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Additional Non Beastmen Races I 7 & 8
#1
7.
Hummingway (15)
   


The Hummingway are a rabbit-like race who live in the Hummingway Home on the Red Moon. Most of them can only speak by humming, but select few can speak in the human language.
Hummingway are a short, vaguely leporine race with pointed ears and white or light brown fur. They are usually depicted as sporting a pair of spectacles and wearing turbans inlaid with a round jewel.
Standard Racial Traits
  • Ability Score Racial Traits: Something about the races strengths and weaknesses. They gain +2 Dex, +2 Int and -2 Con.
  • Type: Fey
  • Subtype: Hummingway
  • Size: Small
  • Height: 2'6" to 3'8“
  • Weight: 45 to 75 lbs
  • Age: Young- 14 and under, Adulthood- 15 to 55, Elderly- 56+
  • Base Speed: 20' Land Speed (-1 RP), 30' Borrow Speed (3 RP).
  • Languages: Hummingway start with Common and Humming. Furthermore, Hummingway with high Intelligence scores can choose from any additional languages.

Feat and Skill Racial Traits
  • Live, Eat, Breath: Hummingway breathe, eat, and sleep.
  • Multitalented: Hummingway 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.
  • Improved Initiative: You get a +4 bonus on initiative checks.
Social Racial Traits
  • Gift of Tongues: Hummingway 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
  • Kneecapper: Hummingway gain a +4 racial bonus on combat maneuver checks to trip an opponent.
  • Weapon Familiarity: Hummingway's are proficient with Staves & Bows. For the purposes of weapon familiarity, all bows are considered one weapon.
Defensive Racial Traits
  • Lunar Advantage: Hummingway living on the moon have gained the ability to dodge and run from the vicious monster attacks and gain a stackable +1 Natural Armour Bonus and a +1 Deflection Bonus against projectiles.
Senses Racial Traits
  • Low-light Vision: Hummingway have the low-light vision up to 60 feet.
  • Darkvision: Hummingway can see in the dark up to 30 feet.
Weakness Racial Traits
  • Light Sensitivity: Hummingway are dazzled as long as they remain in an area of bright light. Ways around this are covering up eyes and taking blindsense, using sunglasses to take a lesser penalty.
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.
  • Poison Use: Hummingway are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This trait replaces Weapon Familiarity.
  • Swarming: Hummingway are used to living and fighting communally with other members of their race. Up to two Hummingway can share the same square at the same time. If two Hummingway that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This trait replaces Kneecapper.
  • Emissary: Once per day, Hummingway can roll twice when making a Bluff or Diplomacy check and take the better roll. This trait replaces Kneecapper.
  • Arcane Humming: Increase the DC on all sound based spells by 2. This trait replaces Lunar Advantage.
  • Light and Dark: Hummingway gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated. This trait replaces Darkvision.
  • Weather Savvy: Hummingway are so in tune with the air and sky 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. This trait replaces Weapon Familiarity.
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.
  • Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
  • Chemist: Add +1 foot to the range increment of the chemist's thrown splash weapons (including the chemist's bombs). This option has no effect unless the chemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
  • Dancer: Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
  • Freelancer: Add +extra 5 Jb every 2 levels.
  • Medic: Add +1/2 hit point to the amount healed naturally through holistic care.
  • Ninja: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in barren areas.
  • Thief: The thief gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.





8.
Lility (14 RP)
Created by Skeletondoggy. Changed and Fixed up by Gilgamesh.
   

Lilty are a short, but strong people, known for their tenacity and strength in numbers. Lilty are small onion-like beings that never grow over 3 or 4 feet, but despite their size boast an almost unparalleled physical strength. Previously, Lilties were known to be a war-like people, taking most if not all land within an area, constantly getting into wars with both others and even themselves. However these days, Lilties have fallen out of power in many places, and are in the same positions as any other species. However, their pride never falters, and many Lilty still see themselves on top of the world.



