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Playable Beastmen
#1
I have been working on 28 beastmen from FFIV, FFXI, FFXII, FFXIV to be playable. And as I have new races playable I will be posting them here. This last batch was tested on Friday and Saturday.

Had to delete photos for this to send properly.
1. 
Dragonkin (16 RP) Updated on 3/04/2018
This race is a mix between the FFIV dragons with human forms and the FFXIV dragons with back story.

Updated the following on 3/04/2018:
Breath Weapon replaces Elemental Assault instead of Immortal Spark.

Also grammar.
Additional Feats for breath weapon have been added for the Dragonkin only.
Immortal Spark was altered.

The Dragons of Final Fantasy XIV are a race of beings descended from Midgardsormr and his seven progeny, the great wyrms or First Brood. Despite their appearance, classified as scaleskin by most Eorzean naturalists, dragons possess sapience as some are able to speak the Eorzean tongue while other prefer to speak in their natural language while projecting their thoughts into others. Furthermore, dragons are immortal with those of the First Brood being hard to kill unless its eyes, the source of their power, have been completely destroyed. Because of their immortality, they do not see time the same way as mortals do and consider the acts of one's ancestors to that person's deed as well. There are two known havens that dragons took residence in: Dravania and Meracydia, the latter having been decimated by the Allagan Empire. Most dragons in Eorzea are part of the Dravanian Horde, a league of dragons that answer to the great wyrm Nidhogg in his millenial feud with the Holy See of Ishgard.



The many varieties of dragons include both original designs (such as drakes/biasts), as well as borrowed monster designs. Almost all dragons/drakes/biasts/others have the ability to alter their appearence to different races, animals, humanoid or other forms to negotiate easier or exploit those who seek to do them harm. The transformation from human to dragon though can be a little rough and almost always result in a berserk mode that can kill its enemies as well as allies sometimes taking up to several days or weeks before regaining sanity back. Those who transform to a humanoid form have been known to wear a Lock Collar (a magical item worn on the neck preventing from transformation, holding a single or double key hole in it to unlock/lock it) in order to keep their human form and prevent from accidential transformation.

Standard Racial Traits
  • Ability Score Racial Traits: In human form Dragonkin tend to be strong and wise yet slow on their feet. They gain +2 Str +2 Wis, -2 Dex
  • Type: Humanoid (Dragonkin)
  • Size: Medium
  • Height: 5'2" to 6'6“ (Hume Form)
  • Weight: 90 to 260 lbs (Hume Form)
  • Age: Young- 100 and under, Juvenile 101- 500, Adulthood- 501 to 5,000, Elderly- 5,001 -15,000, Legendary 15,001-30,000, Ancient 30,001+
    • Dragonkin lose Dex as they get older and Gain Wisdom. Only use these when Dragonkin characters continue to get older. GM's discretion for using anything other then Adulthood.
      • Young: -4 Str & +4 Dex
      • Juvenile: -2 Str, +2 Dex & -2 Wis
      • Adulthood: Base Stats (95% of Adventure Characters)
      • Elderly: -2 Dex & +2 Wis
      • Legendary: -4 Dex & +4 Wis
      • Ancient: -6 Dex & +8 Wis
  • Base Speed: 30 foot movement speed.
  • Languages: Dragonkin start off with Common and Draconic. Bonus languages: all

Feat and Skill Racial Traits
  • Lock Collar: The lock collar is a Masterwork collar radiating massively strong transmuation magic and cannot be removed or broken under normal terms but can be enchanted. The Lock Collars base ability of retaining in its hume form can never be dispelled but any additional enchantments on the Lock Collar can be dispelled.
  • Elemental Vulnerability: Dragons are usually of one type of element leaving them vulnerable to a different of opposing element. Even in their hume form they take the full grunt of those weaknesses (x2 Damage). Pick one of the following energy types that is the opposite of your type of dragon element (You must choose one): Earth, Fire, Wind, Water, Lightning, Ice, Shadow or Light/Holy. Dragonkin have vulnerability to the chosen energy type. They cannot possess any racial trait that grants them resistance or immunity to this energy type.

