Thomar_of_Uointer
2010-05-13, 12:02 AM
So I started playing Aquaria after I bought it last week (http://www.wolfire.com/humble). It made me think of the UA aquatic races variants. When I first read through the aquatic races, I said, "these are nice, but there's no flavor, they should each be based on a marine species."
And then I spent all day on these races. This is 3.5 material, since that's all I have the books for.
Anyways, it was a fun design exercise, and it's nice to have material on hand in case I get a group of players who want an aquatic campaign ("Cthulhu R'lyeh wgah'nagl fhtagn!") I boosted the power of all of the races to fit more of what I wanted in. Merfolk, or Mey'Anni, are the baseline race, they are all intended to be LA +0.
Mey'Anni (Merfolk)
Personality: Mey'Anni are optimistic and enterprising, just like humans.
Physical Description: Mey'Anni have a humanoid torso and a long, powerful tail. Their physical appearance is as varied as the fish in the sea, and they have fins or spines on their upper bodies as well as their tails. A Mey'An's scales have a color pattern that covers his entire body.
Relations: Mey'Anni get along well with every race, and actively engage in trading to support themselves (not everyone hunts and farms.) Their successful trading has helped them support their large cities, which make them unique among the races.
Alignment: Mey'Anni don't tend towards any particular alignment.
Lands: Mey'Anni can live almost anywhere, but they prefer the safety of cities. Mey'Anni traditionally live in caves or crevasses to keep cool and safe from predators, and cities are often built in areas where caves are naturally ocurring. A Mey'An dwelling is usually open at one end and narrowing towards the back.
Religion: Mey'Anni don't favor any one deity.
Language: Mey'Anni speak Aquan. They can choose any languages as bonus languages.
Vital Statistics: Adulthood: 15 +1d4/+1d6/+2d6 years. Middle Age: 35 years. Old: 53 years. Venerable: 70 years. Max: +2d20 years. Length: 5'6"+2d12. Weight: 130+(x2d4)/100+(x2d4) lbs.
* Swim 40', +8 racial bonus to Swim checks
* Medium Humanoid (Aquatic)
* +2 racial bonus to any one ability score, chosen at character creation.
* One extra bonus feat at first level.
* +1 skill point per level, +4 at first level.
* Low-light vision
* Favored Class: Any.
Racial Feats:
Half-Breed
You are descended from surface-dwelling humans, or possibly elves, nymphs, nixies, or hags. This is evidenced by your hair, separated fingers, external ears, and vulnerable skin on your torso, arms and face. Humans would still mistake you for a merfolk, but your heritage gives you a little more versatility.
Prerequisites: Level 1 Mey'An.
Benefit: Pick two extra feats at first level (these two feats cannot have any other feats as prerequisites.) You can breathe air as well as water.
Special: You suffer a -1 penalty to AC, a -4 penalty to saving throws against cold water, and you do not have low-light vision.
Dryneans
Personality: Dryneans are aggressive and brooding, they prefer to hold back and only speak and act when they decide it is necessary. Dryneans are very sensitive about their reputations, and tend to consider what others will think of their actions more than the consequences.
Physical Description: Dryneans are larger than Mey'Anni, and have blunt heads and rough gray skin. Their shark-like jaws are large-set, nearly two feet across, and can deliver a deadly bite. Dryneans have a ridge of small horns all along their backs, and larger horns on their heads. No two Dryneans have the same pattern and style of horns, making it a kind of fingerprint.
Relations: Dryneans used to live in small tribes out in open water, making occasional raids on cities and villages. However, recent circumstances changed this. 40 years ago, representatives from a dozen tribes of Dryneans approached the Council of Thirteen with a request to move into Mey'An cities and villages. The Council accepted the terms, and the details of the meeting were kept a closely guarded secret. Most races remain suspicious of Dryneans, but their natural ferocity and vigilance make them very good guards and soldiers.
Baidu, Ch'Dee, and Nidarates distrust Dryneans more than other races, as they suffered raids more often before this change.
Alignment: Dryneans tend towards neutrality.
Lands: Dryneans are at home near the Deep, some tribes don't even build villages and sleep exposed to the open. Most Dryneans live among Mey'An, and form tight tribal groups.
Religion: Common Drynean domains are Destruction, Healing, Strength, and War.
Language: Dryneans speak Atopic and Aquan. They can choose Abyssal, Infernal, and Sylvan as bonus languages.
Vital Statistics: Adulthood: 13 +1d3/+1d4/+2d6 years. Middle Age: 20 years. Old: 40 years. Venerable: 60 years. Max: +4d6 years. Length: 5'9"+2d12. Weight: 140+(x2d6)/160+(x2d6) lbs.
* Swim 40', +8 racial bonus to Swim checks
* Medium Humanoid (Aquatic)
* +2 Str, -2 Int, -2 Cha. Dryneans are savage and brutal compared to Mey'Anni.
* Dryneans have a natural bite attack, dealing 1d8+Strength modifier damage. (Bite attacks deal slashing, piercing, and bludgeoning damage.) This can be used as the Drynean's primary attack, or it can be used as a secondary attack in addition to other attacks. A secondary bite attack suffers a -5 attack penalty, and the Drynean only applies half his Strength bonus.
* Blind Rage (Ex): After a Drynean has taken lethal damage in combat, he suffers a -2 penalty to AC and Reflex saves until the fight is over.
* Low-light vision.
* Scent (Ex): A Drynean can identify familiar odors just as Mey'Anni do familiar sights. The range of a Drynean's scent ability is generally 30', but currents or overpowering odors can modify this.
* Blindsight (Ex): A Drynean can pinpoint living creatures within 5', using a combination of scent and bioelectric sensitivity. A Drynean never needs to make Spot and Listen checks to detect living creatures adjacent to him. Adjacent creatures do not benefit from invisibility and concealment, even if the Drynean is blinded or in total darkness.
* Dryneans have a +2 racial bonus to Concentration and Survival checks.
* Favored Class: Barbarian.
