| Courrain |
On another thread I posted a couple days ago, I mentioned what races I would like to see representing each sign of the Western Zodiac. Here is what I have finally come up with.
Aventi (Aquarius):
* +2 to One Ability Score: Aventi characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Aventi are medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Aventi have a base land speed of 30 feet and a swim speed of 30 feet.
* Aquatic Human: Aventi are aquatic humanoids, and have the aquatic and human subtypes.
* Amphibious (Ex): Aventi can breathe water or air equally well, without limitation.
* Water Magic (Ex): Aventi sorcerers and clerics with the elemental (water) bloodline or the Water domain cast their Water domain powers and spells at +1 caster level.
* Languages: Aventi begin play speaking Common. Aventi with high intelligence scores can speak Aquan, Elven and Sahuagin.
Reference Source: Stormwrack, pages: 34-36, 138-139
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Human (Libra):
* +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
* Medium: Humans are medium creatures and have no bonuses or penalties due to their size.
* Normal Speed: Humans have a base speed of 30 feet.
* Bonus Feat: Humans select one extra feet at 1st level.
* Skilled: Humans gain an additional skill at first level and one additional rank whenever they gain a level.
* Languages: Humans begin play speaking Common. Humans with high intelligence scores can choose any languages they want (except secret languages, such as druidic.
Reference Source: Pathfinder core rulebook, page 27
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Tayfolk (Gemini):
Shared Traits:
* Normal Speed: Tayfolk have a base speed of 30 feet.
* Low-Light Vision: Tayfolk can see twice as far as humans in conditions of dim light.
* Tayfolk Immunities: Tayfolk are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Languages: Tayfolk begin play speaking Common and Tayl. Tayfolk with high intelligence scores can speak Elven and Ogre.
Tayling:
* +2 Dexterity, +2 Charisma, -2 Constitution: Taylings are graceful and charming, yet frail.
* Medium: Taylings are medium creatures and have no bonuses or penalties due to size.
* Keen Senses: Taylings receive a +2 racial bonus to all Perception skill checks.
* Tayling Magic: Tayling with a Charisma of 11 or higher gain the following spell-like abilities: 1/day- cure minor wounds and mage hand. The caster level for these effects is equal to the tayling's level. The DC for these spells is equal to 10 + the spell's level + the tayling's Charisma modifier.
* Spell Resistance (Ex): A Tayling has a spell resistance equal to 5 + character levels.
Taylang
* +2 Strength, +2 Constitution, -2 Charisma: Taylang are strong and hardy, but gruff towards they don't know.
* Large: Taylangs are large creatures and receive a -1 penalty to AC and to attack rolls, a +1 to Combat Maneuver Bonus and Defense, and a -4 penalty on Stealth checks.
* Intimidating: Taylangs receive a +2 racial bonus on Intimidate skill checks due to their imposing nature.
*Taylang Ferocity: Once per day, when a taylang is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
* Natural Armor: The tough skin of a Taylang provides them with a +1 natural armor bonus.
Reference Source: Bestiary of Krynn (Revised), pages 100-103
| Courrain |
Volodni (Virgo):
* +2 Constitution, +2 Wisdom, -2 Intelligence: Volodni are hardy and wise, but they rely more on their intuition than their intellect.
* Medium: Volodni are medium creatures and have no bonuses or penalties due to size.
* Normal Speed: Volodni move at base speed of 30 feet.
* Humanoid Plant: While they are technically a plant, a Volodni has more in common with most humanoids. This commonality precludes them from enjoying the same level of immunities as other plants. Instead, they have a +2 racial bonus on saving throws against mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, and stun effects. They are immune to sleep effects. They are affected by spells that affect humanoids and by spells that affect plants.
* Low-Light Vision: Volodni can see twice as far as humans in conditions of dim light.
* Cold Resistance: Volodni have Cold Resistance 5.
* Bark-like Skin: The bark-like skin of a Volodni provides them with a +1 natural armor bonus.
* Sustenance: Volodni require only 2 hours of sleep each night to gain the benefits of 8 hours of sleep, though arcane spellcasters must still have 8 hours of rest to prepare spells). Volodni only require one-quarter the food and water a human requires, as they absorb nutrients from their environment.
* Languages: Volodni begin play speaking Common and Sylvan. Volodni with high intelligence scores can speak Elven, Gnome, Halfling and Draconic.