Social Racial Traits
  • Era of Tongues: Dragonkin can be very old and have learned many man and beastmen alike languages throughout their lifetime. They gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
Offense Racial Traits
  • Elemental Assault: As a part of the elemental dragons they can also imbue elemental damage through their hands, feet, legs, basically any part of their body. Pick one of the following energy types that corresponds to the plane the Dragonkin has ties to: Earth, Fire, Wind, Water, Lightning, Ice, Shadow or Light/Holy. Dragonkin gain the following supernatural ability: Once per day as a swift action, a Dragonkin can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its race has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. This ability can be turned on and off at the users will. The creature may end the effects of its elemental assault early as a free action.
Magical Racial Traits
  • Blend in well: Your character has one humanoid (Hume) form that you are allowed to take that may have some draconic features for scales, horns, a tail or some other feature. You are only allowed this one humanoid for and cannot swap this out for any other ability.
  • Immortal Spark: Dragonkin are pretty much immortal (in hume words) they have been around to see civilizations built and fall and gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability:
    • 1/day—youthful appearance

Defensive Racial Traits
  • Mountain-Born: Dragonkin in hume form and nimble and swift and gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges while in hume form and on saving throws against altitude fatigue and sickness.
  • Natural Armor: Dragonkin having scales and really tough skin its no wonder why that would assist them against their enemies. Although its not as strong in their hume form, regardless they gain a +3 natural armor bonus to their Armor Class from their scales and skin.
  • Energy Resistance: Just like a Dragons weakness they also excel with the element that derive from. Pick one of the following energy types that corresponds to the plane the Dragonkin has ties to: Earth, Fire, Wind, Water, Lightning, Ice, Shadow or Light/Holy. Dragonkin have resistance 5 to the corresponding energy type.

Senses Racial Traits
  • Low-Light Vision: Dragonkin can see twice as far as a race with normal vision in conditions of dim light.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • I like that: Dragonkin have been known to join fellow parties as an old friend or a family member in order to become part of a group of safe travelers. The Dragonkin add +1 to their caster level when casting charm/dominate person and charm monster. This trait replaces Energy Resistance.
  • Best of Friends: Dragonkin add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, Dragonkin with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level): This trait replaces Natural Armour.
    • 1/day—charm person.
  • Breath Weapon: Choose one of the following energy types: Earth, Fire, Wind, Water, Lightning, Ice, Shadow or Light/Holy. Dragonkin can make a supernatural breath weapon attack that deals 2d6 points of damage of the chosen element. Range is a 15-foot cone usable twice per day as a standard action. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack. This trait replaces Elemental Assualt.
    • Additional Feats for Breath Weapon can be found below under the favored classes.
  • Multitalented: Being of high intelect the Dragonkin have have to ability to choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes. This trait replaces Moutain-Born
  • Absorption: When a Dragonkin’s resistant to an element reaches over 10 resistance they can start to absorb that damage and regain health. The Dragonkin can absorb ½ the damage of one of the following elements: Earth, Fire, Wind, Water, Lightning, Ice, Shadow or Light/Holy as long as it already has elemental resistance 5 of that elemental type. The minimum amount of absorption is 1. This trait replaces Natural Armour.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Archer: Add +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.
  • Black Mage: Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
  • Dragoon: The dragoon gains +1/5 of an additional 1d6 points of deadly lancer damage.
  • Fencer: Add +1/4 to the fencer’s effective class level to determine the extra damage she deals because of the precise strike deed.
  • Fighter: Add a +1/2 circumstance bonus to confirm critical hits when attacking with weapons from the close or light blade weapon groups (maximum bonus +5). This bonus does not stack with Critical Focus.
  • Freelancer: Add +1/5 to gain a new Feat.
  • Holy Knight: Add +1 hit point to the holy knight's lay on hands ability (whether using it to heal or harm).
  • Monk: Add +5 feet to the distance by which fall damage is reduced when the monk uses the slow fall ability.
  • Scholar: Gain +1/2 5feet to the scholar can move when using the dimensional slide exploit.
Additional Feats for Dragon Breath


  • Focus Breath-
    Prerequisite: Dragonkin, Breath Weapon (alternate race trait)

    Benefit: 15' cone or a 30' line.
  • Forceful Breath-
    Prerequisite: Dragonkin, Breath Weapon (alternate race trait), CON 13

    Benefit: Breath weapons reflex save is changed to half damage instead of no damage.
  • Bahamut's Breath-
    Prerequisite: 8 Hit Die, CON 15, Forceful Breath

    Benefit: Breath weapon increases to 4d6 + an additional 2d6 per four hit die after 8th. (maximum of 10d6 at 20th level).
  • Deep Breath-
    Prerequisite 11 Hit Die, CON 18, Forceful Breath, Bahamut's Breath

    Benefit: your breath weapon changes from two uses per day to instead be usable once every 1d8+1 rounds. In addition the range of the effect of your breath weapon is doubled.

