
Hydro RPG Superstar 2010 Top 32 |

General changes:
-racial HD use PRC save progressions (which, for some reason, means that at level 2 all saves are the same. Which is weird for the lizardfolk
-Good/bad saves are specific to race rather than creature type
-Each has a decent list of class skills, rather than just those listed in the monster entry.
ARAM (Centaur)
Changes from the SRD centaur:
-Took stealth off their skill list even though SRD centaurs have ranks in hide. I don’t see Praemal’s ‘centaurs’ as the quiet, reclusive woodsmen of other settings.
-Dropped both Str and Dex by 2. This makes their physical mods identical to those of a heavy horse (which is less than a heavy warhorse, but then, I figure that the “warhorses” of the centaur world are the elite fighters with STR in the 20s).
-Dropped the natural armor bonus to +1, rather than +3 (I’m not sure if horses, donkeys and mules should have ever had the same natural armor as monitor lizards).
-Medium BAB advancement on hit dice (the attack penalty was important to balance their str boost).
-And then I still had to add a fifth HD to soak their racial mods.
I should note that Pathfinder’s changes to maneuvers made the strength bonus much more manageable. It doesn’t matter if you have +9 BAB and +1 strength or +1 BAB and +9 strength; your CMB is going go be +10 either way. There are no weird actions which strength applies to that other attack boosts don’t, which makes very high strength scores easier to account for and balance out.
Aram (or centaurs, as humans call them) are creatures of great physical prowess and sanguine disposition; gripped by wanderlust, they’re always passing through human lands. For being so different (and also so arrogant), they get along surprisingly well with “sitter” races. Aram are simple creatures; a bit crude and boisterous at times, but good-natured and endearingly forthright.
*+6 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom
*+1 natural armor bonus
*Darkvision: Aram can see in the dark up to 60 feet.
*Endurance: Aram receive this feat as a bonus feat. Aram sleep standing up, and an adventuring aram rarely strips off all his armor before doing so.
*Large size: As large creatures, aram receive a -1 penalty to normal attack rolls and armor class but a +1 bonus to combat maneuver checks and combat maneuver defense. They take a -4 penalty to stealth checks. A fighting aram occupies a space 10 feet by 10 feet, but still has the same reach as a medium-sized creature. An aram can lift and carry twice as much as a medium-sized creature of equal strength
*Human-handed: The great bulk of their bodies make aram large creatures, but they still use human-sized weapons and shields.
*Stability: Aram receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
*Swift Speed: An aram’s base speed is 50 feet.
*Racial HD: An aram’s first 5 levels are always racial hit dice. These hit dice provide 4d8+8 hitpoints (plus five times the character’s con modifier), +3 base attack bonus (average progression), +3 to fortitude saves and +2 to reflex and will save (good save fortitude, poor saves reflex and will), and 2+INT (times five) skillpoints. An assarai’s starting class skills are: Intimidate, Jump, Knowledge (geography), Perception, Swim, and Survival.
All aram are proficient with all simple weapons, all martial weapons, and light armor.
*Languages: Aram begin play speaking Aram and Common. Aram with high intelligence scores can learn Elvish, Gnomish, Halfling, Litorian and Sylvan
ASSARAI (Lizardfolk)
Changes to SRD lizardfolk:
-Reduced natural armor to +3 (was +5)
-Benefits for sorc. bloodlines which grant claws (since they already have them)
-Let them swim twice as fast as most characters
-Completely made up the “scavenger” and “survivor” class features to reinforce racial flavor for PCs.
Also, it's against Pathfinder style, but I didn't come up with a mental boost for them: if EVERYONE gets +2 wisdom it starts to make the litorians and dwarves seem less cool.
I would say that what they get over most PCs is +2 nat. armor, +2 strength, and natural weapons (the rest of the benefits aren’t out of line for a PC race). I think their 2 racial HD subsume these boosts, so I’ve knocked off the LA. Tell me what you think.
In the wild, assarai are tireless and tenacious survivors. In the city, however, they spend most of their time sunbathing on rooftops and eating garbage, occasionally doing an odd job for a few coins which will last them for weeks. The “lizardmen” are not the lazy thieves and skum which others paint them to be, but nor are they proud: they have simple needs, and in a metropolis the size of Ptolus their needs are easily met.
* +2 strength, +2 constitution, -2 intelligence
* +3 natural armor bonus.
* Athletic: Assarai gain a +4 racial bonus to acrobatics and jump checks.
* Natural Weapons: 2 claws (1d4) and bite (1d6). An assarai’s claws are considered its primary attack and add its full strength bonus. Its bite is a secondary attack and adds only half its strength bonus to damage. On a full attack, an assarai may make 2 claw attacks at its normal attack bonus and 1 bite attack at a -5 penalty.
Draconic or abyssal assarai sorcerers are not unheard of; an assarai who would normally gain claws from a class feature instead increases his existing claw damage by 1 die type.
* Normal Speed: Assarai have a base speed of 30 feet.
* Swim: Assarai receive a +4 racial bonus to swim checks and can swim twice as fast as other humanoids (half their ground speed as a move action, or their full speed as a full-round action). They can hold their breath for a number of rounds equal to 4 x their constitution score before they risk drowning.
* Scavenger: Assarai gain a +5 racial bonus to saves against disease. When looking for food, water or shelter, assarai roll two survival checks and take the higher result. However, for determining how many others they can provide for (besides other assarai), they use the first result regardless (an elf or human’s basic needs are not so easily met).
* Survivor: An assarai with less than 0 hitpoints is treated as nauseated rather than unconscious (allowing him to run away even after taking grievous wounds).
* Racial Hit Dice: An assarai’s first two levels are always racial hit dice. These hit dice provides 1d8+8 hitpoints (plus twice the character’s con bonus), +1 base attack bonus (average progression), +1 to all saves (good saves fort. and reflex, poor save will), and 2+INT (times two) skillpoints. An assarai’s starting class skills are: Acrobatics, Climb, Intimidate, Jump, Stealth, Swim, and Survival.
All assarai are proficient with all simple weapons, light armor, and shields.
*Languages: Assarai begin play speaking Common and Draconic. Aram with high intelligence scores can learn Aquan, Goblin, Gnoll and Orcish
LITORIANS
Changes to Monte’s Litorians:
-Added the ability to make an unarmed bite (which isn’t much, but is nevertheless more powerful than an unarmed strike, and opens the way to get a real bite attack (and then some) with the feats I’ve written)
-Removed the constitution bonus in an attempt to kill the LA
-Litorians have 1 racial hitdice now, which I think will balance their excellent stat bonuses without a level adjustment (especially since, aside for stat boosts, they really don’t get much). Still an excellent race for the well-rounded warrior, though: let me know what you think.
Mighty lion-men from the grasslands, litorians display animal savagery tempered by a bone-deep sense of honor, patience, and personal integrity. Litorians are as sure-handed as elves despite standing a good six inches taller than most humans, with the brawn to match.
*+2 Strength, +2 Dexterity, +2 Wisdom
*Bite: A litorian may make a bite attack as a standard action, dealing 1d6 points of damage plus their strength score. Most litorians are not adept at fighting this way however, and their bite is not considered an armed attack.
*Low-light Vision
*Wildness: Litorians receive a +2 racial bonus to all intimidate, perception, and survival checks. Their bonus is +4 on perception checks involving scent.
*Racial HD: A litorian’s first level is always a racial hit dice. This hit dice provides 8+CON hitpoints (1d8), +0 base attack bonus (average progression), +1 to fortitude and will saves (good saves fort. and will, poor save reflex), and 2+INT skillpoints. A litorian’s class skills are: Climb, Craft, Intimidate, Knowledge (nature), Jump, Perception, Stealth, and Survival
All litorians are proficient with simple weapons, light armor, and shields.
*Languages: Litorians begin play speaking Litorian and Common. Litorians with high intelligence scores can learn Aram, Gnoll, Goblin, and Orcish.

