alchemyprime
2012-01-31, 07:23 PM
Well, since my friends asked, and I have the preview of the Advanced Race Guide, I thought I would tackle making some races for my upcoming Pathfinder games. These are older races that I loved to bits, but I figured I should post them here if anyone was interested, with the fluff they have in my world of Vaxt. Comment away, and if anyone wants any races converted, go ahead and ask!
Cephalid (http://www.giantitp.com/forums/showpost.php?p=12648113&postcount=10)
Diabolus
In the world of Vaxt, Diaboli are not demons, but rather natives to the Plane of Nightmares who were left on the large continent of Isgall when the other races of the Plane of Nightmares found it would make a fine prison colony. These creatures were later seen as natives to the humans, dwarves and umbragen from Van Jhal and Altieriet who came to the same conclusions as the long gone predecessors of the modern diabolus. Now they live rather well alongside humans, aasimar, tieflings, lizardfolk (the real natives), gnomes, umbragen and dwarves, all exiled from their ancestral homelands for the barren desert that they are forming into a small empire.
+2 Constitution, +2 Intelligence, -2 Charisma - Diaboli are tough and witty, but their odd ways do tend to still freak out creatures native to Vaxt.
Outsider (native) - Though they originate from the Plane of Nightmares, the diaboli from Isgall are bound to Vaxt instead of their ancestral home. They also have darkvision out to 60 feet.
Medium size
Normal speed - A diabolus has a base land speed of 30 feet per round.
Weapon Familiarity Diabolus treat tridents, whips, light flails and heavy flails as simple weapons.
Hoofed Diabolus do not have feet, but hooves. They cannot wear normal footwear, but can wear horseshoes instead. Horseshoes can be enchanted as well, they are just rarer to find in loot.
Toxic Sting A diabolus has a stinger as a secondary natural weapon. It deals 1d3 piercing damage, and once per day per point of Constitution modifier, it can be poisoned. Once it is poisoned, it holds the poison for one minute until it evaporates through the tip.
Diaboli Venom Injury; save Fort DC 10 + ½ Character Level + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Diabolus Immunities Diabolus are immune to poison from the stingers of themselves and other diaboli, and sleep effects. They also have a +2 bonus on saves against poison, spells and spell-like abilities. The way their bodies work is slightly anathema to the way normal spells work, and their nightmarish minds protect them from having to sleep.
Made of Nightmares - A diabolus does not truly sleep. Instead, they go into a soft coma and inspire dreams around them. Those who sleep around diaboli who like them will find that they slept well and nightmare free; those who the diaboli is not fond of, if they are asleep within 10ft per character level, will find they had terrible dreams. This has no in game effect, but can lead to some fun role-playing.
Master of Intimidation Diaboluss have Intimidate as a class skill, and have a +2 bonus with it.
Starting Languages Common, Diabolus, Tail Scratch. Bonus Languages Dwarven, Gnome, Infernal, Lizardfolk and Umbragen.
Two For Flinching
Prerequisite - Diabolus
Benefit - If you make a successful Intimidate check against a sentient enemy in combat after missing a melee attack with your tail stinger, you may make another melee attack with a held weapon or an unarmed strike at your full attack bonus, though this attack takes a -2 penalty.
Improved Diabolus Resistances
Prerequisite - Diabolus, Base Fortitude Save +3
Benefit - You gain a +2 bonus to saves against hot environmental conditions and cold environmental conditions, and immunity to paralysis. The deserts of Isgall are unforgiving, and so are you.
Living Nightmare
Prerequisite - Diabolus, Improved Diabolus Resistance
Benefit - Neither flame nor poison nor acid seems to be able to stop your onslaught. You gain resistance 5 to fire, resistance 5 to acid and immunity to poison.
