
Threeshades |

Hey everyone,
I want to whip up a campaign centered in a world in an evolutionary state before the rise of mammals and avians, around the time of the dinosaurs.
Now that doesn't mean any particular period of that time, it's still supposed to be a fantasy world, so it's not a problem if an Allosaurus meets a Triceratops. And of course the Monsters won't be limited to only dinosaurs. I will use anything that looks suitable for a fantasy world in that evolutionary state: Dragons (the true dragons will probably be the most powerful species in it), aberrations, plants, oozes and naturally vermin. So finding a good variety of monsters is less of a problem.
The problems lie elsewhere, so let me go through them in order:
Races: Of course humans shouldn't exist yet, neither their fellow mammalian core races, like dwarves, halflings or even elves.
Instead I want to give players a menagerie of reptilian and amphibian races to choose from. Verminous humanoids also would fit, I think.
I already have Kobolds (who will probably get some balancing, something like a Dragonwrought kobold subrace for example) and Grippli on my list, but there should definitely be more, so suggestions are welcome. Be it some of your own ideas or something you've seen somewhere.
Especially something directly dinosaur related would be fun.
Not using Lizardfolk here would almost be a crime but they would need some adjustments until they are a playable race.
Classes: Civilization in this world should be in an early state in this world, maybe something around the level of aztec culture to be the (absolute) pinnacle of civilization in this world, but most of it less civilized, this of course plays into the background of some classes. Wizards, Paladins, Cavaliers and maybe even Monks and Clerics seem inappropriate for the theme.
I want to bar as few base classes as possible (using PFRPG core and APG) but I don't want to have anything that ruins the theme. So if you have ideas how to adjust the background for any of these classes so they fit better, those are welcome. Also if you can think of any other classes that need to be adjusted at least background wise or don't fit at all, please let me know.
Equipment: This is probably the toughest bit. I think magic items shouldn't be as abundant in a world where civilization hasn't expanded very much yet. The problem here is, that magic items are an integral part of character balance. A level 10 character has an extremely hard time fighting a level appropriate encounter without approximately 60,000gp worth of magic items.
So I need some mechanics that compensate for that lack. Sure i can give a higher point buy value or more dice for stat rolling, but that doesn't take care of the ever advancing attack bonuses while ACs stay the same for example. These things might work for a few level until the few extra bonuses the characters get are become less important. So I need some advice on how to compensate for that.
Currency: Last and least, I think the setting needs a different currency, I just don't see this much earlier civilization putting the same value on rare metals as humans and their likes. I was thinking about maybe gemstones but I'm not sure on that. Maybe something a little more easily available but maybe for the time about as hard to attain as ore and precious metals in a regular setting.
I'm happy about and thankful for any ideas. Also Ideas out of the specified points are welcome, they might help me get more depth into the campaign and make it more interesting. :)

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I am doing something similar for my future campaign. I am keeping the core races and adding boggards, bugbears, goblins, grippli, kobolds, lizardfolk, mites, nagas, and orcs; all of which will be equal in abilities. And the racial traits for all races will be changed in line with the natural world.
Each race will be closely tied with a type of monster type they worship and use. Dwarves, kobolds, and nagas will worship the dragons and dragon kin. Boggards, grippli, and mites will venerate vermin. Elves and orcs will go for plants. Bugbears, goblins, and halflings will use normal animals. Lizardfolk and gnomes will have dinosaurs. Humans have no preference. Racial enmities will be removed as the races have not had time to develop deep hatreds.
The only classes I am not allowing are alchemists, inquisitors, monks, and paladins. Wizards will use runes, clerics will worship primitive gods/creatures, bards will be more like skalds/shamans, cavaliers will have monstrous mounts, and the rogue will be more of a stalker/trapper.
Only primitive non-metal items will be available. There will be no currency, only barter. If you look at ancient civilizations on our world, magic seemed to be plentiful if not fully understood, so I am having magic items. I will limit/remove spells that deal with the planes. Creating/altering summon spells to include new animals, dinosaurs, dragonkin, plants, and vermin I have created.
I am planning on running a Golarion campaign on Arcadia. Starting the game off with a lack of food. The party members will each have left their tribes to find out why food is scarce. Will be drawing most of my campaign ideas from old epic tales. Trying to avert natural disasters, destroy a burgeoning Aztec style civilization, invaders from the other continents, planar incursions at high levels, and finish with a mad demigod around 20th who was behind everything.

