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Draxion
Draxion
Dungeon Master
"Dragon Tamer"


Posts 71587
Gold 33989

http://www.draxionsgameden.com

PostDraxion September 5th 2015, 1:34 am

Elf-orcs



  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence: Elf-orcs are strong and graceful but also frail and dim. An elf-orc is best suited to attack rather than defense.
  • Medium: As Medium creatures, elf-orcs have no special bonuses or penalties due to their size.
  • Elf-orc base land speed is 30ft.
  • Darkvision: Elf-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elf-orcs can function just fine with no light at all.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantments or effects.
  • +1 racial bonus on Listen, Search, and Spot checks: An elf-orc does not have the elf’s ability to notice secret doors simply by passing them. Elf-orcs have keen senses, but not as keen as those of an elf.
  • +2 racial bonus on Bluff and Intimidate checks. A harsh life has taught the elf-orc to get what he wants through deception or fear.
  • Elven Blood: For all effects related to race, an elf-orc is considered an elf. Elf-orcs, for example, are just as vulnerable to special effects that affect elves as their ancestors are, and they can use magic items that are usable only by elves.
  • Orc Blood: For all effects related to race, an elf-orc is considered an orc. Elf-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
  • Automatic Languages: Common and Orc or Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Dwarven, Sylvan, Giant, and Abyssal. Smart elf-orcs tend to know the languages of the enemies or friends of their ancestors.
  • Favored Class: Hex Blade. A multiclass elf orc's Hex Blade class does not count when determining whether he takes an experience penalty. The savage nature of the elf-orc combined with their combat prowess, affinity for arcane spellcasting, and inability to fit in makes the elf-orc a natural Hex Blade.


Kitsune

Both forms of kitsunes have the same appearances of a one or more tailed fox, up to a nine-tailed fox. Nine-tailed foxes often have their fur changed to brilliant white, night black, or shining gold. Yet while their base form is that of a fox, they are rarely ever found in such a state. Due to their shapeshifting powers, they can and often do take the form of any number of small or medium humanoids, sometimes with vulpine traits such as a "fox face", fangs, actual fox ears, or actual fox tail.


Raicial Traits


  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
  • Fey (Shapechanger): While they may appear as animals, kitsune are spirits of the forest and are considered fey.
  • Small: As a Small creature, a Kitsune gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on hiding checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Kitsune base land speed is 40 feet. However, if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A kitsune can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Kitsunes have a primary natural bite attack which deals 1d4 + Strength and a half in damage.
  • Animal Body (Ex): The base form of the kitsune is not human shaped, but fox shaped. As such, they have no hands to manipulate items (though they have hand and arm slots as normal), are quadrupedal, and require barding instead of normal armor. When they use their change shape ability, any magical gear which they are wearing reshapes to fit their new form and they can use and wield items appropriate for their form. As a quadruped, they have stability, granting them a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Change Shape (Su): Kitsunes have the ability to turn into any small or medium humanoid as if using the alter self spell, except the duration is unlimited. When in a different form, they assume the base land speed of the race and can use items and weapons with their newfound hands. Many kitsunes assume humanoid form all the time. Caster level is equal to hit dice.
  • Scent (Ex): Kitsunes have the scent ability.
  • Spell-Like Ability (Sp): silent image -Cha modifier/day (minimum 1). Caster level is equal to character level.
  • Kitsunes possess a +2 bonus on Bluff, Hide, and Move Silently checks.
  • Automatic Languages: Common and Sylvan.
  • Bonus Languages: Any (except Druidic).
  • Favored Class: Sorcerer


Dragonborn

Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6 1/2 feet in height and weighing 300 pounds or more -- females being of basically the same height and weight as males. Their hands and feet are strong, talonlike claws with four fingers and a thumb on each hand. A Dragonborn's head can feature a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
A typical Dragonborn's scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a Dragonborn uses. Some Dragonborn whose scales do match the colorations of a metallic dragon is sometimes mistaken for Draconians in societies where evil is more prominent. Most Dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, Constitution ,and thighs.
Young Dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live about as long as elves do.

