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Tanuki Tales
2012-08-01, 10:25 AM
"A Day in the Life"


http://i1089.photobucket.com/albums/i351/TrollBrau/PGBVI.jpg


"The dwarves of yore made mighty spells,
While hammers fells like ringing bells
In places deep, where dark things sleep,
In hollow halls beneath the fells."


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 31st of August.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 7th of September. You will be casting two votes, one for your favorite entry and one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in)

First, Second and Third place, as well as the winner of Most Likely to See Play, will receive a pixelated trophy that I create myself with my limited skills in Paint. In the case of any ties I will cast the tie breaking vote.


[b]Rules

1. For this month's contest you will be creating the following:
An original base race.
Alternate racial traits for the race (minimum 3).
Favored class options for the race (minimum 3).
A Racial Archetype (minimum 1).
Racial equipment (minimum 1).
Racial feats (minimum 3).
Racial magic items (minimum 1).
Racial spells (minimum 1).

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here (http://www.giantitp.com/forums/showthread.php?t=234663)

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2012-08-01, 10:57 AM
RACE NAME

A thorough overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

ALTERNATE RACIAL TRAITS

Racial trait's name: Racial trait's effect(s).

---

FAVORED CLASS OPTIONS

Class Name: Benefit gained for each level taken in the class.

---

RACIAL ARCHETYPES

ARCHETYPE NAME (BASE CLASS)
{table=head]Level|Special

1st|-
2nd|-
3rd|-
4th|-
5th|-
6th|-
7th|-
8th|-
9th|-
10th|-
11th|-
12th|-
13th|-
14th|-
15th|-
16th|-
17th|-
18th|-
19th|-
20th|-[/table]

Class Features
All of the following are class features of the ARCHETYPE NAME.

All class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

---

RACIAL EQUIPMENT

{table=head]Equipment Name (Weapon)|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
-|-|-|-|-|-|-|-|-|-[/table]

Weapon Name: Description of the weapon.


{table=head]Equipment Name (Non-weapon)|Cost|Weight
-|-|-[/table]

Equipment Name: Description of the weapon.

---

RACIAL FEATS

[Feat Name]
Prerequisites:
Benefit:
Special:

---

RACIAL MAGIC ITEMS

ITEM NAME
Aura ; CL X
Slot ; Price X gp; Weight -

Description

A description of the magic item's effect goes here.

Construction

Requirements ; Cost X gp

---

RACIAL SPELLS

SPELL NAME
School ; Level Class Name X Level
Casting Time
Components
Range
Target
Duration
Save ; Spell Resistance

A description of the spell's function and effects goes here.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]



RACE NAME

A thorough overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

ALTERNATE RACIAL TRAITS

Racial trait's name: Racial trait's effect(s).

---

FAVORED CLASS OPTIONS

Class Name: Benefit gained for each level taken in the class.

---

RACIAL ARCHETYPES

ARCHETYPE NAME (BASE CLASS)
{table=head]Level|Special

1st|-
2nd|-
3rd|-
4th|-
5th|-
6th|-
7th|-
8th|-
9th|-
10th|-
11th|-
12th|-
13th|-
14th|-
15th|-
16th|-
17th|-
18th|-
19th|-
20th|-[/table]

Class Features
All of the following are class features of the ARCHETYPE NAME.

All class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

---

RACIAL EQUIPMENT

{table=head]Equipment Name (Weapon)|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
-|-|-|-|-|-|-|-|-|-[/table]

Weapon Name: Description of the weapon.


{table=head]Equipment Name (Non-weapon)|Cost|Weight
-|-|-[/table]

Equipment Name: Description of the weapon.

---

RACIAL FEATS

[Feat Name]
Prerequisites:
Benefit:
Special:

---

RACIAL MAGIC ITEMS

ITEM NAME
Aura ; CL X
Slot ; Price X gp; Weight -

Description

A description of the magic item's effect goes here.