Kierato |

Bullywug (I don't know if these exist in pathfinder yet)
+2 Con, +2 wis, -2 cha
Small size
Base speed 30 ft, swim speed 30 feet (4 points)
Low light Vision (1 point)
Hold Breath (A bullywug can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.) (2 points)
Strong legs (+4 on acrobatic checks made to jump) (1 point)
Slimy (+4 CMD vs grapple) (1 point)
+2 saves vs poison (1 point)
Ptera'Saurs (A race of Pteradactyle-like humanoids)
+2 Dex, -2 Con, +2 Cha
Small sized
Base speed 20 ft, Fly 30 ft (clumsy) (2 points)
Natural Attacks (2 claws, 1d4) (4 points)
Keen Senses (+2 perception) (1 point)
Low-light Vision (1 point)
Darkvision 60 ft (2 points)
Tri'Saurs
+2 Str, -2 Dex, -2 Int
Medium Sized
Base speed 20 ft (speed not reduced by heavy armor) (-2 poitns)
+1 Natural Armor (4 points)
Natural Attack (Gore 1d6) (4 points)
Charger (+2 bonus on bullrush maneuvers) (2 points)
Resilient (+2 vs poison and disease) (2 points)
Veloci'Saurs
-2 Str, +2 Dex, +2 Int
Medium Size
Base Speed 30 ft
Lowlight Vision (1 point)
Nimble (+2 Acrobatics) (1 point)
Leap Attack (While charging, a Veloci'Saur can make an acrobatics to jump in order to avoid difficult terrain) (4 Points)
Natural Attack (1d6 bite) (4 points)
Cavaliers, in one manner or another have been around a lot longer than mid-evil Europe. A Cavalier would be like a warlord, inspiring and leading their soldiers. I could easily see them still, but you may want to alter some of the orders.
Monks and clerics could easily exist, but less so than the cavalier.
The witch, the oracle, or the druid could become the center of religion in a prehistoric world, with rangers fulfilling the same roll as a paladin. I would drop the inquisitor before the cleric or cavalier.

Threeshades |

I am doing something similar for my future campaign. I am keeping the core races and adding boggards, bugbears, goblins, grippli, kobolds, lizardfolk, mites, nagas, and orcs; all of which will be equal in abilities. And the racial traits for all races will be changed in line with the natural world.
Each race will be closely tied with a type of monster type they worship and use. Dwarves, kobolds, and nagas will worship the dragons and dragon kin. Boggards, grippli, and mites will venerate vermin. Elves and orcs will go for plants. Bugbears, goblins, and halflings will use normal animals. Lizardfolk and gnomes will have dinosaurs. Humans have no preference. Racial enmities will be removed as the races have not had time to develop deep hatreds.
The only classes I am not allowing are alchemists, inquisitors, monks, and paladins. Wizards will use runes, clerics will worship primitive gods/creatures, bards will be more like skalds/shamans, cavaliers will have monstrous mounts, and the rogue will be more of a stalker/trapper.
Only primitive non-metal items will be available. There will be no currency, only barter. If you look at ancient civilizations on our world, magic seemed to be plentiful if not fully understood, so I am having magic items. I will limit/remove spells that deal with the planes. Creating/altering summon spells to include new animals, dinosaurs, dragonkin, plants, and vermin I have created.
I am planning on running a Golarion campaign on Arcadia. Starting the game off with a lack of food. The party members will each have left their tribes to find out why food is scarce. Will be drawing most of my campaign ideas from old epic tales. Trying to avert natural disasters, destroy a burgeoning Aztec style civilization, invaders from the other continents, planar incursions at high levels, and finish with a mad demigod around 20th who was behind everything.
Alchemists and Inquisitors are a good point. The problem about cavaliers are less the mounts and more the orders.
I'll keep thinking about wizards. And I guess clerics aren't that much of a problem.Metal is an interesting part, because of druids, as they would be able to exploit substitute materials, while a lack of usually metallic armors would impede fighters.
I also don't want to remove spells, i will just adjust some summoning spells.
Thanks for the input!
** spoiler omitted **
Cavaliers, in one manner or another have been around a lot longer than mid-evil Europe. A Cavalier would be like a warlord, inspiring and leading their soldiers. I could easily see them still, but you may want to alter some of the orders.
Monks and clerics could easily exist, but less so than the cavalier.
The witch, the oracle, or the druid could become the center of religion in a prehistoric world, with rangers fulfilling the same roll as a paladin. I would drop the inquisitor before the cleric or cavalier.
What are those point values you used for the races? Did you use some kind of race generation rules?
Those are some nice ideas for races, although they look underpowered still.
Especially the Tri'saur.
Yeah the Inquisitor really doens't seem to fit.
Thanks so far :)