Racial Traits


  • +4 strength -2 Constitution, Built for combat, these warriors are hardy combatants, but not as agile as other races. However, Dragonborn is also respectful and relatively easy to get along with when they're not raging or debating about their history.
  • Humanoid (Reptilian)
  • Medium-size: As medium-size creatures, Dragonborn has no special bonuses or penalties due to their size.
  • Dragonborn base land speed is 30 feet.
  • Low-Light Vision: A Dragonborn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Natural armor +2
  • Immunity to sleep and paralysis +breath of choice
  • +2 racial bonus to Intimidate and Knowledge (History) checks: Dragonborn are skilled at making themselves fearsome and are also deeply rooted in the glorious stories of days long past.
  • Dragonborn Fury (Ex): When a Dragonborn takes damage that would make them bloodied (50% or fewer hit points), they enter a rage that gives them a temporary +2 insight bonus to Strength until they are no longer bloodied or have not fought for at least 1 hour. Dragonborn cannot use skills or abilities that require patience or concentration (such as moving silently or casting a spell) while in this fury.
  • Dragon Breath (Su): When creating a Dragonborn, choose 1 energy type (acid, cold, electricity, fire, or sonic) and 1 type of breath weapon (15 ft. cone or 30 ft. Line ) as your breath weapon. These selections cannot be changed after they have been chosen. Once per encounter, as a standard action, a Dragonborn can use their breath weapon to deal 1d8 damage to all within the area of the breath (Reflex save for half: DC 10+1/2 Dragonborn HD+Constitution modifier). At 5th level the damage increases to 2d8, and increases by 1d8 every five levels thereafter.
  • Automatic Languages: Common and Draconic. Bonus Languages: Abyssal, Auran, Celestial, Goblin, Ignan, Orc.
  • Favored Class: Sorcerer or Paladin.




Gnoll

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.


Racial Traits


  • +4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma
  • Medium size.
  • Humanoid (Gnoll)
  • A gnoll’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 natural armor bonus.
  • Weapon and Armor Proficiency: A gnoll is automatically proficient with simple weapons, the battleaxe, the shortbow, light armor, and shields.
  • Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Ranger


Half-Phoenix


Phoenix-kin has an angular face with crimson, scarlet or orange hair. Her eyes are of a golden, ruby, emerald or sapphire color. With slightly tinted skin the color of an orange, red, yellow hue. Taller than an average human, a Phoenix-kin

Racial Traits


  • +2 Str, +2 Int, -2 Wis, +2 Cha, -2 dex
  • Medium Size
  • Monsterous Humanoid (Fire)
  • Base land speed of 30 ft.
  • Flight (EX): gain the fly speed of 60 ft. with good maneuverability, provided they don't carry a medium sized load or not wearing heavy armor. The wing spans an average of 12 feet.
  • Natural weapons: Bite and Claw
  • Natural Armor +2
  • Fire resistance +5
  • Automatic Languages: Common and Sylvan. Bonus Languages: Any
  • Immunity to sleep and paralysis
  • Darkvision
  • Alignment: Neutral Good
  • Favored Class: Cleric


Nymph

Racial Traits


  • +4 Dexterity, +4 Charisma, -4 Wisdom, -2 Strength
  • Humanoid (Fey)
  • Medium size
  • Nymphs base land speed is 30 feet
  • Unearthly Beauty (Su). : This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a Nymph must succeed on a DC 17 Fortitude save or be transfixed for 2d4 rounds. An enemy who is transfixed must focus entirely on who he is transfixed upon, and may not act harmfully against a Nymph unless the Nymph acts harmfully to them.This works like a transfixing spell.A nymph can suppress or resume this ability as a free action. Those who save against the Elven Nymph's dazzling beauty are immune to its effects for 24 hours. The save DC is Charisma-based.
  • Wood Weapon Skill. : A Nymph begins to play with proficiency in any 2 weapons made out of wood (such as quarterstaffs and bows). as well, a nymph takes +2 on any attack and damage rolls with any weapon she uses made of wood (including ironwood weapons).
  • Automatic Languages: Common, Sylvan, and the languages of the people of the closest humanoid land.
  • Favored Class: Sorcerer.