Lilties are short with plant-like protrusions that sprout from their head, making them easy to spot within a crowd. Some Lilty will have a green coloration to their hair, or even a flower bud sticking out. Lilties will usually wear padded clothing or armor, giving their figure a more layered appearance. Lilties are known for their strength, thus many take up jobs as warriors, bodyguards, and miners too. Lilty usually live together in large, bustling towns, but it’s not uncommon to find them around the world, as they’re a race that travels often too.
Standard Racial Traits
  • Ability Score Racial Traits: Lilties are strong both in physical and mental strength, usually able to carry well over their own weight and were known to be the innovators of technology within the world. However, because of their history, they are not always looked upon fondly. They gain +2 Str, +2 Int and a -2 Chr
  • Type: Humanoid
  • Subtype: Lility
  • Size: Small
  • Height: 3'0" to 4'2“
  • Weight: 55 to 70lbs
  • Age: Young- 14 and under, Adulthood- 15 to 55, Elderly- 56+
  • Base Speed: 20' (-1 RP)
  • Languages: Lilties begin play speaking Common and Lilit. Lilties with high Intelligence can choose bonus languages from the following: Selktic, Yuddish, Dwarven, Goblin, Lalafellan, and Giant. See the Linguistics page for more information about these languages.

Feat and Skill Racial Traits
  • Pocket Sized: Lilties are Small creatures, and thus gain a +1 size bonus to AC, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Rock Recognition: Lilties gain a +2 to Appraisal checks on gems and stones.
  • Vehement Veggie: Lilties gain the Intimidate skill and Repair skill class skills regardless of class.
  • Craftsman: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.
Offense Racial Traits
  • Weapon Familiarity: Lilties with this racial trait gain proficiency with any one weapon of their choice.
  • Kneecapper: Lilties gain a +4 racial bonus on combat manoeuvre checks to trip an opponent.
  • Size Isn’t Everything: Lilties, despite their stature, are quite strong and will often use weapons that are not meant for their size. Lilties are able to wield weapons one size category higher than they are without penalty. (Example, a 1d4 weapon when wielded by a small creature, will shift to the 1d6 as if wielded by a medium).
Defensive Racial Traits
  • Budded Brashness: Lilties 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, Lilty may reroll and use the second result.
  • Battle Hardened: Members of this race gain a +1 bonus to CMD.
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.
  • Resourceful Fighter: Lilties who grew up as warriors and fighters have been trained to use everything they can within a battle, especially unconventional weapons. Lilties with this trait gain Catch Off-Guard as a bonus feat. This feat replaces Rock Recognition.
  • Always Weighted: It is not uncommon for Lilties to be raised to be used to armors, and thus find it easier to wear and work with. Lilties with this trait gain the Armor Proficiency Medium feat as a bonus feat. This trait replaces the Weapon Familiarity Trait.
  • When We Ruled The World: The Lilities used to be a species with lots of power over the world, and while that has changed in recent times, some have trouble letting go of the past. Lilties with this trait gain a +1 morale bonus to attack rolls when in combat alongside another Lilty. This trait replaces the Rock Recognition trait.
  • Small Talker: Many Lilties grow up in large cities and towns, but some have utilized those upbringings to make themselves friendly and more approachable. Lilty gain the Diplomacy skill and Knowledge (Local) skill class skills regardless of class. This trait replaces the Vehement Veggie trait.
  • Poison Resistance: Lilities gain a racial bonus on saving throws against poison effects equal to their Hit Dice. This trait replaces Size Isn't Everything.
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.
  • Blue Mage: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Chemist: Add +1/2 to bomb damage.
  • Chocobo Knight: Add +1/2 to the chocobo knight’s bonus damage against targets of their challenge.
  • Dark Knight: Add +1/3 on critical hit on confirmation rolls made while using smite good (maximum bonus of +5). This does not stack with the Critical Focus feat.
  • Dragoon: Add +1/3 to the dragoon’s damage rolls with spears, lances, and polearms.
  • Engineer: Add +1/4 to the number of times the engineer can use the Repair ability.
  • Fighter: Add +1 to the fighter’s CMD when resisting bull rush or grapple attempt.
  • Gunner: Add +1/4 to the gunner’s grit points.
  • Holy Knight: Add +1/4 AC bonus against a foe you are targeting with smite evil.
  • Knight: Add +1/6 shield bonus to armor class while the knight uses any shield.
  • Samurai: Add +1/4 to the samurai’s daily uses of resolve.
  • White Mage: Add +1/2 hit point to the white mage’s lay on hands ability (whether using it to heal or harm).
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