12-13-2018, 12:53 AM
(This post was last modified: 05-15-2020, 02:04 AM by DMLeibfrid.)
1.
Buga Tribe (17)
[color=#ffffff][font=Times New Roman, serif]The species is known for its longevity with lifespans of hundreds of years. They resemble real-world wolves although they share some characteristics with lions. They have bright red-orange fur, and the end of the their tails hosts a burning flame whose significance is never explained. The species has been seen wearing adornments similar to Native Americans, such as face-paint, beads, and feathers, with Red XIII's equipment notably being headdresses. Though they are equally as intelligent as humes, with the ability to speak with perfect grammar, there is no evidence of the species creating a civilization, except for possibly Cosmo Canyon. The flame of Cosmo Canyon, said to burn eternal to protect it, may be connected to their flaming tail. [/font][/color]
[color=#ffffff][font=Times New Roman, serif]For unknown reasons, the species died out to near extinction levels and is said to be down to only Red XIII and Deneh. Others of the tribe may exist but not in the Cosmo Canyon area. [/font][/color]
[color=#ffffff][font=Times New Roman, serif]Pregnancy can last up to 30 months for a member of the Buga tribe. Mostly all pregnancies go smoothly and the females can still fend for themselves and hunt up until around month 27-28 when it becomes very difficult that's when she depends on the tribe to hunt in her stead.[/font][/color]
[color=#ffffff][font=Times New Roman, serif]The females tend to look a lot lighter in color then their male counterparts but still have the featured flaming tail. The tail grows hotter when a female is in heat as well.[/font][/color]
[color=#ffffff]Standard Racial Traits[/color]
- [color=#ffffff]Ability Score Racial Traits: Members of the Buga Tribe have cat-like reflexes, charismatic characteristics to sway their tribe to rally together yet they tend to rely more on instincts then their wisdom. They gain +2 Dex, +2 Chr and -2 Wis[/color]
- [color=#ffffff]Type: [font=Times New Roman, serif]Magical Beast [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Subtype: Buga[/font][/color]
- [color=#ffffff]Size: Medium[/color]
- [color=#ffffff][font=Times New Roman, serif]Height:[/font] [font=Times New Roman, serif]2'9" to 3'8“ Tall[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Weight:[/font][font=Times New Roman, serif] 130 to 220 lbs [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Age:[/font][font=Times New Roman, serif] Young- 75 and under, Adulthood- 76 to 800, Elderly- 801+[/font][/color]
- [color=#ffffff]Base Speed: 30[/color]
- [color=#ffffff]Languages: Common[/color]
- [color=#ffffff]Vision: 60' Dark vision[/color]
[color=#ffffff]Feat and Skill Racial Traits[/color]
- [color=#ffffff][font=Times New Roman, serif]Low-Light Vision: Members of this tribe can see twice as far as a race with normal vision in conditions of dim light.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Scent Members of this tribe gain the scent ability.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Skill Training Knowledge History & Stealth are always considered class skills for members of this tribe.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Terrain Stride Members of this tribe can move through mountain terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif][b]Armor Non-Proficiency:[/font][/b] [font=Times New Roman, serif]Due to their distinct body type, the Buga Tribe have to have pay double for their armour. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Altered Weaponry:[/font][font=Times New Roman, serif] Due to not having hands members of the Buga Tribe can get altered arms (such as swords with a mouth guard) so they can use swords or other weapons in combat. GM's discretion only.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Due to the lack of fingers any member of the Buga Tribe can substitute a ring for an earring instead. But cannot equip gear meant for the hands. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Claws [/font][font=Times New Roman, serif]Members of this tribe receive two claw attacks dealing 1d4+ strength modifier damage. These are primary natural attacks. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Lightbringer [/font][font=Times New Roman, serif]Members of this tribe are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including [/font][font=Times New Roman, serif]spell-like [/font][font=Times New Roman, serif]and [/font][font=Times New Roman, serif]supernatural [/font][font=Times New Roman, serif]abilities). If a member of this tribe has an [/font][font=Times New Roman, serif]Intelligence [/font][font=Times New Roman, serif]of 10 or higher, it gains the following [/font][font=Times New Roman, serif]spell-like ability[/font][font=Times New Roman, serif]:[/font][/color]
[color=#ffffff]Defensive Racial Traits[/color]
- [color=#ffffff][font=Times New Roman, serif]Cat’s Luck [/font][font=Times New Roman, serif]Members of this tribe gain the following extraordinary ability: Once per day, when a member of this tribe 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.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Illusion Resistance [/font][font=Times New Roman, serif]Members of this tribe gain a +2 racial bonus on saving throws against illusion spells or effects.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Natural Armor [/font][font=Times New Roman, serif]Members of this tribe gain a +1 natural armor bonus to their Armor Class. The Buga have thick hair in which helps them to deflect attacks that are directed at them.
