Ameiko

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59 posts. Alias of Xenomorph 27.


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Damanta wrote:

Looks quite decent.

I'd personally give the Husks an extra 10 ft. base movement, or make the flight from the membranes similar to the Dragonkin, in that they need to be at least 5th level to fully fly. I'm not really convinced that +4 bonus vs radiation is on equal footing as a fly speed. :)

One tiny nitpit, monstrous humanoids don't generally have a subtype.

Thanks for the input. I will edit the write-up.


Bonus Item to be added to their background information.

REFLECTIVE JACKET Level 2
MAGIC ITEM (WORN) Price 850 BULK L
This scaled and fur trimmed leather jacket made from the hide of a sand brute functions as a travel outfit (Starfinder Core Rulebook 230). Once per day as a reaction, when struck by an attack from a weapon in the laser group, you can make a ranged attack against the EAC of an enemy within 15 feet. If it hits, you deal an amount of fire damage to that target equal to the damage you took. This ranged attack doesn’t provoke an attack of opportunity.


Based on what I read of this scenario, here is what I was able to come up with for a playable race. Perhaps a fallen comrade is replaced with a ghibrani who wishes to follow along and learn what they can, eventually leaving Elytrio.

GHIBRANI RACIAL TRAITS
Ability Adjustments: See Subspecies.
Hit Points: 4
Size and Type: Ghibranis are Medium monstrous humanoids with the ghibrani subtype.
Desert Stride: Ghibrani can move through nonmagical difficult terrain in deserts, hills, and mountains at their normal speed.
Reciprocal: Ghibranis receive a +2 racial bonus to Diplomacy checks.
Subspecies: Ghibrani belong to one of two subspecies: Husk or Membrane. All ghibrani start with -2 Intelligence, +2 Charisma at character creation. Ghibrani Husks receive a +4 racial bonus to saving throws against radiation effects. Ghibrani Membranes gain an extraordinary flight speed of 30 feet with average maneuverability. Additionally, Ghibrani Husk are hardy and resilient (+2 Constitution), while Ghibrani Membranes are lithe and more graceful (+2 Dexterity).
Low-Light Vision: Ghibranis can see in dim light as if it were normal light. For more details, see page 264 of the core rulebook.


Zero session starts with Yesteryears Truth scenario. This is the test from recruiter Duravor Kreel for the applicants awaiting admittance for membership. Later on and back on Absalom Station, they may recall seeing someone at the Fusion Queen. That person will become all the more real and important when they are introduced to Fugitive on the Red Planet scenario. Much later, they can search for the initial vessel that was mentioned in Yesteryears Truth, which has gone missing, again another scenario adding to the longevity and variety of the campaign.


For those pending, are subscribers guaranteed a copy by the release date?


What is that thing coming out of the skittermamder stomach? Is that suppose to be a feeding tube for the infantile stage?


Any stats on Skittermanders? I got a player who wants to play one this week in Dead Suns and I'm still pending.


And another one if you want a neon wall for the main store and crates in the backroom

Bodega 4


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Here's another one, I created it with Dungeon Painter Studio Altered Bodega


Looking for one more player to join our intrepid group featuring 1 GM and 4 PC's. We play weekly online using Maptool, a free program (rptools.net) used as our virtual tabletop and skype for audio chat. We have a closed facebook group for weekly updates and chatter. This open position would require active participation in our fb group, as well as a strong commitment for Saturday nights 8pm-12pm Eastern. The game style is equal parts roleplay and combat. I have been running Pathfinder using Maptool weekly since 2012. I have Gm'd all of Curse of The Crimson Throne, Jade Regent, Iron Gods, and Hell's Rebels. These Adventure Paths serve as examples of the level of commitment I bring to the table, but also to those who have stuck around. I intend to run the complete Dead Suns Adventure Path while adding in Starfinder Society scenarios to lengthen the campaign. Our Starfinder game will launch in a couple weeks. We are currently finishing up Hell Rebels volume 6. During that time, I can review any posts on here for those interested. You are welcome to join in on our Pathfinder sessions to get a feel if our group is right for you.

I have asked the group to create a primary character and a secondary character. The secondary would serve as replacement for death or retirement. The following is what the group has come up with so far.

Android Operative -primary, Vesk Shotgun Soldier-secondary. Ysoki Mechanic -primary, no secondary Human Solarian -primary, no secondary Elf Technomancer -primary, Human or Half-Elf Mystic -secondary

A few of my posts at the blogspot link below features a few images of the game simulation.

https://gmfacepalm.blogspot.com/ https://www.youtube.com/user/4Armed4ArmGargoyles


GM Facepalm wrote:
I could share individual .mtmacset for each token that do contain paizo images. You can create your own token and then import the macro file.

Spelling error. It should read do not contain paizo images


I could share individual .mtmacset for each token that do contain paizo images. You can create your own token and then import the macro file.


I would like to but I don't think I can share the campaign file which contains tokens and maps that I believe would unfortunately violate Paizo's IP. Unless they are willing to say otherwise on here. I can however share the framework for starship combat and help with any advice or questions.


For those interested

https://gmfacepalm.blogspot.com/

Having gm'd all of Crimson Throne, Jade Regent, Iron Gods, and Hell's Rebels, I'm going to start documenting my path into Starfinder detailing the highlights and building processes of weekly gaming.


Bodega is here.
googe drive


Wanted to see about creating a small community/network of people who use maptools, or those interested in using the virtual tabletop. I have all of the tokens and macro commands finished for book 1. I plan on running this soon and will add the other books into the program. One of my players built the framework for starship combat. Everything is looking great.


I made a small map of the bodega. I can send it to you later today.


Thank you for this! Awesome job.


Looking for another player to join our current group of 4 PC's. We play online using free software such as maptools (rptools.net) for virtual tabletop and skype for audio chat. We have a closed facebook group Pathfinder RPG VTT for weekly updates. I'm seeking players who are serious about playing weekly, active participation in our fb group, and can make a strong commitment for Saturday nights 8pm-12pm Eastern. The game style is equal parts roleplay and combat.

Hell's Rebels Character Creation Guidelines
•20 Point Buy
•Max HP first level, (1/2 HP +1) additional levels
Example Barbarian 2nd lvl (d12) = 7 HP
Example Wizard 2nd lvl (d6) = 4 HP
•2 Traits and Drawback are allowed (One Campaign Trait requirement - Player Guide)
•Average Starting GP
•All Classes / Archetypes / Prestige allowed
•All races allowed, Monstrous Races (+20 RP) 15 point buy and subject to GM approval
•Fractional Base Bonuses - Pathfinder Unchained pg.40
•Background Skills - Pathfinder Unchained pg.46
Strain-Injury Variant
•Wounds Threshold - Pathfinder Unchained pg.136
•Detect Magic usable only while holding target item
•Blood Money Banned
•In the event that at least two players are absent, the game is postponed to the following week.

Current Party so far...
CG Human Female Arcane Duelist Bard
CG Aasimar Male Bushi Stalker
LG Dragonkin Fledgling Female Unchained Spirit Summoner
Aasimar Male Warlord


Kageblood wrote:
Definitely interested, Saturday nights would work for me. I have experience playing a few Pathfinder campaigns in person but have never played online or at such high of a level, although I have created my characters to reach such a level. I'm a huge RP-er and love immersion, if you'd like to talk more my Skype name is Kageblood. I hope to talk more with you there.

Thank you for your interest. Tried call on skype. I sent you a request to add to skype contacts. If you use facebook, you can meet the rest of us here Facebook Group and get more info.

If you wanted to get an idea of the online experience, here is a youtube video of one of our past sessions of Wrath of the Righteous
Youtube. We can help you get things set up.


Looking for two more players to join our current group of 3 PC's. We play online using maptools (free) for virtual tabletop and skype for chat. We have a closed facebook group for weekly chatter/updates. I'm seeking players who are serious about playing weekly and can make a strong commitment for Saturday nights 8pm-12pm Eastern. We are currently finishing up Iron Gods book 6. The game style is equal parts roleplay and combat. You are welcome to check out Iron Gods in order to see if our group is right for you.

Hell's Rebels Character Creation Guidelines
• 20 Point Buy
• Max HP first level, (1/2 HP +1) additional levels
Example Barbarian 2nd lvl (d12) = 7 HP
Example Wizard 2nd lvl (d6) = 4 HP
• 2 Traits and Drawback are allowed (One Campaign Trait requirement - Player Guide)
• Average Starting GP
• All Classes / Archetypes / Prestige allowed
• All races allowed (homebrew races available), Monstrous Races (+20 RP) 15 point buy and subject to GM approval
• Unchained alt rules available for party nomination
• House Rule Proposal: Natural 20 skill check +10 bonus, Natural 1 skill check -10 penalty

As Pathfinder GM, I have ran and completed Jade Regent. I'm about to add Iron Gods to that list and intending to complete Hell's Rebels.

In the event that at least two players are absent from game, then the session is postponed until the following week.


Google Doc

Dusklight as a space vessel, with limited power and depleted fuel, that functions as a hovercraft. No criticism needed.


Thank you for your interest. I currently have one applicant under review at the moment. I will get back to you should it not work out this week.


Looking for another player to join our group. We play online using maptools for virtual tabletop and skype for chat. We have a closed facebook group for weekly chatter/updates. I'm seeking a player who is serious about playing weekly and can make a strong commitment to Saturday nights 8pm-12pm Eastern. We are currently halfway through Book 3.

