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Playable Beastmen V 18-19
Vanu Vanu (16 RP)
This avian beast tribe resides on the floating islands dotting the Sea of Clouds. Prior to the advent of airship technology, man only dared to dream of reaching these islands in the sky. And so, for a time, the Vanu Vanu were unknown to the rest of the world. Times have changed, however, and now they must adapt as outsiders encroach upon their home.
They appear to be stout beastmen with avian features, including white beaks. Unlike the Ixal, the Vanu are covered with feathers all over their body excluding their lower legs. Despite their feathers, the Vanu Vanu have no wings and wear tribal clothing. Concept art has shown what appears to be Vanu-made structures, depicting stone buildings with trees growing through them with decorative paint matching their colors.
The Vanu Vanu have lived in the Sea of Clouds for an uncertain period of time. The high-altitude nature of their habitat meant the Vanu Vanu remained isolated from the "netherlings" who dwell in terrestrial Eorzea. This all changed when airship technology permitted the Holy See of Ishgard to expand into the skies above Abalathia's Spine. As part of a trade agreement, House Haillenart was permitted to established an outpost called Camp Cloudtop.
Peace lasted for a year and a half, until suddenly the Vanu Vanu began to exhibit increasingly hostile behavior to the colonists. Foraging parties were attacked without provocation, requiring them to airlift supplies from the Holy See.
Standard Racial Traits
  • Ability Score Racial Traits (4 RP): The Vanu Vanu is very wise and durable but lack a certain knack for things. They gain +2 Str, +2 Con, +4 Wis, -2 Int
  • Type: Humanoid (Vanu Vanu)
  • Size: Medium
  • Height: 5' 6" - 6' 10"
  • Weight: 120 lbs - 180 lbs
  • Age: Young- 12 and under, Adulthood- 13 to 55, Elderly- 56+
  • Base Speed: 30 foot movement speed.
  • Languages: Vanu Vanu start off with Common and Yagudo. Vanu Vanu can learn additional languages by putting ranks into the linguistics skill.

Feat and Skill Racial Traits
  • Gift of Tongues (2 RP): Vanu Vanu 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.
  • Sleepless Magicks (2 RP): Vanu Vanu are known to go sea fishing for weeks on end without sleeping a wink and have immunities to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Offense Racial Traits
  • Sky Sentinel (3 RP): Vanu Vanu gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. In addition, enemies on higher ground gain no attack roll bonus against Vanu Vanu.
  • Weapon Familiarity (1 RP): Vanu Vanu are proficient with Nets and Quarter Staves.

Defensive Racial Traits
  • Elementals Gift (4 RP): Vanu Vanu are surrounded by swirling winds gifted by the wind elementals as they live side by side one another. The elementals know that the Vanu Vanu are more suptable to attacks from foreign races and monster and grant them their wind ability granting them a +2 racial bonus (Deflection) to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action.
    • Once per day, a Vanu Vanu can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability.