Construction

Requirements ; Cost X gp

---

RACIAL SPELLS

SPELL NAME
School ; Level Class Name X Level
Casting Time
Components
Range
Target
Duration
Save ; Spell Resistance

A description of the spell's function and effects goes here.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
X years|
+XdY|
+XdY|
+XdY[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
X years|
X years|
X years|
+XdY years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
X'Y"|
+XdY|
X lb.|
× (X) lb.
Female|
X'Y"|
+XdY|
X lb.|
× (X) lb.[/table]

Milo v3
2012-08-01, 06:49 PM
Kylanth

The Kylanth were the first sentient species in Keran, and were formed from Spiders by the Divine Aratarv. These people quickly blossomed into a powerful race who used magic for nearly every issue. They swiftly mastered the basics of each spell, but the Kylanth's true talents were that they excelled in warping magic itself. Despite this innate talent, many didn't learn magic, instead focusing on improving there physical abilities, becoming nimble warriors who specialize in stealth.

But while trying to manipulate the elemental energies of Keran itself, backlash afflicted the Kylanth's lands. A scourge of primordial energy, not seen since the First Era, devastated their cities. Thousands died immediately, hundreds suffered for years of pain, but a small number survived and reproduced.

They wander their ancient spherical cities, trying to restore the Kylanth race.

Physical Description: The Kylanth appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spider's head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. At the end of each arm lay a swift moving clawed hand, which the Kylanth Warriors use to eviserate foes in combat.

Dimunitive hairs cover their hard exoskeleton, giving their bodies a straw-like texture. Interestingly, like a spider the hairs allow the Kylanth to climb walls with ease. Kylanth lack lungs, instead breathing through small holes in its chest.

Society: The Kylanth once had a complex system in which the strongest mages ruled, using magic to subtly manipulate those below. This means that Enchanters are seen higher than other type of mage. Those without the talent of wizardry are often forced to become warriors, otherwise they become servants to those above.

Being an enchanter and assassin filled society caused many to be wary of each other, and privacy became one of the most important things. This eventually caused the seperation of cities, in which each city was segmented into three; the Centre held the Warrirors, the Outer sections are home to the Arcanists, while the Middle sections are for the serfs.

Relations: All modern mortal races believe the Kylanth are extinct, viewing them as the ancient masters of magic. Devils and other outsiders on the otherhand see them as too secretive, thinking that they should stop hidding in the shadows.

Also because of a pact with the Gods, outsiders may not alert the mortals to the existance of the Kylanth.

Alignment and Religion: Kylanth don't have any draw to a particular alignment. Also while they were formed directly by a divine, they generally do not worship the gods. This doesn't mean they don't respect them though.

Adventurers: Currently, many of the few Kylanth remaining are searching for answers. Entering ruins of ancient cities, searching tombs of the dead, crossing through planes of existance. Each in search of answers.

Male Names: Hemi, Hohepa, Mikaere, Paora.

Female Names: Anahera, Ataahua, Huhana, Kiri, Maata.

---

RACIAL TRAITS

+2 Dexterity, +2 Intelligence, -2 Charisma: Kylanth are nimble and swift in both mind and body. As they aren't a very charismatic species they often rely on magic to manipulate.
Insectiod: Kylanth are humanoids with the insectiod subtype.
Medium: Kylanth are Medium creatures and have no bonuses or penalties due to their size.
Spider Step: Kylanth have a base speed of 30 feet, and a Climb Speed equal to base speed.
Darkvision: Kylanth can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Kylanth can function just fine with no light at all.
Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for most to tell when they are lying, bluffing, or even joking. Kylanth gain a +4 racial bonus to all bluff, and intimidate checks against all creatures without the insectiod subtype. While Kylanth gain a -4 racial penalty to all Diplomacy checks against all creatures without the insectiod subtype.
Insect anatomy: Kylanth, like most arthropodes, breathe not through their mouths, but through six spicules in their thorax, three on either side of the body, though they can (and do) speak by vibrating their version of vocal cords in their necks. A Kylanth will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. For a a creature without the Insectiod Subtype to create armor for a Kylanth, the cost of creation is double, and the time to craft it is tripled. Kylanth almost never wear armor heavier than medium.
Multi-Armed: While a Kylanth has six arms, but it can only use four hands at any one time. A Kylanth can wield multiple weapons, but only one hand is its primary hand, and the other three are off-hands. It can also use its hands for other purposes that require free hands.
Natural Armor: A Kylanth's chitinous exoskeleton is tough and resistant to blows, granting +2 natural armour.
Natural Weapons: A Kylanth has two natural claw attacks. Each claw deals 1d4 piercing and slashing damage. All of the Kylanth's Claw attacks are primary weapons. While a Kylanth has six arms, only two can be used effectively in combat at any one time.
Sanguine Weakness: Though a Kylanth's exoskeleton is extremely durable, it is vulnerable. If cracked, a Kylanth is in real danger of bleeding to death. Kylanth that take bludgeon, force, piercing, or slashing damage begin losing hp due to blood loss at the rate of 4 hp per round per wound until either magically healed or a heal check is made (DC 15). Left on it's own, treat fractured chitin the same as a broken bone as far as natural healing time goes.
Languages: Kylanth begin play speaking Ancient Kylanth and Common. Kylanth with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Ignan, Infernal, and Sylvan.
---