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Alchemists and Inquisitors are a good point. The problem about cavaliers are less the mounts and more the orders.
I'll keep thinking about wizards. And I guess clerics aren't that much of a problem.Metal is an interesting part, because of druids, as they would be able to exploit substitute materials, while a lack of usually metallic armors would impede fighters.
I also don't want to remove spells, i will just adjust some summoning spells.
Just create some alternate cavalier orders. Order of the drake, centipede, dog, etc. Or reskin the current ones.
Lack of metal armors aren't a problem. Use dragonhide or chitin (scroll down for a few options). Bone, wood, and stone can replace metal for armors. Studded leathers will have stone instead of metal. Lacquered, fire-hardened wood for any breastplate or better. Since the weapons will be made of the same materials as the armors, you won't need to redo any stats except hardness and hit points.
I made a few simple creatures for the different summon spells. I didn't do full stats for most of them. Just similar blocks to those that appear in the druid animal companion list.

cranewings |
I use this chart to replace magic items in my games. I still have them, but nothing bigger than a +1, nothing that boosts stats, and nothing that boosts saves over +1.
The end is a chart of how much I think each bonus is worth in terms of GP.
Low Attribute and Low Stat means the bonus has to go into something other than the highest value.
Characters will still need magic items that let them hit creatures with DR.
Level
1 Nothing
2 AC +1, Saving Throws +1
3 Strike and Damage +1
4 Skill +5, AC+1
5 Attribute +2
6 AC +1, Saving Throws +1
7 Strike and Damage +1
8 Low Skill +5, AC +1
9 Low Attribute +2
10 AC +1, Saving Throws +1
11 Strike and Damage +1
12 Skill +5, AC +1
13 Attribute +2
14 AC +1, Saving Throws +1
15 Strike and Damage +1
16 Low Skill +5 AC +1
17 Low Attribute +2
18 AC +1, Saving Throws +1
19 Strike and Damage +1
20 Attribute +2
Totals
Strike & Damage +5 50000
Armor +5 25000
Shield +5 25000
Skill +10 12000
Low Skill +10 12000
Attribute +6 36000
Low Attribute +4 16000
Resistance +5 25000

Threeshades |

I use this chart to replace magic items in my games. I still have them, but nothing bigger than a +1, nothing that boosts stats, and nothing that boosts saves over +1.
The end is a chart of how much I think each bonus is worth in terms of GP.
Low Attribute and Low Stat means the bonus has to go into something other than the highest value.
Characters will still need magic items that let them hit creatures with DR.
Level
1 Nothing
2 AC +1, Saving Throws +1
3 Strike and Damage +1
4 Skill +5, AC+1
5 Attribute +2
6 AC +1, Saving Throws +1
7 Strike and Damage +1
8 Low Skill +5, AC +1
9 Low Attribute +2
10 AC +1, Saving Throws +1
11 Strike and Damage +1
12 Skill +5, AC +1
13 Attribute +2
14 AC +1, Saving Throws +1
15 Strike and Damage +1
16 Low Skill +5 AC +1
17 Low Attribute +2
18 AC +1, Saving Throws +1
19 Strike and Damage +1
20 Attribute +2Totals
Strike & Damage +5 50000
Armor +5 25000
Shield +5 25000
Skill +10 12000
Low Skill +10 12000
Attribute +6 36000
Low Attribute +4 16000
Resistance +5 25000
Oh that looks real nice, thanks a lot for that!

