02-11-2019, 10:14 PM
27.
Amalj'aa (12 RP)
The Amalj'aa are tall with a muscular physique, and have a very martial culture. Fitting their worship of Ifrit, enemy Amalj'aa specialize in fire-based skills, such as Enfire. They possess general knowledge of metalworking, and have been known to tame fire drakes.
As the primary focus of the race is the summoning and empowerment of their patron Primal, they often come into conflict with the other races of Eorzea, and are long standing enemies of the city state of Ul'dah. They quite frequently attack travelers and trading caravans, both to steal the large amount of crystals needed for their rituals, as well as to gain captives in order to have Ifrit "temper" them, permanently making them loyal servants to Ifrit and the Amalj'aa. These rituals are conducted at the Bowl of Embers.
Standard Racial Traits
- Ability Score Racial Traits: Amalj’aa are known for their strengths and traditions but slightly slow when it comes to intellect. They gain +2 Str, +2 Con, -2 Int.
- Type: [font=Times New Roman, serif]Humanoid (Amalj'aa)[/font]
- Size: Medium
- Height: 6'2''- 7'6''
- Weight: 220 – 340 lbs
- Age: Young: Under 14, Adult 15-65, Elderly 66+
- Speed: Amalj’aa have a 40‘ movement speed on land.
- Languages: Amalj’aa start off with Common and Amalj’aa and can choose any of the races languages except for any giants languages.
- Deathless Spirit: Amalj'aa have such a strong will that they tend to resist the effects of negative levels and damage when its inflicted. Amalj'aa gain a resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
- [font=Times New Roman, serif]Stalker: The Amalj'aa have long hunted and preyed upon the weak and such traditions have been passed down. Due to such traditions the Amalj'aa gain Perception and Stealth as class skills.[/font]
- Claws: Amalj'aa have claw like fingernails that are stronger then leather and therefore receive two claw attacks dealing 1D6 damage. These are primary natural attacks.
- Bond to the Land: Amalj'aa are quite familiar with desert and sandy lands and gain a +2 dodge bonus to AC when in combat or in areas where AC is required.
Senses Racial Traits
- Low-Light Vision: Amalj'aa 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.
- Natural Attack: Amalj'aa are fierce fighters when it comes to fighting without a weapon and will fight with everything there have. Amalj'aa gains a slam attack. The damage on the slam attack is 1D3+Str. This trait replaces Stalker.
- Tempered: Those who are followers of their false God gain a +5 Fire resistance against magical attacks and normal means that could damage them. This trait replaces Bond to the Land.
- Fearless: When Amalj’aa are taking on a foe with strong magicks they have to be strong willed and not flea from spells that would make them flee in fear and because of that gain a +2 racial bonus on all saving throws against fear effects. This trait replaces Low-light vision.
- Poison Use: Amalj'aa are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This trait replaces +10 foot movement speed.
- Silent Hunter: Amalj'aa are skillful hunters and can reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). This trait replaces Claws.
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 +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.
- Black Belt: Add +1 to the black belt's CMD when she's resisting a trip or overrun combat maneuver.
- Dragoon: Add +1/3 to the dragoon's attack rolls with spears, lances, and polearms.
- Geomancer: Add +1/2 to fire spell or spell-like ability damage.
- Thief: The thief gains +1/6 of a new thief talent.
28.
Gnath (17 RP)
A tribe of insect-like beastmen known to inhabit the south region of the Dravanian forelands. Having made remarkable advances in alchemy and metallurgy, these hunters have developed incense which deters Dravanian intruders, this preserving Gnath territory. They are also known as the Onemind as all Gnath are spiritually linked to their leader. Those whose link to this hive mind are broken become individual beings who are cast out form their own community as the Vath or Nonmind.
[Also appeared in Final Fantasy XII as Urutan-Yensa.]
Though bipedal and humanoid in stance, their limbs are rather spindly, and the legs curve and twist similar to various arthropods, while their arms end in claws. Their heads notably have a dome-like structure that makes it resemble a kasa. A prominent set of mandibles can be seen. Concept art has shown what appears to be Gnath dwellings, towers resembling termite mounds.
The Gnath are a warlike race, who are focused on expanding their territory. Unlike the other beastmen tribes, who generally summon their respective Primals out of desperation, the Gnath summoned Ravana purely for the sake of conquest, hoping to use his power to take the lands held by the Dragons of Dravania.
Standard Racial Traits
- Ability Score Racial Traits: They are a weak race but a crafty and spiritual race. They gain +2 Wis, +2 Int, +2 Chr, +2 Dex and take a -4 to Str
- Type: [font=Times New Roman, serif]Humanoid (Gnath)[/font]
- Size: Medium
- Height: 3'2'' to 4'3''
- Weight: 210 to 320 lbs
- Age: [font=Times New Roman, serif]Young- 12 an[/font][font=Times New Roman, serif]d under, Adulthood- 13 to 41, Elderly- 42+[/font]
- Base Speed: 20 foot movement speed and a 20 foot burrow speed.
