Thread Rating:
  • 2 Vote(s) - 4.5 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Playable Beastmen 7-9
#1
7.
Goblins (12 RP)
   
Unlike other beastmen, Goblins can be found in almost all regions across Vana'diel. Their flexible lifestyle and adaptability to the surrounding environment have given them the ability to coexist with other beastmen as well as people. Goblins not only trade with the developed races, but represent a crucial link in the exchange of materials and ideas between the disparate local beastmen races.
Compared to other beastmen, Goblins have developed superior techniques in crafts such as smithing and healing.
Goblin culture appears to indicate a considerable sense of individual opportunism, with members of the race finding a niche for themselves in practically every region and environment in the world.
Goblins do not appear to generally maintain a social hierarchy; Stronger ones do not demonstrate any sense of superiority or command over weaker ones.
Most goblins appear to prefer a semi-solitary lifestyle, rarely congregating for any length of time, except as happenstance permits.
This marks the greatest contrast between them and a subspecies of Goblins known as Moblins, who live and work in a communal effort in underground caverns on the Quon continent. They are forever mining resources out of the ground, and constantly building, moving, and rebuilding Movalpolos, their ongoing encampment. Moblins also utilize a sub-breed known as Bugbears as slaves. Bugbears are a breed of Moblins having a larger body, two brains, and two sets of eyes so that they may perform separate tasks with each arm.
While Goblins have a refined understanding of explosives technology, they do not employ guns of any sort, preferring simple bombs and intricate fireworks crafted for amusement.
While Goblins encountered in the wilds should be viewed as potential adversaries, the nature of Goblin ingenuity and opportunism has allowed them to become the only tolerated Beastman race to inhabit major cities for the purposes of trade. A testament to their adaptability and diplomatic potential is the presence of an entirely Goblin-run merchant shop in the heart of the Grand Duchy of Jeuno.
Standard Racial Traits
  • Ability Score Racial Traits: Goblins are weak and slow but very intelligent. They gain -2 Str, -2 Dex, +4 Int
  • Type: [font=Times New Roman, serif]Humanoid (Goblin)[/font]
  • Size: Small
  • Height: 2'1" to 3'2"
  • Weight: 40 lbs to 65 lbs
  • Age: Young: Under 8, Adult 9-25, Elderly 26+
  • Base Speed: 20 foot movement speed
  • Languages: Common and Goblin. Goblins with high Intelligence scores can choose any language they want (except secret languages, such as Druidic and player made languages from other campaigns. They can however make their own languages).


Feat and Skill Racial Traits

  • Craftsman: Goblins 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.
  • Master Tinker: Whatever you survive makes you a better tinkerer right? Goblins gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Goblins are also treated as proficient with any weapon they have personally crafted.
  • Thug Life: Members of the Goblin family have no shame and when they can’t get something because negotiations went sour then they steal it. A member of the Goblin Family may attempt to steal from an opponent either during combat or outside of combat. The bonus for in combat is +1 and out of combat is a +3 to Sleight of Hand. If caught this bonus cannot be used for 24 hours.

Social Racial Traits
  • Silver Tongued: Unlike Mobins or other races Goblins are very talkative and eager to sell wares and set up trades with everyone and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Offensive Racial Traits
  • Goblin’s Unique Handle on Things: Goblins are proficient with both Short Swords and Hand Axes.
Senses Racial Traits
  • Low-Light Vision: Goblins 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.
  • Hardy: Not everyone tests the poisons they use but goblins do. After several applications they start to build resistances against certain poisons and gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. This trait replaces Silver Tongued.
  • Poison Resistance: Using and testing poisons so much grands immunities against said poisons (or so Goblins say) and gain a racial bonus on saving throws against poison effects equal to their Hit Dice. This trait replaces Goblin’s Unique Handle on Things and Thug Life.
  • Greedilox: Like Qiqirn, Goblins are very Greedy and gain a +2 bonus on Appraise and a +2 Diplomacy (for selling) checks to determine the price of non-magical goods that contain precious metals or gemstones. They will often appraise it higher to get a better selling price of +5%. This trait replaces Craftsman.
  • Scavenger: Goblins are always looking for loot and trash they can use to build better crafts or things to meld down and use for their engineering and gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This trait replaces Master Tinkerer.
  • Gobby Skill Bonus: Goblins are very good at crafting magical and cursed items and gain a +2 racial bonus on skill checks made for crafting with this skill. This trait replaces Low-light vision.
  • Pyromaniac: Goblins love to burn and are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Goblins early access to level-based powers; it only affects powers that they could already use without this trait. If a Goblin has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level): This trait replaces Thug Life and Goblin’s Unique Handle on Things.
    • 1/day—dancing lights, flare, prestidigitation, produce flame
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.
  • Chemist: Add +1/2 to the number of bombs per day the chemist can create.
  • Cleric: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
  • Engineer: Add +1/2 bonus to Craft skill checks.
  • Medic: Add +1/3 to the amount of temporary hit points granted by the medic’s battlefield inspiration.
  • Thief: Add +1 to the thief's CMD when resisting a grapple or reposition attempt.
8.
Trolls (17 RP)
   
