with plants as if subject to a continual, nonmagical speak with plants effect. This trait replaces change size and removes the shapechanger subtype.
Vines: Uekijin with this racial trait have flexible vines that can be used to carry objects. They cannot wield weapons with these vines, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces natural armor.

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

Uekijin Feats
Uekijin have access to the following feats.

Grasping Vines
Your vines become more useful.
Prerequisites: Uekijin.
Benefit: You can use your vines to grab stowed items. While you cannot wield weapons with your vines, you can use it to retrieve small, stowed objects carried on your person as a swift action.
Special: If you have the vines racial trait, you can use your vines to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your vines, though you cannot manipulate them with your vines (other than to put them in your hand).

Eyes of Night
You are able to see in the dark.
Prerequisites: Uekijin.
Benefit: You gain darkvision out to 60 ft.
Special: If you have the nightblossom racial trait, your darkvision improves to 120 ft.

Treespeech
Your connection with a flora allows you to speak with plants.
Prerequisites: Int 3, plant type.
Benefit: You have the ability to converse with plants as if subject to a continual, nonmagical speak with plants effect.

Uekijin Equipment
Uekijin have access to the following equipment.

Uekijin Bark Extract: These bitter pills is extracted from the dry, flaky skin shed by uekijin and enhanced by alchemy to ward against pain effects. If you consume a dose of uekijin bark extract, you gain a +2 alchemical bonus on saving throws made against pain effects for the next hour. If you drink uekijin bark extract while suffering from any a pain effect, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day.

Item
Price
Weight
Craft DC
Uekijin bark extract
30 gp
20

Pain Effects
Pain effects cause unpleasant sensations without any permanent physical damage (though a sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that are immune to effects that require a Fort save (such as constructs and undead) are immune to pain effects (Ultimate Magic, Chapter 2).
Some examples of spells from the Core Rulebook  and Advanced Player’s Guide that cause pain effects are eyebite, pain strike, repel vermin, retribution, and symbol of pain.

Uekijin Petal Bomb: Harvested from the discarded petals of uekijin, this fragrant alchemical powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing sleep-inducing dust. The target is asleep for 1 round and staggered for 3 rounds after that. A successful DC 12 Fortitude save prevents the sleep condition, but not the staggered condition. Creatures within 5 feet of where the flask hits are staggered for 1 round. This is a poison effect.

Ranged Weapons
Price
Dmg
Critical
Range
Weight
Type
Special
Uekijin petal bomb
50 gp
10 ft.
1 lb.
Poison
Splash, see text

Uekijin Tears: As uekijin don’t cry, this poison is not actually made from the alchemically treated tears of an uekijin, but from the sap. Coming in contact with this poison inflicts immense pain upon the target.

Poison
Type
Fort DC
Onset
Frequency
Initial Effect
Secondary Effect
Cure
Price
Uekijin tears
Contact
16
1 min.
1/min. for 6 min.
2d12 nonlethal damage
sickened 1 min.
1 save
300 gp

Uekijin Magic Item
Uekijin have access to the following magic item.

SUNBRIGHT DIADEM
Aura faint conjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
DESCRIPTION
The amber gem pulses warmly in the center of this headband decorated with leaf filigree. The diadem continually provides the wearer with life-sustaining sunlight for light dependent species. In addition, if the wearer is a spellcaster and requires rest to regain mana, they may do so with only 2 hours of rest (instead of the normal 8 hours required). The diadem must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to themself.
There is an alternate version called the seadeep diadem which is a headband of seaweed filigree set with jade or turquoise. Similar to the sunbright diadem, it provides water dependent species with the moisture needed to survive on dry land.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a uekijin; Cost 1,250 gp


Tuesday, April 1, 2014

Easy Hybrid Races – Part 7: Mechanoids, Monstrous Humanoids, and Plants

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