Current 8th lvl Party
Human Gunslinger
Android Psion
Tiefling Wizard
Druid Gearsmen (cohort)

Iron Gods Character Creation Guidelines
• 15 Point Buy
• Max HP first level, (1/2 HP +1) additional levels
Example Barbarian 2nd lvl (d12) = 7 HP
Example Wizard 2nd lvl (d6) = 4 HP
• 2 Traits and Drawback are allowed
• Skill checks (natural 20 = +10 bonus, fumble = -10 penalty)
• 33,000 Starting GP
• 8th level Starting Level
• All Classes / Archetypes / Prestige allowed, 3PP subject to GM approval
• All races allowed, Monstrous Races (+20 RP) 10 point buy and subject to GM approval. Dozens of homebrew races available and subject to GM approval.

Curious about playstyles? Here is a video of an older session. Youtube link


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FAUN 9RP

FAUN RACIAL TRAITS

+2 Dexterity, -­2 Wisdom, +2 Charisma: Fauns are agile and attractive but are prone to poor decision making.

Medium: Fauns are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Fauns have a base speed of 30 feet.

Low­Light Vision: In dim light, fauns can see twice as far as humans.

Faun Magic: Fauns gain a +1 bonus to the DC of any saving throw against enchantment spells that they cast. Faun’s with a Charisma score of 11 or higher also gain the following spell­like abilities: 1/day ­­ ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the faun’s level. The DC for the spell­like abilities is equal to 10 + the spell’s level + the faun’s Charisma modifier.

Fey Defense: Fauns gain DR 2/cold iron.

Muse: Fauns receive a +2 racial bonus on a Performance skill of their choice.

Forest Strider: Fauns can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally.

Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following languages: Draconic, Elven, Goblin, Gnome, Halfling, Terran, and Orc.

 

ALTERNATE RACIAL TRAITS

Goat Eyes: Some fauns have rectangular pupils that allow panoramic viewing. Fauns receives a +2 to Perception checks. This racial trait replaces fey defense.

Mountain Goat: Fauns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces forest strider.


Im not very strong with the rules yet i,m attempting to make a shobhad with a racial archetype similar to the dual bow wielding kasatha archetype. What if you used the same wording of the bow nomad but for dual 2 THW.

How is the wording on this?

At 1st level, can simultaneously wield a combination of two of any two-handed weapons. When it makes a full attack with dual two-handed weapons, two-weapon penalties apply and can be offset with Two-Weapon Fighting feats. Since two-handed weapons aren't light weapons, a shobhad with Two-Weapon Fighting takes a –4 penalty on attacks with each of his weapons. Extra attacks from other sources, such as those granted by Cleave or Great Cleave, can be applied to only one of the wielded weapons per round.


How overpowered could it be without it being timeworn?


Capacity of 10.

Found it on d20pfsrd.


ErisAcolyte-Chaos jester wrote:
How is the leshy subtype a 10rp thing?

Lesser leshys, either weaklings or hybrids, have not inherited the full capabilities of their race. The original subtype (16 RP) benefits from (4 RP) Elemental Immunity Electricity + (4 RP) Elemental Immunity Sonic. Instead, switch out both Elemental Immunities with Elemental Resistance. Doing so will produce 10 RP total for the subtype as detailed below.

(2 RP) Darkvision
(-1 RP) Low-Light Vision (negative value, already gains this trait from plant type)
(1 RP) Elemental Resistance Electricity
(1 RP) Elemental Resistance Sonic
(3 RP) Constant Spell-Like Transmutation
(3 RP) Change Shape
(1 RP) Plantspeech
(0 RP) Verdant Burst

The lesser leshy is an approach to introduce a character race that can be used with any other core race or standard race in the game. Such examples of balanced play are the Gourd and Leaf Leshy.

Should you have concern about whether to allow monstrous races (+20 RP) into your game, such as the Seaweed or Flytrap Leshy, consider one of the following character creation guideline alternatives:
• Standard Races 20 Point Buy, Advanced Races 15 Point Buy, and Monstrous Races 10 Point Buy.
• Standard/Advanced Races 15 Point Buy and Monstrous Races 10 Point Buy.
• Use the party's calculated average RP (ARG pg.219) for an adjusted APL.

♦ Homebrew suggestion: Leadership Feat and choosing PC Monstrous Races as cohorts.

Monstrous Races as Cohorts (assuming 10 Point Buy character creation guideline for +20 RP race)
Monstrous NPC's:
The ability scores for an NPC monstrous race (+20 RP) are: 14, 13, 12, 11, 10, 9.


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I made these awhile back after inspiration grew from watching an episode of Thundercats (new episodes), featuring a leshy-like race.

LESHY, FULL (22 – 35 RP)
The lesser leshys are a less powerful version of the leshy subtype. The original subtype (16 RP) benefits from (4 RP) Elemental Immunity Electricity and (4 RP) Elemental Immunity Sonic.

Cactus Leshy, Lesser:

LESHY, CACTUS, LESSER (24 RP)

LESSER CACTUS LESHY RACIAL TRAITS
-2 Strength, +2 Constitution, -2 Intelligence, +2 Charisma: Cactus leshys are hardy and companionable but weak and slow-witted.
Cactus Leshy: Cactus leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Cactus leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Cactus leshys have a base speed of 20 feet.
Darkvision: Cactus leshys can see in the dark up to 60 feet.
Low-Light Vision: Cactus leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small cactus plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Cactus leshys gain a +4 racial bonus on Stealth and Survival checks in deserts.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Cactus leshys receive slam as a primary natural attack, dealing 1d3 damage.
Needle: A cactus leshy can fire a needle as a ranged attack. If it hits, this attack deals 1 point of piercing damage (this damage is not modified by Strength) and remains lodged in place. The target also receives the leshys spine effect. This attack has a 20-foot range increment.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (cacti).
Spine: A cactus leshy is riddled in needles and anytime it takes damage from a natural attack, the attacker receives 1 point of piercing damage (this damage is not modified by Strength) while the spines remain lodged in place. The target receives 1 point of bleed damage each round until the barbed spine is cut out with a bladed weapon or otherwise removed by spending a full round action to do so. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of your turn. The grappler also receives the leshy spine effect (bleed).
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Cactus leshys begin play speaking Common and either Druidic or Sylvan. Cactus leshys with high intelligence scores can choose from the following. Draconic, Druidic, Giant, Gnoll, Osiriani, Sylvan, and Terran.

Bestiary, Cactus Leshy:

BESTIARY
Cactus Leshy CR 2
XP 600
N Small plant (leshy)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 15 (2d8+6)
Fort +6, Ref +2, Will +2
Immune electricity, sonic, plant traits
OFFENSE
Speed 20 ft.
Melee slam +1 (1d6-1)
Ranged needle +4 (1 plus spine)
Space 5 ft., Reach 5 ft.
Special Attacks needle, spine
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str 8, Dex 15, Con 16, Int 7, Wis 14, Cha 15
Base Atk +1; CMB –1; CMD 11 (15 vs. trip)
Feats Blind-Fight
Skills Stealth +6 (+10 in deserts), Survival +2 (+6 in deserts);
Racial Modifiers +4 Stealth and +4 Survival in deserts
Languages Druidic, Sylvan; plantspeech (cacti only)
SQ change shape (Small cacti, tree shape), verdant burst
ECOLOGY
Environment any desert
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Needle (Ex) A cactus leshy can fire a needle as a ranged attack. If it hits, this attack deals 1 point of piercing damage (this damage is not modified by Strength) and remains lodged in place. The target also receives the leshys spine effect. This attack has a 20-foot range increment.
Spine (Ex) A cactus leshy is riddled in needles and anytime it takes damage from a natural attack, the attacker receives 1 point of piercing damage (this damage is not modified by Strength) while the spines remain lodged in place. The target receives 1 point of bleed damage each round until the barbed spine is cut out with a bladed weapon or otherwise removed by spending a full round action to do so. Any creature involved in a grapple with you automatically takes one point of piercing damage once per round at the beginning of the cactus leshys turn. The grappler also receives the leshy spine effect (bleed).

Cactus leshys tend to the silent barren of the sandsea. In appearance they have rigged, pulpy-looking bodies. They can bare random deserts flowers and prickly fruits or cactus fig amid long needles. Intimately connected to the sun, cactus leshy see to the growth or health of those in need along the arid wastes. Despite being highly companionable, they are quick to defend themselves should they encounter danger. When not laboring or tending to others, they take up ritualistic practices in exercising unmoving stances in respect to the often still desert. Cactus leshy are spawned from realms of desert sands and barren lands or an oasis of the natural world

GROWING A CACTUS LESHY
Cactus Leshy CL 8th; Price 2,500 gp RITUAL Requirements Knowledge (nature) 5 ranks, obscuring mist, plant growth, summon nature's ally II, Skill Knowledge (nature) DC 14; Cost 1,250 gp

Cactus Leshy, Lesser Race Build:

TABLE 1-1:
LESSER CACTUS LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Standard (+2 Con, -2 Int, +2 Cha) 0
Language Standard 0
Ability Score Unfavorable Strength -4
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Defense Spine 3
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Natural Attack 1
Offense Needle 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 24

Flytrap Leshy, Lesser:

LESHY, FLYTRAP, LESSER (25 RP)

LESSER FLYTRAP LESHY RACIAL TRAITS
+2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma: Flytrap Leshys are fast and physically strong however they are rather dull-witted having trouble with other races because of their tendency of trying to eat them.
Flytrap Leshy: Flytrap Leshys are plants with the Leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Flytrap Leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Flytrap Leshys have a base speed of 20 feet and a climb speed of 10 feet.
Darkvision: Flytrap Leshys can see in the dark up to 60 feet.
Low-Light Vision: Flytrap Leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All Leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small Flytrap plant of the same type of growth the Leshy is related to. The Leshy gains a +10 racial bonus on Disguise checks while in this form. A Leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Flytap Leshys gain a +4 racial bonus on Stealth and Survival checks in swamps, jungles and undergrowth.
Leave no mark: All Leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Flytrap Leshys receive Bite as a primary natural attack, dealing 1d4 points of damage.
Engulf: The Flytrap Leshy can uncannily elongate and disgorge its head in an attempt to engulf a creature its size or smaller with a successful grapple check. Flytrap Leshys cannot make other attacks during a round in which they engulf. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC 10 plus ½ character level plus strength modifier) to avoid being engulfed—on a success, they are pushed back or aside (target’s choice). Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the Leshy’s body until they are no longer pinned. While pinned, as a swift action, the Leshy's cavity floods with digestive enzymes, dealing 1d4 points of acid damage, and 1d4 points of acid damage the following round. Add 1 point of damage for every three levels you possess.
Plantspeech: All Leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (Flytrap).
Verdant Burst (Su): When slain, a Leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain Leshy heal 1d8 points of damage plus 1 point per HD of the slain Leshy, and plant life of the same type as the Leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Vulnerable: Flytrap Leshys take 150% as much damage as normal from cold attacks, unless they are immune to cold via other special defenses.
Languages: Flytrap Leshys begin play speaking Common and either Druidic or Sylvan. Flytrap Leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.

