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Additional Non Beastmen Races I 9 & 10
#1
9.
Unsent (18)

[Image: 1de23e10447008952ed8c4f0e1711883.jpg]
Unsent is a state of being in Spira, and the common name for those in that state. When a person dies his or her spirit enters the Farplane, either willingly by having accepted death, or with the help of a summoner performing a sending. If a person's spirit does not enter the Farplane it will remain on Spira as an "unsent", where the person's pyreflies reconstruct their body, usually in their old image. The unsent can still send their own souls no matter how long they have lingered and their bodies will disperse into pyreflies.
Unsent are typically overcome by malice and often begin to resent the living, eventually becoming fiends, though some unsent retain a corporeal state and a rational mind; this is associated with the unsent who have a strong conviction of some kind, such as a "mission" they feel compelled to complete. Some unsent can adopt the shape of a fiend at will, and absorb others' pyreflies to grow stronger.
Different unsents' bodies take different forms. Some unsent spirits remain identical to how they were in life, but some go through changes, and may appear to age even when biologically immortal.
Once the deceased has entered a Farplane they usually must remain there, but there are known to be exceptions...



Standard Racial Traits
  • Ability Score Racial Traits: Since Unsent are still born as humans to represent their varied nature, Unsent gain a +2 to ability score of their choice.
  • Type: Undead (Unsent)
  • Subtype: Unsent/Human
  • Size: Medium
  • Height: 4'7" to 6'9“
  • Weight: 95 to 220 lbs
  • Age: Varies
  • Base Speed: 30'
  • Languages: Unsent begin play speaking Common. Unsents with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits
  • Bonus Feat: Unsents select one extra feat at 1st level.
  • No Con No Problem!: Unsent have no Constitution score. Unsent use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution (such as when calculating a breath weapon’s DC).
  • Good Stuff Hurts: Unsent are harmed by positive energy and healed by negative energy. An Unsent creature with the fast healing special quality still benefits from that quality.
  • This is for the Living: Unsent do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that an Unsent creature can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
  • Spiritual Equipment: When you purchase a weapon, armour or magic items you can use your pyreflies to copy that equipments likeness, strength and durablity as well as any magical traits and bonuses as a spiritual weapon. Each time you upgrade your equipment you copied you have to go throught this process again. This process takes 8 hours to do. If you are destroyed the weapon comes with you.
    • If you are destroyed the original equipment falls to the ground and a fellow party member would need to carry for you until you reconstruct yourself.
    • When you place your Spiritual Equipment down on the ground turns into pyreflies 1 round after it leaves your body.
Magical Racial Traits
  • I'm sorry I wasn't Listening: Unsent are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Hey! Ask first! Don't Assume!: Unsent are not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect Unsent creatures. These spells turn Unsent creatures back into the living creatures they were before becoming Unsent.
Defensive Racial Traits
  • Can't bleed a rock dry: Unsent are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning.
  • I'm sorry was that supposed to hurt?: Unsent are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.
  • Durable like a boulder: Unsent are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
  • Oh I WILL BE BACK!: Unsent do not risk death from massive damage, but are immediately turned into pyreflies when reduced to 0 hit points or fewer. Time varies to reconstruct themselves from hours to days to weeks according to your GM.
      • Can be reconstructed in 1d4 days. Any spiritual equipment and weapons on the character also stay with that person. See Spiritual Equipment.
    • Unsent can be killed if damaged past their HP with Holy damage or being severely damaged on holy grounds or consecrated lands.
    • Unsent can be sent to the great beyond if a summoner or any type of holy job sends them if they have the proper training to do so.
Senses Racial Traits
  • Night Eyes: Unsent have the darkvision 60 feet racial trait.
Weakness Racial Traits
  • Resurrection Vulnerability: A raise dead spell cast on a member of this race can destroy it (Will negates). Using the spell in this way does not require a material component.
  • Light Sensitivity: Members of this race are dazzled as long as they remain in an area of bright light.
  • Holy Crap: Unsent suffer the effects of sickened from holy or concentrated lands.
  • Unsent can heal their CHR modifier in HP daily instead of normal living creatures. The only other way they can heal is with dark damage or regeneration healing.
Class Traits
  • Raging Class: When Berserking or Frenzying, instead of taking of non leathal damage you instead take leathal damage as you rage.
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.
  • Adoptive Parentage: humes are sometimes orphaned and adopted by other races. Choose one humanoid race without the hume subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.
  • Aquatic Ancestry: Unsents with deep one or skum ancestry may exhibit prominent round eyes or webbed fingers and toes. They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces the bonus feat trait.
  • Comprehensive Education: Unsents raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces the bonus feat trait.
  • Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. This racial trait replace taking any additional languages.
  • Focused Study: All Unsents are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such Unsents gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
  • Heart of the Mountains: Unsent humes born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. This racial trait replaces the bonus feat trait.
  • Heart of the Streets: Unsent humes from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces the bonus feat trait.
  • Heroic: Some humes are born heroes (then die and come back as unsent). In campaigns that use the optional hero point system, each time these Unsent gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
  • Innovative: Unsents have come to shape the world because they are inveterate innovators when they were still living. Unsents with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces the bonus feat trait.
  • Institutional Memory: Unsents rely on their institutions to remember the distant past and to preserve their own memories for the distant future. They gain a +4 racial bonus on Knowledge checks to answer questions about any organizations, guilds, or religions to which they belong, and they can attempt such skill checks untrained. This racial trait replaces the bonus feat trait.
  • Military Tradition: Several hume cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms and thus this is carried on in their afterlife. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
  • One of the Multitude: City-dwelling humes are skilled at blending in with the busy multitudes of the city (and while dead it is slightly easier to adjust yourself then when you were alive). They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces the bonus feat trait.
  • Self-Made Fate: Some humes build nations that deny the importance of gods (since you are dead you will know for a fact if this is true or not now) and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2 racial bonus on saving throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait.
  • Silver Tongued: Unsent are often adept at subtle manipulation and putting even sworn foes at ease. Unsents with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces additional languages taken without linguistics skill.
  • Unstoppable Magic: Unsent from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat trait.
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 +1/4 to the archer’s damage rolls with bows and crossbows.
  • Astrologian: Add one spell known from the astrologian spell list. This spell must be at least one level below the highest spell level the astrologian can cast.
  • 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.
  • Bard: Add one song from the bard song list to the bard’s songbook. This song must be at least one level below the highest song level he can perform.
  • Black Belt: Gain a +1 bonus to the black belt’s CMD when resisting two combat maneuvers of the black belt’s choice
  • 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 one spell known from the blue mage spell list. This spell must be at least one level below the highest spell level the blue mage can cast.
  • Chemist: Add +1/4 to the chemist’s damage rolls with thrown weapons.
  • Chocobo Knight: Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
  • Dancer: Add +1/4 point to the dancer’s ki pool.
  • Dark Knight: Add +1 to the dark knight’s holy element resistance (maximum +10).
  • Dragoon: Add +1/3 to the dragoon’s damage rolls with spears, lances, and polearms.
  • Engineer: Add +1 hit point or +1 to one saving throw to the engineer’s automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
  • Fencer: Increase the total number of points in the fencer’s panache pool by 1/4.
  • Fighter: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
  • Gambler: Add +1/6 for a new gambler gambit.
  • Geomancer: Add one spell known from the geomancer spell list. This spell must be at least one level below the highest spell level the geomancer can cast.
  • Gunner: Add +1/4 point to the gunner’s grit points.
  • Illusionist: Add +1/4 point to the veil pool ability.
  • Knight: Add +1 to the knight’s elemental resistance to one kind of element (maximum +10).
  • Medic: The medic gains +1/6 of a new combat medic technique.
  • Monk: Add +1/4 point to the monk’s ki pool.
  • Necromancer: Add one spell known from the necromancer spell list. This spell must be at least one level below the highest spell level the necromancer can cast.
  • Ninja: Add +1/4 point to the ninja’s ki pool.
  • Red Mage: Add +1/4 point to the red mage’s arcane pool.
  • Samurai: Add +1/6 to the samurai’s known Bushidos.
  • Summoner: Add +1 hit point or +1 skill rank to the summoner’s avatar.
  • Sword Saint: Add +1 to the sword saint’s CMD when resisting two combat maneuvers of the character’s choice.
  • Thief: The thief gains +1/6 of a new thief talent.
  • Time Mage: Add 1/6 of a temporal talent. (One additional temporal talent for every six times you select this option.)
10.
Selkies (13 RP)
Created by Skeletondoggy. Changed and Fixed up by Gilgamesh.

   

Selkie are a race of human-like people who wander the world known for their speed and wisdom. The Selkie’s original homes and villages were destroyed by a great crisis long ago, and because of this, many Selkie find themselves wandering the world. Many believe Selkie were the cause of their own destruction, and thus reject them from their communities, seeing them only as freeloaders and thieves. Because of this, Selkie tend to trust each other most, as the outside world has seemed to reject them for a mistake they did not make.