2.

Ixal (13 RP)
   
The Ixal are lithe in stature, and feature horns and a toothed beak. For reasons unknown, after their exile from the Black Shroud, new generations of Ixal have lacked pinion feathers. Having lost their ability to fly, they use balloons for transporting cargo throughout mountain passes. Thus their engineering and crafting abilities are highly used to build more and maintain the balloon transportation. Their main stronghold is Natalan, located east of Camp Dragonhead in the Coerthas Highlands. As befitting their reverence for the Lady of Vortexes, the Ixal have an affinity to using wind magic, and her blessings power the airstones that guide their airships.
They frequently make excursions into the Black Shroud to obtain timber, both for practical use and as religious service to Garuda. These activities have earned the ire of the elementals, and by extension the city-state of Gridania, leading to frequent clashes. In contrast, their encroachment into Coerthas has been generally dismissed as a secondary concern by the Holy See of Ishgard, who are too preoccupied with the holy war against the Dravanian Horde to deal with Natalan. The lack of overt aggression by Ixal against the Holy See has supported their view.
Standard Racial Traits
  • Ability Score Racial Traits: Engineers for the sole purpose of flight they are intellectually smart and dexterous though lacking in wisdom. They gain +2 Dex, +2 Int, -2 Wis.
  • Type: Humanoid (Ixal)
  • Size: Medium
  • Height: 5'4“ to 6'4“ tall
  • Weight: 140-220 lbs
  • Age: Young- 16 and under, Adulthood- 16 to 45, Elderly- 45+
  • Base Speed: 30 foot movement speed.
  • Languages: Ixal begin with Common and Yagudo. They can learn any of the beastmen languages. Ixal can learn additional languages by putting ranks into the linguistics skill.
Feat and Skill Racial Traits
  • Craftsman: Of those Ixal who do not blindly worhip their false god they are a very crafty race and gain a +2 racial bonus on a single Craft or Profession checks to create objects from metal, cloth, leather, wood or stone.
  • Craftsman Knowledge: Ixal gain a +1 bonus on Knowledge (technology) and Knowledge (engineering) checks. Ixal are also treated as proficient with any weapon they have personally crafted.
  • Ixal’s Engineering: The Ixal gain a +2 racial bonus craft technology checks pretaining to building engines and components of said engines made with this skill. Alternatively they gain a +1 to engines they are not familiar with as well as repairs and making parts.
  • Well Diversed: Ixal gain an additional skill rank at first level and one additional rank whenever they gain a level.
Offense Racial Traits
  • Claws (Specialized): Ixal have claws both on their hands and receive two claw attacks. These are primary natural attacks but can be used on either hands or feet depending on how they attack. The damage is based on the creature’s size. This type of Claw attack does not provoke attacks of opportunity.
Magical Racial Traits
  • Weather Savvy: Ixal are so in tune with the air and sky (whether they are on their blimps or on the ground) that they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Defensive Racial Traits
  • Bond to the Ice: Ixal are used to the techerous icy lands of Coerthas or the foresty areas of the Black Shroud. Therefore gain a +2 dodge bonus to AC when forest and icy type terrains. This choice is made at character creation, and cannot be changed.


Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Tempered: Those who are followers of their false God gain a +5 water/cold resistance against magical attacks and normal means that could damage them. This trait replaces Craftsman Knowledge.
  • Fast: Since the Ixal have lost their ability to fly they instead practice running at the expense of all other teaching and gain a +20 foot bonus to their base speed. This trait replaces Craftsman.
    • If they reach a Base Speed (without magical enhancements) of 70 foot movement speed they gain a +5 to running jumps.
  • Weapon Familiarity: The Ixal are proficient with Maces and Glaives. This trait replaces Weather Savvy.
  • Warborn Hatred: The Ixal gain a +1 racial bonus on attack rolls against Elvaan/Elzen and Goblin’s. This trait replaces Weather Savvy.
  • Garuda’s Current: By Praying to their false god Garuda the Ixal are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, an Ixal can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability. This trait replaces Craftsman Knowledge and Craftsman.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Archer: Add +1/6 for an additional 1d6 of precision shot damage.
  • Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster's animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Engineer: Add +1/2 bonus to Craft skill checks.
  • Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
  • Red Mage: Add a +1/2 circumstance bonus on critical hit confirmation rolls when using spellstrike (to a maximum of +4). This bonus does not stack with Critical Focus.
3.