cranewings |
No problem.
You can do it however you want, but I let the bonuses stack with all others. The AC, Strike, and Damage bonuses I call "Skill Bonuses." Think of the AC bonus as just another Dex bonus, so higher level fighters are more skilled at avoiding hits than lower level ones. If they get an enhancement or deflection bonus, I just let it stack.
If you hold true to only having non-combat or interesting magic items, it helps limit wizard's super power by forcing them to put their wealth into that chart rather than pearls of power and metamagic rods.

Kenjishinomouri |

Im actually currently running a Prehistoric game as well, slightly different from yours in that Im running it around the time Humans, and their fellow races have entered the world.
For classes I allowed Barbarian, Savage Skald (bard archetype), Ranger, Sorcerer, Oracle, and Witch. I also told my players they could request other classes and I may allow them.
Equipment wise I decided that I was not going to be using currency, Instead it would be a bartering trades for Items. For magic items Ive decided that the world is still so Raw with the Energies that made it that Certain places in the world are High in Arcane and Divine magic so those areas will be quests to get "Upgrades on the Items". Also for more complex Items beyond clubs and whatnot There is a -2 attack and damage penalty.

Threeshades |

I did have a thought about the Chitin/Bone/Wood armor, I was thinking maybe the organic material could have been hardened with some sort of poison, maybe from an aberration or something, that makes it more similar in hardness and durability to metal but also causes it to affect druid spellcasting the same way as metal armor does.
The poison's original purpose would be to stiffen and almost petrify the tissue it comes in contact with in order to make vital functions impossible (such as heartbeat and muscle contraction needed for breathing). And while it wears off in soft tissue and makes it edible for the aberration after a while (and also gives a creature a chance to survive if only nonvital tissue was affected) it has long lasting effects in already harder organic components such as wood, bone or chitin.
Stone weapons are fine as they are though, i looked it up and pre columbian meso-american cultures used edges made of obsidian attached to a wooden shaft.
The PF race builder guide, you can find it on the forums, Search for those words exactly.
Thanks, I found it but not by the exact words. Anyhow it will be useful.
Im actually currently running a Prehistoric game as well, slightly different from yours in that Im running it around the time Humans, and their fellow races have entered the world.
For classes I allowed Barbarian, Savage Skald (bard archetype), Ranger, Sorcerer, Oracle, and Witch. I also told my players they could request other classes and I may allow them.
Equipment wise I decided that I was not going to be using currency, Instead it would be a bartering trades for Items. For magic items Ive decided that the world is still so Raw with the Energies that made it that Certain places in the world are High in Arcane and Divine magic so those areas will be quests to get "Upgrades on the Items". Also for more complex Items beyond clubs and whatnot There is a -2 attack and damage penalty.
Barter is the obvious solution but it is kind of hard to deal with in a roleplaying game, the players can't be hauling around tradable goods all the time.
I think the key difference between your setting and mine is that while in yours evolution is further developed, in mine it is civilizartion that is a bit ahead. As I said Aztec-level.No problem.
You can do it however you want, but I let the bonuses stack with all others. The AC, Strike, and Damage bonuses I call "Skill Bonuses." Think of the AC bonus as just another Dex bonus, so higher level fighters are more skilled at avoiding hits than lower level ones. If they get an enhancement or deflection bonus, I just let it stack.
If you hold true to only having non-combat or interesting magic items, it helps limit wizard's super power by forcing them to put their wealth into that chart rather than pearls of power and metamagic rods.
I will include the AC bonus as a dodge bonus i think. Maybe half of it as some sort of bonus that applies to flat-footed AC though.
As for Attack and Damage bonuses I can just have them go as unnamed bonuses since there isn't really anything that i don't want it to stack with.
DrDew |