Feel the Nightmare
Prerequisite - Diabolus, 3 ranks in Craft (Alchemy) or Craft (Poisonmaking)
Benefit - You can modify your toxic sting venom to deal Wisdom damage instead of Dexterity damage. Now, instead of giving people horrible shakes, it is a mighty hallucinogenic poison, making the victim see terrible things.
Impure Venom
Prerequisite - Diabolus, Feel the Nightmare, 9 ranks in Craft (Alchemy) of Craft (Poisonmaking)
Benefit - You can ingest an Injury type poison and apply it to your toxic sting. You must make the save against the poison's damage as if you had been injured by it, and then two rounds later, your stinger is charged with the poison for ten minutes or until it is discharged. This still uses up one use of your toxic sting ability.
Nightmare Speech
Prerequisite - Diabolus
Benefit - You gain telepathy with sleeping creatures within 10ft per character level of you. For a number of rounds equal to your character level, you can also use this while awake with any creature that sleeps.
Diospids (http://www.giantitp.com/forums/showpost.php?p=12670176&postcount=16)
Insectare (http://www.giantitp.com/forums/showpost.php?p=12683563&postcount=24)
Irda
Irda are different in the world of Vaxt. Long ago, the Irda were part of a type of giants that today are known as Oni. This was until the dark spirits of the tainted lands, places where the dragons fought the qlippoths years ago and sites of great evil related to the obyriths and the rakshasa, rose. These spirits infected every tribe of the Oni except the Irda tribe. Until about two hundred years ago, all the Oni tribes were infected, even the lowly Ogres. These spirits seemed like gods to the Trolls, and the Irda were hunted.
Until Avra showed up. He was an Irda with the blood of a celestial; the first time a Rishi came from blood that was not human or elf. He used the powers of his blood, and the aid of his grandmother, a powerful planetar named Uzefass, to release at least some of the Oni from the Tainted Spirits bound to them. However, these Oni were not bound; the spirits have long since become part of the Oni tribes. Instead, their taint was exiled from them, and now some ogres and ogre magi live with the Irda in thier hidden mountain villages. These tribes of Oni are TN and LN instead of LE, and some even reach the good alignments.
The Irda are below.
-2 Constitution, +2 Intelligence, +2 Charisma Irda are smart and charismatic individuals, but slightly more frail than people would expect a giant species to be.
Outsider (Giant, Oni, Shapechanger) Irda are part of the race of giants known as the Oni, and as such, they are affected by spells targeted as giants or oni. They do not have the same sort of spirits as the other oni, and as such do not have regeneration unless they take the Tainted Spirit feat or Blessed Spirit feat, or gain it in some other fashion.
Average Speed An Irda's base land speed is 30 feet
Change Shape (Su) You can assume the form of any Small or Medium humanoid, as per the Alter Self spell as a swift action. When in a Small form, the Irda suffers a -2 penalty to Strength and a +2 bonus to Dexterity, and when in a Medium form, they have no bonuses or penalties. This replaces the ability score bonuses from the Alter Self spell.
Irda Magic (Sp) Irda gain a +1 bonus to the DC of any saving throws against any transmutation spells that they cast. If the Irda has a Charisma of 11 or higher (which they better) it also gains the following spell-like abilities: 1/day dancing lights, ghost sounds, mage hand, and detect magic.
Starting Languages Common, Oni. Bonus Languages Celestial, Dwarven, Elven, Giant, and Sylvan.
Favored Class Bonus - Sorcerer - Add +1 to the number of spells known for the Sorcerer, to a spell level lower than the highest the sorcerer can cast. The spell chosen must be a Transmutation spell. So a level 1 sorcerer who took this favored class bonus could add one level 0 Transmutation spell to his spells known.
Feats
Oni Resilience
Prerequisite - Irda, Toughness
Benefit - You gain Fast Healing 1.
True Oni
Prerequisite - Irda, Oni Resilience, Toughness
Benefit - Your Fast Healing from Oni Resilience becomes Fast Healing equal to half your character level.