[/font]
[/color]
- [color=#ffffff][font=Varela, sans-serif]Four Legs No Arms[/font][font=Times New Roman, serif]:[/font][font=Times New Roman, serif] Members of this tribe walk on all fours (Please note that this does not mean they have arms. [/font][/color]
[color=#ffffff]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.[/color]
[color=#ffffff][font=Times New Roman, serif]Altered Weapons-[/font][font=Times New Roman, serif] Because Members of the Buga Tribe are four leg beasts all their weapons are changed to fit their body in the form of armoured claws or greaves of the sort[/font][font=Times New Roman, serif]. Ask your GM if this is ok before proceeding forward with this Racial Trait. [/font][font=Times New Roman, serif]This trait replaces Natural Armour.[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Samsaran Magic Members of this tribe with a Charisma score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day—comprehend languages, deathwatch, stabilize. This trait replaces Low-Light Vision.[/font][/color]
[color=#ffffff][font=Times New Roman, serif]Fast [/font]Members of this tribe gain a +10 foot bonus to their base speed. This trait replaces Cat's Luck.[/color]
[color=#ffffff][font=Times New Roman, serif]Ferocity [/font]Members of this tribe gain the following extraordinary ability: If the hit points of a member of this tribe 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. This trait replaces scent.[/color]
[color=#ffffff][font=Times New Roman, serif]Bite [/font]Members of this tribe gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This trait replaces Cat's Luck.[/color]
[color=#ffffff][font=Times New Roman, serif]Climb [/font]Members of this tribe have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. This trait replaces Terrain Stride & Illusion Resistance.[/color]
[color=#ffffff][font=Times New Roman, serif]Curiosity [/font]Members of this tribe are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This trait replaces Scent.[/color]
[color=#ffffff]Favored Class Options[/color]
[color=#ffffff]The following favored class options are available to all characters of this tribe who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.[/color]
- [color=#ffffff]Beastmaster: Add +1 to the beastmaster's total number of rage rounds per day.[/color]
- [color=#ffffff]Blue Mage: Add +1/6 bonus to Knowledge (all) skill checks.[/color]
- [color=#ffffff]Fighter: Add a +1/2 circumstance bonus to confirm critical hits when attacking with bite or claw attacks (maximum bonus +4). This bonus does not stack with Critical Focus.[/color]
- [color=#ffffff]Geomancer: +1/4 to the number of times the geomancer can use the Geomancy ability.[/color]
- [color=#ffffff]Monk: Add +1/4 point to the monk's ki pool.[/color]
- [color=#ffffff]Red Mage: The red mage gains 1/6 of a new ruby arcana.[/color]
2.
Miqo'te (16)
Photo by: Peipei22 Deanna Mcrae
[color=#ffffff]The Miqo'te have diverged into two separate ethnicities (Unlike their Mithran Ancestors): the Seekers of the Sun and the Keepers of the Moon. While the diurnal Seekers of the Sun worship Azeyma the Warden with their culture revolving around the sun, the nocturnal Keepers of the Moon prefer the shroud of night and offer their piety to Menphina the Lover. The Keepers of the Moon have a custom of applying war paint to their faces, as it is believed the vivid colors grant lunar powers.[/color]
[color=#ffffff]Due to the differences of their cultures there are some physical differences between the Seekers of the Sun and the Keepers of the Moon.[/color]
[color=#ffffff]Due to their exposure to light, the pupils of a Seeker of the Sun Miqo'te are vertically aligned slits with irises faintly colored. It is common for their eyes to be disparately colored from birth, a trait considered auspicious among their kind.[/color]
[color=#ffffff]In contrast, due to their exposure to darkness, the pupils of a Keeper of the Moon Miqo'te are large and round with little iris exposure. They are distinguishable from their diurnal cousins by their darker fur, larger ears, rounder eyes, more pronounced canines, and longer, skinnier tails.[/color]
[color=#ffffff]The groups share a superb sense of smell and powerful leg muscles, results of a long evolution geared towards hunting and predation.[/color]
[color=#ffffff]With the A Realm Reborn version a few differences are noted, for instance the Seeker of the Sun Miqo'te's ears are wider with thick hair, while the Keeper of the Moon Miqo'te have stylized ears with short hair and are slightly longer and thinner.[/color]
[color=#ffffff]Male Miqo'te from the Seekers of the Sun have tanned skin and have wider faces and their tails have a leonine design, while the Keepers of the Moon have pale canine tails. The Seekers of the Sun do not have pronounced canine teeth, but Keepers of the Moon have long canines clearly visible when laughing, cheering, or most other emoting.[/color]
