11-14-2017, 01:25 AM
(This post was last modified: 07-18-2020, 05:35 PM by DMLeibfrid.)
[color=#ff3333]My group is on break and didn't have time to check these guys out. Any suggestions will be appreciated.[/color]
10.
Orc (12 RP)10.
Orcs are born with an innate lust for battle, which is put to good use, living in a society that requires all to participate in military training. Strength is valued above all in the orcish society, with the strongest among them rising in influence and power. All Orcs--male and female--are required to participate in years of military training, and even their social structure is based on military ranks.
Most Orcs choose to follow the physical side of combat, becoming warriors, monks, dragoons, even rangers, while others choose to incorporate magic into their tactics, becoming dark knights or paladins. Others still choose to forgo physical combat completely and become black mages. These Orcs are often known as Shamans and are presumably held in very high regard.
Orcish technology is crude at best, constructing their buildings and siege weaponry from wood and animal hides, and fashioning armor from leather, wood and bone. They are occasionally seen wielding metal weaponry, though these could be stolen.
Standard Racial Traits
- Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
- Type: [font=Times New Roman, serif]Humanoid (Orc)[/font]
- Size: Medium
- Height: 4'9'' to 6'4''
- Weight: 110 lbs to 300 lbs
- Age: Young under 15, Adulthood 16-29, Elderly 30+
- Base Speed: 30 foot movement speed
- Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Kobold, Goblin, Moblin and Undercommon.
- Skill Bonus: Orcs gain a +2 racial bonus on Acrobatic checks made with this skill. Alternatively, Orcs also gain a +1 racial bonus on Climb and Jump Skills.
- Throw Anything: Orcs will throw anything that it engages as a way for it to make sure it is the victor. Orcs gain the Throw Anything Feat.
- Orc Ferocity: Once per day, when a Orc is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
- Weapon Familiarity: Orcs are always proficient with greataxes, Punching Daggers and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
- Low-Light Vision: Orc’s have been known to attack travelers both in the early morning and dusk and therefore recieve Low-Light Vision.
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.
- Feral Warcry: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. The trait replaces Throw Anything.
- Can’t Let them Live and Tell: Orcs are very adaminite on keeping their strongholds hidden from the rest of the world and gain a +15 foot racial bonus to their speed when using the charge, run, or withdraw actions. The trait replaces Skill Bonus.
- Warcry: An Orc can activate this ability once per day, as a swift action an orc that uses Warcry Grants himself +2 to Hit and Damage to himself and all other allies within 30 foot radius of himself. This ability lasts for 1 round per 2 levels plus ½ Con mod. The trait replaces skill bonus and Low-light vision.
- Reckless Climber: Mountain-dwelling orcs thrive on taking insane risks to defeat foes and show up rivals. They gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance. This trait replaces orc ferocity.
- Stench Aura: Orcs secrete a terrible scent as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user’s character level + the user’s Constitution modifier) or be sickened for 5 rounds. Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect. If an Orc is bathed then their Stench Aura is removed for 2d6 days. The trait replaces Throw Anything.
- Stalker: Perception and Stealth are always class skills for Orcs. The trait replaces Low-light vision.
- Squalid: Orcs exist in surroundings so filthy and pestilent that even other orcs would have difficulty living in them. Orcs with this racial trait gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. This trait replaces orc ferocity.
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 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 the beastmaster's total number of rage rounds per day.
- Black Belt- Add +1 to the black belt's CMD when she's resisting a trip or overrun combat maneuver.
- Black Mage- Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
- Dark Knight- Add +1/4 to the number of defiles the dark knight can inflict.
- Dragoon- The dragoon gains +1/6 of an additional 1d6 points of deadly lancer damage.
- 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 +4). This bonus does not stack with Critical Focus.