Blessed Spirit
Prerequisite - Irda, non-evil alignment, Oni Resilience, Toughness, True Oni, at least character level 9
Benefit - You gain regeneration 1, bypassed by electricity or cold damage or damage from Evil weapons and natural attacks. Tainted weapons can also bypass this regeneration.
Special - An Irda cannot have Blessed Spirit and Tainted Spirit.
Improved Blessed Spirit
Prerequisite - Irda, non-evil alignment, Blessed Spirit, Oni Resilience, Toughness, True Oni, at least character level 13
Benefit - Your regeneration granted by Blessed Spirit increases to 1 + 1/2 your character level.
Tainted Spirit
Prerequisite - Irda, non-good alignment, Oni Resilience, Toughness, True Oni, at least character level 9
Benefit - You gain regeneration 1, bypassed by fire and acid damage or damage from Good weapons and natural attacks. Jade and obsidian weapons can also bypass this regeneration.
Special - An Irda cannot have Tainted Spirit and Blessed Spirit.
Improved Tainted Spirit
Prerequisite - Irda, non-good alignment, Tainted Spirit, Oni Resilience, Toughness, True Oni, at least character level 13
Benefit - Your regeneration granted by Tainted Spirit increases to 1 + 1/2 your character level.
Lupin
Lupins are a natural inhabitant of Van Jhal, specifically the nations of Van Jun and Van Pas. They tend to small nomadic groups, even today, though under the second full moon of summer, the unwed ones of age will travel between tribes and even the Junian cities to find their "calling". For some, that calling is to be a bounty hunter, for some sorcery (more common than wizardry for the lupins), and for others it is to find a spouse they click with and raise children. Lupins find it a duty to protect their community, be it their tribe, their city, or their party. If a friend dies, they raise their children and take care of their family. If a party mate dies, they mourn them and pray that the Saints and the gods protect them.
Many lupins worship the lupin saints, but they are also fond of Grand Kal, the main god of Van Jun. He is a LG god of Justice and the sun, and grants access to the Glory, Good, Law, Strength and Sun domains, and the Heroism, Resolve, and Day subdomains. Meanwhile, clerics devoted to the Saints pick two domains, one for each saint they pray to:
Saint Antione - Good (Archon)
Saint Benja - Animal (Fur)
Saint Gracia - Community (Family)
Saint Lucas - Law
Saint Renard - Sun
There are many saints out there, and some tribes may have their own. These are just examples.
Lupin
+2 to any one stat Lupins are adaptive, and no two lupins are going to be exactly the same.
Monstrous Humanoid Lupins are monstrous humanoids, and have darkvision out to 60 feet.
Normal Land Speed - Lupins have a base land speed of 30 feet.
Natural Rider Lupins all have a +2 bonus to Ride checks, and Ride is always considered a class skill.
Acute Hearing Lupins have a +2 bonus to Perception checks to hear something.
Sense of Smell Lupins have a very accurate sense of smell. Lupins have the Scent ability, but with the following addition: They can pinpoint where lycanthropes are, even when they are in another form, and they can tell when someone has been infected with the curse. Also, a lupin has a -2 penalty on saves against attacks that include strong smells, like a stinking cloud spell or a ghast's smell.
Purposeful Hatred Lupins have a +1 bonus to attack rolls against lycanthropes.
Starting Languages Common, Lupin. Bonus Languages Celestial, Elf, Gnome Infernal and Maenad.
Lycan Hunter
Prerequisites - Lupin, 1st level
Benefit - Stealth and Perception are now class skills for you, and you gain a +2 bonus on Stealth checks to disguise your scent.
Avoid the Curse
Prerequisites - Lupin, Lycan Hunter
Benefit - You are immune to the curse of the lycanthrope, and you gain a +2 bonus on saves to resist necromancy spells.
Feral Fighter
Prerequisites - Lupin, must have been attacked by a werewolf at some point prior to taking this feat
Benefit - You understand how to fight like the savage werewolves, and you can do so as well. You gain a bite attack as a primary natural attack that deals 1d6 damage.