Racial Feats:
Blood Rage
Prerequisite: Blind Rage racial trait
Benefit: Once your Blind Rage ability is activated in combat, you gain a +1 cumulative bonus to all melee damage rolls each time you damage a living creature with your bite attack. The first successful hit does not deal extra damage, but each hit thereafter does. If you make a bite attack and miss, you lose this cumulative damage bonus.
Quickening Rage
Prerequisite: Blind Rage racial trait, Dex 13
Benefit: If you take lethal damage in combat, you may make a single additional move action on your next action. If you are damaged more than once, you still only get to take one additional move action.
Rending Bite
Prerequisite: Drynean race, Str 15
Benefit: Whenever you deal a successful critical hit with your bite attack, your opponent suffers 2 points of Constitution damage.
Resilient Rage
Prerequisite: Blind Rage racial trait, Con 13
Benefit: After your Blind Rage ability is activated, you gain a number of temporary hit points equal to your level. These hit points last for 1 minute.
Ch'Dee
Personality:
Ch'Dee are naturally optimistic and mischievous.
Physical Description: Ch'Dee are much smaller than Mey'Anni, but built more stockily. Their streamlined bodies have rubbery skin with various shades of gray. Ch'Dee are the only common mammalian race. Ch'Dee cannot breathe water, and must breathe air through a hole in their back. Ch'Dee have a short dolphin-like snout, usually a few inches long.
Relations: Ch'Dee get along well with Angons and Baidu, since they are usually neighbors. Most races regard them as frivolous and lightminded, but Ch'Dee are far from unpopular. Ch'Dee catch fish and transport them alive to underwater cities for trade.
Alignment: Ch'Dee are usually chaotic.
Lands: Ch'Dee live in shallow waters, usually in places no deeper than a Mey'An's length. They live in large extended family groups, and unlike other races, Ch'Dee don't build permanent structures. They construct tents from leather, bone, and driftwood, and move often to follow fish.
Religion: Common Ch'Dee domains are Air, Luck, Sun, and Trickery.
Language: Ch'Dee speak Ch'Deean and Aquan. Bonus languages are Auran and Atopic.
Vital Statistics: Adulthood: 13 +1d3/+1d4/+2d6 years. Middle Age: 20 years. Old: 40 years. Venerable: 60 years. Length: 5'5"+2dx. Weight: 100 + (x2d6) lbs.
Physical Description
* Swim 50', +8 racial bonus to Swim checks
* Small Humanoid (Aquatic)
* +2 Dex, -2 Str, -2 Int. Ch'Dee have relatively short attention spans.
* Blindsense (Ex): As a free action, a Ch'Dee can use echolocation to detect all creatures within his line of sight out to 120'. This ability only works on the Ch'Dee's action. Blindsense ignores invisibility and concealment, but creatures with cover can still use the Hide skill to avoid detection. The Ch'Dee still suffers penalties from concealment, blindness, and being flat-footed, but knows the size and location of every creature within range, and a general outline of his surroundings. A Ch'Dee's blindsense is detailed enough to recognize familiar individuals.
* Hold Breath (Ex): Ch'Dee normally need to breath air. However, a Ch'Dee can hold its breath for a number of hours equal to 1/2 its Constitution score. Diving for longer than an hour is taxing, a Ch'Dee who does this has to eat twice as much as normal.
* Ch'Dee have a +4 racial bonus to saving throws against warm water, but suffer a -4 penalty to saving throws against cold water.
* Ch'Dee are automatically proficient with the longspear, and treat the lance and ranseur as simple weapons.
* Ch'Dee have a +2 racial bonus to Jump, Listen, and Tumble checks.
* Favored Class: Rogue.
Racial Feats:
Improved Echolocation
Prerequisite: Ch'Dee race, Alertness, 6 ranks in Listen
Benefit: Your blindsense improves to blindsight, but you still are limited to using it on your action. When it is not your action, you have blindsight out to 5'. You can "see" through solid objects and around corners, but your blindsight follows the rules for spell spreads. You suffer no penalties when attacking creatures you cannot see, and you suffer no penalties against attacks from adjacent creatures.
Stunning Screech
Prerequisite: Ch'Dee race
Benefit: As a standard action, you can direct a focused burst of sound at a living creature within 30'. The target must make a Fortitude save (DC 10 + 1/2 level + Constitution modifier) or be dazed for one round. This is an extraordinary ability which does not provoke an attack of opportunity.
Using this ability fatigues you for one hour. Using this ability while fatigued will exhaust you (and you must rest, as normal for exhaustion.) You cannot use this ability while exhausted.
N'uk
Personality: N'uk are secretive and singleminded. They tend to come across as shy to other races. A N'uk always has some hobby or does something to keep his hands occupied.
Physical Description: N'uk are quite different from other aquatic races. They have eight limbs: four pointed legs, two forelimbs with multijointed claws that serve as hands, and two large claws for digging. A N'uk's body is similar to a Mey'Anni's, but curves up when walking. (The closest land-dwelling analogue would be a centaur with an extra pair of arms at the hips.) Their vital areas are covered with plates of chitin, usually in orange, red, or tan colorations. Although N'uk have a lobster-like fin on their tail that lets them swim clumsily (backwards, in fact,) they are more at home on the sandy ocean floor. A N'uk's head is flattened, with two beady eyes on stalks.
Relations: N'uk are most famous for their volcano-crafted glass and metal, so they get along well with most races. Their personalities may seem alien to Ch'Dee.
Alignment: N'uk tend to be lawful.
Lands: N'uk live in open sandy spots on the sea shelf and near the sea floor, with each individual digging his own burrow. Nearly every N'uk takes up some sort of craft to keep occupied, and barter and trade are ways of life for them. N'uk especially favor volcanic vents, though there are few of those near civilized lands.
Religion: Common N'uk domains are Earth, Fire, and Travel.
Language: N'uk speak Aquan. Bonus languages are Atopic, Ignan, and Infernal.
Vital Statistics: Adulthood: 30 years +1d10/+2d10/+3d10. Middle Age: 50. Old: 80. Venerable: 150. Max: +3d20 years. Length: 5'0"+2d4/5'3"+2d4. Weight: 120 + (x2d6) lbs.