These massive beastmen make their homes around Mount Zhayolm. The Trolls originally inhabited the precipitous mountain ranges that lie in the center of the Aradjiah continent. However, through the generations, ranks of Trolls made use of their brawn and courage to join the Gigas from the north and the Mithra from the south in the mercenary trade. The Trolls' ancestors served as a mercenary unit in the Imperial Army, and were afterwards hired by the Moblins. The reasons for their move to Mount Zhayolm are debatable, but they were able to maintain autonomy over their mercenary lands (also known as Halvung Territory) by paying tribute to the Empire until the conflict for the Astral Candescence began.
Thanks to the Moblins' generous technological offerings, the Troll mercenaries now possess equipment superior to that of the other Near Eastern beastmen, including naphtha-powered incendiary weapons and mass-produced cast metal helmets. According to rumor, the Trolls also undergo anatomy-enhancing surgical operations in order to survive in the harshest of environments. Their might and hostility towards Aht Urhgan make the Trolls the Imperial capital's greatest threat.
Standard Racial Traits
  • Ability Score Racial Traits: Trolls are tough and murderous but you can easily out think them with easy riddles. They gain +4 Str, +2 Con, -2 Dex, -4 Int (Large stats included)
  • Type: Humanoid (Troll)
  • Size: Large
  • Height: 7'4” to 9'11”
  • Weight: 340 lbs to 580 lbs
  • Age: Young: Under 21, Adult: 22-76, Elderly 77+
  • Base Speed: 30 foot movement speed.
  • Languages: Trolls start off knowing Giant, Mithran and Moblin. Trolls can learn additional languages by putting ranks into the linguistics skill.

Feat and Skill Racial Traits
  • Not Done til Dead: Trolls refuse to give up any fight they are in and will literally fight until their is barely any life left in them. They gain the following extraordinary ability: If the hit points of a Troll fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
  • Mountain-Born: Trolls among other races are born and raise on the mountains and gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.


Offense Racial Traits
  • Rock Throwing: Like the Gigants and Gigas, Trolls are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A Troll 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
  • Fearless Trolls: Trolls are fearless thus they meditate to work on being sure they are never frightened in battle. A frightened troll is declared weak and is usually either banned and beaten to death. Trolls gain a +2 racial bonus on all saving throws against fear effects.
Senses Racial Traits
  • Low-Light Vision: Trolls can see in dimly litten areas twice as far as a race with normal vision.
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: Being strong in battle Trolls can hold their own when being forced back by one or many opponents and receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. This trait replaces Low-light vision.
  • Sand in the Heart: Being used to struck with earth damage a Trolls skin have adapted to this and the earth actually heals the Troll instead of further damaging it. Trolls gain fast healing 2 for 1 round anytime they take earth damage (whether or not this earth damage overcomes their acid resistance, if any). A Troll can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This trait replaces Rock Throwing.
  • Kill em, Smash 'em: Trolls are proficient with a Troll Great Mace and take no penalities to using it. This trait replaces Rock Throwing.
  • Frightful Gaze: As stated before Trolls are fearful to their enemies and gain the following supernatural ability: Creatures within 30 feet of a Troll that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This trait replaces Not done til dead, Mithran as a bonus language and Mountain-Born.
  • Reach: Trolls have a reach of 10 feet. This trait replaces Fearless Trolls.
  • Hatred: Trolls absolutely hate the Gigas and the Humes with a passion. Trolls gain a +1 racial bonus on attack rolls against creatures of these subtypes or this type. This trait replaces Low-light vision.
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 +1/3 to gain a new Fighter’s Talent.
  • Gunner: Reduce the misfire chance for one type of firearm by 1/4. You cannot reduce the misfire chance of a firearm below 1.
  • Knight: Add +1/3 to the Attack Bonus of your primary weapon.
  • Monk: Add +1/6 to the attack roll of any blitz technique.
  • Sword Saint: Add a +2 bonus on rolls to stabilize when dying (For Each level when you take this option).
9.
Poroggos (13 RP)
   