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=12764539&postcount=25)
Cephalid (http://www.giantitp.com/forums/showpost.php?p=12648113&postcount=10)
Diabolus
In the world of Vaxt, Diaboli are not demons, but rather natives to the Plane of Nightmares who were left on the large continent of Isgall when the other races of the Plane of Nightmares found it would make a fine prison colony. These creatures were later seen as natives to the humans, dwarves and umbragen from Van Jhal and Altieriet who came to the same conclusions as the long gone predecessors of the modern diabolus. Now they live rather well alongside humans, aasimar, tieflings, lizardfolk (the real natives), gnomes, umbragen and dwarves, all exiled from their ancestral homelands for the barren desert that they are forming into a small empire.
+2 Constitution, +2 Intelligence, -2 Charisma - Diaboli are tough and witty, but their odd ways do tend to still freak out creatures native to Vaxt.
Outsider (native) - Though they originate from the Plane of Nightmares, the diaboli from Isgall are bound to Vaxt instead of their ancestral home. They also have darkvision out to 60 feet.
Medium size
Normal speed - A diabolus has a base land speed of 30 feet per round.
Weapon Familiarity Diabolus treat tridents, whips, light flails and heavy flails as simple weapons.
Hoofed Diabolus do not have feet, but hooves. They cannot wear normal footwear, but can wear horseshoes instead. Horseshoes can be enchanted as well, they are just rarer to find in loot.
Toxic Sting A diabolus has a stinger as a secondary natural weapon. It deals 1d3 piercing damage, and once per day per point of Constitution modifier, it can be poisoned. Once it is poisoned, it holds the poison for one minute until it evaporates through the tip.
Diaboli Venom Injury; save Fort DC 10 + ½ Character Level + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Diabolus Immunities Diabolus are immune to poison from the stingers of themselves and other diaboli, and sleep effects. They also have a +2 bonus on saves against poison, spells and spell-like abilities. The way their bodies work is slightly anathema to the way normal spells work, and their nightmarish minds protect them from having to sleep.
Made of Nightmares - A diabolus does not truly sleep. Instead, they go into a soft coma and inspire dreams around them. Those who sleep around diaboli who like them will find that they slept well and nightmare free; those who the diaboli is not fond of, if they are asleep within 10ft per character level, will find they had terrible dreams. This has no in game effect, but can lead to some fun role-playing.
Master of Intimidation Diaboluss have Intimidate as a class skill, and have a +2 bonus with it.
Starting Languages Common, Diabolus, Tail Scratch. Bonus Languages Dwarven, Gnome, Infernal, Lizardfolk and Umbragen.
Two For Flinching
Prerequisite - Diabolus
Benefit - If you make a successful Intimidate check against a sentient enemy in combat after missing a melee attack with your tail stinger, you may make another melee attack with a held weapon or an unarmed strike at your full attack bonus, though this attack takes a -2 penalty.
Improved Diabolus Resistances
Prerequisite - Diabolus, Base Fortitude Save +3
Benefit - You gain a +2 bonus to saves against hot environmental conditions and cold environmental conditions, and immunity to paralysis. The deserts of Isgall are unforgiving, and so are you.
Living Nightmare
Prerequisite - Diabolus, Improved Diabolus Resistance
Benefit - Neither flame nor poison nor acid seems to be able to stop your onslaught. You gain resistance 5 to fire, resistance 5 to acid and immunity to poison.
Feel the Nightmare
Prerequisite - Diabolus, 3 ranks in Craft (Alchemy) or Craft (Poisonmaking)
Benefit - You can modify your toxic sting venom to deal Wisdom damage instead of Dexterity damage. Now, instead of giving people horrible shakes, it is a mighty hallucinogenic poison, making the victim see terrible things.