* Swim 20', burrow 10', walk 20', climb 20', +8 racial bonus to Climb and Swim checks
* Medium Monstrous Humanoid (Aquatic), N'uk can be affected by spells that specifically target humanoids.
* +2 Con, -2 Dex, -2 Wis. N'uk are tough, but slow, and their senses are dull.
* +1 natural armor bonus to AC.
* A N'uk's walk and climb speeds are not reduced by medium and heavy armor.
* N'uk can use their digging claws as natural weapons, dealing 1d3+Strength modifier slashing and bludgeoning damage. A N'uk can make a full attack with both claws at his highest base attack bonus. Alternately, a N'uk can use his claws as secondary attacks while making a full attack with his arms. As secondary attacks, each claw suffers a -5 penalty to attack and only adds half its Strength modifier to damage.
* Darkvision 60'
* N'uk have a +4 racial bonus to saving throws against hot water.
* A N'uk has a +2 racial bonus to one Craft skill of his choice.
* +2 racial bonus to Diplomacy, Hide, and Search checks.
* N'uk cannot breathe air.
* Favored Class: Fighter.
Racial Feats:
Heat Resistant
Prerequisite: N'uk race, Con 13
Benefit: You gain fire resistance 5.
Improved Digger
Prerequisite: N'uk race, Dex 15
Benefit: Your burrow speed improves by 10'.
Patient Alchemist
Prerequisite: N'uk race, 4 ranks in Craft (Alchemy)
Benefit: You can make alchemic items twice as quickly, and you make twice as much money when using the Craft (Alchemy) skill to make a living. You are immune to splash damage from acid and alchemist's fire, and gain a +2 bonus to AC and saving throws against alchemic items.
Special: A N'uk with the Patient Alchemist feat may take the Brew Potion feat and make potions as a spellcaster of 1/2 his level. However, he must make a Craft (Alchemy) check (DC 20 + potion's caster level) or he fails and half of the raw materials are ruined.
Nidarates
Personality: Nidarates have a strange mindset, due to their long lives. Early in life, a Nidarate may attach herself to an single ideal, concept, philosophy, or organization which she admires, and keep her actions centered upon it at least some of the time. Nidarates enjoy learning about others and are naturally curious.
Physical Description: Nidarates are, in general size and shape, very similar to Mey'Anni. However, they lack any sort of skeletal structure. A Nidarate's body is a smooth, translucent skin, filled with magically reactive jelly. Instead of a tail, a Nidarate has several tentacles. Because they tend to live in dark ocean abysses, Nidarates glow a pale color and have patterns of brighter spots over their bodies unique to each individual. Nidarate coloration is uniform, usually purple or blue.
Relations: Nidarates don't follow family structures like other races (being asexual.) Generally, Nidarates live among other races. Their spellcasting services and magical training are in high demand, and they are good craftspeople.
Alignment: Nidarates are often at an extreme on one alignment axis, if not both. Neutral Nidarates are relatively rare.
Lands: Sometimes Nidarates form enclaves in the deep ocean in order to practice and study magic. It is unknown whether it is more common for Nidarates to live among Mey'Anni or live in the Deep, no nation of Nidarates is known to the Mey'Anni empire.
Religion: Common Nidarate domains are Chaos, Evil, Good, Law, Magic, and Water.
Language: Nidarates speak Aquan. Bonus languages are Atopic, Deep Speech, and Draconic.
Vital Statistics: Adulthood: 50 years +5d6/+5d10/+2d100. Middle Age: 300 years. Old: 750 years. Venerable: 1000 years. Max: Unknown. Length: 6'0"+2d12. Weight: 50 + (x1d4) lbs.
* Swim 30', +8 racial bonus to Swim checks
* Medium Aberration, Nidarates can be affected by spells that specifically target humanoids.
* +2 Int, -2 Str, -2 Con. Nidarates have no skeletal structure, but their distributed brains make them excellent thinkers.
* Mana Surge (Su): A Nidarate can draw upon internal mana reserves to boost her own spells or her allies' spells. This ability can be used once per day per level. When a spell or spell-like ability is cast by the Nidarate or by anyone within 30', the Nidarate may use an immediate action to improve the spell's caster level by +1. This ability does not need line of effect, a Nidarate can sense whenever a mana surge could be used (but she does not automatically know who the caster is or what spell is being cast.)
* Bioluminesence (Su): A Nidarate's body always sheds dim illumination out to 30' (because Nidarates have improved low-light vision, this illumination can be used to see out to 120'.) A Nidarate suffers a -4 penalty to Hide checks, and a successful Hide check can only prevent alert enemies from knowing exactly which square she is in. This ability cannot be suppressed. A Nidarate also leaves a faint magical aura that can be sensed by a detect magic spell for one hour.
* Regrowth (Ex): Nidarates have natural regenerative capabilities. Resting heals twice as many hit points as normal, and dismembered limbs regrow in 2d6 days. Nidarates are immune to vorpal attacks and other attacks that physically target the brain, but they can be blinded and deafened by decapitation.
* Weapon Familiarity: Nidarates treat the hand crossbow, heavy repeating crossbow, and light repeating crossbow as martial weapons.
* Poison (Ex): Some of a Nidarate's tentacles have a painful, poisonous sting. This is a touch poison that causes 1d3 Dexterity damage, with a secondary damage of 1 Dexterity. The save DC is Constitution-based (DC 10 + 1/2 level + Con mod.) A Nidarate can deliver the poison as a standard action with a touch attack, or in a grapple with a successful opposed grapple check. The poison denaturates after one minute if removed from the Nidarate's body.
* Nidarates have Improved Grapple as a bonus feat.
* Improved Low-Light Vision (Ex): Nidarates can see four times farther than normal in conditions of poor illumination.
* Nidarates have a +4 racial bonus to saving throws against cold water, but suffer a -4 penalty to saving throws against warm water.
* +2 racial bonus to Escape Artist and Use Magic Device checks.
* Favored Class: Wizard.
Racial Feats:
Artificial Mana Surge
Prerequisite: Mana Surge racial ability, Use Magic Device 4 ranks
Benefit: You can use your Mana Surge ability to improve the effect of a magic item that duplicates a spell effect. For example, you could improve the effect of a potion of cure light wounds, a wand of magic missile, or a pair of boots of speed. This boost lasts for for the duration of the item's effect, to a maximum of 24 hours.
