11-11-2018, 07:58 PM
(This post was last modified: 11-16-2018, 05:56 PM by DMLeibfrid.)
00.
During the Great War, the Demons served as the Shadow Lord's elite guard, ruling over the other beastmen with fear. To ensure the other beastmen were following orders, many of the Demons would act as messengers, traveling to and from Castle Zvahl. When the Great War was over, the Demons vanished. However, with recent rumors of the Shadow Lord's return, there have been Demon sightings in Valdeaunia. While there are many theories about their origin, the most popular one is that the Shadow Lord made a pact with them after traveling deep into hell.
Standard Racial Traits
Feat and Skill Racial Traits
Offense Racial Traits
Magical Racial Traits
Defensive Racial Traits
Senses 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.
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.
[font=Times New Roman, serif]Even though the Gigant’s do not actively seek open communications with the other races they have been known to actually talk some things out instead of attacking recklessly like their Gigas cousins. [/font]
[font=Times New Roman, serif]The Gigant’s appear as a spoken race that live within Mor Dhona since the calamity. They seem to worship the recently unearthed Crystal Tower. Other giants are found living in Coerthas, and centuries ago, a tribe called Hecatoncheirs (a cousin similar between the Gigant’s and the Gigas) were sealed in Copperbell Mines following a slave revolt.[/font]
[font=Times New Roman, serif]Standard Racial Traits[/font]
[font=Times New Roman, serif]Feat and Skill Racial Traits[/font]
[font=Times New Roman, serif]Social Racial Traits[/font]
[font=Times New Roman, serif]Offense Racial Traits [/font]
[font=Times New Roman, serif]Magical Racial Traits[/font]
[font=Times New Roman, serif]Defensive Racial Traits[/font]
[font=Times New Roman, serif]Senses Racial Traits[/font]
[font=Times New Roman, serif]Alternate Racial Traits[/font]
[font=Times New Roman, serif]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.[/font]
[font=Times New Roman, serif]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.[/font]
The Moblins are known for their exceptional smithing and alchemy skills. Their achievements include complex drilling apparatuses and floodlights, as well as several advancements in exotic fields such as bionics. It is even rumored that their ability in these areas matches or exceeds that of the scientists in the Republic of Bastok.
A faction of Moblins that sprung from Movalpolos are the current employers of the Troll Mercenaries in the Halvung Territory and the rest of the Near East. Known as the Halvung Moblins, their leader is the mad scientist known as Megomak.
Standard Racial Traits
[font=Times New Roman, serif]Social Racial Traits[/font]
[font=Times New Roman, serif]Offense Racial Traits[/font]
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.
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.
Velkk fighters can be classified into two broad types: bellicose warriors who desire only to massacre their foes in the most bloody way imaginable, and devoted practitioners of the black arts who delight in using their spells to gain the upper hand in battle.
Warrior-type Velkk (red garb, equipped with a Voay Sword).
Mage-type Velkk (blue garb, equipped with a Voay Staff).
Yet despite all this, they're also adorably idiotic, so it's difficult to harbor much ill will against them.
[font=Times New Roman, serif]Standard Racial Traits[/font]
[font=Times New Roman, serif]Feat and Skill Racial Traits[/font]
[font=Times New Roman, serif]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.[/font]
[font=Times New Roman, serif]Favored Class Options[/font]
[font=Times New Roman, serif]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.[/font]
Error Removed.
20.
Kindred (27 RP)
These winged beastmen are found mainly in the Valdeaunia Region. It is said that their damage-absorbing outer shell was once armor that was enhanced by an evil enchantment. In addition to their highly advanced fighting skills, they are also known to possess high levels of intelligence, which they have used to acquire various types of potent magic. Due to their pitch-black color and ominous appearance, the inhabitants of Vana'diel came to call these beastmen "Demons." However, Demons refer to themselves as "the Kindred." This, along with many other questions about their origins, still remain unanswered.During the Great War, the Demons served as the Shadow Lord's elite guard, ruling over the other beastmen with fear. To ensure the other beastmen were following orders, many of the Demons would act as messengers, traveling to and from Castle Zvahl. When the Great War was over, the Demons vanished. However, with recent rumors of the Shadow Lord's return, there have been Demon sightings in Valdeaunia. While there are many theories about their origin, the most popular one is that the Shadow Lord made a pact with them after traveling deep into hell.