ALTERNATE RACIAL TRAITS
The following racial traits replace existing Kylanth racial traits. Consult your GM before selecting any of these new options.

Arcanist's Shell: Some Kylanth focus on magic more than most, and use their skeletons as a conductor of magic. This grants a +2 racial bonus to concentration checks and reduces the chance of Spell Failure by 10%. This replaces the Kylanth's Natural Armour.

Darkclaw: There is a rare strain of Kylanth which hold a weak toxin within their bodies, though the fluid reduces their climbing capabilities. Darkclaw gain Poison (Claw—injury; save Fort DC 15, frequency 1/round for 5rounds effect 1d4 Con, cure 2 consecutive saves;)
This trait replaces the Kylanth's climb speed.

Servant of the Web: Some Kylanth who do not follow the path of the mage are too feeble to follow the path of the warrior, though they make up for it with perfect senses. Servants have a +4 racial bonus to perception checks and cannot be flanked. This replaces the Kylanth's natural armour.

---

FAVORED CLASS OPTIONS
Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Kylanth has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Kylanth who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Barbarian: Add 1 to the Kylanth's base speed. In combat this has no effect unless the Kylanth has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.

Druid: Your Animal companion gains 1 Climb speed. In combat this has no effect unless the Kylanth has selected this reward 5 times (or another increment of 5); a speed of 9 feet is effectively the same as a speed of 5 feet, for example.

Fighter: You gain +1 CMB on Disarm and Grapple.

Monk: Each claw attack deals 1 extra point of damage which bypasses damage reduction.

Rogue: Gains a +2 bonus on acrobatic skill checks.

Spider Blood Assassin: Gains a +2 bonus on Crafting checks to create poisons.

Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.

---

RACIAL ARCHETYPES

Ur-Spiderblood (Spiderblood Assassin)
{table=head]Level|Special
3rd|Venomous Tongue
5th|Born Blades (3 Claws)
10th|Born Blades (4 Claws)
15th|Born Blades (5 Claws), Perfectly Hidden Weapon
20th|Born Blades (6 Claws)[/table]

Class Features
All of the following are class features of the Ur-Spiderblood.

Venomous Tongue (Ex): The Ur-Spiderbloods are assassins who can use their venomous tongue to deceive even the most paranoid. An Ur-Spiderblood of third level can mimic any voice sound it has ever heard. Listeners must make a Perception check to detect the ruse (DC equal to Ur-Spiderblood Level + Charisma Bonus (if any)). This replaces the Spider Tongue ability.

Born Blades (Ex): The Ur-Spiderbloods are skilled in eviserating opponents, slowly learning how to utilise their limbs within finesse. At 5th level, the Ur-Spiderblood gains an additional claw attack which deals 1d4 piercing and slashing damage. This replaces the Trapsense abilities gained from the Spiderblood class.

At 10th level, and every five levels thereafter the Spiderblood gains another additional claw attack.

Perfectly Hidden Weapon (Su): A Ur-Spiderblood lives in a paranoid society, ever ready for a knife in the back. Thus he must learn to hide his weapon. An Ur-Spiderblood of 15th level can spend a swift action to assimilate a weapon into his body. This has several effects:
While assimilated, the weapon cannot be found from a search unless the Ur-Spiderblood is dead.
While assimilated, the weapon continues to adds its weight to the characters carry capacity despite not taking up any space.
When the assimilated weapon is removed by the Ur-Spiderblood by dismissing this ability, it is coated in his Widows Toxin if he possesses the Technique.