Impure Venom
Prerequisite - Diabolus, Feel the Nightmare, 9 ranks in Craft (Alchemy) of Craft (Poisonmaking)
Benefit - You can ingest an Injury type poison and apply it to your toxic sting. You must make the save against the poison's damage as if you had been injured by it, and then two rounds later, your stinger is charged with the poison for ten minutes or until it is discharged. This still uses up one use of your toxic sting ability.
Nightmare Speech
Prerequisite - Diabolus
Benefit - You gain telepathy with sleeping creatures within 10ft per character level of you. For a number of rounds equal to your character level, you can also use this while awake with any creature that sleeps.
Diospids (http://www.giantitp.com/forums/showpost.php?p=12670176&postcount=16)
Insectare (http://www.giantitp.com/forums/showpost.php?p=12683563&postcount=24)
Irda
Irda are different in the world of Vaxt. Long ago, the Irda were part of a type of giants that today are known as Oni. This was until the dark spirits of the tainted lands, places where the dragons fought the qlippoths years ago and sites of great evil related to the obyriths and the rakshasa, rose. These spirits infected every tribe of the Oni except the Irda tribe. Until about two hundred years ago, all the Oni tribes were infected, even the lowly Ogres. These spirits seemed like gods to the Trolls, and the Irda were hunted.
Until Avra showed up. He was an Irda with the blood of a celestial; the first time a Rishi came from blood that was not human or elf. He used the powers of his blood, and the aid of his grandmother, a powerful planetar named Uzefass, to release at least some of the Oni from the Tainted Spirits bound to them. However, these Oni were not bound; the spirits have long since become part of the Oni tribes. Instead, their taint was exiled from them, and now some ogres and ogre magi live with the Irda in thier hidden mountain villages. These tribes of Oni are TN and LN instead of LE, and some even reach the good alignments.
The Irda are below.
-2 Constitution, +2 Intelligence, +2 Charisma Irda are smart and charismatic individuals, but slightly more frail than people would expect a giant species to be.
Outsider (Giant, Oni, Shapechanger) Irda are part of the race of giants known as the Oni, and as such, they are affected by spells targeted as giants or oni. They do not have the same sort of spirits as the other oni, and as such do not have regeneration unless they take the Tainted Spirit feat or Blessed Spirit feat, or gain it in some other fashion.
Average Speed An Irda's base land speed is 30 feet
Change Shape (Su) You can assume the form of any Small or Medium humanoid, as per the Alter Self spell as a swift action. When in a Small form, the Irda suffers a -2 penalty to Strength and a +2 bonus to Dexterity, and when in a Medium form, they have no bonuses or penalties. This replaces the ability score bonuses from the Alter Self spell.
Irda Magic (Sp) Irda gain a +1 bonus to the DC of any saving throws against any transmutation spells that they cast. If the Irda has a Charisma of 11 or higher (which they better) it also gains the following spell-like abilities: 1/day dancing lights, ghost sounds, mage hand, and detect magic.
Starting Languages Common, Oni. Bonus Languages Celestial, Dwarven, Elven, Giant, and Sylvan.
Favored Class Bonus - Sorcerer - Add +1 to the number of spells known for the Sorcerer, to a spell level lower than the highest the sorcerer can cast. The spell chosen must be a Transmutation spell. So a level 1 sorcerer who took this favored class bonus could add one level 0 Transmutation spell to his spells known.
Feats
Oni Resilience
Prerequisite - Irda, Toughness
Benefit - You gain Fast Healing 1.
True Oni
Prerequisite - Irda, Oni Resilience, Toughness
Benefit - Your Fast Healing from Oni Resilience becomes Fast Healing equal to half your character level.
Blessed Spirit
Prerequisite - Irda, non-evil alignment, Oni Resilience, Toughness, True Oni, at least character level 9
Benefit - You gain regeneration 1, bypassed by electricity or cold damage or damage from Evil weapons and natural attacks. Tainted weapons can also bypass this regeneration.