Bestiary, Flytrap Leshy:

BESTIARY
Flytrap Leshy CR 2
XP 600
N Small plant (leshy)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 10 (2d8+2)
Fort +4, Ref +2, Will +0
Immune electricity, sonic, plant traits
Weaknesses vulnerable to cold
OFFENSE
Speed 20 ft., climb 10 ft
Melee bite +1 (1d6+2)
Space 5 ft., Reach 5 ft.
Special Attacks engulf, sneak attack + 1d6
Spell-Like Abilities (CL 4th; concentration +6)
Constant—pass without trace
STATISTICS
Str 15, Dex 15, Con 12, Int 6, Wis 11, Cha 8
Base Atk +1; CMB +2; CMD 14
Feats Blind-Fight
Skills Stealth +10, Survival +1
Racial Modifiers +4 Stealth and +4 Survival in swamp, jungle, overgrowth
Languages Druidic, Sylvan; plantspeech (flytrap only)
SQ change shape (Small flytrap, tree shape), verdant burst
ECOLOGY
Environment any swamp, jungle, overgrowth
Organization solitary or cluster (2–16)
Treasure standard
SPECIAL ABILITIES
Engulf: The Flytrap Leshy can uncannily elongate and disgorge its head in an attempt to engulf a creature its size or smaller with a successful grapple check. Flytrap Leshys cannot make other attacks during a round in which they engulf. Targeted creatures can make attacks of opportunity against you, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a DC 11 Reflex save to avoid being engulfed—on a success, they are pushed back or aside (target’s choice). Engulfed opponents gain the pinned condition, are in danger of suffocating, are trapped within the Leshy’s body until they are no longer pinned. While pinned, as a swift action, the Leshy's cavity floods with digestive enzymes, dealing 1d4 points of acid damage, and 1d4 points of acid damage the following round. The save DC is Constitution-based.

Flytrap leshys tend to jungles and swamps. In appearance they have soft, pulpy-looking bodies. Intimately connected to undergrowth vistas, flytrap leshys see to the need of others who find themselves lost or otherwise chanced upon, and swiftly tending to their own ravenous needs instead. They are alarmingly quick to devour anyone they encounter. Things were not always this way for the flytrap leshy, stories of old speak of benevolent guardians. Yet they were the first and last of all leshys to taste the flesh of non-plant matter, forever changing their clan customs in place of insatiable desire. When deprived of food for too long, they become weakened, rooting their unmoving stance while awaiting sustenance. Some know to keep their distance, a rare few have been able to communicate without immediate threat.

GROWING A FLYTRAP LESHY
Flytrap Leshy CL 8th; Price 2,500 gp RITUAL Requirements Knowledge (nature) 5 ranks, acid splash, plant growth, summon nature's ally II, Skill Knowledge (nature) DC 14; Cost 1,250 gp

Flytrap Leshy, Lesser Race Build:

TABLE 1-2:
LESSER FLYTRAP LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Mixed Weakness (+2 Str, +2 Dex, -4 Int, -2 Cha) -2
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Movement Climb 1
Offense Bite 1
Offense Engulf 4
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Cold Vulnerability -2
Total 25

Fungus Leshy, Lesser:

LESHY, FUNGUS, LESSER (29 RP)

LESSER FUNGUS LESHY RACIAL TRAITS
+2 Constitution, -4 Intelligence, +2 Charisma: Fungus leshys are hale and possess forceful personalities but slow-witted.
Fungus Leshy: Fungus leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Fungus leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Fungus leshys have a base speed of 20 feet.
Darkvision: Fungus leshys can see in the dark up to 60 feet.
Low-Light Vision: Fungus leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small fungus plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Seaweed leshys gain a +4 racial bonus on Stealth and Survival checks in swamps and underground.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attacks: Fungus leshys receive bite as a primary natural attack, or a secondary attack if wielding manufactured weapons, dealing 1d2 damage. Fungus leshy also receive two claws attack. These are primary natural attacks, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (fungi).
Puffball: A fungus leshy can spit a puffball as a standard action. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target struck (but not adjacent targets) with the fungus leshys spores. The puffball has a range increment of 20 feet.
Spores: A fungus leshy is riddled with molds and spores. Anytime a fungus leshy takes damage, a cloud of spores bursts from its body, forcing all adjacent creatures to make a Fortitude save DC (10 + ½ character level + Constitution modifier) or have their vision reduced to 10 feet for 1d4 rounds. Spending a full-round action to wash one's eyes with water ends this effect.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Fungus leshys begin play speaking Common and either Druidic or Sylvan. Fungus leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Dwarven, Sylvan, and Terran.

Fungus Leshy, Lesser Race Build:

TABLE 1-3:
LESSER FUNGUS LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Con, -4 Int, +2 Cha) -1
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Defense Spores 3
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Bite 1
Offense Claws 2
Offense Puffball 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 29

Gourd Leshy, Lesser:

LESHY, GOURD, LESSER (19 RP)

LESSER GOURD LESHY RACIAL TRAITS
-4 Strength, +2 Dexterity, -4 Intelligence, +2 Charisma: Gourd leshys are fast but relatively weak and are rather comical in appearance, proving to be dull-witted and gullible.
Gourd Leshy: Gourd leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Gourd leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Gourd leshys have a base speed of 20 feet.
Darkvision: Gourd leshys can see in the dark up to 60 feet.
Low-Light Vision: Gourd leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small gourd plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Gourd leshys gain a +4 racial bonus on Stealth and Survival checks in plains and undergrowth.
Ensnare: The seeds and slam attack of a gourd leshy entangle the target in vines for 1d4 rounds unless the target makes a Reflex save DC (10 + ½ character level + Constitution modifier). The target can attempt to burst these entangling vines before the duration expires as a move action, making a Strength or Escape Artist check.
Keepsake (Su): Gourd leshys can pop off the top of their heads and store a single Fine-sized object such as a dagger or potion inside. While within the leshys head, the item is warded by nondetection. In addition, after 24 hours, the item within is cleaned and polished, and, if damaged, repaired as if by a mending spell. Both spell effects have a caster level equal to character level.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Gourd leshys receive slam as a primary natural attack, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (gourd).
Seed: A gourd leshy can hurl its seeds as a ranged attack. If it hits, this attack deals 1 point of damage (this damage is not modified by Strength) and affects the target with the gourd leshys ensnare ability. This attack has a 10-foot range increment.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Gourd leshys begin play speaking Common and either Druidic or Sylvan. Gourd leshys with high intelligence scores can choose from the following. Aklo, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.

Gourd Leshy, Lesser Race Build:

TABLE 1-4:
LESSER GOURD LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Dex, -4 Int, +2 Cha) -1
Language Standard 0
Ability Score Unfavorable Strength -9
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Offense Ensnare 3
Offense Natural Attack 1
Offense Seed 1
Other Keepsake 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Total 19

Leaf Leshy, Lesser:

LESHY, LEAF, LESSER (16 RP)

LESSER LESHY, LEAF RACIAL TRAITS
-4 Strength, +2 Dexterity, -4 Intelligence, +2 Wisdom: Leaf leshys are fast and insightful but relatively weak and dull-witted.
Leaf Leshy: Leaf leshys are plants with the leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This
means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Leaf leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Versatile Speed: Leaf leshys have a base speed of 20 feet and a climb speed of 10 feet, gaining a +8 racial bonus on Climb checks that a climb speed normally grants. Leaf leshy also have a fly speed of 10 feet with clumsy maneuverability. They cannot use there fly speed to hover. When flying, a leaf leshy glides and must end its movement at least 5 feet lower in elevation than it started. They cannot gain height with these leaf wings alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes the leshy to rise, they can take advantage of the updraft to increase the height at which they can glide.
Darkvision: Leaf leshys can see in the dark up to 60 feet.
Low-Light Vision: Leaf leshys can see twice as far as humans in conditions of dim light.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small tree of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Leaf leshys gain a +4 racial bonus on Stealth and Survival checks in forests and jungles.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (trees).
Seedpods: Leaf leshys sprout explosive acorns, pine cones, or other seedpods, and can hurl these as ranged attacks. A seedpod has a range increment of 10 feet and detonates on contact to deal 1 point of bludgeoning damage (this damage is not modified by Strength). Anyone struck by a seedpod must succeed at a Fortitude save DC (10 + ½ character level + Constitution modifier) or be deafened for 1 round.
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Languages: Leaf leshys begin play speaking Common and either Druidic or Sylvan. Leaf leshys with high intelligence scores can choose from the following. Auran, Boggard, Draconic, Druidic, Elven, Sylvan, and Terran.

