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Additional Non Beastmen Races I 4-6
#1
Edited on 2/19/2019

4.
Moomba (14)

   

Moombas are a possible final stage in the evolving life cycle of a Shumi. They are generally used as slaves or laborers and as such are treated poorly by their human masters; however, they are held highly as an ideal by the Shumi in Shumi Village.
Moombas mainly use expressive body language to convey their meaning to humans, but have no difficulty communicating with other Moombas and Shumi in more animalistic sounds. Moombas can recognize people by smelling or licking their blood. Being the "final form" of a Shumi, Moombas are generally benign, good-natured and hard-working, as this is the most common form a Shumi assumes.
Standard Racial Traits
  • Ability Score Racial Traits: Something about the races strengths and weaknesses. They gain +2 Str, +2 Chr, -2 Int
  • Type: Humanoid
  • Subtype: Moomba
  • Size: Small
  • Height: 1'10" to 3'2“
  • Weight: 30 to 45 lbs
  • Evolution: Evolution usually occurs when defeated sending the character into a cocoon to be there for an unknown amount of time. (The amount of time a Moomba is in a cocoon can be up to days, weeks, months or even years. Ask your GM if you are thinking of using this character after its defeated for its evolved form. Otherwise this is a way of saying goodbye to the character and hello to its new journey.)
  • Base Speed: 30
  • Languages: Mostly Mute. Communicates with body language. Mimicry. The Moomba can mimic any words it has heard or taught on average they can remember these words up to a few weeks to a few months. Cannot learn a full language.

Feat and Skill Racial Traits
  • Small: Small races 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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
  • Skill Training: Perform and Climb. These skills are always considered class skills for members of this race.
Social Racial Traits
  • Magical Beasts Friends: Moomba's can ask questions of and receive answers from animals, but doesn’t make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you. You may use this ability up your Charisma modifier times per day.
Offense Racial Traits
  • Claws: Members of this race receive two claw attacks. These are primary natural attacks. The damage is 1D3+Str.
  • Frenzy: Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Magical Racial Traits
  • Moomba's Mute: Any spells cast by the Moomba are treated as though the Moomba had the Silent Spell feat.
Defensive Racial Traits
  • Eternal Hope: Members of this race 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, members of this race may reroll and use the second result.
Senses Racial Traits
  • Scent: Members of this race gain the scent ability.
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.
  • See in Darkness: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. This trait replaces Scent.
  • Lifebound: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. This trait replaces Prehensile Tail.
  • Stubborn: Members of this race 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. This trait replaces Moomba's Mute.
  • Carrion Sense: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). This trait replaces Skill Training.
  • Blindsense 30 Feet: Using nonvisual senses such as acute smell or hearing, members of this race notice things they cannot see. Members of this race 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 members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. This trait replaces Eternal Hope & 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.
  • Beastmaster: Reduce AC penalty when raging by 1/5, to a maximum reduction of 2.
  • Black Belt: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the black belt's unarmed strike (minimum 0).
  • Fighter: Add +1/3 to gain a new Fighter’s Talent.
  • Monk: Add +1/6 to the attack roll of any blitz technique.
5.
Shumi (13)

   
Information Gathered from Flintwyrm & Gilgamesh



The Shumi, or Shumi Tribe are a race of humanoid creatures who live in isolation on Winter Island in Trabia. Seemingly simple and artistic in nature, they possess a unique technology that makes use of both man-made and bio-natural products.
While nearly humanoid, it is unclear whether the Shumi have genders like humans. Their most prominent physical feature is their oversized hands, used for digging and craftsmanship. The Shumis' appearance depends on their inner nature, and at an undisclosed period in their lives, a Shumi will evolve into a form most reflecting their personality. This fact greatly affects their cultural attitude towards themselves and other beings.
The Moomba is perhaps the most common form that a Shumi may take due to their holding Moombas in high enough regard that most wish to become one when their time comes. The form of an Elder Shumi is reserved for those who demonstrate certain traits toward the Shumi community. This form, while greatly similar to the common Shumi, appears much taller, and seems to possess a facial feature similar to human beards. The form of NORG, a black sheep of the Shumi culture, though possessing considerable mercantile skills, may either be a perverted version of the Elder due to his greed, or an entirely different form altogether. One Shumi has also expressed a desire to evolve into a human, however, it is unclear whether they actually can. Exactly how many forms a Shumi can evolve into or whether there is an actual limit to their options of physical form is also unknown.
It is also possible that Shumi may be immortal as demonstrated during NORG's defeat, when he does not die, but becomes an egg-like cocoon that will eventually hatch, hinting that the Shumi are constantly reincarnating and evolving.
Standard Racial Traits
  • Ability Score Racial Traits: Something about the races strengths and weaknesses. They gain +2 Dex, +2 Int and a -2 Con
  • Type: Humanoid
  • Subtype: Shumi
  • Size: Medium
  • Height: 4'5" to 7'8“
  • Weight: 130 to 350 lbs
  • Evolution: Evolution usually occurs when defeated sending the character into a cocoon to be there for an unknown amount of time. (The amount of time a Shumi is in a cocoon can be up to days, weeks, months or even years. Ask your GM if you are thinking of using this character after its defeated for its evolved form. Otherwise this is a way of saying goodbye to the character and hello to its new journey.)
  • Base Speed: 30
  • Languages: Shumi start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Shumi with high Intelligence scores can choose from any of these additional languages.