Races: Dromites from the D&D 3.5 expanded psionics book are a vermin-like race. They're psionic though so depending on what you use they might work. Maybe Asherati from Sandstorm (they're like big-eyed desert aliens). Jungle Kobold variant from Unearthed Arcana.
Neanderthals from D&D 3.5 Frostburn? Probably not what you're looking for but thought I'd throw it out there if you wanted to consider early appearance of mammals.
Classes: No Wizards, Paladins, Cavaliers, Monks. I would allow Clerics though. Especially for an Aztec-like society. Might drop their armor down to light and give them an extra metamagic feat. Wouldn't allow Alchemist either. Inquisitor might fit if the flavor was changed. Heavy armor won't exist so I'd lose heavy armor for Fighters and bump them up to 4+Int for skills.
If you're going to have an Aztec theme, find the updated 3.5 copy of the Eagle Knight and Jaguar Knight prestige classes and update them for PF.
Equipment: If you limit encounters mostly to similarly equipped humanoids then the magic item shortage won't be a major issue. However, you could still have a large number of magic items floating around, made from Sorcerers, Clerics, and Druids. They just wouldn't be the same as in the Books. Cut back on flashy things like flaming weapons or exploding beads. Use magic items that don't have visual effects. Treat them like boons from the wise men/women or shaman. Granted to them as rewards or to aid them in their quest for their tribe.
To advance stats use something taht was suggested in another thread. Start them out with a high point buy (25, 32, something like that) and then as the characters level, give them 1 point to add to their pool of points to bumb their stats up with. So when they hit second level they would have 1 point to spend and could bump a 10 to an 11 or an 11 to a 12 but wouldn't have enough to bump a 16 to a 17 until they let a bunch of points to accumulate. Give them more points if you want their stats bumped faster. Or just give them a stat point every other level to put where they want instead of every 4 levels.
Magic items found could also be from an ancient race of aliens who visited long ago. Tribal shaman might think of them as holy items or demonic.
Currency: Could go the Darksun route and use ceramic pieces for the base currency. Maybe use wooden beads or sea shells instead depending on what kind of area they're in.
They're mostly going to be interested in trade though. Hunt some food for us or kill a monster and we'll give you want you want.
Perform some manual labor and earn food. PCs are generally going to be camping in the wilderness as it's really not much different from living in a primitive village.
For the more advanced cultures they might actually use silver and gold and jewelry for money.