Meeble (14 RP)
   
Enslaved by the moblins to dig a series of tunnels, meebles generally only allow their moblin masters into the burrows; however, researchers have come up with a solution. Taking advantage of meebles' notoriously poor vision, a carefully crafted concoction of moblin pheromones will trick the guardian meebles into thinking players are moblins, allowing them to enter the burrows and take part in expeditions within.
Standard Racial Traits
  • Ability Score Racial Traits: Meembles are Strong, Sturdy and Quick however they are easily manipulated and not wise. They gain +2 Str, +2 Dex, +2 Con, -2 Wis, -4 Chr (Large stats included)
  • Type: Humanoid (Meeble)
  • Size: Medium
  • Height: 5'6“ to 6'5“
  • Weight: 230 to 355 lbs
  • Age: Young- 14 and under, Adulthood- 14 to 33, Elderly- 33+
  • Base Speed: 20 foot movement speed and a 30 foot burrow speed.
  • Languages: Meebles start out with Xenophobic and since their language is long forgotten they only know Moblin. Meembles can learn additional languages by putting ranks into the linguistics skill.
Feat and Skill Racial Traits
  • Hardy Lungs: Meembles can hold their breath for a number of rounds equal to four times their Constitution score before risking suffocating during cave ins.
Offense Racial Traits
  • Sharpened Claws: Moblins have made sure to keep the Meeble’s claws sharp and resilient for digging and receive two claw attacks. These are primary natural attacks. The claws are considered to be as strong as steel. The damage for each claw attack is 1D6+Str.
  • Rend: If the race hits with two or more claw attacks in 1 round, a Meeble with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the Meeble’s description. The additional damage is usually equal to the damage caused by one of the attacks plus 1 ½ times the creature’s Strength bonus (1d6+ Str and a half).

Defensive Racial Traits
  • Exhausted Laborer: Meembles have been beaten, forced to reproduced, whipped and anything imaginable and receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
  • Eternal Hope: Even in a cave there is a light of hope. Meebles gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, Meembles may reroll and use the second result.
  • Lucky, Lesser: Meebles gain a +1 racial bonus on all saving throws though generally take the beats from Moblin’s since it is a way of life.
  • Natural Armor: Meembles gain a +2 natural armor bonus to their Armor Class.

Senses Racial Traits
  • Darkvision: Much like the Bugbears, the Meebles are rarely taken out of the caves and have adapted to seeing in the dark, but because of the beatings they recieve they can only see in the dark up to 120 feet.
Weakness Racial Traits
  • Light Blindness: Abrupt exposure to bright light blinds Meembles for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Endured Resistance: Being burned, shocked and frozen the Meembles have gained a tolerance to these elements and pick two elements to gain 5 resistance (cold, electricity, fire). This trait replaces Natural Armour.
  • Stability: When outsiders are attacking Meembles they receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. This trait replaces Hardy Lungs.
  • Results of Lashings and Toture: Meembles gain DR 5/magic. This trait replaces Natural Armour, Eternal Hope and Rend.
  • Blindsense 30 Feet: Using nonvisual senses such as acute smell or hearing, Meembles notice things they cannot see. Meembles 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. A creature that Meembles cannot see still has total concealment against individuals with blindsense, and Meembles still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of Meembles. Meembles are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. This trait replaces Sharpened Claws and Rend.
  • Meebles Strength: Meembles gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. This trait replaces Lucky, Lesser.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Fighter: Add +1 to the Fighter's CMD when resisting a bull rush or trip.
  • Geomancer: Add +1/2 to earth spell or spell-like ability damage.
  • Beastmaster: Add +1 to the beastmaster's total number of rage rounds per day.
  • Medic: Add +1/2 hit point to the amount healed naturally through holistic care.
4.