These amphibious beastmen reside mainly on the western coastline of the island of Elshimo. They spend the majority of their time practicing primitive fishing techniques to provide an ample supply of shellfish for their survival. Other than to protect their territory, the Sahagin rarely interact with other races. Before the Great War, they adamantly refused invitations by the Shadow Lord to join the beastmen armies--until he convinced them that the steamships of Bastok would eventually destroy their environment. During the war, the Sahagin used their sea maneuvering abilities to attack even the strongest ships in the allied fleet, and were feared by all seafaring soldiers. After the flames of battle had been extinguished, the Sahagin cut off all ties to the other beastmen and returned to their secluded way of life. Apart from limited trading with Norg--they often trade shellfish for metal trinkets salvaged by the pirates--the Sahagin have little contact with the outside world.
Finally, many of the Sahagin worship the elements, and have made deities out of sea serpents and oddly shaped stones within their grotto. However, within their ranks are some who follow the teachings of the Goddess Altana.
Racial Traits
- Ability Score Racial Traits: Sahagin’s tend to be quick on their feet and tend to have a good constitution but have crummy people skills and smarts. +2 Dex, +2 Con, -4 Int and -2 Chr.
- Type: Humanoid (Sahagin)
- Size: Medium
- Height: 4'2'' to 5'10''
- Weight: 120 lbs to 210 lbs
- Age: Young under 12, Adult 13-32, Elderly 33+
- Base Speed: 20 foot movement speed and 40 foot swim speed (and gain the +8 to swim checks).
- Languages: Sahagin and Common. They can only learn any of the other beastmen languages.
Feat and Skill Racial Traits
- Exotic Weapon Proficiency Trident: Sahagin's have been trained at birth to use Tridents in hand to hand combat. They have been known to track and board trading ships throughout the generations and some have formed pirate crews to attack said ships.
- Amphibious: Sahagin have been blessed by their god (not the Kami) allowing them to breathe both in and out of the water making it ideal to fish and gather materials off of the sea floor for trading purposes.
Offense Racial Traits
- Hydro Shot: Once per day, as a standard action, members of the Sahagin can make a supernatural Hydro Shot attack that deals 1d6 points (per hit die) of water damage in a 30' line.
Defensive Racial Traits
- Mist Child: Deriving from the oceans and fog, whenever a Sahagin has concealment or total concealment, the miss chance of attacks against her increases by 5%.
- Catfish’s Luck: Being able to have quick reactions in and out of the water the Sahagin gain the following extraordinary ability: Once per day, when a Sahagin 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.
- Bond to the Depths: Sahagin gain a +2 dodge bonus to AC when in shallows and deep water terrain.
Senses Racial Traits
- Low-Light Vision: Only diving down to the shallows for trinkets and food they 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.
- Extra Ammo Shots: Choose one of the following either one each of two of one and not the other:
- Extra Shots: You can take this trait and allow Hydro Shot to get another shot per day. This trait can be taken multiple times and the effects stack.
- Extra Ranged Shots: You can take this trait and allow Hydro Shot to get an extra 10 foot increment. This trait can be taken multiple times and the effects stack.
- These traits replaces Bon to the Depths & Mist Child.
- These traits replaces Bon to the Depths & Mist Child.
- Extra Shots: You can take this trait and allow Hydro Shot to get another shot per day. This trait can be taken multiple times and the effects stack.
- Water Tribe: Some Sahagin live in the water far 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 Amphinious and Exotic Weapon Proficiency Trident. This trait replaces Exotic Weapon Proficiency Trident and Amphibious.
- 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 Low-Light Vision and Mist Child.
- Hydrated Vitality: When a Sahagin is damaged and is close to water it can say a short pray to its diety and gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Sahagin can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This trait replaces Exotic Weapon Proficiency Trident and Mist Child.
- Aquatic Summoner: It is forbidden to summon when the elder is not pressent but its even more of a crime to summon non aquatic creatures. When summoning a creature with the water subtype with a summon spell, increase the duration of that spell by 2 rounds. This trait replaces Bond to the Depths.
- Deepsight: Sahagin are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water. This trait replaces Low-light vision and Catfish'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.
- Beastmaster: Add +1 hit point or +1 skill rank to the beastmaster's aquatic animal companion. If the beastmaster ever replaces his aquatic companion, the new aquatic companion gains these bonus hit points or skill ranks.
- Black Mage: Add +1/2 point of water damage to spells that deal earth damage cast by the black mage.