Standard Racial Traits
- Ability Score Racial Traits (4 RP): The Kindred are Strong and Sturdy, Slow yet Quick, regardless are not something you want to go up against. They gain +2 Str, +2 Con, +2 Dex -2 Int, +4 Chr
- Type: [font=Times New Roman, serif]Humanoid (Kindred)[/font]
- Size: Medium
- Height: 6'6'' to 7'0''
- Weight: 280 to 420 lbs
- Age: [font=Times New Roman, serif]Young- 200 and under, Adulthood- 201 to 1,100, Elderly-1,101+[/font]
- Base Speed (3 RP): 30 foot movement speed and a 30 foot flight speed (clumsy).
- Languages: The Kindred begin speaking Common. They can learn any of the beastmen languages.
Feat and Skill Racial Traits
- Swift as Shadows (3 RP): The Kindred reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
Offense Racial Traits
- Shadow Strike (5 RP): The Kindred have ties to the Shadow plane. Kindred deal 1d6 points of energy damage of shadow whenever they strike a foe with a natural attack, unarmed strike, or melee weapon.
Magical Racial Traits
- Shadow Caster (2 RP): Being from the plane of the shadow The Kindred gain bonuses when using their shadow magics. They add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.
- Shadow Magic (2 RP): The Kindred have trained for hundreds of years with their own magicks and built up a resistance to their own magicks being thrown around by each other and add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. The Kindred 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
- 1/day—ghost sound, pass without trace, ventriloquism
Defensive Racial Traits
- Natural Armor (4 RP): The Kindred have strong scale-like skin and gain a +3 natural armor bonus to their Armor Class.
Senses Racial Traits
- We don’t need lights to see (4 RP): The Kindred, being from the plane of darkness with little light, can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
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.
- Shadow Travel: When a Kindred reaches 9th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user’s character level): This trait replaces Flight and Shadow Caster.
- 1/day—shadow walk (self only)
- 1/day—shadow walk (self only)
- When a Kindred reaches 13th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user’s character level):
- 1/day—plane shift (self only to the Shadow Plane or the Material Plane only)
- 1/day—plane shift (self only to the Shadow Plane or the Material Plane only)
- Frightful Gaze: All races of smooth skin as well as the races of the beastment are frightened by the sheer present of The Kindred. The Kindred gain the following supernatural ability: Creatures within 30 feet of a Kindred 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 Flight and Swift as Shadows.
- Nasty Breath Weapon: The Kindreds have been known to use every shady trick that you can think of and this one tops it. The Kindreds have a non-elemental breath weapon and if they grapple a target the target does not get a reflex save against partial damage.
- Pick either a 30-foot cone or a 50-foot line. Once per day, as a standard action, The Kindred can make a supernatural breath weapon attack that deals 3d6+4 points of non-elemental damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack. This trait replaces Shadow Caster and Shadow Magic.
- Pick either a 30-foot cone or a 50-foot line. Once per day, as a standard action, The Kindred can make a supernatural breath weapon attack that deals 3d6+4 points of non-elemental damage type chosen in the area chosen. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack. This trait replaces Shadow Caster and Shadow Magic.
- Absorption: The Kindred can absorb ½ the damage of one of the following elements: Earth, Fire, Wind, Water, Lightning, Ice or Shadow. The minimum amount of absorption is 1. This trait replaces We don’t need lights to see and Natural Armour.
- I Got This!: Kindred can wield a size category larger weapon with -1 penality as long as the choices are Large Great Club, Large Great Sword, Large Great Axe, Large Great Lance or Large Great Scythe. This trait replaces Flight and Shadow Strike.