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.
  • Tempered: Those who are followers of their false God gain a +5 Wind resistance against magical attacks and normal means that could damage them. This trait replaces Gift of Tongues.
  • Flightless fall: Even though the Vanu Vanu have feathers all around them (except their legs) they cannot fly. The only flying they are able to do is falling and have gotten quite good at it. With the assistance of the wind elements they have been granted with yet another ability. Vanu Vanu that fall for more then 50 feet your characters gain fast healing 2 while free falling per round until you feel the sweet sweet ground below you, until you are caught or something forces you to stop falling (Such as a cliff or a force spell) . Characters cannot use this if they have a flight speed. This trait replaces Sky Setinel and Weapon Familiarity.
  • Storm Ridden Body: Vanu Vanu gain fast healing 2 for 1 round anytime they take wind damage (whether or not this wind damage overcomes their wind resistance, if any). A Vanu Vanu can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This trait replaces Sky Setinel.
  • Improved Resistance: Vanu Vanu increase their resistance to one energy type to 10. As long as they already have that resistance at a 5. This trait replaces Sleepless Magicks.
  • Nimble Faller: Vanu Vanu land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts. This trait replaces Weapon Familiarity.
  • Warrior's Dance: The strongest of the Vanu Vanu are often revered as Hero’s among their people. Each time they use a Hero Point they must do the Warrior's Dance of their people to show how serious they will become. In campaigns that use the optional hero point system, each time a Vanu Vanu gains a level, it gains 2 hero points instead of 1. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2. This trait replaces Elementals Gift.
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 a +1/2 bonus on diplomacy and intimidate checks to change a creature's attitude.
  • Black Belt: Increase the number of times per day the black belt can use martial flexibility by 1/4.
  • Dancer: Add +1/2 to intimidate checks.
  • Monk: Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
  • 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.
Kobold (13 RP)
The kobolds are a race of mole-like creatures who have excavated a warren of tunnels beneath O'Ghomoro, a mighty peak rising in northern Vylbrand. Believing the ores of the earth to be a gift of the primal Titan, these subterranean beastmen seek to divine their deity's teachings through the arts of alchemy and metallurgy. Despite forging a peace agreement with Limsa Lominsa, recent conflicts over mineral deposits have led to a resurgence of hostilities.
Those that are Tempered solely believe in worshipping their false god Titan to lay waste upon their enemies.
Standard Racial Traits
  • Ability Score Racial Traits (0 RP): Like the Goblins and Moblins kobolds is also tech savvy but their people skills are... lacking. They gain +2 Con, +2 Int, -2 Chr
  • Type: Humanoid (Kobold)
  • Size: Medium
  • Height: 2'5" - 3'8" tall
  • Weight: 38 lbs - 85 lbs 
  • Age: [b]Young- 9 and under, Adulthood- 10 to 35, Elderly- 36+[/b]
  • Base Speed (2 RP): 30 foot movement speed and 20 foot burrow speed.
  • Languages: Kobold start off knowing Terran and Common. kobolds 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
  • Cave Dweller: Kobolds have vast knowledge on dungeons and survival and therefore gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
  • Master Tinker: Like Goblin’s; Kobolds are excellent at taking things apart, thought not as much as putting them back together and gain a +1 bonus on Disable Device. Kobolds are also treated as proficient with any weapon they have personally “crafted”.
  • Reckless Work: Kobolds receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Social Racial Traits
  • Emissary: Kobolds are decent on making trade offers to the once famous pirates of Lominsa and know exactly how to swindle their way into getting precious metals and ores. Once per day, Kobolds can roll twice when making a Bluff or Diplomacy check and take the better roll.

Offense Racial Traits
  • Hatred: Kobolds have been on threatening terms of the Roegadyn-Galka of Lominsa as of recent and gain a +2 attack on attacks.

Defensive Racial Traits
  • Bond to the Land: Kobolds have been mining for many generations and gain a +2 dodge bonus to AC when in a Caves and rocky terrain.
  • Natural Armor: Kobolds have thick hair all over them and gain a +1 natural armor bonus to their Armor Class.

Senses Racial Traits
  • Low-Light Vision: Kobolds 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.
  • Life Threatening Immunities: Kobolds are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities. The trait replaces Burrow and Natural Armour.
  • Tempered: Those who are followers of their false God gain a +5 Earth resistance against magical attacks and normal means that could damage them. The trait replaces Cave Dweller and Hatred.
  • Mountain-Born: Most kobolds have been born in caves and mountainous terrain and gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness. The trait replaces Master Tinkerer.
  • Unnatural: Kobolds unnerve normal animals/monsters, and train to defend themselves against the inevitable attacks from such creatures. Kobolds take a –4 penalty on all Charisma-based skill checks to affect creatures of the animals/monsters type, and receive a +4 dodge bonus to AC against animals/monsters. Animals/Monsters’ starting attitude toward Kobolds is one step worse than normal. The trait replaces Emissary and Low-light vision.
  • Scavenger: Kobolds are constantly looking for ores and shiney’s that can be used to gain power and respect amongst their fellow race 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. The trait replaces Bond to the Land.
  • Scent: Kobolds being a relative of the Qiqirn have a keen snout and the ability to smell things before they see them. Kobolds gain the scent ability. The trait replaces Reckless Work and Natural Armour.
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 bomb damage.
  • Engineer: Add +1/2 skill point to rolls for Knowledge Engineering and Technology.
  • Fighter: Add one Martial or Eastern Weapon to be proficient with (Can only be used twice).
  • Geomancer: Add +1/4 to the number of times the geomancer can use the Geomancy ability.
  • Thief: Add a +1/2 bonus on stealth checks and perception checks made in dim light or darkness.
I feel like these Kobolds should be slower then normal Kobolds but that's my opinion

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