Special - An Irda cannot have Blessed Spirit and Tainted Spirit.
Improved Blessed Spirit
Prerequisite - Irda, non-evil alignment, Blessed Spirit, Oni Resilience, Toughness, True Oni, at least character level 13
Benefit - Your regeneration granted by Blessed Spirit increases to 1 + 1/2 your character level.
Tainted Spirit
Prerequisite - Irda, non-good alignment, Oni Resilience, Toughness, True Oni, at least character level 9
Benefit - You gain regeneration 1, bypassed by fire and acid damage or damage from Good weapons and natural attacks. Jade and obsidian weapons can also bypass this regeneration.
Special - An Irda cannot have Tainted Spirit and Blessed Spirit.
Improved Tainted Spirit
Prerequisite - Irda, non-good alignment, Tainted Spirit, Oni Resilience, Toughness, True Oni, at least character level 13
Benefit - Your regeneration granted by Tainted Spirit increases to 1 + 1/2 your character level.
Lupin
Lupins are a natural inhabitant of Van Jhal, specifically the nations of Van Jun and Van Pas. They tend to small nomadic groups, even today, though under the second full moon of summer, the unwed ones of age will travel between tribes and even the Junian cities to find their "calling". For some, that calling is to be a bounty hunter, for some sorcery (more common than wizardry for the lupins), and for others it is to find a spouse they click with and raise children. Lupins find it a duty to protect their community, be it their tribe, their city, or their party. If a friend dies, they raise their children and take care of their family. If a party mate dies, they mourn them and pray that the Saints and the gods protect them.
Many lupins worship the lupin saints, but they are also fond of Grand Kal, the main god of Van Jun. He is a LG god of Justice and the sun, and grants access to the Glory, Good, Law, Strength and Sun domains, and the Heroism, Resolve, and Day subdomains. Meanwhile, clerics devoted to the Saints pick two domains, one for each saint they pray to:
Saint Antione - Good (Archon)
Saint Benja - Animal (Fur)
Saint Gracia - Community (Family)
Saint Lucas - Law
Saint Renard - Sun
There are many saints out there, and some tribes may have their own. These are just examples.
Lupin
+2 to any one stat Lupins are adaptive, and no two lupins are going to be exactly the same.
Monstrous Humanoid Lupins are monstrous humanoids, and have darkvision out to 60 feet.
Normal Land Speed - Lupins have a base land speed of 30 feet.
Natural Rider Lupins all have a +2 bonus to Ride checks, and Ride is always considered a class skill.
Acute Hearing Lupins have a +2 bonus to Perception checks to hear something.
Sense of Smell Lupins have a very accurate sense of smell. Lupins have the Scent ability, but with the following addition: They can pinpoint where lycanthropes are, even when they are in another form, and they can tell when someone has been infected with the curse. Also, a lupin has a -2 penalty on saves against attacks that include strong smells, like a stinking cloud spell or a ghast's smell.
Purposeful Hatred Lupins have a +1 bonus to attack rolls against lycanthropes.
Starting Languages Common, Lupin. Bonus Languages Celestial, Elf, Gnome Infernal and Maenad.
Lycan Hunter
Prerequisites - Lupin, 1st level
Benefit - Stealth and Perception are now class skills for you, and you gain a +2 bonus on Stealth checks to disguise your scent.
Avoid the Curse
Prerequisites - Lupin, Lycan Hunter
Benefit - You are immune to the curse of the lycanthrope, and you gain a +2 bonus on saves to resist necromancy spells.
Feral Fighter
Prerequisites - Lupin, must have been attacked by a werewolf at some point prior to taking this feat
Benefit - You understand how to fight like the savage werewolves, and you can do so as well. You gain a bite attack as a primary natural attack that deals 1d6 damage.
Thri-Kreen (http://www.giantitp.com/forums/showpost.php?p=12764539&postcount=25)