Improved Mana Surge
Prerequisite: Mana Surge racial ability
Benefit: You can use two daily uses of Mana Surge to improve a spell's caster level by 2 instead of 1.
Mana Absorption
Prerequisite: Nidarate, Magical Aptitude
Benefit: You gain spell resistance 6 + level.
Angons
Personality: Angons are patient and methodical. An Angon will often take time to quietly study things around himself, memorizing details and meditating on his thoughts.
Physical Description: An Angon is a hunched humanoid, weighing approximately half a ton. Angons have several thick plates of bone on their torsos, forearms, and heads, and leathery green skin. An Angon's shell is in several segments, unlike a turtle's shell.
Relations: Angons get along well with most races, especially with Nidarates. An Angon might find a Ch'Dee to be an unbearable traveling companion.
Alignment: Angons tend to be neutral.
Lands: Angons normally live on the surface, making costal villages. Outside of their villages, they tend to live among land-dwelling humanoids, or in underwater villages that are near the surface. Angons keep very detailed historical records, and their libraries and sages are legendary. They trade forged metal tools, weapons, and armors, because they are the only race among Mey'Anni with access to fire.
Religion: Common Angon domains are Healing, Knowledge, Protection, and Water.
Language: Angons speak Common and Aquan. Bonus languages are Draconic, Dwarven, Giant, and Terran.
Vital Statistics: Adulthood: 100 years +2d20/+4d20/+6d20. Middle Age: 400. Old: 900. Venerable: 1250. Max: +5d100 years. Length: 9'0"+2d20. Weight: 400 + (x3d10) lbs.
* Swim 30', land 20', +8 racial bonus to Swim checks
* Large Humanoid (Reptilian)
* +2 Wis, -4 Dex. Angons are wise and perceptive, but slow and unathletic.
* Shell Plates (Ex): Angons cannot wear armor. However, their bony shell plates give them a +2 armor bonus to AC and a 5% arcane spell failure chance. Angons are treated as being unarmored. An Angon's shell can be enchanted like masterwork armor, but the Angon must be present for the entire crafting process.
* Massive (Ex): An Angon can take more punishment than most creatures. An Angon is only dead at -20 hit points or lower, and is only dying from -19 to -10 hit points. An Angon with the Diehard feat can keep fighting below -9 hit points.
* Hold Breath (Ex): Angons normally need to breath air. However, an Angon can hold its breath for a number of hours equal to 1/2 its Constitution score. Diving for longer than an hour is taxing, an Angon who does this has to eat twice as much as normal.
* Angons suffer a -2 penalty to saving throws against all cold effects.
* Low-light vision
* Angons have a +2 racial bonus to Appraise and Craft checks related to metal items.
* Angons have a +2 racial bonus to all Knowledge checks, and can use all Knowledge subskills untrained.
* Favored Class: Cleric.
Racial Feats:
Developed Shell
Prerequisite: Level 1 Angon
Benefit: Your shell plates grant you an armor bonus of +5. You have a -2 armor check penalty to AC, and your arcane spell failure chance increases to 15%. You are treated as wearing light armor.
Overdeveloped Shell
Prerequisite: Level 1 Angon
Benefit: Your shell plates grant you an armor bonus of +8 and damage reduction 2/adamantine. Your swim speed is reduced to 20', your land speed is reduced to 15', you suffer a -5 armor check penalty, and your arcane spell failure chance increases to 35%. You are treated as wearing heavy armor.
Baidu
Personality: Baidu are cheerful and social, enjoying the company of others.
Physical Description: Unlike Mey'Anni, Baidu swim upright using several large fins on their backs. This is because a Baidu's tail is curled and prehensile. Baidu have a bony, knobby appearance, and can change their skin color at will. A Baidu's mouth is a foot-long proboscis, similar to a horsefish's.
Relations: Baidu get along well with most races. They regard Dryneans as thieves and robbers.
Alignment: Baidu tend to be chaotic.
Lands: Baidu make villages in coral reefs, where they live in natural caves to keep safe from predators. They are expert beast tamers, and husbandry is a prized skill in their culture. Baidu also cultivate seaweed, sea grass, and algae, which they export to cities.
Religion: Common Baidu domains are Animal, Luck, Plant, and Sun.
Language: Baidu speak Common. Bonus languages are Atopic, Ch'Dee, and Sylvan.
Vital Statistics: Adulthood: 15 +1d4/+1d6/+2d6 years. Middle Age: 35 years. Old: 53 years. Venerable: 70 years. Max: +2d20 years. Length: 5'3"+2d12. Weight: 130+(x2d4)/100+(x2d4) lbs.
* Swim 30', +8 racial bonus to Swim checks
* Medium Humanoid (Aquatic)
* +2 Cha, -2 Dex. Baidu are natural animal tamers, but their bodies are ill-suited for swimming.
* Encouraging Direction (Ex): A Baidu's natural charisma can inspire his allies to greater levels of performance. A Baidu may use a standard action to let an ally who can see and hear him within 30' immediately take a standard or move action. This ability can be used a number of times per day equal to the Baidu's Charisma modifier. A Baidu with an animal companion or familiar can use this ability on it as a move action.
* A Baidu with a Wisdom score of 13 or higher can use speak with animals once per day as a spell-like ability.
* +2 racial bonus to grapple checks.
* +4 racial bonus to saving throws against poison.
* Low-light vision
* Darkvision 60'
* +2 racial bonus to Handle Animal, Hide, and Ride checks.
* Favored Class: Ranger.
Racial Feats:
Adaptive Camoflague
Prerequisite: Baidu, 6 ranks in Hide
Benefit: If you are adjacent to a surface, you can improve your racial Hide bonus to +8 as a standard action. This bonus lasts until you move out of the square you are in.
Reef Singer
Prerequisites: Baidu, bardic music class feature
Benefit: You may expend a daily use of bardic music to use Encouraging Direction.