Leaf Leshy, Lesser Race Build:

TABLE 1-5:
LESSER LEAF LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Weakness (+2 Dex, -4 Int, +2 Wis) -1
Language Standard 0
Ability Score Unfavorable Strength -9
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Movement Climb 1
Movement Flight 2
Offense Seedpods 1
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Glide -1
Total 16

Seaweed Leshy, Lesser:

LESHY, SEAWEED, LESSER (29 RP)

LESSER SEAWEED LESHY RACIAL TRAITS
+2 Constitution, -2 Intelligence, +2 Wisdom: Seaweed leshys are hale and alert but tend to mock freshwater creatures or plants.
Seaweed Leshy: Seaweed leshys are plants with the aquatic, leshy and shapechanger subtypes. They have the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, and stunning.
• Gain electricity resistance 5, and sonic resistance 5.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Seaweed leshys are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Slow Speed: Seaweed leshys have a base speed of 20 feet and a swim speed of 20 feet.
Darkvision: Seaweed leshys can see in the dark up to 60 feet.
Low-Light Vision: Seaweed leshys can see twice as far as humans in conditions of dim light.
Air Cyst (Su): Seaweed leshys constantly grow small bulbs filled with air. As a move action, they can detach a bulb and give it to another creature. If consumed as a standard action, this air cyst grants water breathing (as the spell) for 10 minutes. Seaweed leshys can have a maximum of four usable air cysts at any one time, and air cysts regrow at a rate of one per 24 hours.
Amphibious: Seaweed leshys breathe both air and water.
Change Shape (Su): All leshys can transform into plants, with results similar to the tree shape spell. Unlike that spell, this ability only allows transformation into a small seaweed plant of the same type of growth the leshy is related to. The leshy gains a +10 racial bonus on Disguise checks while in this form. A leshy can assume plant form or revert to its true form as a swift action.
Elusive Survivalist: Seaweed leshys gain a +4 racial bonus on Stealth and Survival checks in water.
Entangler: Seaweed leshys can use Entangle as a spell-like ability once per day if in water. The spell level is equal to character level.
Freshwater Vulnerability: Seaweed leshys who are forced to be submerged in freshwater risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Leave no mark: All leshys have pass without trace as a constant spell-like ability. The caster level is equal to character level.
Natural Attack: Seaweed leshys receive slam as a primary natural attack, dealing 1d3 damage.
Plantspeech: All leshys can speak with plants as if subject to a continual speak with plants spell, but only with species they are related to (seaweed).
Verdant Burst (Su): When slain, a leshy explodes in a burst of fertile energies. All plant creatures within 30 feet of a slain leshy heal 1d8 points of damage plus 1 point per HD of the slain leshy, and plant life of the same type as the leshy itself quickly infests the area. If the terrain can support this type of plant, the undergrowth is dense enough to make the region into difficult terrain for 24 hours, after which the plant life diminishes to a normal level; otherwise, the plant life has no significant effect on movement and withers and dies within an hour.
Water Jet: A seaweed leshy can expel a high-pressure jet of water from its mouth to a range of 30 feet. It must make a ranged touch attack to strike a target-if it hits, the blast deals 1 point of bludgeoning damage (this damage is not modified by Strength). In addition, the creature hit must make a Fortitude save DC (10 + ½ character level + Dexterity modifier) or be blinded by the water for 1 round.
Languages: Seaweed leshys begin play speaking Common and either Druidic or Sylvan. Seaweed leshys with high intelligence scores can choose from the following. Aboleth, Aquan, Draconic, Druidic, Elven, Sahuagin, and Sylvan.

Seaweed Leshy, Lesser Race Build:

TABLE 1-6:
LESSER SEAWEED LESHY RACE BUILD
Racial Traits RP Cost
Type Plant 10
Type Subtype Aquatic 2
Type Subtype Leshy 10
Type Subtype Shapechanger 0
Size Small 0
Base Speed Slow -1
Ability Score Standard (+2 Con, -2 Int, +2 Wis) 0
Language Standard 0
Defense Elemental Resistance (electricity) -
Defense Elemental Resistance (sonic) -
Magical Change Shape -
Magical Constant Spell-Like Transmutation -
Magical Spell-Like Ability, Lesser 1
Movement Swim -
Offense Natural Attack 1
Offense Water Jet 1
Other Air Cyst 1
Other Amphibious 2
Other Plant Speech -
Other Verdant Burst -
Senses Darkvision -
Senses Low-Light Vision -
Skill Elusive Survivalist 4
Weakness Vulnerability Freshwater -2
Total 29

Alternate Racial Traits, Leshy (all):

LESHY ALTERNATE RACIAL TRAITS
Ferrous Growth: Once per day, a leshy can cause a twig or stick from a branch to grow into an object weighing up to 10 pounds, such as a sword or light wooden shield. This object remains in the form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This trait replaces Leave No Mark.
Fertile Soil: Sorcerers with the verdant bloodline (seaweed leshy use aquatic bloodline) treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics with the Plant domain (seaweed leshy use Ocean Domain) (cactus leshy use Desert Domain) use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. This trait replaces Leave No Mark.

Race Traits, Leshy (all):

LESHY RACE TRAITS
Compost Harvester (Fungus Leshy only): Once per day as an immediate action, you can treat positive and negative energies as if you were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for one minute when activated.
Desert Sun (Cactus Leshy only): You find comfort among arid waves of the sandsea, you gain a +4 trait bonus on any saving throws made to resist the effects of being in hot conditions. During the day, you gain a +1 trait bonus on all Charisma-based checks.
Earthsense (Flytrap Leshy only): Your connection to the soil is exceptionally strong. As a swift action, you can gain tremorsense to a range of 60 feet until the beginning of your next turn. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.
Ebb and Flow Ruse (Seaweed Leshy only): Plying maneuvers through gradient currents, you gain a +1 bonus on Acrobatics checks within water, and Acrobatics is always a class skill for you.
Hollow Head Collective (Gourd Leshy only): You rarely forget and take in everything learned. Choose any two Knowledge skills. These become class skills for you.
Kelp Fighter (Seaweed Leshy only): Your speed may not be reduced to less than 10 feet by aquatic plant life deemed as difficult terrain (meaning you may take a 5-foot step in difficult terrain and not provoke an attack of opportunity).
Lucky Charms (Gourd Leshy only): Collecting random odds and ends as good luck charms, ranging from polished stones to bird feathers to tarnished coin, when under the effect of a luck bonus of any kind, that bonus increases by 1.
Rooted Stance: You receive a +2 racial bonus to your CMD when resisting bull rush or trip attempts while standing amid soil or vegetation.
Rot Farmer (Fungus Leshy only): You have the ability to sniff out decay, this functions as the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Self-Preservation (Leaf Leshy only): Your developed sense of self-reliance grants you a +1 trait bonus to Willpower saves and a +1 trait bonus to Survival skill checks.
Underbrush Rover (Flytrap Leshy): Crawling through thorny brambles and other thick shrubbery
during ambushes has taught you how to move without disturbing the dense flora around you. When in overgrown areas, you gain a +2 trait bonus on Stealth checks and a +1 trait bonus on damage rolls with sneak attacks.
Warding Sap (Cactus Leshy only): Possessing a protective sap with astringent and antiseptic properties, you gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Once per day you can produce cactus milk and prickly pear fruit to sustain one human similar to the spell create food and water.
Weapon Drill Harrier (Leaf Leshy only): When not laboring on their trees, you play at war, wheedling any companions to engage in mock duels with twig spears, resorting to private weapon drills. You gain a +1 trait bonus on attack rolls with a weapon mostly made of wooden (club, quarterstaff, greatclub, longbow, shortbow, or weapon made of special materials, such as darkwood).

Feats, Leshy (all):

LESHY FEATS
Fertilizer
Prerequisite: Fungus Leshy
Benefit: Once per day as a full round action you may feed from the decaying organic material of corpse’s less than one week old. You consume residual negative energy from their death along with the organic sustenance in fertilizing new life, restoring 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Using this ability also provides the leshy with one meal’s worth of nourishment.

Photosynthetic Healing
Prerequisite: Cactus, Flytrap, Gourd, or Leaf Leshy
Benefit: Leshys can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the leashy can heal 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Using this ability also provides the leshy with one meal’s worth of nourishment.

Photosynthetic Hydration
Prerequisite: Seaweed Leshy
Benefit: Once per day as a standard action, when exposed to direct sunlight while submerged in saltwater, the leashy can heal 2 points of damage per character level. You may also regrow lost limbs and other extremities in this fashion. A lost limb is regrown after regaining 25% of your maximum hit points. Fresh water, brackish water, stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Using this ability also provides the leshy with one meal’s worth of nourishment.

Grow Armor
Prerequisite: Leshy
Benefit: You may grow a suit of armor of a limited type related to the leshy, see table below. This armor is treated as though it were masterwork, weightless for determining encumbrance, and may be enchanted. You may also shed this armor and regrow a new suit of your choice by spending 24 hours in a shedding ritual.