Orc

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.
Females are slightly smaller.


Racial Traits

• +4 Strength, +2 Constitution, –2 Intelligence, –4 Charisma
• Humanoid (Orc).
• Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
• An orc’s base land speed is 30 feet.
• Brute Force: Orc uses their strength modifier for all their intimidation checks.
• Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
• Orcish Affinity: Diplomacy with other orc-like races gains a +4
• Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
• Favored Class: Barbarian.

Succubus

Succubi in their natural form often average six feet in height and 125lb in weight. They bear similar shapes to humans, with notable exceptions of largish horns and long, slender tails that end in a heart-shaped projection, the tip of the heart pointing away from the tail. Said tail connects at the base of the spine, and is often a black or blackish color. Their eyes and hair often share the same color, which is shared again with their choice of clothing - which nearly always stretch the limits of remaining modest yet revealing. They also have large, bat-like wings that share the same black as the tail on the outside, and a darker variation of the hair and eye color. Most succubi prefer to hold them slightly stretched out for comfort's sake.


Racial Traits

• +4 Charisma, +2 Intelligence, −2 Constitution, −2 Strength
• Monstrous Humanoid (Demon): Once a demon, always a demon - the horns, tail, and wings of a succubus reduces the availability of suitable armor.
• Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
• Base land speed is 30 feet. Succubus air speed is 60ft, great maneuverability.
• Skills: Succubi have a +3 racial bonus on Listen and Spot checks.
• Heat resistance 5, Cold resistance 5
• Charm Monster (Sp): At fourth level, a succubus may use the spell Charm Monster up to twice per day. The DC to resist the effects of Charm Monster is 15 + the succubus' Charisma modifier and gains a +4 circumstance bonus if the target is male.
• Change Shape (Su): A succubus may change to resemble any Humanoid Medium or Small or medium creature, the time being unlimited. A succubus uses the alter self-spell when changing shape. They may change form up to three times per day, although changing back to the base form does not count towards this limit.
• Telepathy (Su): A succubus may use Telepathy (up to 100ft). She may only project thoughts in languages she can speak.
• Darkvision up to 60 ft.
• Flight: Thanks to their wings, succubi can take to the skies if and when the need arises. They have a flight speed of 60ft, with good maneuverability.
• Automatic Languages: Common, Abyssal. Bonus Languages: Any secret language.
• Favored Class: Dragonbound Rider.


Half-Jann

Half-jinni is most oft desert dwelling offshoots from nomadic or tribal cultures which come into frequent contact with earthbound genies (most often janni). They look almost exactly like humans, although they tend to be fair and slightly taller. Half-jinni is the result of a union between humans and one of these outsiders. They tend to be dignified and prideful and usually blend in pretty well with either their human and their jann cousins. Half-jinn is quite very rare, due to the fact that conception between the two races is rarely successful. With half-jinn, the jann is always the mother and the human the father.


Racial Traits

• +2 Charisma, +2 Intelligence, , -2 Strength
• Outsider (extraplanar)
• Medium-size
• Base land speed is 30 feet. Flying is 60ft, great maneuverability.
• Skills: Half-Jann has a +2 racial bonus on Listen, Spot, and Sense Motive checks.
• Fire resistance 5
• Beautiful Scent (Sp): Starting at level 4, beautiful is an exotic scent that lures creatures from the hair strands that some Jann's contain on their head. If a creature gets within 30 feet of the opposite sex of the Jann, they must make a will save (DC 10 + Cha + Level) or else be under the effect of the spell suggestion.
• Polymorph, animal (Sp): They have the ability to morph into one small or medium animal to their choice. This animal is the only one they are allowed to shift into and no others. It is their born animal. They can shift into it as a free action and the duration is unlimited.
• Telepathy (Su): A half-jann may use Telepathy (up to 100ft). She may only project thoughts in languages she can speak.
• Darkvision up to 60 ft.
• Automatic Languages: Common, Ingan. Bonus Languages: Any.
• Favored Class: Rogue