Quadav (14 RP)
   
A race of turtle-like bipeds, the Quadav inhabit certain swampy regions, as well as subterranean caverns, on the continent of Quon.
Apparently closely tied to the earth in which they work and live, the Quadav identify themselves individually and culturally with the materials with which they work.
As their shells thicken with age, the titles given to individual Quadav change. Within their strict caste system, those chosen to serve in the Elite Guard are given titles portraying hard and precious metals, while those chosen to be magicians are given titles taken from precious gems.
The Quadav have long possessed an understanding of metallurgical technology, and have adapted their skills in metalworking to even create fire-fueled incubators with pipes to carry warm air into the ground to warm the damp caves where their eggs are kept.
The incursion of miners from the Bastok nation have repressed the Quadav and driven them out of territories which they have long occupied, to which they respond with aggressive acts against most foreigners they encounter.
Standard Racial Traits
  • Ability Score Racial Traits: Quadav are wise from long life, and have natural protection, however their shells hinder movement. They gain a +4Con,+2Wis,-2Dex
  • Type: Humanoid (Quadav)
  • Size: are medium creatures and have no bonuses or penalties due to their size.
  • Height: 6'3“ to 7'2“
  • Weight: 510 to 670 lbs
  • Age: Young- 30 and under, Adulthood- 30 to 300, Elderly- 301+
  • Base Speed: Quadav have a base speed of 20 feet and a 30 foot swim speed.
  • Languages: Quadav begin play speaking Common and Quadav with high Intelligence scores can choose Kindred, Terran, Aquan, Yagudo, Orc and Draconic.
Feat and Skill Racial Traits
  • Armour Non-Proficiency: Due to their distinct body type they have to have pay double for their armour (unless crafting it themselves).
Defensive Racial Traits
  • Steel Shelled: As a Quadav gets older the harder its shell gets and gains a +3 natural armor bonus.
  • Full withdrawl: As a full round action Quadav may retract their body into their shell. This allows them to gain +5 Deflection Bonus DR/5 Bludgeoning. It also allows for 20% concealment . When they use this ability they immediately fall prone, drop anything they were holding, and any item that isn't directly attached to their skin. While they are in this form they cannot make attacks, use items, craft or cast spells. They must remain in this form for at least one complete round. To come out of their shell they must spend another full round action(this does not provoke AoO).
Offense Racial Traits
  • Bite: Due to the shape of a Quadav’s beak they gain a natural bite attack that deals 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Senses Racial Traits
  • Low-light vision: Quadav live both on the land and deep within lit caves and therefore can see twice as far as humans in conditions of dim light.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Darkvision: Quadav build vast cave systems in order to hide their young from predators and smooth skin alike and can see in the dark up to 60‘. This ability replaces Low-light vision.
  • Hold Breath: Quadav can hold their breath underwater for a number of rounds equal to four times their Constitution score before risking drowning or suffocating. This trait replaces Low-light vision.
  • Powerful Bite: Some Quadav use their beak-like mouth for attacks and receive a natural bite attack, dealing 1d10 damage rather than the standard 1d6 damage based on size. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. In addition, the shell is more rigid and functions as armor spikes for the purposes of grapple. This trait replaces Bite and Full Withdrawl.
  • Desert Tribe: Some Quadav derive from the more dry and barren wastelands and receive a +10 to their movement speed, +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This racial trait replaces Swim Speed.
  • Water Tribe: Some Quadav live in the water more then live on the land and are treated as amphibious, allowing them to breathe both air and water. In addition, they are powerful swimmers and receive a +20 foot bonus to their swim speed. This racial trait replaces Full Withdrawl.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster's animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Dark Knight: Add +1 to the dark knight's holy element resistance (maximum +10).
  • Holy Knight: Add +1 bonus on concentration checks when casting holy knight spells.
  • Knight: Add +1 to the knight’s total number of defensive stance rounds per day.
  • Red Mage: Add +1/4 point to the red mage's arcane pool.
  • White Mage: Add a +1/2 bonus to Cure spells only for the purpose of healing comrades.
5.