[color=#ffffff]While the variation in Seeker skin color tends toward the more "traditional" tan coloration seen in many other races, darker-skinned Keepers tilt more toward blue and gray coloration. This even affects the lighter skin tones of Keepers, as a fair-skinned Keeper will still appear distinct next to a Hyur of similar skin tone.[/color]
[color=#ffffff]Standard Racial Traits[/color]
- [color=#ffffff]Ability Score Racial Traits: Miqo'te are far more Intelligent than their Mithran ancestors and still have they quick movements but still lack wisdom. They gain a +2 Dex, +2 Int and a -2 Wis[/color]
- [color=#ffffff]Type: Humanoid[/color]
- [color=#ffffff]Subtype: Miqo'te[/color]
- [color=#ffffff]Size: Mediums[/color]
- [color=#ffffff][font=Times New Roman, serif]Height:[/font][font=Times New Roman, serif] 4[/font][font=Times New Roman, serif]'9" to 5'10“ [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Weight:[/font][font=Times New Roman, serif] 95 to 180 lbs [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Age:[/font][font=Times New Roman, serif] Young- 16 and under, Adulthood- 17 to 76, Elderly- 77+[/font][/color]
- [color=#ffffff]Base Speed: 30'[/color]
- [color=#ffffff]Languages: Common choose up to seven languages (except for Druidic or other secret languages). Miqo'te with high Intelligence scores can choose from any of these additional languages.[/color]
[color=#ffffff]Feat and Skill Racial Traits[/color]
- [color=#ffffff]Focused Study: At 1st, 8th, and 16th level, Miqo'te gain Skill Focus in a skill of their choice as a bonus feat.[/color]
- [color=#ffffff]Skill Training: Survival and Acrobatics. These skills are always considered class skills for Miqo'te.[/color]
- [color=#ffffff]Low-Light Vision: Miqo'te can see twice as far as a race with normal vision in conditions of dim light.[/color]
- [color=#ffffff]Quick Reactions: Miqo'te receive Improved Initiative as a bonus feat.[/color]
- [color=#ffffff]Cornered Fury:Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.[/color]
- [color=#ffffff]Envoy: Miqo'te with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):[/color]
- [color=#ffffff]1/day—comprehend languages, detect magic, detect poison, read magic.[/color]
- [color=#ffffff]1/day—comprehend languages, detect magic, detect poison, read magic.[/color]
- [color=#ffffff][font=Times New Roman, serif]Fearless:[/font][font=Times New Roman, serif] Miqo'te gain a +2 racial bonus on all saving throws against fear effects.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Illusion Resistance:[/font][font=Times New Roman, serif] Miqo'te gain a +2 racial bonus on saving throws against illusion spells or effects.[/font][/color]
- [color=#ffffff]Sprinter: Miqo'te gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions..[/color]
[color=#ffffff]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.[/color]
- [color=#ffffff]Curiosity: Miqo'te are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial ability replaces Cornered Fury.[/color]
- [color=#ffffff]Craftsman: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone. This racial ability replaces Envoy.[/color]
- [color=#ffffff]Sociable: When a Miqo'te attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial ability replaces Fearless.[/color]
- [color=#ffffff][font=Times New Roman, serif][b]Cat’s Luck:[/font][/b] [font=Times New Roman, serif]Once per day, when a mithra makes a Reflex saving throw, she can roll the saving throw twice and take the better result. She must decide to use this ability before the saving throw is attempted.[/font] This racial ability replaces Quick Reactions.[/color]
- [color=#ffffff]Darkvision 60 Feet: Miqo'te can see in the dark up to 60 feet. This racial ability replaces Lowlight Vision & Skill Training.[/color]
- [color=#ffffff]Scent: Miqo'te gain the scent ability. This racial ability replaces Cornerd Fury.[/color]
[color=#ffffff]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.[/color]
- [color=#ffffff]Archer: Add +1/3 bonus to the archer’s Aim bonus for attack and damage rolls.[/color]
- [color=#ffffff]Black Belt: Gain a +1 bonus to the black belt's CMD when resisting two combat maneuvers of the brawler's choice[/color]
- [color=#ffffff]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.[/color]
- [color=#ffffff]Cleric: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.[/color]
- [color=#ffffff]Dancer: Add +1 to the dancer’s total number of battle dance rounds per day.[/color]
- [color=#ffffff]Dark Knight: Add +1 to the dark knight's holy element resistance (maximum +10).[/color]
- [color=#ffffff]Fighter: Add +1/3 to Attack rolls when attacking with multiple weapons.[/color]