Unerring Direction
Prerequisite: Baidu, 4 ranks in Survival
Benefit: It's almost impossible for you to get lost. You always know your ocean depth, which way is north, and any routes you can follow to get to open water. This ability works even when underground and in poor lighting or darkness.
And then I spent all day on these races. This is 3.5 material, since that's all I have the books for.
Anyways, it was a fun design exercise, and it's nice to have material on hand in case I get a group of players who want an aquatic campaign ("Cthulhu R'lyeh wgah'nagl fhtagn!") I boosted the power of all of the races to fit more of what I wanted in. Merfolk, or Mey'Anni, are the baseline race, they are all intended to be LA +0.
Mey'Anni (Merfolk)
Personality: Mey'Anni are optimistic and enterprising, just like humans.
Physical Description: Mey'Anni have a humanoid torso and a long, powerful tail. Their physical appearance is as varied as the fish in the sea, and they have fins or spines on their upper bodies as well as their tails. A Mey'An's scales have a color pattern that covers his entire body.
Relations: Mey'Anni get along well with every race, and actively engage in trading to support themselves (not everyone hunts and farms.) Their successful trading has helped them support their large cities, which make them unique among the races.
Alignment: Mey'Anni don't tend towards any particular alignment.
Lands: Mey'Anni can live almost anywhere, but they prefer the safety of cities. Mey'Anni traditionally live in caves or crevasses to keep cool and safe from predators, and cities are often built in areas where caves are naturally ocurring. A Mey'An dwelling is usually open at one end and narrowing towards the back.
Religion: Mey'Anni don't favor any one deity.
Language: Mey'Anni speak Aquan. They can choose any languages as bonus languages.
Vital Statistics: Adulthood: 15 +1d4/+1d6/+2d6 years. Middle Age: 35 years. Old: 53 years. Venerable: 70 years. Max: +2d20 years. Length: 5'6"+2d12. Weight: 130+(x2d4)/100+(x2d4) lbs.
* Swim 40', +8 racial bonus to Swim checks
* Medium Humanoid (Aquatic)
* +2 racial bonus to any one ability score, chosen at character creation.
* One extra bonus feat at first level.
* +1 skill point per level, +4 at first level.
* Low-light vision
* Favored Class: Any.
Racial Feats:
Half-Breed
You are descended from surface-dwelling humans, or possibly elves, nymphs, nixies, or hags. This is evidenced by your hair, separated fingers, external ears, and vulnerable skin on your torso, arms and face. Humans would still mistake you for a merfolk, but your heritage gives you a little more versatility.
Prerequisites: Level 1 Mey'An.
Benefit: Pick two extra feats at first level (these two feats cannot have any other feats as prerequisites.) You can breathe air as well as water.
Special: You suffer a -1 penalty to AC, a -4 penalty to saving throws against cold water, and you do not have low-light vision.
Dryneans
Personality: Dryneans are aggressive and brooding, they prefer to hold back and only speak and act when they decide it is necessary. Dryneans are very sensitive about their reputations, and tend to consider what others will think of their actions more than the consequences.
Physical Description: Dryneans are larger than Mey'Anni, and have blunt heads and rough gray skin. Their shark-like jaws are large-set, nearly two feet across, and can deliver a deadly bite. Dryneans have a ridge of small horns all along their backs, and larger horns on their heads. No two Dryneans have the same pattern and style of horns, making it a kind of fingerprint.
Relations: Dryneans used to live in small tribes out in open water, making occasional raids on cities and villages. However, recent circumstances changed this. 40 years ago, representatives from a dozen tribes of Dryneans approached the Council of Thirteen with a request to move into Mey'An cities and villages. The Council accepted the terms, and the details of the meeting were kept a closely guarded secret. Most races remain suspicious of Dryneans, but their natural ferocity and vigilance make them very good guards and soldiers.
Baidu, Ch'Dee, and Nidarates distrust Dryneans more than other races, as they suffered raids more often before this change.
Alignment: Dryneans tend towards neutrality.
Lands: Dryneans are at home near the Deep, some tribes don't even build villages and sleep exposed to the open. Most Dryneans live among Mey'An, and form tight tribal groups.
Religion: Common Drynean domains are Destruction, Healing, Strength, and War.
Language: Dryneans speak Atopic and Aquan. They can choose Abyssal, Infernal, and Sylvan as bonus languages.
Vital Statistics: Adulthood: 13 +1d3/+1d4/+2d6 years. Middle Age: 20 years. Old: 40 years. Venerable: 60 years. Max: +4d6 years. Length: 5'9"+2d12. Weight: 140+(x2d6)/160+(x2d6) lbs.
* Swim 40', +8 racial bonus to Swim checks
* Medium Humanoid (Aquatic)
* +2 Str, -2 Int, -2 Cha. Dryneans are savage and brutal compared to Mey'Anni.
* Dryneans have a natural bite attack, dealing 1d8+Strength modifier damage. (Bite attacks deal slashing, piercing, and bludgeoning damage.) This can be used as the Drynean's primary attack, or it can be used as a secondary attack in addition to other attacks. A secondary bite attack suffers a -5 attack penalty, and the Drynean only applies half his Strength bonus.
* Blind Rage (Ex): After a Drynean has taken lethal damage in combat, he suffers a -2 penalty to AC and Reflex saves until the fight is over.
* Low-light vision.
* Scent (Ex): A Drynean can identify familiar odors just as Mey'Anni do familiar sights. The range of a Drynean's scent ability is generally 30', but currents or overpowering odors can modify this.
* Blindsight (Ex): A Drynean can pinpoint living creatures within 5', using a combination of scent and bioelectric sensitivity. A Drynean never needs to make Spot and Listen checks to detect living creatures adjacent to him. Adjacent creatures do not benefit from invisibility and concealment, even if the Drynean is blinded or in total darkness.
* Dryneans have a +2 racial bonus to Concentration and Survival checks.
* Favored Class: Barbarian.
Racial Feats:
Blood Rage
Prerequisite: Blind Rage racial trait
Benefit: Once your Blind Rage ability is activated in combat, you gain a +1 cumulative bonus to all melee damage rolls each time you damage a living creature with your bite attack. The first successful hit does not deal extra damage, but each hit thereafter does. If you make a bite attack and miss, you lose this cumulative damage bonus.