Fae

Fae are relatively reclusive. They would rather spend their time frolicking in woodland glades than cavorting with other races. They are the consummate trickster, often devising elaborate ruses to lead strangers away from their glades. They do love visitors though, even if it is just to have a target for their tricks. They also have a love of stories and magic... Bards are therefore almost always welcome in a glade. Monks are greatly cherished as visitors as well, due to their ingrained resilience to faerie glamor. Competitions are held to see who can trick the monk, with the winner crowned prince of glamor for the day. It should be noted though, then monks are generally not harmed in order to encourage their return.
They also posses an utterly alien sense of morals. They would completely erase a mortals memory, or put one to sleep for a year without thought to the consequences. Their chaotic behavior often stems from this lack of concern for consequences as Fae tend to understand the term in a different light than mortals. Likewise, harm to a mortal is often disregarded in the same manner. The saying "Its all fun and games until someone losses an arm... then its just hilarious" is very applicable here.
Fae rarely make good adventurers. Reclusiveness aside, they bore easily and find it hard to stick to a cause for very long. When they do go forth into the world, their strange beliefs and morals make it hard to determine what, exactly, their cause is. Although, many a faerie will go on an adventure just for the fun of doing so... with no cause what-so-ever. However, would-be invaders should beware, faeries will defend their homes and glades with a single-minded passion that could put a crusader to shame.

Fae come in a variety of shapes and sizes, much like any other race, but they tend to posses an unearthly beauty. They are generally just over a foot tall and weigh less than a small cat. Most have the typical insect-type wings... butterfly and dragonfly wings are common.
If they dress at all it tends to be made of natural materials... vines, leaves, bark, etc, although a few do fashion cloth out of the materials available.


Racial Traits

• -4 Str, +4 Dex, +3 Cha
• Monstrous (Fey)
• Tiny size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, –8 penalty on grapple checks, and lifting/carrying limits 1/2 those of Medium characters. As Tiny creatures, Fae have no natural reach and must enter an opponent's square to attack.
• A Fae's base land speed is 30 feet and its fly speed is 50 feet (good).
Low-light vision.
• Skills: Fae have a +2 racial bonus on Listen, Search, and Spot checks.
• Racial Feats: A fae receives Dodge as a bonus feat.
• Spell-Like Ability: 1/day- dancing lights At Will- detect magic. Caster level is equal to class levels. The save DCs are Charisma-based.
• Damage reduction 2/+1. At level 5, it goes to DR 5/+1, then at 10 DR 10/+2, 15; DR 15/+3, etc.
• Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
• Favored Class: Ranger.


Centaur

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.


Racial Traits

• +2 Strength, +4 Dexterity, -2 Charisma, –2 Intelligence.
• Monstrous Humanoid
• Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
• Multiple Arms: Centaurs are born with either two or four arms.
• Multiweapon Fighting: Due to the centaurs ability to fight with four arms, they have the Multiweapon Fighting feat.
• Extra Hands: Due to the centaur having four arms, they get a +2 bonus when making skill checks on Balance, Climb, Disable Device, Open Lock, Swim, and Use Rope
• Space/Reach: 10 feet/5 feet.
• A centaur’s base land speed is 60 feet.
• Darkvision out to 60 feet.
• Natural Weapons: 2 hooves (1d6).
• Weapon Proficiency: A centaur is automatically proficient with all simple weapons, the longsword, and the longbow (including the composite longbow).
• Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
• Favored Class: Ranger.


Bugbear


Racial Traits

• +2 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
• Humanoid (Goblinoid)
• Medium size.
• Reach: 10 feet.
• A bugbear’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• Scent
• +4 racial bonus on Move Silently checks.
• Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
• Favored Class: Rogue.