Discovered by Professor Clavauert and named after the eccentric frog princess Samariri, these beastmen were born in the Age of Magic. Feeling sorry for the toads that were trampled on the paths of Windurst Waters, Samariri cast a spell that made the toads grow and allowed them to walk on two feet. The Poroggos eventually learned the Tarutaru language and the arts of magic and saw themselves as brothers and sisters to the people of Vana'diel, but the Windurstian military quickly disposed of what they saw as a threat. They were originally believed to be a myth or extinct but have recently resurfaced and joined the Mamool Ja Savages, presumably seeking revenge on the Tarutaru race.
Poroggos were an unintended result by some experements done by mages in Windhurst. With an old folk lore that kind of loosely but not accurately explains how they were created and wound up in Aht Urgan as they were assumed to have been wiped out during the war. But are still considered beastmen.
Standard Racial Traits
  • Ability Score Racial Traits: Poroggos are Intelligent and alert, but weak when it comes to physical strenth. They gain -4 Strength, +2 Wisdom, and +2 Intelligence
  • Type: [font=Times New Roman, serif]Humanoid (Poroggo)[/font]
  • Size: Small
  • Height: 1'4” - 2'10”
  • Weight: 21-36 lbs
  • Age: Young 0-3, Adult 4-13, Elderly 14+
  • Base Speed: Poroggos have a base speed of 20 feet and a swim speed of 40 feet.
  • Languages: Poroggos begin play speaking Common and Poroggo. Poroggos with high Intelligence scores can choose from the following: Tarutaru/Lalefell, Mithran/Miqo'te, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
  • Camouflage: Poroggos being born of either frogs or toad receive a +4 racial bonus on Stealth checks in marshes and forested areas.
  • Agile Tongue: Poroggos have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more thean 5 pounds, make a Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tonge.
  • Frog Magic: Poroggo gains a +1 bonus to DC of any saving throws that they cast.
Social Racial Traits
  • Magical Linguist: Having learned many types of magic and how to use them at their fullest a Poroggo gains 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. Poroggos 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—arcane mark, comprehend languages, message, read magic.
Movement Racial Traits
  • Swamp Stride: A Poroggo can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a Poroggo normally.
Offense Racial Traits
  • Weapon Familiarity: Poroggos are proficient with Staves and rods.
Senses Racial Traits
  • Darkvision: Poroggos were once either a frog or toad and can see perfectly in the dark up to 30 feet.
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.
  • Defensive Training: Poroggos often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. They gain a +2 dodge bonus to AC against Large or larger animals and magical beasts. This racial trait replaces swamp stride and Frog Magic.
  • Frog Song: Once per day a Poroggo can use its spell that can put all creatures in a 30 ft radius (not including itself) to sleep. Will DC 10 + ½ character level + CHR or INT modifier + any additional bonus. Targets that fail this save fall prone asleep for 2D4 rounds. In addition targets are inflicted with Frog status unless they pass a Fort DC 10 + ½ character level + CHR or INT modifier + any additional bonus. For 1d4 hours (on a natural 1 the 1d4 hours changes to days). If targets are hit when asleep they immediately awaken. This trait replaces Magical Linguist, Darkvision and Weapon Familiarity.
  • Glider Poroggos aerodynamic bodies and thick webbing between the toes enable a falling Poroggo to treat the distance fallen as half the actual distance. The Poroggo can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The Poroggo cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
  • Jumper Poroggos can jump very high and far when making a running jump. With this trait the Poroggos are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces Camouflage.
  • Princely The Poroggo gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and Camoflauge.
  • Toxic: Some Poroggos derive from a poison type of frog and gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Poroggo can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms. This trait replaces Frog Magic.
    • Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
    • Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
    • Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
  • Attuned Magic User: Once a day as a swift action a Poroggo can choose to use a spell free of its MP or choose to deal one extra die (depending on the spell) of damage to a target. Replaces Weapon familiarity and Agile Tongue.
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: Select one item creation feat known by the astrologian. 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.
  • Bard: Add +1/6 to the number of people the  bard can affect with the  fascinate  bardic performance.
  • Black Mage: Add +1/2 point of earth damage to spells that deal earth damage cast by the black mage.
  • 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.
  • 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.
  • Time Mage: Add 1/6 of an additional d4 added to armor class when you spend a mote to boost your AC. (+1d4 for every six times you select this option.)
  • White Mage: Add +1/3 to the amount of damage dealt or damage healed when the white mage uses holy burst.
Reply


Messages In This Thread
Playable Beastmen 7-9 - by DMLeibfrid - 10-02-2017, 01:59 AM

Forum Jump:


Users browsing this thread: 1 Guest(s)