Reference Source: Forgotten Realms- The Unapproachable East
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Tauren (Taurus):
*+2 Strength, +2 Wisdom, -2 Dexterity: Tauren are strong and in tune with the natural world, but their size makes them slow to react.
* Large: Tauren are large creatures and receive a -1 penalty to AC and to attack rolls, a +1 to Combat Maneuver Bonus and Defense, and a -4 penalty on Stealth checks.
* Normal Speed: Tauren move at a base speed of 30 feet.
*Natural Weapons: Taurens have horns that they use as natural weapons. These horns inflict 1d8+their strength modifier damage.
* Skilled Hunter: Taurens recieve a +2 racial bonus to Stealth and Survival checks.
* Weapon Familiarity: Tauren are proficent with greatclubs, and halberds. Tauren greatclubs are often coarved with symbols of spiritual or tribal significance.
* Languages: Tauren begin play speaking Common and Taur-ahe, Taurens with high Intelligence scores can choose from the following: Goblin, Orcish, Sylvan, and Terran.
Reference Source: World of Warcraft 1st ed.
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Ibixian (Capricorn):
* +2 Strength, + 2 Constitution, -2 Wisdom: Ibixians are strong and hardy yet headstrong.
* Medium: Ibixians are medium creatures and have no bonuses or penalties due to size.
* Normal Speed: Ibixians move at a base speed of 30 feet.
* Darkvision: Ibixians can see in the dark up to 60 feet.
* Hardy: Ibixians receive a +2 racial saving throws against poison and disease.
* Weapon Familiarity: Ibixians are proficient with the greataxe and all simple weapons.
* Intimidating: Ibixians receive a +2 racial bonus on Intimidate skill checks due to their eagerness to fight.
* Natural Weapons: Ibixians have horns that they use as natural weapons. These horns inflict 1d6 + their strength modifier damage.
* Tough Hide: Ibixians have a tough skin from years of brawling, and therefore recieve a +2 natural armor.
* Fervor: Ibixians love a fight either with themselves or with others. When an ibixian is within 30 feet of an ally or another ibixian, it gains a +2 morale bonus on attack rolls and damage rolls and a +4 morale bonus saving throws against fear effects.
* Languages: Ibixians begin play speaking Ibixian and Common. Ibixians with high Intelligence scores can speak Elven, Giant, Gnome, Goblin and Sylvan.
Reference Source: Monster Manual III, page 63
| Courrain |
Ibixian variant-Cervids (Aries):
* +2 Dexterity, +2 Constitution, -2 Intelligence: Cervids are nimble and hardy, yet rely on their intuition when navigating the rocky ledges of their mountain homes.
* Medium: Cervids are medium creatures and have no bonuses or penalties due to size.
* Normal Speed: Cervids move at a base speed of 30 feet.
* Darkvision: Cervids can see in the dark up to 60 feet.
* Hardy: Cervids receive a +2 racial saving throws against poison and disease.
* Ledge Walker (Ex): Cervids can move along the narrow surfaces of their mountain home at full speed using the Acrobatics skill without penalty. In addition a Cervid is not flat-footed when using Acrobatics to move along narrow surfaces.
* Mountain Movement: Because Cervids practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Cervids can make standing long jumps and high jumps as if they were running long jumps and high jumps. A cervid can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
* Acclimated: Cervids are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the DMG. Unlike other denizens of the mountains, cervids don't lost their acclimation to high altitude even if they spend a long time at a lower elevation.
* Natural Weapons: Cervids have horns that they use as natural weapons. These horns inflict 1d8 + their strength modifier damage.
* Tough Hide: Cervids receive a +2 natural armor bonus
* Languages: Cervids begin play speaking Common and Cervid. Cervids with high Intelligence scores can speak Elven, Giant, Auran and Terran.
Reference Source: None, the Cervids are Ram-headed version of the Ibixians.
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Litorians (Leo):
* +2 Dexterity, +2 Constitution, -2 Wisdom: Litorians are fast and tough, but their sense of personal honor makes them a bit arrogant.
* Medium: Litorians are medium creatures and have no bonuses or penalties due to size.
* Normal Speed: Litorians move at a base speed of 30 feet.
* Low-light vision: Litorians can see twice as far as humans in conditions of dim light.
* Skilled Hunter: Litorians recieve a +2 racial bonus to Stealth, Intimidate and Survival checks.