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.
- Black Mage: Increase MP by 1 per level. This trait must be taken multiple times in order to gain more then 1 MP per level.
- Dark Knight: Add +1 to the dark knight's holy element resistance (maximum +10).
- Dragoon: Add +1/2 damage when landing from above the target you are attacking.
- Fighter: Add +1/3 to Attack rolls when attacking with multiple weapons.
- Summoner: Add +1/4 to the number of hit points the summoner’s avatar regains per hit point sacrificed when using the life link ability.
- Time Mage: When using the steal time temporal talent, add +1/2 to the effective class level of the time mage, but only to determine the ability’s duration.
- Black Mage: Increase MP by 1 per level. This trait must be taken multiple times in order to gain more then 1 MP per level.
21.
[font=Times New Roman, serif]Gigants (24 RP)[/font]
[font=Times New Roman, serif]Gigant’s are a cousin of the Gigas though appearances are different such as actual made clothing, armour, weapons, dialect and hair. Their facial expressions are familiar to one another and don’t often communicate with their Gigas cousins.[/font][font=Times New Roman, serif]Even though the Gigant’s do not actively seek open communications with the other races they have been known to actually talk some things out instead of attacking recklessly like their Gigas cousins. [/font]
[font=Times New Roman, serif]The Gigant’s appear as a spoken race that live within Mor Dhona since the calamity. They seem to worship the recently unearthed Crystal Tower. Other giants are found living in Coerthas, and centuries ago, a tribe called Hecatoncheirs (a cousin similar between the Gigant’s and the Gigas) were sealed in Copperbell Mines following a slave revolt.[/font]
[font=Times New Roman, serif]Standard Racial Traits[/font]
- [font=Times New Roman, serif]Ability Score Racial Traits:[/font][font=Times New Roman, serif] Gigants are more refined which makes them easier to have diplomatic relationships with but they are still dangerous. They gain +6 Str, +2 Con, -2 Dex -2 Wis, +2 Chr. (Large stats included)[/font]
- [font=Times New Roman, serif]Type:[/font][font=Times New Roman, serif] Humanoid (Gigas)[/font]
- [font=Times New Roman, serif]Size:[/font][font=Times New Roman, serif] Large[/font]
- [font=Times New Roman, serif]Height: 9'10“ to 16'4“[/font]
- Weight: 2,800 to 4,850 lbs
- Age: 60[font=Times New Roman, serif] and under, Adulthood- 60 to 650, Elderly- 650+[/font]
- [font=Times New Roman, serif]Base Speed:[/font][font=Times New Roman, serif] 40 foot movement speed[/font]
- [font=Times New Roman, serif]Languages:[/font][font=Times New Roman, serif] Gigants start off with Giant and Undercommon.[/font][font=Times New Roman, serif] They can learn any of the beastmen languages.[/font]
[font=Times New Roman, serif]Feat and Skill Racial Traits[/font]
- [font=Times New Roman, serif]Reach[/font][font=Times New Roman, serif]: Gigant’s are massive and have a reach of 10 feet.[/font]
- [font=Times New Roman, serif]Skill Training[/font][font=Times New Roman, serif]: Gigant’s trained in climbing large cliffs and have lived for thousands of years. This grant them a Climb and Knowledge History.[/font]
- [font=Times New Roman, serif]Weapon Familiarity[/font][font=Times New Roman, serif]: Gigant’s are proficient with Great Staves and Great Swords.[/font]
[font=Times New Roman, serif]Social Racial Traits[/font]
- [font=Times New Roman, serif]Gift of Tongues[/font][font=Times New Roman, serif]: Gigant’s unlike their lower functioning Gigas cousins have been known to learn and talk things out (however rare the occurrences have been) and 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.[/font]
[font=Times New Roman, serif]Offense Racial Traits [/font]
- [font=Times New Roman, serif]Rock Throwing[/font][font=Times New Roman, serif]: Gigant’s are accomplished rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A Gigant 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[/font][font=Times New Roman, serif] plus 1-1/2 times the throwing creature’s Strength bonus.[/font]