Hydro RPG Superstar 2010 Top 32 |

No Aram feats yet, as I'm still trying to figure out how this race interacts with existing mounted combat feats. I'm tempted to give them Mounted Combat as a virtual feat, have them ignore Ride rank prerequisites, and just let them go nuts with Spirited Charge/Ride-by/etc. However, while I've never DM'd for a mounted fighter, I've always gotten the impression that it was pretty powerful and was balanced primarily by the possibility of your mount getting killed.
Anyway, without further adieu, here's a bunch of bite feats.
BITE
You have learned to use your bite attack as an effective weapon.
Prerequisite: Litorian
Benefit: Your bite is considered an armed attack. You may make bite attacks against armed opponents without provoking attacks of opportunity, and as long as you are conscious you always threaten the squares adjacent to you.
Normal: A litorian’s bite is not normally considered an armed attack.
note: I’ve removed the ability to use armor spikes as weapon (they only improve your grapple damage), so always threatening is a greater benefit than it seems.
Many other races in my game, such as kobolds, would also have an unarmed bite and would thus qualify for this feat.
FERAL WARRIOR (Combat)
For most warriors, even among the ‘savage’ races, fighting with claws and fangs is a wild affair that has nothing to do with traditional armed combat. You, on the other hand, are skilled at using your natural attacks interchangeably with manufactured weapons.
Prerequisite: BAB +6, ability to make an armed claw or bite attack.
Benefit: If you can make claw attacks, you may treat your claw attacks as normal (light) weapons. This allows you to make two attacks with one claw (or more, depending on your base attack bonus), or to make an off-hand claw attack when attacking with a one-handed weapon.
If you have a bite attack, you may make one free bite attack when taking the full-attack action, in addition to any other attacks that you are entitled to. This attack adds half your strength bonus to damage. However, all your attacks made in that round (including the bite attack) suffer a -2 penalty.
CRUSHING JAWS (Combat)
You have a vicious and tenacious bite.
Prerequisite: Ability to make an armed bite attack, Strength 13
Benefit: You always add your full strength bonus to damage when making a bite attack, and your critical multiplier for bite attacks improves to x3.
A foe damaged by your bite suffers a -4 penalty to maneuver or escape artist checks made to escape a grapple from you until the start of your next turn.
SNAPPING TEETH (Combat)
Your feral stance and snapping jaws make you difficult to attack safely.
Prerequisite: Ability to make an armed bite attack, Dexterity 13
Benefit: Once per round, if an enemy attacks you and their attack roll is less than your CMD (regardless of whether or not the attack actually hits you), you may make an attack of opportunity against them. This must be a bite attack.
FLASHING FANGS (Combat)
Your fangs strike with stunning speed and accuracy.
Prerequisite: Feral Warrior, Snapping Teeth, BAB +11
Benefit: You may make a bite attack as a swift or immediate action against any foe adjacent to you. This attack is made at no penalty and imposes no penalty on other attacks made in the same round. It does not count as an attack of opportunity (even if made out of turn) and doesn’t interfere with your ability to make AoOs against the same foe.
WOLFBITE (Combat)
You latch on with your jaws and throw your foes to the earth.
Prerequisite: Crushing Jaws, Improved Trip
Benefit: Whenever you damage a foe with your bite attack you may make a free trip attempt against them.