Table 1-7:
Grow Armor
Leshy Type || Armor || Functions As || Available Types
Cactus/Flytrap/Fungus || Rubber || Eel Hide Armor || Padded, Leather, Studded Leather
Gourd || Vine || Eel Hide Armor || Padded, Leather, Studded Leather
Leaf || Leaf || Darkleaf Cloth Armor || Padded, Leather, Studded Leather
Seaweed || Seashell || Clam Shell Armor || Hide, Scale, Chainmail


Need acrobatics or knowledge engineering as the "drive skill" in order to make the drive check required for in combat or out of combat(Ultimate Combat).


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I made a tech vehicle since book 3 suggested it. Made a hover cycle. Used two in the arena. Working on Dusklight.

Technological Artifact

Graviton Cycle
Slot none; Weight 425 lbs.; Capacity -; Usage -
DESCRPTION
The graviton cycle is a technological vehicle comprised of little more than a sturdy metal frame, a power source, a seat, and no wheels. The graviton cycle hovers just above the ground and is not affected by difficult terrain. The cycle is remarkably sturdy and well suited to the rigors of Numeria’s barren wastelands. Due to its size, the vehicle is only considered a Medium object when not in use.

Large Land Vehicle
Squares 2 (5 ft. by 10 ft.; 5 ft. high)
DEFENSE
AC 13 (+4 armor, -1 size); Hardness 15
Hit Points 116 (57)
Base Save +2
OFFENSE
Maximum Speed 120 ft.
Acceleration 60 ft.
Attack ram 1d8
CMB 1; CMD 11
DRIVE
Propulsion Graviton Drive (1 square of energy drive; hardness 10, hp 60; extreme device); graviton drive located within the driving space, beneath the driver
Driving Check Acrobatics or Knowledge (engineering)
Forward Facing the vehicle’s forward
Driving Device steering bar, throttle and brake
Driving Space a single 5-ft.-by-5-ft. square that contains the steering bar, throttle and brake that serve as the cycles’ driving device; the driving space is located directly in the middle of the vehicle’s space, and shares this space with the vehicle’s energy drive.
Passengers 1 (a single medium passenger may share the driving space, just behind the driver, however, this causes the space to become cramped, imposing a -4 penalty to the driver’s driving checks.)
LOAD
There is ample room along the rear of the vehicle, in which 2 backpacks may be mounted for storage utility.
FEATURES
Glaucite Armor (light): The vehicle gains a +4 armor bonus to AC from a lightweight polymer resembling glaucite.
Illuminators: A pair of bright technological lights are mounted on the vehicle. These give off normal light in a 60 foot cone in front of the vehicle and increase the light level by one step out to a 120 foot cone beyond that. These draw upon the same power source that powers the vehicle, allowing them to give off light as long as the vehicle’s engine is powered. The pilot can light or douse these lights as a swift action.

GRAVITON DRIVE
YIELD 100 FORT +5 Hardness 10 HP 60
EXPLOSION 3d6 bludgeoning, 3d6 electricity, and 3d6 force (25-ft. radius; Reflex DC20; see text)
A graviton drive functions as a portable graviton reactor and functions in the same manner as a power generator. The graviton drive produces a low yield of self-sustaining energy. It’s fairly quiet while running, generating little more than a low-frequency hum. Damage caused by a graviton drive consists of an implosion rather than a classic explosion. On the round following this implosion, all objects and creatures in the blast radius suffer the explosion damage again as they are then hurled back outward. No radiation is generated by a portable graviton generator, and creatures and objects outside the blast radius can escape relatively unharmed (apart from possible damage resulting from objects that are hurled beyond the blast radius). It is unknown how long a uniquely rare portable generator can sustain itself.


Lesser Vegepygmy (18 RP)

Lesser vegepygmy have not inherited the full capabilities of their race. Either weaklings or hybrids, many strike out on their own, to explore the greater world. This is a balanced player character race that can be used with any other core race or standard race in the game.

Lesser Vegepygmy Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence: Vegepygmy are fast and insightful but relatively dull-witted.
Subtype: Varies. Choose one other humanoid race to represent your former life. You gain that race type as a subtype, and also count as that race for all effects. You do not gain any bonuses or penalties, nor other abilities associated with that race.
Plant: Vegepygmy are plants, possessing the following features:
• Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Immune to paralysis, poison, polymorph, sleep effects, sonic, and stunning.
• Gain resistance 5 to electricity.
• Breathe and eat, but do not sleep unless they want to gain some beneficial effect from this activity. This means that they can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
Small: Vegepygmy are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Normal Speed: Vegepygmy have a base speed of 30 feet
Damage Reduction: Vegepygmy gain DR 5 / slashing or bludgeoning.
Darkvision: Vegepygmy can see in the dark up to 60 feet.
Low-Light Vision: Vegepygmy can see twice as far as humans in conditions of dim light.
Elusive: Vegepygmy gain a +4 racial bonus on Stealth checks, this bonus increase to +8 if they are in vegetation.
Verbal Component Vulnerability: Vegepygmy are unable to cast any spell that only requires verbal as the spell casting component (such as blur, blindness/deafeness, power word kill). However, vegepygmyies crude form of communal language does not interfere with multiple component spellcasting that includes verbal. The verbal components are sounds that are not tied to a specific spoken language when they are used in conjunction with somatic and/or material components.
Languages: Vegepygmy begin play understanding Undercommon and Vegepygmy, but cannot speak actual words. Vegepygmies communicate via a crude language of rhythmic taps, beats, hoots, whistles, and clicks. One way to make themselves understood is through pantomime. While overly complex conversations are not possible, a DC 10 Linguistics check should allow simple communication (such as buying something). More complex communication (such as getting directions) requires a DC 20 Linguistics check. Vegepygmy with high intelligence can choose from the following languages: Aklo, Dwarf, Common, Elven, Sylvan, Terran, and the primary language of their former life.

Alternate Racial Traits
Clawed: Some vegepygmy receive two claw attacks. These are primary attacks, dealing damage based on size. This trait replaces darkvision.
Putrescence: Some vegepygmy have a natural ability to sniff out decaying organic matter. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points). This trait replaces damage reduction.
Flora Symbiosis: All vegepygmy can empathically communicate with plants as if subject to a continual speak with plants spell. This trait replaces darkvision.

Vegepygmy Race Traits
Botanic Oculus: Your connection to flora is exceptionally strong. As a swift action, you gain greensight to a range of 60 feet. This effect lasts 1 minute. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and every 5 levels thereafter, to a maximum of five times per day at 20th level.
Bone Collector: You gain a +1 trait bonus on all Craft (weapons) checks when making bone weapons, and reducing the cost of making the item by 5%. You also gain a +1 trait bonus on attack rolls made with weapons which include bone in their design.
Bone/Wood Affinity: You may reduce the Armor Check Penalty of bone/wooden armor and shields by 1.

Verbal Component Alternative
Their crude form of language does not interfere with spellcasting, but it does apply to spells that are language dependent. When casting a spell that is solely verbal for component requirements, a natural primal magic events occurs. The primal magic event’s CR is equal to caster level.

Lesser Vegepygmy Racial Traits (18 RP)
Type
Plant 10
Size
Small 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Dex, +2 Wis, -2 Int) 0
Languages
Standard 0
Defense
Damage Reduction 1
Defense
Elemental Resistance (electricity 5) 1
Senses
Darkvision 2
Senses
Low-Light Vision -
Skill
Camouflage 1
Skill
Sneaky 5
Weakness
Verbal Component Vulnerability -2
Total 18

Alternate
Claws 2
Alternate
Putrescense 1
Alternate
Flora Symbiosis 2

This following is the monstrous race version which can be used in high-powered campaigns with the permission of your GM. It is far more powerful than other starting races, though, and it can unbalance a beginning game.

Vegepygmy (23 RP)
Type
Plant 10
Size
Small 0
Base Speed
Normal 0
Ability Score Modifiers
Standard (+2 Dex, +2 Wis, -2 Int) 0
Languages
Standard 0
Defense
Damage Reduction 1
Defense
Elemental Immunity (electricity) 4
Offense
Claws 2
Senses
Darkvision 2
Senses
Low-Light Vision -
Skill
Camouflage 1
Skill
Sneaky 5
Weakness
Verbal Component Vulnerability -2
Total 23

Alternate
Putrescense 1
Alternate
Flora Symbiosis 2 (replaces claws)


Concerning Dusklight:

Anyone plan on introducing the jet-propelled floating vehicle for local transport? If so, which land vehicle would you modify in order to present this?


How is Whiskifiss able to control Chirpus or have it fear him? Curious about the monster training aspects with an aberration. How would a PC Hunter class learn such techniques from Whiskifiss.


Hawkeye16 wrote:
Your version looks like a LOT more fun and balanced, nice!

Happy to help. For all your race needs Youtube GM Facepalm operating under no monetary value.


Hawkeye16 wrote:
And on a much more minor note, why hallit instead of androffan? I'd have them know common and androffan (the language spoken by their creators) off the bat, then with high intelligence they can learn whatever else is common in Numeria (orc and hallit come to mind but I can't remember what the others were).

It should probably be written as Mannequin robots begin play speaking Common and Androffan or Hallit.


Hawkeye16 wrote:
My only questions are are the variants still feats in the method you used, or do they work like alternate race traits?

The variants are racial subtypes and work like alternate racial traits, normally they combine to preexisting traits, adding to the RP total.

The Rescue variant is an example where traits are added, not replaced. 33 RP total.
The Athlete variant is an example where a trait is replaced, yet another is added in. 34 RP total.


In regards to your Security variant, the following is an example of the Gearsmen that I created.

Hardness (6 RP): Gearsmen gain Hardness 4. The Hardness increase by 2 for every three character levels beyond first (maximum Hardness of 10 at 10th level). This trait replaces Charge Weapon.