[font=Times New Roman, serif]Magical Racial Traits[/font]
- [font=Times New Roman, serif]Stoneseer[/font][font=Times New Roman, serif]: Gigant’s are one with the earth and add +1 to the caster level of any spells with the earth descriptor they cast. Gigant’s also gain the following spell-like abilities (the caster level is equal to the user’s character level):[/font]
- [font=Times New Roman, serif]Constant—nondetection;[/font]
- [font=Times New Roman, serif]1/day—magic stone, stone shape, stone tell[/font]
- [font=Times New Roman, serif]1/day—magic stone, stone shape, stone tell[/font]
- [font=Times New Roman, serif]Constant—nondetection;[/font]
[font=Times New Roman, serif]Defensive Racial Traits[/font]
- [font=Times New Roman, serif]Mountain-Born[/font][font=Times New Roman, serif]: Born from the rocks and mountains many biologists and researchers care not to how they are born but have noticed they are very nimble around dangerous mountains and gullies (researches didn’t look too deep into this one). Gigant’s gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.[/font]
[font=Times New Roman, serif]Senses Racial Traits[/font]
- [font=Times New Roman, serif]Stonecunning[/font][font=Times New Roman, serif]: Gigant’s have a knack for things made from stone and can usually see the differences in the natural to man changed markings in stonework and 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.[/font]
[font=Times New Roman, serif]Alternate Racial Traits[/font]
[font=Times New Roman, serif]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.[/font]
- [font=Times New Roman, serif]Rock Catching: [/font][font=Times New Roman, serif]Gigants have been known to get into fights with their warring cousins the Gigas and fought defensively by catching the rocks the Gigas through and sometimes throwing it right back at their feeble heads. Gigants can catch Small, Medium, or Large rocks (or projectiles of similar shape). One per round a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one and 25 for a Large one. (If the projectile proides a magical bonus on attack rolls, the DC increases by that amount). The creature must be aware of the attack in order to make a rock catching attempt.[/font] [font=Times New Roman, serif]This trait replaces Gift of Tongues and Reach.[/font]
- [font=Times New Roman, serif]Crystal Tower’s Blessing[/font][font=Times New Roman, serif]: Gigant’s receive the Crystal Tower’s Blessing and gain DR 5/silver. [/font][font=Times New Roman, serif]This trait replaces Stonecunning and Stoneseer.[/font]
- [font=Times New Roman, serif]Crystal Tower’s Grace[/font][font=Times New Roman, serif]: Gigant’s receive the Crystal Tower’s Grace for crafting and gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. [/font][font=Times New Roman, serif]This trait replaces Skill Training and Gift of Tongues.[/font]
- [font=Times New Roman, serif]Multitalented[/font][font=Times New Roman, serif]: Gigant’s 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. [/font][font=Times New Roman, serif]This trait replaces Stoneseer.[/font]
- [font=Times New Roman, serif]Gigant’s Health[/font][font=Times New Roman, serif]: Gigant’s receive Toughness at first level. [/font][font=Times New Roman, serif]This trait replaces Rock Throwing and Mountain-Born.[/font]
- [font=Times New Roman, serif]Shards of the Past[/font][font=Times New Roman, serif]: Gigant’s are so old that they have taken on the lives of past Gigant’s or have said they are the reincarnations of said deceased Gigant’s. This grants them two particular Knowledge skills. Each Gigant picks two Knowledge skills. The Gigant’s gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the Gigant actually takes. [/font][font=Times New Roman, serif]This trait replaces Rock Throwing and Weapon Familiarity.[/font]
[font=Times New Roman, serif]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.[/font]
- Beastmaster: Add +1 to the beastmaster's total number of rage rounds per day.