An Ur-Spiderblood can have a number of Light weapons assimiliated this way equal to the number of Claw attacks he possesses. One-Handed weapons count as two Light weapons, and Two-Handed weapons count as three Light Weapons.

As a swift action the Ur-Spiderblood can remove one or more weapons of his choice from this assimilation. These weapons appear in his hands, and thus he cannot remove the weapons if his hands are too full to accomodate holding the weapons.

This replaces the Nest of Fangs ability.

---

RACIAL EQUIPMENT

{table=head]Equipment Name|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Scythe Blade|Light|10 gp|1d4|1d6|x2|-|2 lb.|P and S|Deadly, Monk[/table]

Weapon Name: The Scythe Blade appears to be sickle with a modified blade and handle. The blade is more curved, causing the point to pierce the flesh of targets as you swing it. The handle is designed to be used like a punching dagger, and has the blade come out the end opposite of the thumbs placement.

These were created to be used by the Ur-Spiderbloods to silence their targets quickly with finesse, while still allowing for a multitude of attacks.

---

RACIAL FEATS

[Allies of the Web]
Prerequisites: Kylanth, 4 ranks in the Handle Animal skill
Benefit: You can use the Handle Animal skill on Vermin with no penalty, counting as animals with an Intelligence score of 1.
Normal: You can't use the Handle Animal skill on creatures of the Vermin type.

[Echo of the Web]
Prerequisites: Kylanth, Sense of the Web, 8 ranks in the Perception skill
Benefit: You gain a +4 bonus on Perception checks when using the Sense of the Web feat.
Special: This feat can be selected multiple times, its bonuses stack.

[Sense of the Web]
Prerequisites: Kylanth, 4 ranks in the Perception skill
Benefit: As a Move action, you can make a Perception check. For that turn you have Tremorsense with a radius equal to the result, rounded down to a increment of 5 ft.
Special: If climbing or standing on a web, your Perception check's result is multiplied by 2.

[Spider's Arcana]
Prerequisites: Kylanth, 4 ranks in the Concentration skill
Benefit: You gain a +2 racial bonus to concentration checks and reduces the chance of Spell Failure by 10%.
Special: If you are an Arcanist's Shell, you gain +2 Natural Armour instead.

[Strike of the Web]
Prerequisites: Kylanth, 3 or more Claw attacks.
Benefit: When using a Full-Attack to attack with your claw attacks, you my forgo using one or more of your Claw attacks. This grants a +1d4 bonus to the attack and damage rolls of your first Claw attack, for every Claw attack sacrificed

---

RACIAL MAGIC ITEMS

Familiar Stone
Aura Moderate Conjuration; CL 5.
Slot -; Price 1000 gp; Weight -

Description

These green crystals were found in Kylanth Ruins in the wild lands of Cyclon by Andrew Mahlah during the Third Era. They have a strange relationship with mages and their powers, Specifically their ability to manifest their soul to create familiars.

When held by a Binder, Sorcerer, or Wizard, it glows a beautiful and majestic emerald green. They can then partially bind their soul to the Gem in a way similar to the Familiar Rite. Afterwards as an free action you can convert you're familiar into Arcane Energy and place it into the gem. While the familiar is contained in the Gem it will glow a colour depending on you're alignment.

Alignment|Colour
Lawful Good|Violet
Neutral Good|Blue
Chaotic Good|Green
Lawful Neutral|Yellow
Neutral|White
Chaotic Neutral|Brown
Lawful Evil|Orange
Neutral Evil|Pink
Chaotic Evil|Red

Once the familiar is "inside" the stone it can be released at anytime as a free action. If the Gem is destroyed while the Familiar is inside the gem it cracks open and arcane energy bursts out of it. This energy deals 1d6 damage for each HD of the familiar inside at the time, on every square within 15ft.