Selkie are usually indistinguishable from humans, but their key feature is their agility and multicolored hair. Most Selkie will also find themselves wearing the hides of animals and other creatures that they needed to hunt, or stolen garbs from other towns or areas. Selkie do not have a home town or region, thus in almost any region that is populated, you will be sure to find a Selkie or two. Selkie are quick and clever, and because of this many do take to the life of trickery. However, there are many Selkie who pursue other jobs and lifestyles, as fooling others is not the ideal path many would like to lead.
Standard Racial Traits
  • Ability Score Racial Traits: Selkies are known for their wits and speed, usually being seen as those who can adapt to a situation quickly. However, while adaptive, they are not sturdy. They gain +2 Dex, +2 Wis, and a –2 Con.
  • Type: Humanoid
  • Subtype: Selkie
  • Size: Medium
  • Height: 5'0" to 6'1“
  • Weight: 98 to 150 lbs
  • Age: Young- 16 and under, Adulthood- 17 to 59, Elderly- 60+
  • Base Speed: 30'
  • Languages: Selkies begin play speaking Common and Selktic. Selkies with high Intelligence can choose bonus languages from the following: Lilit, Yuddish, Elvaan, Mandragora, and Mithran. See the Linguistics page for more information about these languages.

Feat and Skill Racial Traits
  • Selkie Cunning: Selkies gain a +2 to Acrobatics checks
  • Thief Trained: Selkies gain a +2 to Sleight of Hands checks
  • Skill Training: Selkies often are very quiet and good at getting themselves out of situations. Selkie with this trait treat Stealth and Escape Artist as class skills.
  • Jumper: Selkies are always considered to have a running start when making Acrobatics checks to jump.
  • Sprinter: Selkies gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions
Defensive Racial Traits
  • Bond to the Land: Selkies gain a +2 dodge bonus to AC when in a specific terrain type selected from the list of favored terrains (same as Geomancer/Ranger). This choice is made at character creation, and cannot be changed.
  • Selkie Trust: Selkies 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 Selkie 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 Selkie has a similar ability from another source (such as the 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.
  • Cat’s Luck: Selkies gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.
Senses Racial Traits
  • Low Light Vision: Selkies have low-light vision allowing them to see twice as far as Humes 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.
  • Sea Bearer: Some Selkies find themselves called to the sea and will attune themselves to the water. Selkies with this trait gain a +3 on swim and also gain an increased Swim speed of +10 additionally to their usual swim speed. Replaces Sprinter and Thief Trained.
  • Tune of The Wild: Some Selkies have grown up in nature and within the wild, helping themselves better with animals. These Selkie gain +2 racial bonus on Handle Animal checks. Plus, Selkies with this trait will be able to speak with animals that have an attitude of indifferent or higher with the Selkie talking to it. This replaces the Thief Trained trait and Selkie Trust trait.
  • Blacksmith Blood: Selkies are seen as the innovators of modern blacksmithing, and some even will focus and continue on these teachings, innovating and learning from their ancestors. Selkies with this trait gain a +2 to Craft (Blacksmithing). This trait replaces Bond to The Land.
  • Lightly Held: It’s not uncommon for a Selkie to train themselves in weapons, but speed is a Selkie’s best asset. Selkies with this trait receive Weapon Finesse as a bonus feat. This feat replaces Jumper.
  • Mist Child (1 RP): Whenever a member of this race has concealment or total concealment, the miss chance of attacks against her increases by 5%. This trait replaces Cat's Luck.
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 +1/2 on critical hit confirmation on rolls for attacks made with bows or crossbows (maximum bonus of +4). This bonus does not stack with Critical Focus feat.
  • Beastmaster: Add +1 to an animal companion’s CMD when adjacent to the beastmaster. If the beastmaster ever replaces their animal companion, the new animal companion gains this bonus.
  • Dancer: Add +1 to the dancer’s base speed. In combat, this option has no effect unless the dancer has selected it five times (or another increment of five). This bonus stacks with the Fleet and applies under the same conditions as that feature.
  • Dragoon: Add +1/2 bonus to Acrobatic skill checks for jumping.
  • Gambler: Add +1/4 to the Gambler’s luck pool.
  • Geomancer: Add +1/2 to the bonus on initiative checks the geomancer gains based off of favored terrain.
  • Gunner: Add a +1/2 bonus on initiative checks when the gunner has at least 1 grit point.
  • Monk: Add +1 to the monk’s base speed. In combat, this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
  • Ninja: Add a +1/3 bonus on damage rolls to sneak attack.
  • Thief: Add a +1/2 bonus on stealth checks on opposing perception checks made in dim light or darkness.
  • 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.


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