- Black Mage: Add +1/2 bonus on checks made to craft magic items.
- Fighter: Add +1/3 to gain a new Fighter’s Talent.
- Holy Knight: Add +1/7 to a Shield’s AC Bonus.
- Monk: Add +10 feet to the monks speed every 4 levels (1,5,9). You may only do this a max of three times to get a maximum of 30 foot additional movement speed.
- Sword Saint: Add a +1/4 of an additional use of the war leader ability.
- Time Mage: Add 1/6 of a temporal talent. (One additional temporal talent 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.
22.
Moblin (11 RP)
The Moblins are a tribe of Goblins, Moblins banded together in a mob to dig the tunnels of Movalpolos (mostly be means of enslaving other races to do so). Most Moblins are troglodytes, preferring to live in the darkest parts of Vana'diel. Yet, there have been a few that have ventured out of Movalpolos, their subterranean city.The Moblins are known for their exceptional smithing and alchemy skills. Their achievements include complex drilling apparatuses and floodlights, as well as several advancements in exotic fields such as bionics. It is even rumored that their ability in these areas matches or exceeds that of the scientists in the Republic of Bastok.
A faction of Moblins that sprung from Movalpolos are the current employers of the Troll Mercenaries in the Halvung Territory and the rest of the Near East. Known as the Halvung Moblins, their leader is the mad scientist known as Megomak.
Standard Racial Traits
- Ability Score Racial Traits: Unlike Goblins, Moblins are quick on reflexes and more aggressive but still smart for inventing purposes. They gain +2 Dex, +2 Int, -2 Str
- Type: [font=Times New Roman, serif]Humanoid (Goblin)[/font]
- Size: Small
- Height: 2'2" to 3'0"
- Weight: 44 lbs to 70 lbs
- Age: Young: Under 10, Adult 11-27, Elderly 28+
- Base Speed: 20 foot movement speed
- Languages: Moblins start with Goblin and Undercommon as their base languages. They can learn any of the beastmen languages.
- Skills: Knowledge Engineering is always a Moblin skill.
- Light Blindness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
- Hatred: Moblins know exactly how to torture Meebles and Bugbears and gain a +1 racial bonus on attack rolls against them.
- Cave Dweller: Moblins gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
[font=Times New Roman, serif]Social Racial Traits[/font]
- [font=Times New Roman, serif]Beguiling Liar[/font][font=Times New Roman, serif]: Moblins have been known to form pacts with other beastmen tribes in order to get valuable information and precious goods while lying through their teeth. Moblins gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.[/font]
- [font=Times New Roman, serif]Falsely Silver Tongued[/font][font=Times New Roman, serif]: While negotiating or lying to get the trust of another beastmen tribe the Moblin’s have been known to disguise themselves as goblins and use any means necessary to get what they are after. Moblin’s gain a +2 bonus on Diplomacy, Disguise and Bluff checks. [/font]
[font=Times New Roman, serif]Offense Racial Traits[/font]
- [font=Times New Roman, serif]Monster Tamer:[/font][font=Times New Roman, serif] Moblins have been enslaving other beastmen and monsters for so long that they have gained the ability to displine their captors from longer distances and gain a +10 foot range on whips (and family of the whip) for combat and displining needs. Targets being tamed recieve a -4 Fort or Will to defying the tamer. [/font]
- [font=Times New Roman, serif]Darkvision 60 Feet: [/font][font=Times New Roman, serif]Thanks[/font] [font=Times New Roman, serif]to the special eye pieces on the Moblins headgear they are able to see in the dark up to 60 feet.[/font]
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.