Yagudo (17 RP)
   
The Yagudo are a race of crow-like bipeds inhabiting the continent of Mindartia.
Violently devout and ritualistic, the Yagudo are a race of religious zealots, their society appearing to be based on a strict religious hierarchy. Yagudo evince little technological development, living instead in austere constructions of wattle-and-daub, as well as cliffside caves.
Their most formidable architectural construct is Castle Oztroja, which may be more appropriately considered a temple than a castle, for it exists as a gateway to the location of the current manifestation of their Godhead, Tzee Xicu. There's also the "the avatar," who is second to Tzee Xicu. Dialogue refers to the Yagudo Avatar as a king while Tzee Xicu is female and the manifest seems to traditionally be a female (much like their Star Sibyl counterpart).
They use few tools or weapons, except for occasional clubs and swords, and wear no armor, excepting the fact that magic-using classes cover their faces with ceremonial masks.
While apparently unconcerned with efforts of conquest, as the Orcish race is, the Yagudo's primary conflict with outsiders comes as a response to disputes over the right to occupy the land which they consider to be hereditarily and traditionally their own.
The Yagudo hold a tentative treaty of non-aggression with the Tarutaru nation of Windurst, representing the only case of such between a Beastman race and a developed nation.
Standard Racial Traits
  • Ability Score Racial Traits: Yagudos are fast and observant, but relatively fragile and delicate.They gain +2 Dexterity, –2 Constitution, +2 Wisdom
  • Type: Humanoid (Yagudo)
  • Size: Medium
  • Height: 5'2“ to 6'5“
  • Weight: 130 to 205 lbs
  • Age: Young- 20 and under, Adulthood- 21 to 59, Elderly- 60+
  • Base Speed: 30 foot movement speed.
  • Languages: Yagudos begin play speaking Common and their own dialect of Yagudo. Yagudos with high Intelligence scores can choose any language as a bonus language.
Feat and Skill Racial Traits
  • Swordtrained: Yagudos are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
  • Stalker: Perception & Stealth are always class skills for the Yagudo.
  • Zealot Devotee: Yagudos being of the religious zealots gain a +2 to all religion checks and gain an additional +1 per 5 ranks in the skill.
Social Racial Traits
  • Valiant Linguist: Yagudos are very good with talking out their problems, establishing trade and setting up offerings in order to provide a type of peace and learn many different languages in oder to keep that peace. They gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Offense Racial Traits
  • Biting Is the Last Resort: Though Yagudo don’t use their beaks for biting an opponent they will use it if desperate enough to end the combat with their enemy. They all possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the Yagudo wields a manufactured weapon.
Defensive Racial Traits
  • Feathers of Gale: Yagudos dont wear armour themselves but do recieve Natural Armour +1 every odd level. Wearing fitted Armour will negate this ability.
Senses Racial Traits
  • Low-light vision: Yagudo have built huge buildings in order to practice their arts and be able to raise their young without interfeance from the outside world. All of there dark buildings are torch lit and the young have been born to use this dimmly lit hallways and rooms to broaden their eyes distance in dim light.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Stability: As the Yagudo are brought up they know how to fight in their own form of martial arts and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. This trait replaces Low0light vision.
  • Stubborn Yagudo: In wars and battle of the past the Yagudo have fought with all sorts of magick users primarily being the Tarutaru (Lalafell). Since then the Yagudo they have been able to shake it off such spells and have developed duplicate spells to test on their own kind to make it easier to resist them and 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 Lamiae 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 Lamiae 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. This trait replaces Stalker and Biting Is the Last Resort.
  • Sturdy Feathers: Some Yagudo have spend years training their feathers to become more sturdy for reasons of taking less damage in combat and gain DR 5/cold iron. This trait replaces Valiant Linguist and Zealot Devotee.
  • Magical Linguist: Some gifted Yagudo are indepth with magical teachings of writings and gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): This trait replaces Valiant Linguist.
    • 1/day—arcane mark, comprehend languages, message, read magic.
  • Poison Use: Most Yagudo’s are skilled with poison and never risk accidentally poisoning themselves (unlike the Goblins or Velkk) when applying it to weapons. This trait replaces Stalker.


Favored Class Options
  • Monk- Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
  • Samurai- Add +1/3 to the samurai’s critical confirmation rolls.
  • White Mage- Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype.
  • Archer- Add +1/2 on critical hit confirmation rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Thief- Add a +1/2 bonus on stealth checks and perception checks made in dim light or darkness.
  • Ninja- Add a +1 bonus to attack rolls when attacking on or charging from higher ground.
6.

Gigas (22 RP)
   
Gigas is the general term for enormous members of the Gigas, Giant, and Jotunn tribes. Groups of these giants can be found roaming the island of Qufim. As their appearances imply, the Gigas do not possess much in the way of intelligence. While they do possess a language, it consists of the stringing together of simple words or phrases. Their language is often unintelligible—even by members of their own kind. However, what they lack in intelligence is made up for in brute strength. Also, while not as advanced as that of the allied forces, their ship and castle building abilities are comparable to those of the Orcs or Yagudo.