Raptoran

Raptorans are a race of avians created by the shapers of Myralis to serve in the crop ring. The main feature that set them apart from the rest of the common races is the large, feathery wings that sprout from their backs and their talon-like feet. The raptorans are sexually dimorphic, a trait engineered by the shapers. Males are larger than the females, with more colorful plumage and powerful, ripping talons. They serve the crop ring as guardians and warriors. The females, in contrast, are smaller, with more dexterous talons and dull brown plumage. They are the labor, gathering the crops, separating them, and maintaining the balance of the crop circle.


Racial Traits

• +4 Dexterity, +2 Wisdom, -2 Constitution (+2 Strength, +2 Wisdom, -2 Constitution for wingless variant)
• Raptoran base land speed is 30 feet.
• Medium-size
• Wing-Aided Movement: Raptorans can use their wings to help with movement even if they can’t fly yet. The extra lift from her wings gives a raptoran a +10 racial bonus on Jump checks.
• Gliding (Ex): A raptoran can use their wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability). Even if a raptoran’s maneuverability improves, they can’t hover while gliding. A raptoran can’t glide while carrying a medium or heavy load.
If a raptoran becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. The raptoran descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
• Flight (Ex): When a raptoran reaches 5 Hit Dice, they becomes able to fly at a speed of 40 feet (average maneuverability). A raptoran can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
Raptorans can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Raptorans are likewise fatigued after spending a total of more than 10 minutes per day flying. Because raptorans can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued). When they reach 10 Hit Dice, raptorans have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running. A raptoran with flight can make a dive attack. A dive attack works like a charge, but the raptoran must move a minimum of 30 feet and descend at least 10 feet. A raptor an can make a dive attack only when wielding a piercing weapon; if the attack hits, it deals double damage. A raptoran with flight can use the run action while flying, provided she flies in a straight line.
• Low-Light Vision
• +2 racial bonus on Climb and Spot checks
• Automatic Languages: Common and Auran. Bonus Languages: Draconic, Elven, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Cleric or Fighter

Feonix

Feonix have the appearance of an anthropomorphic fox, their coloration varies wildly and normally has to do with their environment. They grow multiple tails as they age. Namely one tail is present at birth and another grows at each age category the Feonix reaches but the tails provide no mechanical benefit.


Racial Traits

• -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
• Medium: As Medium creatures
• Feonix base land speed is 40 feet.
• Low-Light Vision: A Feonix can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Sensitive Nose: A Feonix make take Scent as an exceptional ability.
• +2 racial bonus on Appraise, Bluff, Diplomacy, Escape Artist, Jump, and Tumble checks. They also suffer a -4 racial penalty to Concentration checks.
• Spell-Like Abilities: 3/day—prestidigitation. Caster level equal to HD; save DC 10 + Feonix's Charisma modifier.
• Automatic Languages: Common and Sylvan. Bonus Languages: Any (Except secret languages)
Favored Class: Bard.

Catfolk


Racial Traits

• +2 Dexterity
• Humanoid (Catfolk)
• Medium: As a Medium creature, a Catfolk has no special bonuses or penalties due to size.
• Catfolk base land speed is 30 feet.
• Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Catfolk receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +4 racial bonus on Listen, Balance, Jump and Spot checks. These skills are also treated as class skills for all their classes.
• +4 racial bonus on ability checks made to resist being tripped.
• Uncanny Balance(Ex): A catfolk may move over (fallen objects, trees and similar terrain) or across (narrow bridges, cliff edges, railings, broken stairs and similar terrain) most obstacles at full movement speed.
• Nimble(Ex): A catfolk may squeeze into a space atleast half as wide as its normal space and still move its normal speed. They only suffer a −2 penalty on attack rolls and −2 penalty to AC.
• Automatic Language: Common
• Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Bard. A multiclass catfolk Bard class does not count when determining whether they take an experience point penalty for multiclassing.

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