* Keen Senses: Litorians receive a +2 racial bonus on Perception skill checks.
* Weapon Familiarity: Litorians treat any weapon with the word "litorian" in its name as a martial weapon.
* Languages: Litorians being play speaking Common and Litorian. Litorians with high Intelligence scores can speak Draconic, Gnoll, Halfling and Sylvan.
Reference Source: Arcana Evolved (Malhavoc Press, pages 26-27
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Elf (Sagittarius):
* +2 Dexterity, +2 Intelligence, -2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
* Medium: Elves are Medium Creatures and have no bonuses or penalties due to their size.
* Normal Speed: Elves have a base speed of 30 feet.
* Low-Light Vision: Elves can see twice as far as humans in conditions of dim light
* Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
* Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the property of magic items.
* Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
* Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
* Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Reference Source: Pathfinder Core-rulebook, page 22
| Courrain |
Sauvax (Cancer):
* +2 Strength, +2 Constitution, -2 Charisma: Sauvax are strong and durable, but can be quite brusque.
* Medium: Sauvax are Medium Creatures and have no bonuses or penalties due to their size.
* Normal Speed: Sauvax have a base land speed of 30 feet and a base swim speed of 20 feet.
* Amphibious (Ex): Sauvax can breathe water or air equally well, without limitation.
* Natural Armor: A Sauvax's thick shell grants a +2 natural armor bonus.
* Natural Weapons: Sauvax can make a claw attack each round that deals 1d6 points of damage plus their strength modifier.
* Able Swimmer: Sauvax gain a +2 racial bonus on Swim skill checks.
* Keen Senses: Sauvax receive a +2 racial bonus on Perception skill checks.
* Languages: Sauvax begin play speaking Sauvax and Common. Sauvax with high intelligence scores can speak Aquan, Sahuagin, Elven and Terran.
Reference Source: Star Wars Roleplaying Game- Ultimate Alien Anthology, pages 137-138, 140
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Selachi (Pisces):
* +2 Strength, +2 Constitution, -2 Wisdom: Selachi are strong and well-built, but impulsive.
* Medium: Selachi are Medium creatures, and have no bonuses or penalties due to their size.
* Normal Speed: Selachi have a base land speed is 30 feet, and a swim speed of 30 feet.
* Low-Light Vision: Selachi can see twice as far as humans in conditions of dim light. They can see three times as far as humans while underwater.
* Able Swimmer: Selachi receive a +4 racial bonus on Swim checks.
* Natural Weapon: Selachi has a bite attack that deals 1d4 damage.
* Amphibious (Ex): Selachi can breathe water or air equally well, without limitation.
* Aquatic Mastery (Ex): Selachi gets a +1 bonus to attack rolls when fighting underwater, but gets a -1 penalty on attack rolls while on land.
* Cartilaginous Body (Ex): Selachi get a +1 natural armor bonus to AC thanks to their rubbery hides.
* Languages: Selachi begin play speaking Common and Selach. Selachi with high Intelligence can speak Aquan, Elven, Draconic and Sahuagin.
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Scorren (Scorpio):
* +2 Dexterity, +2 Wisdom, -2 Charisma: Scorren are quick and perceptive, but their strange appearance makes it hard for them to be accepted among other races.
* Medium: Scorren are Medium creatures, and have no bonuses or penalties due to their size.
*Normal Speed: Scorren have a base land speed of 30 feet and a base climb speed of 30 feet.
* Darkvision: Scorren can see in the dark up to 60 feet.
* Wide Vision: Scorren have a wide angle of vision because of their multiple eyes, and thus receive a +2 racial bonus on Perception checks.
* Natural Armor: Scorren receive a +2 natural armor bonus thanks to their chitinous shell.
* Natural Weapon: Scorren have a stinger on the end of their tails which does 1d6 points of piercing damage.
* Languages: Scorren begin play speaking Common and Scorr. Scorrow with high Intelligence scores can speak Elven, Terran and Undercommon.
The last two races here, I had to create from scratch as there were no good candidates in any of my rpg books who could represent Pisces and Scorpio. For Pisces, I looked at two anthropomorphic shark races on D&D wiki for inspiration. As for Scorpio, I looked at the Insectile Creature template in Savage Species. But I was mainly inspired by the heads of the Chimera from the game Resistance: Fall of Men, which bear a slight resemblance to a scorpion's. Any thoughts and suggestions with regards to these 12 races?