- Languages: Gnath begin with Common and Undercommon.
- Telepathy: Gnath can mentally communicate with any other creature within a certain range (100 ft) that has a language (but a greater distance when communicating with their own race [decided by the GM]). It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking a listening to multiple people at the same time.
- [font=Times New Roman, serif]Bite[/font][font=Times New Roman, serif]:[/font] [font=Times New Roman, serif]Gnath[/font][font=Times New Roman, serif] have a weak but useful but dangerous bite attack and gain a natural bite attack, dealing 1d4 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.[/font]
- [font=Times New Roman, serif]Weapon Familiarity:[/font][font=Times New Roman, serif] Urutan-yensa are proficient with the scimitar, katana, light and heavy crossbows, and short bows.[/font]
- [font=Times New Roman, serif]Dreamspeaker:[/font][font=Times New Roman, serif] Gnath are already well versed with telepathy and can also do so while they sleep giving them a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, Gnath’s with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user’s character level):[/font]
- [font=Times New Roman, serif]1/day—dream[/font]
- [font=Times New Roman, serif]1/day—dream[/font]
- [font=Times New Roman, serif]Exoskeleton:[/font][font=Times New Roman, serif] Gnath have an exoskeleton and gain a +3 natural armor bonus to their Armor Class.[/font]
- [font=Times New Roman, serif]Carrion Sense:[/font][font=Times New Roman, serif] Gnath have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).[/font]
- [font=Times New Roman, serif]Low-Light Vision:[/font][font=Times New Roman, serif] Gnath have well light tunnels can see twice as far as a race with normal vision in conditions of dim light.[/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.
- Tempered: Those who are followers of their false God gain a +5 Earth resistance against magical attacks and normal means that could damage them. This trait replaces Dreamspeaker.
- [font=Times New Roman, serif]Improved Exoskeleton[/font][font=Times New Roman, serif]: Some Gnath are born with stronger exoskeletons and can take more physical abuse, they gain a +1 natural armor bonus. By taking this trait the Gnaths’ exoskeleton is so thick that armour becomes difficult to wear armour and you have to add +50% to the cost of any armour you buy or build. [/font][font=Times New Roman, serif]This trait replaces Bite and Carrion Sense.[/font]
- [font=Times New Roman, serif]Bond to the Land:[/font] [font=Times New Roman, serif]Gnath[/font][font=Times New Roman, serif] are quite familiar with Rocky and the Plains and gain a +2 dodge bonus to AC when in combat or in areas where AC is required. [/font][font=Times New Roman, serif]This trait replaces Burrow.[/font]
- [font=Times New Roman, serif]Hard-Shelled[/font][font=Times New Roman, serif]: A Gnath that has +5 natural armour or more can gain DR 5/bludgeoning. [/font][font=Times New Roman, serif]This trait replaces Bite and Dreamspeaker.[/font]
- Swarming: Gnath are used to living and fighting communally with other Gnath. Therefore when they ordered to go for food will go in massive armies and swam anyone and everyone peeling flesh off of their bodies in order to bring it back for their leaders. Up to two Gnath can share the same square at the same time. If two Gnath that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This trait replaces Telepathy.
- [font=Times New Roman, serif]I Built That!: [/font][font=Times New Roman, serif]Gnath use a special ability where it can turn an amount of ground into any form they would like making it easier to build tunnels or stuctures. Gnath gain the following supernatural ability: [/font][font=Times New Roman, serif]This trait replaces Carrion Sense and Low-light vision.[/font]
- [font=Times New Roman, serif]1/day—Will the earth to rumble and shift, transforming a 10-foot-sphere (+1 every 10 levels) patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for 20 minutes times equal to the user’s level, after which the ground returns to normal (20x level 6 = 120 minutes) [If used in combat it only lasts 10 minutes]. Mostly used in the building of buildings and colonies for Gnath.[/font]
- [font=Times New Roman, serif]1/day—Will the earth to rumble and shift, transforming a 10-foot-sphere (+1 every 10 levels) patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for 20 minutes times equal to the user’s level, after which the ground returns to normal (20x level 6 = 120 minutes) [If used in combat it only lasts 10 minutes]. Mostly used in the building of buildings and colonies for Gnath.[/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.
- Black Mage: Add a +1 bonus on Concentration checks made due to taking damage while casting black mage spells.
- Chemist: Add +1/2 to bomb damage.
- Dark Knight: The dark knight gains +1/6 of an additional 1d6 points of sneak attack 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.
- Illusionist: Add +1/2 to the DC of illusion spells.
- Sword Saint: Add a +1/4 of an additional use of the warleader ability.