Quickening Rage
Prerequisite: Blind Rage racial trait, Dex 13
Benefit: If you take lethal damage in combat, you may make a single additional move action on your next action. If you are damaged more than once, you still only get to take one additional move action.
Rending Bite
Prerequisite: Drynean race, Str 15
Benefit: Whenever you deal a successful critical hit with your bite attack, your opponent suffers 2 points of Constitution damage.
Resilient Rage
Prerequisite: Blind Rage racial trait, Con 13
Benefit: After your Blind Rage ability is activated, you gain a number of temporary hit points equal to your level. These hit points last for 1 minute.
Ch'Dee
Personality:
Ch'Dee are naturally optimistic and mischievous.
Physical Description: Ch'Dee are much smaller than Mey'Anni, but built more stockily. Their streamlined bodies have rubbery skin with various shades of gray. Ch'Dee are the only common mammalian race. Ch'Dee cannot breathe water, and must breathe air through a hole in their back. Ch'Dee have a short dolphin-like snout, usually a few inches long.
Relations: Ch'Dee get along well with Angons and Baidu, since they are usually neighbors. Most races regard them as frivolous and lightminded, but Ch'Dee are far from unpopular. Ch'Dee catch fish and transport them alive to underwater cities for trade.
Alignment: Ch'Dee are usually chaotic.
Lands: Ch'Dee live in shallow waters, usually in places no deeper than a Mey'An's length. They live in large extended family groups, and unlike other races, Ch'Dee don't build permanent structures. They construct tents from leather, bone, and driftwood, and move often to follow fish.
Religion: Common Ch'Dee domains are Air, Luck, Sun, and Trickery.
Language: Ch'Dee speak Ch'Deean and Aquan. Bonus languages are Auran and Atopic.
Vital Statistics: Adulthood: 13 +1d3/+1d4/+2d6 years. Middle Age: 20 years. Old: 40 years. Venerable: 60 years. Length: 5'5"+2dx. Weight: 100 + (x2d6) lbs.
Physical Description
* Swim 50', +8 racial bonus to Swim checks
* Small Humanoid (Aquatic)
* +2 Dex, -2 Str, -2 Int. Ch'Dee have relatively short attention spans.
* Blindsense (Ex): As a free action, a Ch'Dee can use echolocation to detect all creatures within his line of sight out to 120'. This ability only works on the Ch'Dee's action. Blindsense ignores invisibility and concealment, but creatures with cover can still use the Hide skill to avoid detection. The Ch'Dee still suffers penalties from concealment, blindness, and being flat-footed, but knows the size and location of every creature within range, and a general outline of his surroundings. A Ch'Dee's blindsense is detailed enough to recognize familiar individuals.
* Hold Breath (Ex): Ch'Dee normally need to breath air. However, a Ch'Dee can hold its breath for a number of hours equal to 1/2 its Constitution score. Diving for longer than an hour is taxing, a Ch'Dee who does this has to eat twice as much as normal.
* Ch'Dee have a +4 racial bonus to saving throws against warm water, but suffer a -4 penalty to saving throws against cold water.
* Ch'Dee are automatically proficient with the longspear, and treat the lance and ranseur as simple weapons.
* Ch'Dee have a +2 racial bonus to Jump, Listen, and Tumble checks.
* Favored Class: Rogue.
Racial Feats:
Improved Echolocation
Prerequisite: Ch'Dee race, Alertness, 6 ranks in Listen
Benefit: Your blindsense improves to blindsight, but you still are limited to using it on your action. When it is not your action, you have blindsight out to 5'. You can "see" through solid objects and around corners, but your blindsight follows the rules for spell spreads. You suffer no penalties when attacking creatures you cannot see, and you suffer no penalties against attacks from adjacent creatures.
Stunning Screech
Prerequisite: Ch'Dee race
Benefit: As a standard action, you can direct a focused burst of sound at a living creature within 30'. The target must make a Fortitude save (DC 10 + 1/2 level + Constitution modifier) or be dazed for one round. This is an extraordinary ability which does not provoke an attack of opportunity.
Using this ability fatigues you for one hour. Using this ability while fatigued will exhaust you (and you must rest, as normal for exhaustion.) You cannot use this ability while exhausted.
N'uk
Personality: N'uk are secretive and singleminded. They tend to come across as shy to other races. A N'uk always has some hobby or does something to keep his hands occupied.
Physical Description: N'uk are quite different from other aquatic races. They have eight limbs: four pointed legs, two forelimbs with multijointed claws that serve as hands, and two large claws for digging. A N'uk's body is similar to a Mey'Anni's, but curves up when walking. (The closest land-dwelling analogue would be a centaur with an extra pair of arms at the hips.) Their vital areas are covered with plates of chitin, usually in orange, red, or tan colorations. Although N'uk have a lobster-like fin on their tail that lets them swim clumsily (backwards, in fact,) they are more at home on the sandy ocean floor. A N'uk's head is flattened, with two beady eyes on stalks.
Relations: N'uk are most famous for their volcano-crafted glass and metal, so they get along well with most races. Their personalities may seem alien to Ch'Dee.
Alignment: N'uk tend to be lawful.
Lands: N'uk live in open sandy spots on the sea shelf and near the sea floor, with each individual digging his own burrow. Nearly every N'uk takes up some sort of craft to keep occupied, and barter and trade are ways of life for them. N'uk especially favor volcanic vents, though there are few of those near civilized lands.
Religion: Common N'uk domains are Earth, Fire, and Travel.
Language: N'uk speak Aquan. Bonus languages are Atopic, Ignan, and Infernal.
Vital Statistics: Adulthood: 30 years +1d10/+2d10/+3d10. Middle Age: 50. Old: 80. Venerable: 150. Max: +3d20 years. Length: 5'0"+2d4/5'3"+2d4. Weight: 120 + (x2d6) lbs.
* Swim 20', burrow 10', walk 20', climb 20', +8 racial bonus to Climb and Swim checks
* Medium Monstrous Humanoid (Aquatic), N'uk can be affected by spells that specifically target humanoids.