There are some options to your initial build, whether you want to scale the power or have the full 5 for hardness.

An example of scaling the power for +3 RP.
Mannequin robots have metallic endoskeletons, gaining Hardness 2. The hardness increases by 1 for every three character levels beyond first (maximum Hardness of 5 at 10th level).


Should you have concern about whether to allow monstrous races into your game, consider the following character creation guideline alternatives:
• Standard Races 20 Point Buy, Advanced Races 15 Point Buy, and Monstrous Races 10 Point Buy.
• Standard/Advanced Races 15 Point Buy and Monstrous Races 10 Point Buy.
• Use the challenging races chart found in the ARG to find a more appropriate APL based upon the average RP spent for the party.

Monstrous Races as Cohorts
(assuming 10 Point Buy character creation guideline for +20 RP race)
Monstrous NPC's:
The ability scores for an NPC monstrous race (+20 RP) are: 14, 13, 12, 11, 10, 9.


Mannequin Robot (29 RP)
This impassive humanoid has shiny, pale skin and an eerily expressionless face.

Robot, Mannequin Racial Traits
+2 Strength, +2 Dexterity: Mannequin robots are strong, nimble and bestowed with newfound awareness. Mannequin robots have no Constitution score. Any DC’s or other effects that rely on a Constitution score are treated as having of Constitution score of 10 (no bonus or penalty).
Medium: Mannequin robots are Medium and have no bonuses or penalties due to their size.
Normal Speed: Mannequin robots have a base speed of 30 feet.
Darkvision: Mannequin robots can see in the dark up to 60 feet.
Low-Light Vision: Mannequin robots can see twice as far in conditions of dim light.
Construct: Mannequin robots are constructs with the robot subtype and have the following features:
• Cannot heal damage on their own, can often be repaired via exposure to a certain kind of effect (depending on the construct’s racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality will benefit from that quality such as rapid repair.
• Are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
• Immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
• Do not risk death due to massive damage, but constructs are immediately destroyed when reduced to 0 hit points or fewer.
• Cannot be raised or resurrected.
• Hard to destroy, mannequin gain 20 bonus hit points.
• Have Intelligence scores of 10 and cannot be lowered upon character creation. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
• Do not need to breathe, eat or sleep, unless they want to gain some beneficial effect from one of these activities. They still require daily routine maintenance lasting for a period of 4 hours. A construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.
Artificial Intelligence: Unlike ordinary constructs and robots and due to their higher cognitive functions, they are affected by all mind-affecting effects normally, unlike standard creatures of the construct type.
False Flesh: The synthetic flesh and hair of a mannequin robot give it a +8 racial bonus on Disguise checks to appear human (but not to impersonate a specific human). Closely inspecting a mannequin or touching its cold, synthetic skin automatically reveals its non-human nature.
Hardness: Mannequin robots have metallic endoskeletons, gaining DR 2/adamantine. The DR increases by 1/adamantine for every three character levels beyond first (maximum of 5/adamantine at 10th level).
Natural Attack: Mannequin robots receive slam as a primary natural attack dealing 1d4 damage.
Scanner: Mannequin robots gain Alertness as a bonus feat at 1st level.
Languages: Mannequin robots begin play speaking Common and Hallit. Robots with high Intelligence can choose any of the following languages: Draconic, Dwarven, Elven, and Gnome.

Robot, Mannequin Alternate Traits
Incompatible A.I.: You are not a compatible host for artificial intelligence. You are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). As such, your ability scores are as follows; +2 Strength, +2 Dexterity, -4 Charisma: Mannequin are strong and nimble, but viewed with heightened distress and distrust. This trait replaces Artificial Intelligence.
Mental Partition: Some mannequin robots have an advanced A.I. and are able to better resist mental intrusions. Mannequin robots receive a +4 bonus to mind-affecting effects. This trait replaces Hardness.

Robot, Mannequin Variants
Athlete: Designed to compete in robotic sporting events, an athlete model has Fleet in place of Alertness, and a +5 racial bonus on Acrobatics checks.
Recreation: Designed for entertainment and leisure purposes, a pleasure model has Skill Focus (Perform [any]) in place of Alertness, and can scan the minds of creatures within 60 feet (as detect thoughts). Recreation models can can roll twice when making a Bluff or Diplomacy check and take the better roll.
Rescue: Designed for rescue and retrieval operations in conditions too dangerous for unprotected humans, gaining resistance 5 to electricity and fire. Rescue models have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that it normally grants.
Security: Designed for assisting human security forces in dangerous situations, a security model has Improved Initiative in place of Alertness, a +2 natural armor bonus, and proficiency with firearms.
Target: Designed as an active target for weapons practice, a target model has a 10-foot increase to speed, and Dodge in place of Alertness. Target models have crystalline or reflective skin that grants a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

Mannequin Robot
Racial Traits RP Cost
Type
Construct 20
Type
Robot Subtype 4
Size
Medium 0
Base Speed
Normal 0
Ability Score Modifiers
Flexible (+2 Str, +2 Dex) 2
Languages
Standard 0
Defense
Hardness 3
Feat
Static Bonus Feat 2
Offense
Natural Attack 1
Senses
Darkvision -
Senses
Low-Light Vision -
Skill
False Flesh 3
Weakness
Artificial Intelligence -6
Weakness
Critical Hit Vulnerability -
Weakness
Elemental Vulnerability -
Total 29

Alternate
Incompatible A.I. -3
Alternate
Mental Partition 4

Variant
Athlete 5
Variant
Recreation 5
Variant
Rescue 4
Variant
Security 4
Variant
Target 3

Robot Subtype (4 RP)
• Intelligent (8): Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.
• Vulnerable to Critical Hits (-2): Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
• Vulnerable to Electricity (-2): Robots take 150% as much damage as normal from electricity attacks , unless they are immune to electricity via other special defenses.
• Difficult to Create (0): Robots are crafted via complex methods hidden and well guarded in Numerian ruins or other technological bastions. While the Technic League has developed magical solutions to some of these requirements, actual details on creating robots are not available.


You said post a race so I gave you a few to work with depending on what you liked, sparring you from the over 50 that I have homebrewed. Spamming... yeah, I'll take my ball and leave now.


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Any archetypes for vanaras?

BLOOD OF PRIMATES:

Vanara Heritages

Blackcape
Ancestry: Gorilla
Regions: Garund
Ability Modifiers: +2 Str, +2 Con, ­2 Int
Alternate Racial Trait: Cornered Fury
Cornered Fury: Whenever a blackcape 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.This trait replaces prehensile tail.

Howlingcape
Ancestry: Howler Monkey
Regions: Garund, Ustalav
Ability Score Modifiers: +2 Con, +2 Cha, ­2 Int
Additional Racial Trait: Guttural Howl
Guttural Howl: Howlingcape use their unnerving howl to intimidate others. Whenever a howlingcape successfully uses Intimidate to demoralize a creature while using its howl, the duration of the shaken
condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the howlingcape can instead decide to make the target frightened for 1 round.

Nightcape
Ancestry: Douroucoulis (Night Monkey)
Regions: Ustalav, Darklands, Avistan
Ability Score Modifiers: +2 Dex, +2 Int, ­2 Wis
Additional Racial Trait: Darkvision
Darkvision: Nightcapes can see in the dark up to 60 feet.

Orangecape
Ancestry: Orangutan
Regions: Tian Xia
Ability Score Modifiers: +2 Str, +2 Int, ­2 Cha
Alternate Racial Trait: Curiosity
Curiosity: Orangecapes 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 prehensile tail.

Ringedcape
Ancestry: Ring­tailed Lemur
Regions: Garund
Ability Score Modifiers: +2 Dex, +2 Cha, ­2 Int
Additional Racial Trait: Jumper
Jumper: Ringedcapes are always considered to have a running start when making Acrobatics checks to jump. This trait replaces prehensile tail, even though they still have a long tail.

Spidercape
Ancestry: Spider Monkey
Regions: Garund
Ability Score Modifiers: +2 Dex, +2 Wis, ­2 Int
Additional Racial Trait: Sprinter & Terrain Stride
Terrain Sprinter: Spidercapes gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Spidercapes can move through natural difficult terrain at their normal speed while
within and along forest canopy. Magically altered terrain affects them normally.

Whitecape
Ancestry: Baboon
Regions: Katapesh, Garund
Ability Modifiers: +2 Dex, +2 Con, ­2 Cha
Alternate Racial Trait: Bite
Bite: Whitecapes gain a natural bite attack, dealing
1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. This trait replace prehensile tail.

Wintercape
Ancestry: Nihonzaru (Snow Monkey)
Regions: Tian Xia
Ability Modifiers: +2 Con, +2 Wis, ­2 Int
Alternate Racial Trait: Seasoned
Seasoned: Wintercapes suffer no harm from being in cold environments. When in conditions of severe cold, wintercapes only have to attempt Fortitude saves once per hour instead of once every 10 minutes. This trait replaces prehensile tail.


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Any archetypes for grippli subtypes?

BLOOD OF ANURAS:

Grippli Subtypes

Banshee
Ancestry: Torrent (Desert Rain)
Regions: Garund
Alternate Racial Trait: Scream
Scream (Su): You unleash a powerful scream in a 15 foot cone as a standard action. Targets within the cone’s range are dazed for 1 round and takes 1d6 points of sonic damage. The damage increases by 1d6 every two character levels beyond 1st to a maximum of 5d6. A successful save (DC 10 + 1/2 character level + Constitution modifier) negates the daze effect and halves the damage. You may perform this ability a number of
times (1 + Constitution modifier) per day. This trait replaces darkvision.