- [font=Times New Roman, serif]Pyromaniac[/font][font=Times New Roman, serif]: Moblins 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 Moblins early access to level-based powers; it only affects powers that they could already use without this trait. If a Moblin 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): [/font][font=Times New Roman, serif]This trait replaces Cave Dweller and [/font][font=Times New Roman, serif]Falsely Silver Tongued.[/font]
- [font=Times New Roman, serif]1/day—dancing lights, flare, prestidigitation, produce flame[/font]
- [font=Times New Roman, serif]1/day—dancing lights, flare, prestidigitation, produce flame[/font]
- [font=Times New Roman, serif]Kneecapper[/font][font=Times New Roman, serif]: Moblins gain a +4 racial bonus on combat maneuver checks to trip an opponent. [/font][font=Times New Roman, serif]This trait replaces Hatred.[/font]
- Spy Tech: You have to be pretty sneaky to steal and gather information and Moblins have made special gear to allow them to do so. They gain a +4 bonus on Stealth checks. The items are unique and can only be warn by the Moblin who made them. [font=Times New Roman, serif]This trait replaces [/font][font=Times New Roman, serif]Monster Tamer, Beguiling Liar and Cave Dweller.[/font]
- [font=Times New Roman, serif]Swift as Shadows[/font][font=Times New Roman, serif]: Sometimes when a Moblin screws up it has to run away while trying not to get anyone else to notice him. A Moblin gets to reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. [/font][font=Times New Roman, serif]This trait replaces Skill[/font][font=Times New Roman, serif]s and Hatred.[/font]
- 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. [font=Times New Roman, serif]This trait replaces Monster Tamer.[/font]
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 to the beastmaster's total number of rage rounds per day.
- Black Mage: Add +1/2 point of fire damage to spells that deal earth damage cast by the black mage.
- 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.
- Gunner: Add +1/4 to the dodge bonus to AC granted by the nimble class feature (maximum +4).
- Thief: Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This does not stack with the Critical Focus feat.
23.
Velkk (14 RP)
These notoriously ruthless savages have set up their base of operations in the west of Eastern Ulbuka. According to records of old, they once lived throughout the various islands that constitute the Adoulinian archipelago, but were forced further and further west as the First King's influence grew.Velkk fighters can be classified into two broad types: bellicose warriors who desire only to massacre their foes in the most bloody way imaginable, and devoted practitioners of the black arts who delight in using their spells to gain the upper hand in battle.
Warrior-type Velkk (red garb, equipped with a Voay Sword).
Mage-type Velkk (blue garb, equipped with a Voay Staff).
Yet despite all this, they're also adorably idiotic, so it's difficult to harbor much ill will against them.
[font=Times New Roman, serif]Standard Racial Traits[/font]
- [font=Times New Roman, serif]Ability Score Racial Traits (-2 RP):[/font][font=Times New Roman, serif] They are tough and possess decent wisdom, but they are slow and stupid. They gain +2 Str, +2 Wis, -2 Dex, -4 Int[/font]
- [font=Times New Roman, serif]Type:[/font][font=Times New Roman, serif] Humanoid (Velkk)[/font]
- [font=Times New Roman, serif]Size:[/font] [font=Times New Roman, serif]Medium[/font]
- [font=Times New Roman, serif]Height: 6'0'' to 6'10''[/font]
- Weight: 360 to 440 lbs
- Age: Young: Under 15, Adult 16-109, Elderly 110+
- [font=Times New Roman, serif]Base Speed (1 RP):[/font][font=Times New Roman, serif] 20 foot movement speed and a 30 foot swim speed[/font]
- [font=Times New Roman, serif]Skill Bonus:[/font][font=Times New Roman, serif] +8 to swim checks[/font]
- [font=Times New Roman, serif]Languages:[/font][font=Times New Roman, serif] They start out with the language Undercommon. [/font][font=Times New Roman, serif]Velkk’s can learn additional languages by putting ranks into the linguistics skill.[/font]
[font=Times New Roman, serif]Feat and Skill Racial Traits[/font]
- [font=Times New Roman, serif]It’s all about luck (1 RP): Not everyone tests the poisons they use but Velkk being the geniuses that they are do. After several applications they start to build resistances or weaknesses against certain poisons and receive a -2 or gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. The DM rolls a high or low affecting this type of roll and rolls it.[/font]