- [color=#ffffff]Gunner: Add a +1/2 bonus on initiative checks when the gunner has at least 1 grit point.[/color]
- [color=#ffffff]Holy Knight: Add +1 to the amount of damage the holy knight heals with lay on hands, but only when the holy knight uses that ability on herself.[/color]
- [color=#ffffff]Knight: Add +1/4 to the dodge bonus to AC while in a defensive stance.[/color]
- [color=#ffffff]Monk: Add +5 feet to the distance by which fall damage is reduced when the monk uses the slow fall ability. This bonus cannot improve the total amount of the monk’s slow fall distance reduction by more than 1.5 times its normal granted distance.[/color]
- [color=#ffffff]Ninja: Add a +1 bonus to attack rolls when attacking on or charging from higher ground.[/color]
- [color=#ffffff]Scholar: Increase total number of points in the scholar's arcane reservoir by 1.[/color]
- [color=#ffffff]Thief: Add a +1/2 bonus on stealth checks and perception checks made in dim light or darkness.[/color]
- [color=#ffffff]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.[/color]
3.
Baknamy [Base Class] (RP 5)
Built By: Flintwyrm
Formated By: Gilgamesh
[color=#ffffff][font=Times New Roman, serif]To the civilized races, baknamy are regarded as thieves and cowards, trusted only at sword point. Baknamy regard the civilized races as foolhardy, haughty, prideless, weaklings. Though less savage than their goblin cousins, baknamy nonetheless embrace avarice as a way of life. Existing on the edges of settled lands, baknamy thrive in otherwise uninhabitable locations: bogs, wastelands, and the deep earth. Baknamy often cultivate these lands as a method of expansion. [/font][/color]
[color=#ffffff][font=Times New Roman, serif]Physical Description: Instantly recognizable for their curving horns, stark skin tone, and distinctive bakmasks, baknamy are an offshoot of the goblinoid race with skin colors ranging from pale green to puce. Baknamy are strong without being bulky and lanky without being lithe. When outside their preferred domain, Baknamy wear air-filtering masks; whether this practice is a requirement in oxygenrich environments or merely a superstition is not known. [/font][/color]
[color=#ffffff][font=Times New Roman, serif]Society: Baknamy society favors the bold, those baknamy—through trickery or bravery—who are the most daring and clever. Baknamy often gain prestige and standing in pairs: siblings or trusted friends. The nature of these pairings is seldom unique, but neither is it predictable: one may be the brains the other the brawn; or one the decoy, one the hunter. Baknamy who achieve success individually are valued and lauded, but are seldom trusted with leadership roles. Likewise, partnerships that dissolve ruin both parties. [/font][/color]
[color=#ffffff][font=Times New Roman, serif]Relations: Baknamy will deal and trade with anyone with an eye toward material wealth or some other advantage in all dealings, whether with other baknamy or not. The “civilized” races who do not value cleverness are easy prey for ambushes or pilfering, whereas those who display savvy and awareness are better dealt with through bargain. Viera and baknamy are usually devoted enemies, though most any baknamy will overlook the Viera’s haughty, misguided notions if there is profit in it. [/font][/color]
[color=#ffffff][font=Times New Roman, serif]Standard Racial Traits[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Ability Score Racial Traits: Baknamy are quick and clever, but easily distracted. +2 Dex, +2 Int, and -2 Wis[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Type: Humanoid [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Subtype: Goblin[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Size: Medium[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Base Speed: [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Languages: Baknamy begin play speaking Common and Goblin. Baknamy with high Intelligence scores can choose from the following: Viera (only to curse at them in their own language), Banganese, Seeqin, and Moogle. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Baknamy Market: Baknamy are often merchants and cooperation is an important aspect of their culture. Baknamy that rely on each other know where they can find a Baknamy Merchant in every city. They can buy Air-Canisters from Baknamy merchants for 300gil each. Only Baknamy sell Air-Canisters. Clever: Baknamy gain a +2 racial bonus to Appraise, Bluff, and Sense Motive checks. Stealthy: Baknamy receive Stealthy as a bonus feat. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Weapon Familiarity: Proficient with Daggers, Firearms, all Crossbows. Cooperative: The Baknamy may designate a partner one a week even if its against their wishes. This partner is considered to have any teamwork feat the Baknamy possesses. In addition, baknamy gain an additional +2 bonus on flanking, aid another, and similar cooperative checks when performing these actions with their partner. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Thick-skinned: A Baknamy’s skin is tough and leathery due to the conditions in which they live in. They have a +1 bonus to natural armor. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Darkvision: Baknamy can see in the dark up to 60 feet. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Gasping for Air Canisters: Baknamy have specially made masks that have a built-in breathing apparatus which treats the air and makes it so they are able to breathe it. These Bakmask need constant upkeep and have to have their filters replaced regularly. Only Baknamy Engineers know how to make these. Each canister lasts 7 days before it must be replaced. If a baknamy does not replace the canister on the 8th day they become fatigued, on the 9th they become exhausted and on the 10th day they start suffocating. (these effects don’t go away unless the old canister is replaced.) If anyone other than a Baknamy uses a Bakmask they are nauseated for as long as they breathe in the contents of the Air-Canister and an additional 6 minutes after they stop using it. Any creature that succeeds on its save (DC 16 Fort) but continues to wear the Bakmask must continue to save each minute they use it. This is a poison effect. Creatures Immune to disease or poison are not affected. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Light sensitivity: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell. [/font][/color]
[color=#ffffff][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][/color]
- [color=#ffffff][font=Times New Roman, serif]Alchemist: Though newfound amongst the baknamy, some have shown a penchant for alchemical experimentation. Baknamy with this racial trait gain +2 to Craft (alchemy), Knowledge (arcana), and Spellcraft checks. This racial trait replaces the Clever and Thick-skinned racial traits. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Deft Pugilist: By running with Bangaa Pugilist the Baknamy learned that agility is their greatest asset, training their bodies to capitalize. Baknamy are always considered armed and do not provoke an attack of opportunity for making an unarmed attack. They gain access to The Bangaa Racial Archetype (Pugilist). This replaces Weapon Familiarity.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Goblin Punch (Su): Once per day, a Baknamy can launch a wind blast, they can attempt a range touch attack against a single target within 30 feet. If it hits, the target takes 1d4+3 points of wind damage and must make a Reflex save (DC 10 + the Baknamy’s level) or fall prone. This trait replaces Steathy.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Gore-Trained: Though baknamy horns are largely decorative, there was a time when their race used them for protection. With training, baknamy horns can still serve as functional, and dangerous, weapons. Baknamy with this racial trait gain a gore natural attack that deals 1d4 damage on a successful hit. This trait replaces clever or stealthy racial trait (player’s choice).[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Self-Sufficient: At an early age you discovered that if you want something done right you must do it yourself. You learned how to make Air Canisters and don’t need the help from no other stinkin’ Baknamy. This costs 300gil worth of scrap parts and 4 hours to make. This replaces Cooperative and Baknamy Market.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Wilderist: Certain baknamy cultivate the wastelands their race calls home, molding and expanding the terrain and protecting it from intruders. Baknamy with this racial trait gain +4 to Stealth and Survival checks in such terrain fens, deserts, underground). Trait replaces the stealthy racial.[/font][/color]
[color=#ffffff][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][/color]
- [color=#ffffff][font=Times New Roman, serif]Archer: Add +¼ to the Archer’s damage rolls with bows and crossbows.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Black Belt: Add +⅓ to the Black Belt’s Roll with it ability.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Chemist: Add +½ to bomb damage.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Engineer: Add +½ bonus to Craft skill checks.[/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Gunner: Add +¼ to the gunner’s grit points. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Monk: Add +⅓ to the Monk’s AC bonus class ability. [/font][/color]
- [color=#ffffff][font=Times New Roman, serif]Thief: Add a +1 bonus on the thief’s sneak attack damage rolls during the surprise round or before the target has acted in combat. [/font][/color]