Glacier
Ancestry: Glacier Toad
Regions: Avistan
Alternate Racial Trait: Seasoned
Seasoned: Glacier Grippli receive a +4 bonus on Stealth checks in snow covered areas in place of other environs. They suffer no harm from being in cold environments. When in conditions of severe cold, glacier grippli only have to attempt Fortitude saves once per hour instead of once every 10 minutes. This ability replace swamp stride.

Glass
Ancestry: Glass
Regions: Garund
Alternate Racial Trait: Transparency
Transparency (Su): Glass grippli draw upon their transparent body and extend that to their equipment to match their surroundings. Glass grippli can use the spell Blend as an at-­will spell-­like ability. This trait replaces darkvision.

Goliath
Ancestry: Goliath
Regions: Garund
Alternate Racial Trait: Medium
Medium: Goliath grippli are always considered to have a running start when making Acrobatics checks to jump. They are also far larger than their kin. Goliath Grippli are Medium creatures and have no bonuses or
penalties due to their size. This trait replaces small.

Malagasy
Ancestry: Malagasy
Regions: Garund
Additional Racial Trait: Expand
Expand (Ex): When threatened by grapple, as an immediate action you uncannily expand your body in an attempt to break the hold. You gain a +4 competence bonus to your combat maneuver check, CMD, or Escape Artist check to oppose a combat maneuver grapple check.

Moss
Ancestry: Mossy
Regions: Garund
Alternate Racial Trait: Thorny
Thorny (Ex): Thorny spikes protrude from their body and joints, giving a jagged profile and making him dangerous to grapple. A mossy grippli with this racial trait is considered to have armor spikes, even while
wearing armor. Wearing actual armor spikes provides no additional benefit, though they may choose to use armor spikes instead of his thorns. Additionally you may break off a thorn and use it as a melee weapon or thrown weapon, as if wielding a dagger, as if using the Catch Off­Guard feat. This trait replaces darkvision.

Purple
Ancestry: Purple
Regions: Darklands
Alternate Racial Trait: Darklands Dweller Darklands Dweller: Purple Gripplis receive a +4 bonus on Stealth checks in mountains or underground areas in place of other environs. Purple Gripplis are able to see in the dark up to 120 feet. This ability replace swamp stride.

Surinam
Ancestry: Surinam
Regions: Garund
Additional Racial Trait: Squeeze
Squeeze (Ex): Surinam grippli are flexible regardless of their actual size and mass. They can move through areas at least half their size with no penalty for squeezing. Surinam grippli can move through a space
at least one­quarter their width using the penalties for squeezing through a space at least half their width.

RACIAL FEATS
Frozen Death
Using your icy blood, you can easily impersonate a corpse, fooling casual observers.
Prerequisites: Bluff 5 ranks, Glacier Grippli
Benefit: You can act as though you were a stiff corpse. Also, as an immediate action, you can fall over, appearing frozen or dead.

Phase
You can move through walls.
Prerequisite: Glass Grippli, character level 3rd
Benefit: Once per day you can move through wooden, plaster, or stone walls, but not other materials. The creature can activate this as a
standard action. When phasing is active, you can pass through a wall or some other kind of appropriate object for a total distance of 60 feet per day (see below), breaking this distance up into several smaller
passages or one long one, as desired. A wearer who exceeds this daily distance limit while inside solid material is ejected from the material at the point of entry, ending up prone in front of the now impassable
barrier. Phasing through a wall that separates two adjacent squares on the grid counts as 5 feet of distance. Phasing through a wall or barrier of any greater thickness counts as a distance equal to the barrier’s thickness plus 5 feet.

Sonic Boom
You can use your scream to devastating effects.
Prerequisite: Banshee Grippli, character level 3rd
Benefit: You can use your scream to target weapons, armor, and objects. Additionally, as an immediate action, you can deflect a single missle attack targeted at you as if using the Deflect Arrows feat. This counts against the number of uses of your scream per day.


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AZLANTI SCION (RP 15):

An emerging underground race, the Azlanti Scion is a balanced approach to playing a lesser version of the Pureblood Azlanti.

AZLANTI SCION RACIAL TRAITS
+2 to 2 Ability Scores: Azlanti Scions gain a +2 racial bonus to any two ability scores of their choice at creation to represent their empowered bloodline.
Medium: Azlanti Scions are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Azlanti Scions have a base speed of 30 feet.
Bonus Feat: Azlanti Scions derive from humans, thus selecting one extra feat at 1st level.
Darkvision: Azlanti Scions can see in the dark up to 60 feet.
Light Sensitivity: Azlanti Scions are dazzled as long as they remain in an area of bright light.
Skilled: Azlanti Scions gain an additional skill rank at first level and one additional rank whenever they gain a level.
Innate Talent: Spellcraft and Use Magic Device are always considered class skills for azlanti scions.
Rune Linguist: Azlanti Scions gain a +1 bonus to the DC’s of spells they cast that have the language ­dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Azlanti Scions with a Charisma score of 11 or higher also gain the following spell-­like abilities: 1/day ­ arcane mark, comprehend languages, detect magic,
read magic. The caster level for these spell­-like abilities is equal to the user’s character level.
Languages: Azlanti Scions start with Common plus Azlanti as their racial language. Furthermore, azlanti scions with High Intelligence scores can learn any languages they want (except Druidic and other secret languages).

ALTERNATE RACIAL TRAIT
Recall: Drawing upon the ambient flows of magic, 1/day recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis. This racial trait replaces the Flexible Bonus Feat.


DOGFOLK (10 RP):

DOGFOLK RACIAL TRAITS
+2 Wisdom, +2 Charisma: Dogfolk are observant and sociable.
Dogfolk: Dogfolk are humanoids with the dogfolk subtype.
Medium: Dogfolk are Medium creatures and have no bonuses or penalties due to their size. Although some are known to be small.
Normal Speed: Dogfolk have a base speed of 30 Low-­Light Vision: In dim light, dogfolk can see twice as far as humans.
Limited Color Spectrum (Ex): Dogfolk do see color, but less than most races. In general, dogfolk see the world in yellow, blue and grey; they can't see reds, violets, or greens like most do.
Eternal Hope: Dogfolk gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, dogfolk may reroll and use the second result.
Comprehensive: Dogfolk receive a +2 racial bonus on Sense Motive and Survival checks.
Bounding Gait: Dogfolk gain a 10 ­foot racial bonus to their speed when using the charge, run or withdraw actions.
Languages: Dogfolk begin play speaking Common and Dogfolk. Dogfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Hafling, Orc, and Sylvan.

ALTERNATE RACIAL TRAITS
Bite: Some Dogfolk have a stronger and more develop bite than other members of their race, and can use it to make an attack. Dogfolk with this racial trait gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons. This racial trait replaces the bounding gait racial trait.
Scent: Some Dogfolk favor a keen sense of smell over other senses. Dogfolk with this racial trait gain the scent ability. This racial trait replaces the comprehensive racial trait.
Small: Some dogfolk are of a different ancestry, smaller than their kin. This racial trait replaces Medium.


BUGBEAR (15 RP):

BUGBEAR RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Bugbears are brutal and swift creatures, but dull witted.
Goblinoid: Bugbears are humanoids with the goblinoid subtype.
Medium: Bugbears are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Bugbears have a base speed of 30 feet.
Darkvision: Bugbears can see in the dark up to 60 feet.
Intimidating: Bugbears gain intimidating prowess as a bonus feat at 1st level.
Scent: Bugbears favor a keen sense of smell, gaining the scent ability.
Sneaky: Bugbears gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for bugbears.
Languages: Bugbears begin play speaking Common and Goblin. Bugbears with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

BUGBEAR RACE TRAITS
Cavern Spelunker
You come from a tribe that lived within caves in the wild. You are quite comfortable being underground. You gain a +1 trait bonus on Knowledge(Dungeoneering) checks and this skill is always a class skill for you.

Pacifist
Unlike most bugbears, you don't go out looking for perfectly content living alone without anyone bothering you. You gain a +2 trait bonus on saving throws against charm, compulsion, and emotion effects.

Slave
You grew up as a slave for a brutal, cruel hobgoblin lord. Your experience has colored your opinion of other humanoids? You gain a +2 trait bonus on Bluff, Diplomacy, or Intimidate (your choice) checks made to sway the minds of slavers and anyone who otherwise keeps innocent people against their will before brutally exercising your dominate will.

BUGBEAR VARIANTS:

The Koblak, Murd, and Wikkawak are racial variants of the bugbear.

KOBLAK (18 RP)

Some bugbears are stillborn, but suddenly wheeze in a sharp intake of breath and return to life a full hour after their dead birth. Forever half­dead, these things, called koblaks, have eyes even larger than their kin and see through walls and over hills. Koblaks are half in our world, half in the next, and they do not die easily. Time refuses to reap them, and some live for centuries.

KOBLAK RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Koblaks are brutal and swift creatures, but dull witted.
Half­-Undead: Koblaks are humanoids with the half­-undead and goblinoid subtype.
Medium: Koblaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Koblaks have a base speed of 30 feet.
Darkvision: Koblaks can see in the dark up to 60 feet.
Intimidating: Koblaks gain intimidating prowess as a bonus feat at 1st level.
Resist Level Drain: Koblaks take no penalties from energy ­draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Scent: Koblaks favor a keen sense of smell, gaining the scent ability.
Sneaky: Koblaks gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for koblaks.
Undead Resistance: Koblaks gain a +2 racial bonus on saving throws against disease and mind ­affecting effects.
Negative Energy Affinity: Koblaks are harmed by positive energy and healed by negative energy. A koblak with the fast healing special quality still benefits from that quality.
Languages: Koblaks begin play speaking Common and Goblin. Koblaks with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.