Feat and Skill Racial Traits
  • Master Tinker (2 RP): Shumi gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Shumi are also treated as proficient with any weapon they have personally crafted.
  • Skill Training (1 RP): Craft 1 and Knowledge Engineering. These skills are always considered class skills for Shumi.
  • Craftsman (2 RP): Shumi are very gifted with their hands when creating machines and other things and gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, wood, cloth or stone.
Social Racial Traits
  • Sociable (1 RP): When Shumi attempt 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.
  • Stonecunning (1 RP): Shumi 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.
Magical Racial Traits
  • Hypnotic (2 RP): Shumi add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse.
Defensive Racial Traits
  • Eternal Hope (2 RP): Shumi 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, Shumi may reroll and use the second result.
  • Lucky, Lesser (2 RP): Shumi gain a +1 racial bonus on all saving throws.
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.
  • Arcane Focus (1 RP): Shumi gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This trait replaces Stonecunning.
  • Envoy (1 RP): Shumi with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
    • 1/day—comprehend languages, detect magic, detect poison, read magic. This trait replaces Socialable.
  • Fleet-Footed (3 RP): Shumi receive Run as a bonus feat and a +2 racial bonus on initiative checks. This trait replaces Craftsman & Skill Training.
  • Multitalented (2 RP): Shumi 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 Master Tinkerer.
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.
  • Astrologian: Add +1/2 to any one Knowledge skill.
  • Cleric: Add one spell known from the cleric’s spell list. This spell must be at least one level below the highest-level spell the cleric can cast.
  • Red Mage: Select one known ruby arcana usable only once per day. The red mage adds +1/6 to the number of times it can be used per day. Once that ruby arcana is usable twice per day, the red mage must select a different ruby arcana.
  • Scholar: Gain 1/6 of a new scholar exploit.
  • Summoner: Add +1 hit point or +1 skill rank to the summoner's avatar.
  • White Mage: Add a +1/2 bonus to Cure spells only for the purpose of healing comrades.
6.
Yukes (16 RP)

   
Created by Skeletondoggy. Changed and Fixed up by Gilgamesh.



The Yukes are a mysterious species of great lore and wisdom. They are tall, have fully armored heads, and slender hairy arms with small, non-functional wings on their back. Within most realms they exist in, Yukes are considered the forefathers of magic, and are often looked upon as a race solely interested in the arcane and mysteries of the world. Yukes often will spend their life learning the ways of magic, or teaching others, as the species has a grand love for knowledge and the arcane. Long ago, many Yukes went into war defending themselves against the Lilty in an effort to preserve their land and magical teachings.


Yukes come in many forms, as body customization is usually encouraged and embraced as the Yukes have a very strong sense of self. A Yuke is usually very easily distinguishable by their trademark armored head. While it’s not known what’s truly under there, there are many theories of Yukes simply being wandering spirits in armor, others propose they have faces that could not be stomached. Despite their focus of magic, however, some Yukes will deviate from the path of magic and follow their own callings.


It is revealed that it does not matter if the armor of a Yuke is disassembled—as long as it is not damaged, the Yuke can reattach it to themselves. If the armor is too damaged to sustain the Yuke, they may transfer themselves to another armor. In the far future, it may be that the Yukes have evolved from their feathered physical forms to merely souls, or that they became souls to adapt to life in the other dimension.



While the way a Yuke dresses can sometimes be used to help express the individual's gender, it could also be expressed by the tiny wings on their backs. Male Yukes' wings tend to be in the style of bat wings, while female Yukes' wings tend to be in the style of bird wings. However, Yukes in the Yuke Sky City, have feathery wings, regardless of gender. It is unknown whether this is a mistake, or merely an indication that the wing identification method isn't always reliable.