Threeshades |

Races: Dromites from the D&D 3.5 expanded psionics book are a vermin-like race. They're psionic though so depending on what you use they might work. Maybe Asherati from Sandstorm (they're like big-eyed desert aliens). Jungle Kobold variant from Unearthed Arcana.
Neanderthals from D&D 3.5 Frostburn? Probably not what you're looking for but thought I'd throw it out there if you wanted to consider early appearance of mammals.
I know dromites and love them for their resemblance of Jhonen Vasquez's Irken, but I'm not using psionics, something like Thri-Kreen is more suitable.
Asherati are too humanoid, and about neanderthals, the most mammal it will get in this setting is maybe a large rat.Classes: No Wizards, Paladins, Cavaliers, Monks. I would allow Clerics though. Especially for an Aztec-like society. Might drop their armor down to light and give them an extra metamagic feat. Wouldn't allow Alchemist either. Inquisitor might fit if the flavor was changed. Heavy armor won't exist so I'd lose heavy armor for Fighters and bump them up to 4+Int for skills.
If you're going to have an Aztec theme, find the updated 3.5 copy of the Eagle Knight and Jaguar Knight prestige classes and update them for PF.
I'm not sure if 2 skill points per level are appropriate compensation for the loss of heavy armor.
It's not the theme that is aztec but the cultural peak is around the level of aztec culture.Equipment: If you limit encounters mostly to similarly equipped humanoids then the magic item shortage won't be a major issue. However, you could still have a large number of magic items floating around, made from Sorcerers, Clerics, and Druids. They just wouldn't be the same as in the Books. Cut back on flashy things like flaming weapons or exploding beads. Use magic items that don't have visual effects. Treat them like boons from the wise men/women or shaman. Granted to them as rewards or to aid them in their quest for their tribe.
To advance stats use something taht was suggested in another thread. Start them out with a high point buy (25, 32, something like that) and then as the characters level, give them 1 point to add to their pool of points to bumb their stats up with. So when they hit second level they would have 1 point to spend and could bump a 10 to an 11 or an 11 to a 12 but wouldn't have enough to bump a 16 to a 17 until they let a bunch of points to accumulate. Give them more points if you want their stats bumped faster. Or just give them a stat point every other level to put where they want instead of every 4 levels.
Magic items found could also be from an ancient race of aliens who visited long ago. Tribal shaman might think of them as holy items or demonic.
The people I'm going to play with are quite tired of fighting other humanoids and i want them to have awesome battles with dinosaurs and giant vermin. And you need appropriate advancement of both attacks and defenses for that. You even need it for fighting other humanoids, since they also gain attack bonuses and hit points. But AC and weapon damage doesn't advance most of the time without either magic items or some homebrewed advancement rules.
Currency: Could go the Darksun route and use ceramic pieces for the base currency. Maybe use wooden beads or sea shells instead depending on what kind of area they're in.
They're mostly going to be interested in trade though. Hunt some food for us or kill a monster and we'll give you want you want.
Perform some manual labor and earn food. PCs are generally going to be camping in the wilderness as it's really not much different from living in a primitive village.
For the more advanced cultures they might actually use silver and gold and jewelry for money.
There are some good concepts here though.
Thanks for the ideas, I hope i don't appear like I'm not appreciating your effort.
Keep all cavalier orders just give them different names and such, like order of the raptor instead of order of the cockatrice etc etc.
Id even keep the races themselves the same, but instead of "half-orc" it's now some other reptilian based humanoid.
The very concept of such a thing as an order doesn't fit the society of this world.
And I will definitely not keep the core races. I don't want humans wearing lizard masks, I want this setting to have its own races.