MURD (15 RP)

In swampy environs or near great rivers, another form of bugbears, called murds, is said to exist. Its fur caked in muddy earth, the thing can turn into sludge ­like tar. It’s said a murd fears all serpents and
cannot enter a house where a snake is kept as a pet.

MURD RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Murds are brutal and swift creatures, but dull witted.
Goblinoid: Murds are humanoids with the goblinoid subtype.
Medium: Murds are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Murds have a base speed of 30 feet.
Darkvision: Murds can see in the dark up to 60 feet.
Camouflage: Murds receive a +4 racial bonus on Stealth checks in marshes or near rivers.
Intimidating: Murds gain intimidating prowess as a bonus feat at 1st level.
Sludge: Murds can use a version of the gaseous form spell as a spell­like ability once per day. Murds can turn into viscous mud. When in mud form, a murd can squeeze through any gap water can and can “flow” uphill, against gravity (although it must succeed on Climb checks as normal).The caster level of the spell is equal to character level.
Scent: Murds favor a keen sense of smell, gaining the scent ability.
Swamp Stride (Ex): A murd can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a murd normally.
Thuggery: Intimidate, Perception, and Stealth are class skills for murds.
Languages: Murds begin play speaking Common and Goblin. Murds with high Intelligence scores can choose from the following: Draconic, Dwarven,
Infernal, Giant, and Orc.

WIKKAWAK (18 RP)

In wintry climes, albino bugbears called wikkawaks prowl the glaciers by night, hunting settlers and prowling the frosted roofs of log cabins.

WIKKAWAK RACIAL TRAITS
+2 Strength, +2 Dexterity, ­2 Intelligence: Wikkawaks are brutal and swift creatures, but dull witted.
Goblinoid: Wikkawak are humanoids with the goblinoid subtype.
Medium: Wikkawaks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wikkawaks have a base speed of 30 feet.
Darkvision: Wikkawaks can see in the dark up to 60 feet.
Arctic Fur: Wikkawak gain resistance 5 to cold energy.
Snuff Out: Wikkawaks can use the quench spell as a spell-­like ability once per day. The caster level of the spell is equal to character level.
Scent: Wikkawaks favor a keen sense of smell, gaining the scent ability.
Sneaky: Wikkawaks gain a +4 racial bonus on Stealth checks.
Thuggery: Intimidate, Perception, and Stealth are class skills for wikkawaks.
Languages: Wikkawaks begin play speaking Common and Goblin. Wikkawaks with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.


GRINDYLOW (13 RP):

GRINDYLOW RACIAL TRAITS
+2 Dexterity, +2 Constitution, ­2 Charisma: Grindylow are flexible, hardy, and cruel.
Grindylow: Grindylow are aberrations with the aquatic subtype.
Small: Grindylow are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty to their CMB and CMD, and a +4 size bonus on Stealth Checks.
Varying Speed: Grindylow have a base land speed of 15 feet, and a swim speed of 30 feet, gaining +8 racial bonus on Swim checks.
Amphibious: Grindylow can breathe both air and water.
Bite: Grindylow gain a natural bite attack, dealing 1d4 damage. The bite is a primary attack, or a secondary attack if wielding manufactured weapons.
Camouflage: Grindylow gain a +4 racial bonus on Stealth checks while within underwater environments.
Darkvision: Grindylow can see in the dark up to 60 ft.
Jet (Ex): Once per hour, grindylow can swim 200 feet backward as a full­round action. It must move in a straight line while jetting, and does not provoke attacks of opportunity.
Legless: Grindylow have no legs and cannot be tripped.
Rubbery Skin: Grindylow gain a +1 natural armor bonus to their Armor Class.
Tangling Tentacles (Ex): Although a grindylow can’t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow’s turn, it can make a single trip attack against any adjacent foe as a swift action. It gains a +4 racial bonus on trip attacks made with its tangling tentacles, and if it fails to trip a foe, that creature can’t attempt to trip the grindylow in retaliation.
Languages: Grindylow begin play speaking Aquan. Grindylow with high Intelligence scores can choose from the following languages: Aboleth, Canto, Common, Draconic, Elven, Goblin, and Sahuagin.

ALTERNATE RACIAL FEATS
Anatomiflage: Some grindylow have color­changing cells in their skin (chromatophores) just below the surface of the skin, allowing them to change their skin color to match their environment. They are also capable of controlling the size of projections (called papillae) on their skin to form textures. Grindylow with anatomiflage gain a +8 racial bonus to Stealth checks. This trait replaces jet.
Blue Ringed: Some Grindylow are highly toxic. A number of times per day equal to its Constitution modifier (minimum 1/day), grindylow can envenom a weapon that it wields with its toxic saliva. They can also deliver this poison with their bite. Applying venom to a weapon is a swift action. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/ round for 6 rounds; effect 1d2 Dex; cure 1 save. This trait replaces rubbery skin.
Cephalopod Empathy: This ability functions as a druid's wild empathy, save that a grindylow can only use this ability on octopus and squid. The grindylow’s class level is used in place of the druid level. A grindylow gains a +4 racial bonus on this check. This trait replaces rubbery skin.
Goblin­tongue: Grindylow have a way with goblins, granting a +4 racial bonus to Diplomacy and Intimidate checks against goblins. This racial trait replaces camouflage.
Grasping Tentacles: Some grindylow are masters at using their tentacles to grab foes, gaining the Improved Grapple feat with its tentacles. This trait replaces jet.
Ink Cloud (Ex): Grindylow can emit a 10­ ft ­radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute. This trait replaces camouflage.

GRINDYLOW SUBTYPE
Vampyropod: Red skinned grindylow of the far deep possess light­producing organs (photophores), capable of producing flashes of light in blinding patterns of disorienting flashes and flares while underwater. While in an area of darkness, the tips of their tentacles can shed bright light to a radius of 30 feet and shadowy light an additional 30 feet beyond that. Looking directly at the target creature is difficult, granting concealment to the target (20% miss chance)
and dazzling anybody who looks directly at the target for 1d6 rounds, unless the target makes a Will save (DC 10 + ½ character level + Constitution Modifier) to negate the effect. The light also provides a +1 deflection bonus to AC. If they are not in an area of darkness, they only receive a +4 racial bonus on Stealth checks if attempting to blend in with reflecting sunlight near the surface. In addition, they also
possess deepsight, having adapted to the lightless depths of the ocean, but not to air filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

GRINDYLOW FEATS
Autotomy
Sever limbs to retreat.
Benefit: Grindylow can cast off one of its six tentacles as a free action in order to reroll an attempt to escape a grapple check. The grindylow’s speed drops by 5 feet for every two tentacles severed (minimum 5 feet). The tentacles regrow fully in one week.

Prehensile Tentacles
Manipulate objects without your hands.
Benefit: Possessing a high degree of dexterity with your tentacles, you may carry objects. You cannot wield weapons with your tentacles, but you can retrieve small, stowed objects carried on your person as a swift action. You also gain a +2 racial bonus to Disable Device and Slight of Hand checks.

Suction Climber
Manipulate walls and ceilings.
Benefit: You have stayed out of the water longer than most and have adapted your tentacles to the surface environ. Using the suckers along your tentacles, you can adhere to surfaces so well that your 15 foot base speed also applies as a natural climb speed. You are able to climb perfectly sheer surfaces and ceilings with no chance to fall off (GM discretion for surface substance), unless you are actively pinned and
peeled away as part of a grapple.

Vampire of the Deep
The stories were true.
Prerequisite: Vampyropod
Benefit: You have acquired a taste for the blood of your foes. Using your sucker stalk, you can drain blood from a grappled opponent; if the grindylow establishes or maintains a pin, it drains blood, dealing
2 points of Constitution damage. The grindylow gains 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution based skill checks and saving throws does not stack. You can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. The blood must come from a living creature. It cannot come from a dead or summoned creature.


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FAUN (9 RP):

FAUN RACIAL TRAITS
+2 Dexterity, ­2 Wisdom, +2 Charisma: Fauns are agile and attractive but are prone to poor decision making.
Medium: Fauns are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Fauns have a base speed of 30 feet.
Low­Light Vision: In dim light, fauns can see twice as far as humans.
Faun Magic: Fauns gain a +1 bonus to the DC of any saving throw against enchantment spells that they cast. Faun’s with a Charisma score of 11 or higher also gain the following spell­like abilities: 1/day ­ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the faun’s level. The DC for the spell­like abilities is equal to 10 + the spell’s level + the faun’s Charisma modifier.
Fey Defense: Fauns gain DR 2/cold iron.
Muse: Fauns receive a +2 racial bonus on a Performance skill of their choice.
Forest Strider: Fauns can move through natural difficult terrain at their normal speed while within forests. Magically altered terrain affects them normally.
Languages: Fauns begin play speaking Common and Sylvan. Fauns with high Intelligence scores can choose from the following languages: Draconic,
Elven, Goblin, Gnome, Halfling, Terran, and Orc.

ALTERNATE RACIAL TRAITS
Goat Eyes: Some fauns have rectangular pupils that allow panoramic viewing. Fauns receives a +2 to Perception checks. This racial trait replaces fey defense.
Mountain Goat: Fauns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces forest strider.


Considering the advanced metallurgy and equipment in Torch, would you allow an advanced firearm (revolver) to be crafted by a PC ?

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