* +2 Con, -2 Dex, -2 Wis. N'uk are tough, but slow, and their senses are dull.
* +1 natural armor bonus to AC.
* A N'uk's walk and climb speeds are not reduced by medium and heavy armor.
* N'uk can use their digging claws as natural weapons, dealing 1d3+Strength modifier slashing and bludgeoning damage. A N'uk can make a full attack with both claws at his highest base attack bonus. Alternately, a N'uk can use his claws as secondary attacks while making a full attack with his arms. As secondary attacks, each claw suffers a -5 penalty to attack and only adds half its Strength modifier to damage.
* Darkvision 60'
* N'uk have a +4 racial bonus to saving throws against hot water.
* A N'uk has a +2 racial bonus to one Craft skill of his choice.
* +2 racial bonus to Diplomacy, Hide, and Search checks.
* N'uk cannot breathe air.
* Favored Class: Fighter.
Racial Feats:
Heat Resistant
Prerequisite: N'uk race, Con 13
Benefit: You gain fire resistance 5.
Improved Digger
Prerequisite: N'uk race, Dex 15
Benefit: Your burrow speed improves by 10'.
Patient Alchemist
Prerequisite: N'uk race, 4 ranks in Craft (Alchemy)
Benefit: You can make alchemic items twice as quickly, and you make twice as much money when using the Craft (Alchemy) skill to make a living. You are immune to splash damage from acid and alchemist's fire, and gain a +2 bonus to AC and saving throws against alchemic items.
Special: A N'uk with the Patient Alchemist feat may take the Brew Potion feat and make potions as a spellcaster of 1/2 his level. However, he must make a Craft (Alchemy) check (DC 20 + potion's caster level) or he fails and half of the raw materials are ruined.
Nidarates
Personality: Nidarates have a strange mindset, due to their long lives. Early in life, a Nidarate may attach herself to an single ideal, concept, philosophy, or organization which she admires, and keep her actions centered upon it at least some of the time. Nidarates enjoy learning about others and are naturally curious.
Physical Description: Nidarates are, in general size and shape, very similar to Mey'Anni. However, they lack any sort of skeletal structure. A Nidarate's body is a smooth, translucent skin, filled with magically reactive jelly. Instead of a tail, a Nidarate has several tentacles. Because they tend to live in dark ocean abysses, Nidarates glow a pale color and have patterns of brighter spots over their bodies unique to each individual. Nidarate coloration is uniform, usually purple or blue.
Relations: Nidarates don't follow family structures like other races (being asexual.) Generally, Nidarates live among other races. Their spellcasting services and magical training are in high demand, and they are good craftspeople.
Alignment: Nidarates are often at an extreme on one alignment axis, if not both. Neutral Nidarates are relatively rare.
Lands: Sometimes Nidarates form enclaves in the deep ocean in order to practice and study magic. It is unknown whether it is more common for Nidarates to live among Mey'Anni or live in the Deep, no nation of Nidarates is known to the Mey'Anni empire.
Religion: Common Nidarate domains are Chaos, Evil, Good, Law, Magic, and Water.
Language: Nidarates speak Aquan. Bonus languages are Atopic, Deep Speech, and Draconic.
Vital Statistics: Adulthood: 50 years +5d6/+5d10/+2d100. Middle Age: 300 years. Old: 750 years. Venerable: 1000 years. Max: Unknown. Length: 6'0"+2d12. Weight: 50 + (x1d4) lbs.
* Swim 30', +8 racial bonus to Swim checks
* Medium Aberration, Nidarates can be affected by spells that specifically target humanoids.
* +2 Int, -2 Str, -2 Con. Nidarates have no skeletal structure, but their distributed brains make them excellent thinkers.
* Mana Surge (Su): A Nidarate can draw upon internal mana reserves to boost her own spells or her allies' spells. This ability can be used once per day per level. When a spell or spell-like ability is cast by the Nidarate or by anyone within 30', the Nidarate may use an immediate action to improve the spell's caster level by +1. This ability does not need line of effect, a Nidarate can sense whenever a mana surge could be used (but she does not automatically know who the caster is or what spell is being cast.)
* Bioluminesence (Su): A Nidarate's body always sheds dim illumination out to 30' (because Nidarates have improved low-light vision, this illumination can be used to see out to 120'.) A Nidarate suffers a -4 penalty to Hide checks, and a successful Hide check can only prevent alert enemies from knowing exactly which square she is in. This ability cannot be suppressed. A Nidarate also leaves a faint magical aura that can be sensed by a detect magic spell for one hour.
* Regrowth (Ex): Nidarates have natural regenerative capabilities. Resting heals twice as many hit points as normal, and dismembered limbs regrow in 2d6 days. Nidarates are immune to vorpal attacks and other attacks that physically target the brain, but they can be blinded and deafened by decapitation.
* Weapon Familiarity: Nidarates treat the hand crossbow, heavy repeating crossbow, and light repeating crossbow as martial weapons.
* Poison (Ex): Some of a Nidarate's tentacles have a painful, poisonous sting. This is a touch poison that causes 1d3 Dexterity damage, with a secondary damage of 1 Dexterity. The save DC is Constitution-based (DC 10 + 1/2 level + Con mod.) A Nidarate can deliver the poison as a standard action with a touch attack, or in a grapple with a successful opposed grapple check. The poison denaturates after one minute if removed from the Nidarate's body.
* Nidarates have Improved Grapple as a bonus feat.
* Improved Low-Light Vision (Ex): Nidarates can see four times farther than normal in conditions of poor illumination.
* Nidarates have a +4 racial bonus to saving throws against cold water, but suffer a -4 penalty to saving throws against warm water.
* +2 racial bonus to Escape Artist and Use Magic Device checks.
* Favored Class: Wizard.
Racial Feats:
Artificial Mana Surge
Prerequisite: Mana Surge racial ability, Use Magic Device 4 ranks
Benefit: You can use your Mana Surge ability to improve the effect of a magic item that duplicates a spell effect. For example, you could improve the effect of a potion of cure light wounds, a wand of magic missile, or a pair of boots of speed. This boost lasts for for the duration of the item's effect, to a maximum of 24 hours.