Threeshades |

That gecko race looks fun although when you recounted it with the point system you forgot the sticky fingers, so it's 11 or 12 points. (without looking at the scores)
Well here is the bunch i came up with for my campaign, with minimal fluff:
Aga (generic lizard people): Aga are the most common of sentient races, they can be found anywhere in the world as they are more adaptable than most species.
• +2 Constitution (-2)
• Medium
• Normal speed
• Bonus feat (+8)
• +1 Natural armor (+4)
Ceratope (Ceratopsia based race): Ceratopes live in communities which often accept other races among them without hesitation, so long as these are not predominantly carnivorous. They make excellent warriors, but usually only fight to defend themselves.
• +2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
• Medium size
• Slow and steady (-2)
• Gore (1d6) (+4)
• +1 Natural armor (+4)
• +2 CMB to bullrush maneuvers (+2)
• +2 bonus to Survival (+1)
• Can only wear armor specifically crafted to fit Ceratopes (-1)
• Gore attack deals +2 damage on charge (+2)
Theros (based on large theropode dinosaurs): Theros are loners and rarely organize to anymore than a mating couple. They posess no society of their own. Ceratopes and Theros share a long running grudge since Theros hunted ceratopes since the most primitive days.
• +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
• Medium size
• Bite (1d6) (+4)
• +1 Natural armor (+4)
• +2 bonus to Perception (+1)
• +2 CMB to grapple maneuvers (+2)
• Can only wear armor specifically crafted to fit Theros (-1)
Loxatl (Axolotl-people): Loxatls spend most of their lives under water, where they built an advanced civilization, their communities and cities being spread inside large lakes and other freshwaters, where they are safe from predators and invaders.
• +2 Constitution, +2 Intelligence, -2 Strength
• Small
• Slow speed (20), Swim (40) (+2)
• Amphibious (+2)
• Darkvision (60 ft) (+2)
• Fast healer bonus feat (+4)
Dromae (dromaeosaurid (raptor) people): Dromae are nomads travelling and hunting in small communities. They are generally distrusted by most other folks but usually not met with hostility.
• +2 Dexterity, +2 Intelligence, -2 Constitution
• medium size
• +2 to Acrobatics and Perception checks (+2)
• Talons (2x 1d4) (+4)
• Leap attack (+4)
• Low-Light vision (+1)
• Does not gain STR bonus to CMD against being bullrushed (-1)
Scuto (generic reptile, inspired optically by warhammer lizardman saurus): Scutos are a primitive warrior culture with a surprisingly advanced code of honor and strong discipline.
• +2 Strength, +2 Wisdom, -2 Intelligence
• Medium size
• Normal speed
• +1 Natural armor (+4)
• Weapon familiarity: Scuto (equals dwarven) (+1)
• Diehard feat (+4)
• +1 Attack bonus vs. Aberrations (+1)
Dacty (pterodactylus/ramphorynchus-based creatures): Dacty live at cliffsides near the sea, where they build their homes into the cliff, making it virtually inaccessible for an invading army. Their ability to fly and natural persuasiveness makes them popular as messengers.
• +2 Dexterity, +2 Charisma, -2 Constitution
• small size
• slow speed 20 ft (-4)
• Glide 40 ft (Average), lvl 6+ fly 40 ft (Average), can’t hold items in hands while flying/gliding, can’t glide/fly with medium or heavier load or armor (+8)
• Low-light vision (+1)
• +2 Perception, Stealth, Bluff (+3)
• Bite (1d3) (+2)
Mandra (salamander people): Mandras often have to struggle with a reputation as pyromaniacs and poisoners, which is not always entirely undeserved; they are often drawn toward fire. Their unparalleled resistance against poisons makes them excellent armor- and weapon crafters, as they can use the parallys-worm's poison, which is used to harden materials like wood and bone to iron-like strength, without risk.
• +2 Constitution, +2 Charisma, -2 Wisdom
• medium
• normal speed
• Immunity vs. Poison (+2)
• Darkvision 60ft (+2)
• Mandra are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle’s flame mystery. (+4)
• +2 bonus to Craft (weapons and armor) and Diplomacy (+2)
Kama (generic reptile, inspired optically by warhammer lizardman skinks): Kama culture may seem primitive at first glance, but actually they simply prefer to stay close to nature and not get involved with the troubles of advanced civilizations. They prefer to stay in small communities, splitting up once a community grows too large.
• +2 Dexterity, +2 Wisdom, -2 Constitution
• Medium
• Normal Speed, Swim 15ft (+1)
• Hold breath (+1)
• +1 Natural armor (+4)
• +2 Heal, Survival (+2)
• Weapon familiarity: Kama (not the weapon "kama", but Kama weapons: equals elven weapons) (+1)
• Low-light vision (+1)
Kobold (dragonwrought, regular kobolds also exist, but this version will be for player characters): Kobolds claim to be descendants of none less than true dragons but rarely can they actually prove their claims. But sometimes in a tribe special individuals hatch, their skin wearing the unmistakable colour of one of the five types of chromatic dragons. These Kobolds are much more potent than their regular kin and posess special abilities depending on the type of dragon they resemble.
Kobolds civilization is among the most advanced in the world, they live underground mostly and surprisingly many tribed can base their power around a true dragon leading them.
• +2 Dexterity, +2 Charisma, –2 Strength
• Small size
• Normal Speed
• Darkvision (+2)
• +1 natural armor (+4)
• Draconic Blood: A dragonwrought kobold must choose one of the following draconic heritages: black (acid), blue (electricity), green (acid), red (fire) or white (cold). The dragonwrought kobold gains resistance 2 against the energy type listed with the bloodline. (+2)
• +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a dragonwrought kobold. (+3)
• Light Sensitivity (-1)
Grippli (treefrog-people): Background and rules are basically exactly as they are in Bestiary 2
The language Common will be replaced by Draconic in this setting.