Standard Racial Traits
  • Ability Score Racial Traits: Yukes are highly trained in magic and innately know how to attune themselves to their own minds and souls. However, they are quite weak physically. They gain a +2 Int, +2 Wis and a -2 Str (1 RP)
  • Type: Humanoid
  • Subtype: Yuke
  • Size: Medium
  • Height: 4'8" to 6'6“
  • Weight: 75 to 210 lbs
  • Base Speed: 30'
  • Languages: Yukes begin play speaking Common and Yuddish. Yukes with high Intelligence can choose any languages they want. See the Linguistics page for more information about these languages.

Feat and Skill Racial Traits
  • Magic Maker (2 RP): Yukes gain a +2 to Spellcraft.
  • Arcane Schooling (2 RP): Yukes gain a +2 to any Knowledge check of your choice.
  • Lore Keeper (4 RP): Yukes are a knowledgeable race and usually are known for being somewhat bookish and wise. Yukes with this trait may treat all Knowledge skills as class skills.
Offense Racial Traits
  • Yuke Weaponry (1 RP): Yukes are proficient with hammers like weapons.
Magical Racial Traits
  • Natural Blink (2 RP): Yukes with Wisdom scores of 11 or higher also gain the False Blink as a spell-like ability.
  • Magic Sense (2 RP): Yukes with Intelligence scores of 11 or higher gain Detect Magic as a spell-like ability.
  • Shadow Magic (2 RP): Yukes add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. 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):
    1/day—ghost sound, pass without trace, ventriloquism

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.
  • Magical Rise: There are circles of Yukes who trained themselves to make use of their wings and float briefly off the ground. Everyday, the Yuke may float 5(+ 5/2 levels) feet off the ground for a duration of one minute. This trait replaces the Arcane Schooling trait.
  • Unknown Appearance: As a species, Yukes are seen as quite unusual, their appearances shrouded in mystery and are often mistaken for monsters or even unmoving suits of armor. Against constructs and planar creatures, Yukes gain a +3 on diplomacy checks. A construct or planar creature’s attitude towards a Yuke is one step higher than normal. This trait replaces Yuke Weaponry and Magic Sense.
  • Yuke Extensions: Yukes have been known to be spellcasters, but some have trained to work at a range to better benefit from a sideline. If a Yuke takes this trait, they gain the Enlarge Spell metamagic feat. This replaces Yuke Weaponry.
  • Enchantment Mastery: Some Yukes have developed the ability to augment their weapons easier, giving them an edge in weapon focused combat. As a spell-like ability, a Yuke may use Enspell once per day. This replaces Magic Sense.
  • Helmeted Heads: Some Yukes will find that a sturdy defense is important, and will make their helms specifically fortified for battle. Yukes with this trait gain +1 natural armor with this trait. This replaces Magic Maker.
  • Outer Realm Yuke: Some Yukes have isolated themselves on the fringes of time and space, giving up their previously organic forms in favor of a more armored body. Yukes with this racial trait are considered count as both humanoids and constructs for the purposes of effects targeting creatures by type, and gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. In addition, they cannot be raised or resurrected, do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. An Outer Realm Yuke can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health. This trait alters the Yuke’s creature type and replaces Natural Blink, Yuke Weaponry, and Magic Maker traits.
  • Enclave Protector (2 RP): Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
    Constant—nondetection;
    1/day—faerie fire, obscure object, sanctuary
    This trait replaces Shadow Magic.

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.
  • Astrologian: The Astrologian gains +1/6th of an astrology secret.
  • Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
  • Black Mage: Add one spell known from the black mage spell list. This spell must be at least one level below the highest spell level the black mage can cast.
  • Blue Mage: Add +2 to the total amount of times a Blue Mage may use Analysis per day.
  • Geomancer: Add +1/6 for an additional 1d6 of Geomancy Damage
  • Illusionist: Add one spell known from the Illusionist spell list. This spell must be at least one level below the highest spell level the illusionist can cast.
  • Necromancer: The Necromancer gains +1/2 additional hit points from Lifetap
  • Red Mage: Add +1/4 to the number of times a red mage can use the convert ability. A red mage must be at least 5th level to select this benefit.
  • Scholar: Add 1/6 to the number of points the scholar gains in their arcane reservoir each day
  • Summoner: The amount of time the summoner must spend to summon their avatar is reduced by 1 round, to a minimum of 1 round.
  • Thief: Add +1/6 for an additional +1 to damage on marked targets.
  • Time Mage: The time mage gains +1/6 of a temporal talent
  • White Mage: Add one spell known from the white mage spell list. This spell must be at least one level below the highest spell level the white mage can cast.
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#2
Awesome Yukes!

Signing of Fortheseen Those who wield red magic and blue magic are know as violet mages but very few are actually known and even fewer are actually masters of the violet magic.
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