- Dragoon: Add +1/6 to reduce armor check penalty and increase maximum Dexterity bonus when wearing armor.
- Geomancer: Add +1/2 to the bonus on initiative checks the geomancer gains based on favored terrain.
- Summoner: The summoner gains an additional 2.5 foot to be away from their avatar every 3 levels.
Lamia/Ananta (12 RP)
A bewitching race of beastmen with an upper body like that of a Hume woman and a lower body resembling that of a venomous serpent. The Lamia are few in number compared to the other beastmen inhabitants of the Near East. However, they have ensorceled the bones of fallen soldiers, creating an undead army of considerable size to defend their reef settlements. Lamia are known to sneak into towns in the depths of night, wielding powerful bows and hunting townspeople to replenish their armies; hence the Near Easterners' dread of sunset. According to rumor, Lamia are not technically a race of beastmen, but actually a form of organic weapon (also known as a chimera), created by alchemists fusing the parts of multiple organisms.
Lamia are also known for their crafting in beautiful magic enhanced jewelry and hate for the empire that has taken over much of their land.
Standard Racial Traits
- Ability Score Racial Traits: Lamia are graceful, creative, beautiful but not physically intimidating/imposing. They gain -2 Strength, +2 Dexterity, +4 Charisma
- Type: [font=Times New Roman, serif]Humanoid (Lamia)[/font]
- Size: Medium
- Height: 4'11'' to 6'2''
- Weight: 90 lbs to 175 lbs
- Age: Young under 14, Adulthood 15-49, Elderly 50+
- Base Speed: Their land speed is 20 feet, but their swim speed is 50 feet. They are amphibious, but prefer to spend long periods out of the water.
- Languages: Lamia begin play speaking Common and Aquan. Lamia with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elvaan, Sahuagin, and Sylvan.
- Legless : Lamia have no legs and cannot equip any leg or foot slots armour. This also includes if a spell uses any polymorph effect. This changes only if the character is resurrected to a different race.
- Jeweler’s Craft: Lamia are amazing crafters of both normal and magic jewelry and gain a +1 racial bonus on all Craft or Profession checks to create objects from metal.
- Hold Breath: Lamia can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
- Better to Slash with: Lamia’s are skilled with the scimitar and use it for post classes of combat. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Lamia are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
- Natural Armor: Lamia have tough scales and gain a +1 Natural Armour bonus from it.
- Bond to the Land: Lamia’s gain a +2 dodge bonus to AC when fighting on Desert or water areas. Must pick one during character creation.
- Low-Light Vision: All Lamia have low-light vision.
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: Some Lamia favor the lightless depths of caverns and shallow waters. Lamia with this racial trait gain darkvision with a range of 60 feet and light sensitivity. This trait replaces Low-light vision.
- Seasinger: The beautiful voices of the Lamia are legendary. A Seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells. This racial trait replaces Low-light vision.
- Swordtrained: Lamia are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, elvaann curve blades, falchions, greatswords, longswords, rapiers, scimitars, short swords, and two-bladed swords). This trait replaces Swim.
- Tempered: Those who are followers of their false God, gain a +5 water or wind resistance against magical attacks and normal means that could damage them. You have to pick one element during character creation. This trait replaces Natural Armour.
- Stubborn: When ill magicks have been casted on a Lamia they have been known to be able to shake it off easier 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 Lamia 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 Lamia 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 Bond to the Land.
- Seducer: Lamia are known as the seducing race for chaming, dominating and the likes. A Lamia may add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, Lamia 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 Better to Slash with and Jeweler’s Craft.
- 1/day—charm person
- 1/day—charm person
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: Can treat 5' of water as if they were not shooting through water. This does not count if they are firing into the water.
- Bard: Add +1 to the bard’s total number of bardic performance rounds per day.
- Dancer: Add +1/4 point to the dancer'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.
- Sword Saint: The sword saint gains 1/5 of a new swordskill.
- White Mage: The white mage gains elemental resistance 1 against shadow. Each time the white mage selects this reward, increase her resistance by +1 (maximum 10).