- [font=Times New Roman, serif]Bite (4 RP)[/font][font=Times New Roman, serif]: Velkk gain a natural bite attack that is stronger and more devastating then normal bite attacks from any other type of beastmen, dealing 1D8 point of Damage.[/font]
- [font=Times New Roman, serif]Slapping Tail (3 RP)[/font][font=Times New Roman, serif]: It’s a little known fact that Velkk use their tail as an additional limb using it to beat their prey or grab things with it. The Velkk use their tail to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier.[/font]
- [font=Times New Roman, serif]Gatecrasher (2 RP):[/font][font=Times New Roman, serif] Velkk have massive strength for trees to be used as weapons and moving large boulders in order to make for a better home. Velkk gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder. [/font]
- [font=Times New Roman, serif]Mist Child (1 RP)[/font][font=Times New Roman, serif]: Whenever a Velkk has concealment or total concealment [/font][font=Times New Roman, serif]in water[/font][font=Times New Roman, serif], the miss chance of attacks against her increases by 5%.[/font]
- [font=Times New Roman, serif]Natural Armor (5 RP)[/font][font=Times New Roman, serif]: Velkk have tough and rough scales and gain a +4 natural armor bonus to their Armor Class.[/font]
- Quick to move, Quick to fall (-1 RP): Whenever a Velkk turns quickly during battle or any other time the Velkk must make a Perception check of DC 18 or fall prone due to being tripped by a rock or a root.
[font=Times New Roman, serif]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.[/font]
- [font=Times New Roman, serif]Battle-Hardened[/font][font=Times New Roman, serif]: The Velkk have been taught how to use their big bodies in combat for years granting them +1 bonus to CMD. [/font][font=Times New Roman, serif]This trait replaces Bite.[/font]
- [font=Times New Roman, serif]Eternal Hope[/font][font=Times New Roman, serif]: Velkk not being the toughest or bravest still have hope when dealing with the effects of fear and despair and practice not being affected by such spells that could have them cowering home. This is turn grants them 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, Velkk may reroll and use the second result. [/font][font=Times New Roman, serif]This trait replaces It's all about luck and Mist Child.[/font]
- [font=Times New Roman, serif]Hydrated Vitality[/font][font=Times New Roman, serif]: When Velkk are in their natural stomping grounds (or in the case the shallows) they gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water if they have been hurt or damaged. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Velkk can heal up to 2 hit points per level per day with this ability, after which it ceases to function. [/font][font=Times New Roman, serif]This trait replaces Mist Child and Gatecrasher,[/font]
- [font=Times New Roman, serif]Tripping Tail[/font][font=Times New Roman, serif]: When a Velkk hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity. [/font][font=Times New Roman, serif]This trait replaces Bite.[/font]
- [font=Times New Roman, serif]Spell-Like Ability, Greater (Variable, see Special)[/font][font=Times New Roman, serif]: Choose a 3rd-level or 4th-level spell that does not attack a creature or deal damage. Velkk can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level. [/font][font=Times New Roman, serif]This trait replaces Natural Armour.[/font]
- [font=Times New Roman, serif]Powerful Swimmer[/font][font=Times New Roman, serif]: Velkk are very strong and its common knowledge that they tread water with ease. They receive a +20 foot bonus to their swim speed. [/font][font=Times New Roman, serif]This trait replaces Gatecrasher.[/font]
[font=Times New Roman, serif]Favored Class Options[/font]
[font=Times New Roman, serif]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.[/font]
- Black Mage: Add a +1 bonus on Concentration checks made due to taking damage while casting black mage spells.
- Fighter: Add +1/3 to gain a new Fighter’s Talent.
- Geomancer: Add +1/2 bonus on Knowledge (nature) skill checks.
Monk: Add +10 feet to the monks speed every 4 levels (1,5,9). You may only do this a max of three times to get a maximum of 30 foot additional movement speed.