Improved Mana Surge
Prerequisite: Mana Surge racial ability
Benefit: You can use two daily uses of Mana Surge to improve a spell's caster level by 2 instead of 1.
Mana Absorption
Prerequisite: Nidarate, Magical Aptitude
Benefit: You gain spell resistance 6 + level.
Angons
Personality: Angons are patient and methodical. An Angon will often take time to quietly study things around himself, memorizing details and meditating on his thoughts.
Physical Description: An Angon is a hunched humanoid, weighing approximately half a ton. Angons have several thick plates of bone on their torsos, forearms, and heads, and leathery green skin. An Angon's shell is in several segments, unlike a turtle's shell.
Relations: Angons get along well with most races, especially with Nidarates. An Angon might find a Ch'Dee to be an unbearable traveling companion.
Alignment: Angons tend to be neutral.
Lands: Angons normally live on the surface, making costal villages. Outside of their villages, they tend to live among land-dwelling humanoids, or in underwater villages that are near the surface. Angons keep very detailed historical records, and their libraries and sages are legendary. They trade forged metal tools, weapons, and armors, because they are the only race among Mey'Anni with access to fire.
Religion: Common Angon domains are Healing, Knowledge, Protection, and Water.
Language: Angons speak Common and Aquan. Bonus languages are Draconic, Dwarven, Giant, and Terran.
Vital Statistics: Adulthood: 100 years +2d20/+4d20/+6d20. Middle Age: 400. Old: 900. Venerable: 1250. Max: +5d100 years. Length: 9'0"+2d20. Weight: 400 + (x3d10) lbs.
* Swim 30', land 20', +8 racial bonus to Swim checks
* Large Humanoid (Reptilian)
* +2 Wis, -4 Dex. Angons are wise and perceptive, but slow and unathletic.
* Shell Plates (Ex): Angons cannot wear armor. However, their bony shell plates give them a +2 armor bonus to AC and a 5% arcane spell failure chance. Angons are treated as being unarmored. An Angon's shell can be enchanted like masterwork armor, but the Angon must be present for the entire crafting process.
* Massive (Ex): An Angon can take more punishment than most creatures. An Angon is only dead at -20 hit points or lower, and is only dying from -19 to -10 hit points. An Angon with the Diehard feat can keep fighting below -9 hit points.
* Hold Breath (Ex): Angons normally need to breath air. However, an Angon can hold its breath for a number of hours equal to 1/2 its Constitution score. Diving for longer than an hour is taxing, an Angon who does this has to eat twice as much as normal.
* Angons suffer a -2 penalty to saving throws against all cold effects.
* Low-light vision
* Angons have a +2 racial bonus to Appraise and Craft checks related to metal items.
* Angons have a +2 racial bonus to all Knowledge checks, and can use all Knowledge subskills untrained.
* Favored Class: Cleric.
Racial Feats:
Developed Shell
Prerequisite: Level 1 Angon
Benefit: Your shell plates grant you an armor bonus of +5. You have a -2 armor check penalty to AC, and your arcane spell failure chance increases to 15%. You are treated as wearing light armor.
Overdeveloped Shell
Prerequisite: Level 1 Angon
Benefit: Your shell plates grant you an armor bonus of +8 and damage reduction 2/adamantine. Your swim speed is reduced to 20', your land speed is reduced to 15', you suffer a -5 armor check penalty, and your arcane spell failure chance increases to 35%. You are treated as wearing heavy armor.
Baidu
Personality: Baidu are cheerful and social, enjoying the company of others.
Physical Description: Unlike Mey'Anni, Baidu swim upright using several large fins on their backs. This is because a Baidu's tail is curled and prehensile. Baidu have a bony, knobby appearance, and can change their skin color at will. A Baidu's mouth is a foot-long proboscis, similar to a horsefish's.
Relations: Baidu get along well with most races. They regard Dryneans as thieves and robbers.
Alignment: Baidu tend to be chaotic.
Lands: Baidu make villages in coral reefs, where they live in natural caves to keep safe from predators. They are expert beast tamers, and husbandry is a prized skill in their culture. Baidu also cultivate seaweed, sea grass, and algae, which they export to cities.
Religion: Common Baidu domains are Animal, Luck, Plant, and Sun.
Language: Baidu speak Common. Bonus languages are Atopic, Ch'Dee, and Sylvan.
Vital Statistics: Adulthood: 15 +1d4/+1d6/+2d6 years. Middle Age: 35 years. Old: 53 years. Venerable: 70 years. Max: +2d20 years. Length: 5'3"+2d12. Weight: 130+(x2d4)/100+(x2d4) lbs.
* Swim 30', +8 racial bonus to Swim checks
* Medium Humanoid (Aquatic)
* +2 Cha, -2 Dex. Baidu are natural animal tamers, but their bodies are ill-suited for swimming.
* Encouraging Direction (Ex): A Baidu's natural charisma can inspire his allies to greater levels of performance. A Baidu may use a standard action to let an ally who can see and hear him within 30' immediately take a standard or move action. This ability can be used a number of times per day equal to the Baidu's Charisma modifier. A Baidu with an animal companion or familiar can use this ability on it as a move action.
* A Baidu with a Wisdom score of 13 or higher can use speak with animals once per day as a spell-like ability.
* +2 racial bonus to grapple checks.
* +4 racial bonus to saving throws against poison.
* Low-light vision
* Darkvision 60'
* +2 racial bonus to Handle Animal, Hide, and Ride checks.
* Favored Class: Ranger.
Racial Feats:
Adaptive Camoflague
Prerequisite: Baidu, 6 ranks in Hide
Benefit: If you are adjacent to a surface, you can improve your racial Hide bonus to +8 as a standard action. This bonus lasts until you move out of the square you are in.
Reef Singer
Prerequisites: Baidu, bardic music class feature
Benefit: You may expend a daily use of bardic music to use Encouraging Direction.
Unerring Direction
Prerequisite: Baidu, 4 ranks in Survival
Benefit: It's almost impossible for you to get lost. You always know your ocean depth, which way is north, and any routes you can follow to get to open water. This ability works even when underground and in poor lighting or darkness.