Construction

Requirements Craft Wondrous Item, Summon Monster III Cost 500 gp

Primordial Converter
Aura Moderate Transmutation; CL 3.
Slot -; Price 21600 gp; Weight -

Description

A Primordial Converter is a small amber orb which absorbs traces of elemental energy from the surroundings, converts it into magical power, and then turns it back into elemental power.
Whenever you are dealt energy damage (acid, cold, electricity, fire, positive, or negative), the damage dealt is reduced by 1. And the converter stores 1 ebb of arcane energy within itself.

Spells can be cast from the Primordial Converter at the cost of stored Ebbs when the command word is spoken. These have caster level equal to that of the Converter.

Spell|Ebb Cost
Acid Splash|1
Bleed|2
Burning Hands|2
Flare|1
Ray of Frost|1
Shocking Grasp|2
Stabilise|2

Construction

Requirements Craft Wondrous Item, Acid Splash, Burning Hands, Ray of Frost, Shield, Shocking Grasp; Cost 10800 gp

---

RACIAL SPELLS

Nest of Spiders
School Conjuration; Level Sorcerer/Wizard 1
Casting Time 1 round
Components V, S, F (an exoskeleton)
Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Save None; Spell Resistance No

This spell summons a Spider Swarm. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the spiders, you can direct it not to attack, to attack particular enemies, or to perform other actions.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
8 years|
+1d4|
+1d6|
+2d4[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
25 years|
50 years|
60 years|
+1d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
4'10"|
+2d8|
100 lb.|
× (1d4) lb.
Female|
4'6"|
+2d8|
80 lb.|
× (1d4) lb.[/table]

TARDIS
2012-08-15, 05:25 AM
KITHKIN
http://fc01.deviantart.net/fs70/i/2011/192/1/f/kithkin_gift__azuredagger_by_dassovietcanuck-d3n6ixk.jpg
Art by Azuredragger on deviantArt (http://azuredagger.deviantart.com/)

Chased from their homeworld by beings beyond mortal ken, the kithkin are a driven and opportunistic race, struggling to ensure the survival of their species in a mistrustful and alien world. Even through their population has recovered somewhat in the time since their devastating exodus, they still view life as a constant challenge, and will take any means necessary to ensure the continuation of their race, exchanging their advanced scientific and technological knowledge for wealth and alliances in the strange and savage new world where they have found themselves.

Originally, the kithkin, or syth, hailed from a world known as Cirundi in their ancestral tongue – a cold and frozen world that rewarded the kithkin races' intellect and dexterity. Their stories speak of great towers of gleaming glass and metal; roadways of black stone that spread from city to city, clan to clan; and great metal contraptions that could transport one across the globe in a matter of hours. Remnants of these fantastic technologies can be seen in the crumblings runes that planeshifted with the kithkin when they spread their world, and in the relics that daring hunters recover from these dilapidated edifices: arcane difference machines, personal communication devices that utilize power crystals, and firearms crafted with techniques that modern gunsmiths cannot hope to emulate.

The modern kithkin cannot hope to emulate the grand advancements of their forebearers – too much was lost in their exodus, and their numbers are still too few to recreate their vast, global society; facts which are constant wounds to the pride and honour of the kithkin races. Though some may talk wistfully of a day when Cirundi will be born anew and the kithkin will reclaim their rightful place, most are resigned to their fate – nomadic traders and tinkerers, pawning off their heritage just to get by. This has created an oddly synchronistic culture – one that attempts to emulate and honour the traditions of old with the limited resources available to a small caravan of wanderers.

While to other humanoids, individual kithkin may be difficult to tell apart, the kithkin claim they are composed of four separate, but united, races. The most commonly encountered kithkin are the eponymous kith, called in their own tongue drak'il-syth, who originated on the sprawling southern continent of Dreqae. The most urbane and mercantile of the kithkin, the kith are what most humanoids think of when they envision the syth. The ruddy-fured brun, or vend'il-syth, came from the cold northern continent of Vaiyoodo, and have a reputation for being simultaneously geniuses and slightly unhinged, simultaneously. While this stereotype holds little water, many brun clans take to tinkering, alchemy, and artifice as their chosen trades. Comparatively, the stripped hael, or lae'il-syth, come from the equatorial continent of harLaed – a barren and desetified land. The hael have a history of craftsmanship that rivals the dwarves, and their caravans sell the talents of their artisans and smiths alongside crafted goods. Finally, the ship-clans of the Qa-Lahoa archipelago that arched across the eastern seas, called the qal'il-syth, or baed in the common tongue, provide transport for their kin across the seas of the world. A deeply spiritual and curious people, the baed produce more magic-users than their more temporal relatives.