The Gigas were originally from an island far to the north of Quon. Every few decades, the Gigas send a large ship to Qufim Island to attack the Hume settlements. Their goal is to retrieve supplies and slaves to take back to their homeland. Before the Great War, the Shadow Lord recognized the potential that lay in the giants, and hired a large number of them to fight as mercenaries.
After helping to construct Castle Zvahl, the Gigas led the beastman frontline in laying siege to many of the allied forces' fortresses. However, when the beastmen lost the war, the remaining Gigas were left trapped, unable to return to their homeland in the north. With nowhere to go, they set off for Qufim and Delkfutt's Tower, where they remain today--out of reach of the allied armies.
The Gigas that turn adventurers are normally runts of the tribes who leave rather than become slave labor, or worse. They find they are still stronger than the smaller folk and can become somewhat civilized.



Standard Racial Traits
  • Ability Score Racial Traits: Gigas are incredibly strong, and in tune with the natural world around them though can be a bit slow and primitive They gain a +4 Strength, and +2 Wisdom, and also have a -2 Dexterity, and -2 Intelligence. (size bonuses are calculated into this total)
  • Type: Humanoid (Gigas)
  • Size: Large
  • Height: 11'0“ to 18'0“
  • Weight: 2,500 to 4,500 lbs
  • Age: Young- 50 and under, Adulthood- 50 to 500, Elderly- 500+
  • Base Speed: 30 foot movement.
  • Languages: Gigas begin play speaking Giant. Gigas with high Intelligence scores can choose from the following: Auran/Ignan/Aquan/Terran (dependant on element affinity), Common, Draconic, and Galkan

Feat and Skill Racial Traits
  • Craftsman: Gigas get a +2 racial bonus on all Craft or Profession checks to create ships or stone structures.
  • Skill Training: Craft and Profession are always class skills for Gigas characters
  • Stonecunning: Gigas receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking
Offense Racial Traits
  • Breath Weapon: Gigas can unleash a roar that blasts an area in elemental damage. The breath weapon does 2d6 damage in a 30ft cone of elemental damage matching their elemental resistance. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.
  • Rock Throwing: Gigas are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A member of this race can hurl rocks up to two categories smaller than its size. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a range increment of 120 feet. The creature can hurl the rock up to five range increments. Damage from a thrown rock is 2d6 plus 1-1/2 times the throwing creature’s Strength bonus.
Defensive Racial Traits
  • Elemental Resistance: Gigas are so in tune with the elements of their surroundings they acquire resistances to the elements of their home. Choose either fire, ice, water, electricity, earth, or wind (this choice cannot be changed). Gigas gain resistance 5 to the chosen element.
  • Rock Catching: Gigas can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a member of this race that would normally be hit by a rock can make a Reflex saving throw to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for a Large rock (if the projectile provides a magical bonus on attack rolls, the DC increases by that amount). The member of this race must be aware of the attack in order to make a rock catching attempt.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
  • Reach: Some Gigas have longer thinner arms than others not made for catching and throwing boulders but giving them a longer reach. They have a 10 ft reach and 2 natural slams that do 1d6 damage and are primary attacks. This trait replaces Rock Catching and Rock Throwing
  • Treacherous Earth: Some Gigas are able to control the very earth beneath their feet, with a mere touch, to make it harder for their opponents to navigate, but also harder to craft with. They gain (Treacherous Earth) the following supernatural ability: 1/day—Will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user’s level, after which the ground returns to normal. This trait replaces Stonecunning and Craftsman.  
  • Gigas Health: Gigas receive Toughness at first level. This trait replaces Rock Throwing and Skill Training.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt
  • Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster's animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Geomancer: Add +1/4 to the number of times the geomancer can use the Geomancy ability


6 of at least 28 Beastmen. Stay tuned in for more as they become available.




















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#2
UPDATES: 3-4-2018

Dragonkin
Breath Weapon replaces Elemental Assualt instead of Immortal Spark.
Also grammar.
Additional Feats for breath weapon have been added for the Dragonkin only.
Immortal Spark was altered.
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#3
When are you going to post more Beastmen? my groups loves them and they are pretty well balanced. I don't like the versions on the FFD20 site. You should think about putting them on your own site!
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