Kithkin place great emphasis on the histories and stories of their ancestors, and most can recite their family trees back several generations completely from memory, knowing minute details about the lives of the most legendary heroes and adventurers among them. Elders are regarded with great honour among their caravans as teachers and storytellers, and a clan's Book of the Dead is awarded a place of special reverence within a caravan's chapel. Many young kithkin dream about rising to these exalted ranks, a dream that drives some to the life of adventure once they become of age.

Endlessly creative and horribly stubborn, the kithkin have readily adapted to their radically-changed circumstances with a vigour that rivals humanity. The kithkin apply this philosophy to problem-solving as well – just because something works doesn't mean it shouldn't be improved. Indeed, improving upon an existing method or practise might be just the thing a kithkin needs to earn their own place among the honoured ancestors of their clan when they finally pass beyond the mortal coil.

The kithkin have not claimed a land for themselves since their exodus and the loss of the ancient technological wonders that granted them dominion over their homeworld. With nothing to promote racial unity, the kithkin clans have become fractured and spread across the known world, becoming wanderers and nomads. Their clans and histories remain intact, even over the millenia, and so long as there are roads to travel, the kithkin say that there will be wagons to carry their people along them. In the end, the kith know that their race will weather anything the world throws at them, and will emerge stronger for it.

Physical Description: The kithkin races look essentially like a draconic humanoid, some even claiming they possess a superficial resemblance to furred kobolds – though the two races have nothing to do with each other. A kithkin normally stands just over four feet tall, though certain races are smaller than others, and they have lithe, muscular frames. Their most striking trait is the pair of large, leathery wings and a long, semi-prehensile tail that is normally around three quarters their height in length. A kithkin’s body is covered in fine fur, which differs depending on the individual's ancestry, and can range anywhere from grey to blue to brown to tan. The fur along their back – starting at the brow and ending at the tip of their tail – grows much faster than the rest of their fur, and is normally braided or woven with beads and feathers.

Kith carry their young in pouches on their stomachs for the first few years of their lives, but despite the difference in development cycles, kith children mature only slightly slower than human children, reaching adulthood around age 24, though they do tend to age much slower after that, with the elder silverfurs of a clan often being in their 150's.

All kithkin possess a glowing rune beneath their right eye, that represents the blood of the now-dead god that flows through each syth's veins.

Kithkin tend to wear comfortable clothing, designed for travel, but customized to fit a their distinct forms. Kithkin value well-made clothing that can withstand the rigors of constant travel, and often will buy the highest quality they can afford at the time. They often decorate their hair, clothing and weapons with feathers, beads and other jewelry, ranging from modest to ostentatious depending on the specific kith's tastes. An apparel common to most kithkin is a prayer scarf, which they continually wear around their neck, inscribed with various prayers from the sythen religion.

The distinctive traits of the four races are described below:

Baed: The shortest of the kithkin, the baed stand, at most, 3 feet tall. Their fur typically ranges from red to brown to grey, with a rare few spouting a deep blue or pale violet hide. A baed's coat is short yet tough, and likewise their manes are typically less wild than those of the other kithkin races. Indeed, their entire build is streamlined and rather graceful, from their blunted muzzle, small, rounded ears, and stubby horns, to their sleek, otter-like tail, the bead's form suggests an aquatic heritage. Even their rounded wings, spanning nearly 7 feet tip to tip, and their webbed hands are built to enhance a baed's prowess beneath the waves. A baed's distinctive markings include ring-like striping along their back, tail, and ears, and a mask of darker fur around their eyes.
Brun: Standing in at 4 feet tall, and with a rather average build, the brun are most commonly distinguished from other kithkin by their thick, wiry coats of fur. Their fur comes in a rather large range from a pale blond through to dark brown and crimson, and quite often sticks out in unruly tufts or clumps. A brun's ears are nearly as large as those of a hael, but they seem far larger due to their jagged, heavily furred appearance. Their tail as well, vaguely wolfish or foxish in build, is marked by the iconic brun tufts. A bruns' horns curve slightly upwards, and their muzzles appear slightly rounded when compared to other kithkin, a feature which extends to their broad wings, which stretching a full 9 feet when expanded. The distinctive markings of the brun is a darkening at the tips of their extremities, including ears, hands, feet, wings, and tail.
Hael: Hael average about 3 and a half feet tall in height, though their build tends to be slightly stouter than other kithkin, with broader shoulders and waists. A haels' coat is coarse and thin, and typically comes in pale hues of sandy yellows, oranges, and greys. This thin coat, along with their large, iconic ears, render hael better suited to withstanding hot environs than their kin. Along with the largest ears of any kithkin, the hael posses large, slightly curved horns, and the longest tail, powerfully muscled and lithe able to hold their weight suspended for a short period of time. A hael's muzzle is slightly longer than their sythen kin, and has a slightly more predatory look to it, something shared with their sleek and wings, which reach an average span of 8 feet. A hael can be further distinguished from the other kithkin by the distinctive striped markings of their race, which occurs along their limbs, ears, and down their back from the nape of their neck to the tip of their tails.
Kith: The kith are the tallest of the four kithkin races, usually reaching 4 and a half feet in height, with an overall slim and agile build. The furred hide of the kith is heavy, and rather soft, even when compared to their kindred kithkin, and is typically a rather striking blue or deep grey in hue, though pale blues, greys, and even white coats are not unheard of. The kith's mane reaches all the way down their back, running down their tails end in a leonine tuft. A kith's expressive ears are large and vaguely feline in shape, and along with their long, strait horns serve to add a feral cast to their already bestial muzzle. A kith lacks the distinctive markings of the other sythen races, though the solid coat is often identified as the iconic feature of their race.


Society: The kithkin once dominated an entire world, their clans brought together under a single government and united by their marvellous technology. The disparate clans developed a common language, formed a unified mythology, and combined their various cultures into a world-spanning mosaic. With their exodus and the loss off the central government of Nohan, the clans fractured and drifted apart once again.

For the modern kithkin, their lands are the open roads, their towns are the caravans and their homes the wagons. They survive not by growing crops nor crafting goods, but by trading, buying and selling, relying on good relations and keen business sense to maintain this style of life. While kithkin tend to be a rather individualistic people, they will work together to archive common goals, and a kithkin caravan often has individuals putting aside their personal wants and desires for the prosperity of the entire group.

Kithkin do not form permanent communities of their own, though on occasion, a few kithkin will feel the desire to settle down and form small enclaves within larger humanoid cities. These kithkin, usually the elderly or newly weds with a young child, form a central hub from which allied clans operate from, the settled kithkin creating a strong rapport with their human neighbours, and providing a valuable storage and wintering space.

As the population of an individual clan normally numbers in the hundreds, a clan is divided up into several caravans. If a clan is a kithkin's extended family, a caravan is their immediate family. A caravan normally consists of between fifty and eighty souls of all ages, and around fifteen to twenty waggons. A caravan is headed by both a caravan chief and a matriarch, and typically is composed entirely of members of one clan, though the farther afield a particular caravan ranges, the larger and more likely to be composed of several clans one tends to be. Individuals are allowed to leave a caravan at any time, and move over to a different one, or even start their own if the situation merits it. Specific caravans rarely last for longer than a few decades before splintering or merging with one another.

Life within a caravan is highly regimented, each individual being assigned a role or duty by the caravan chief. Even young kith have something to do, whether it is caring for the oxen, draft horses, or more exotic creatures that pull the wagons, cleaning out the insides, or gathering water. Each kith knows his or her place in the machinery of the caravan, and performs that duty to the best of their ability.

Relations: The kithkin are rather friendly with the other races, for how else would a species of nomadic merchants survive? In some remote communities, the only time they really have a chance to restock supplies and sell their goods is when the annual kithkin caravan come rolling through. Nobody ever completely trusts a kith, but so long as they're conscientious about what they let slip in front of them, there is little need to worry. An individual kithkin is more likely to view another not by their race, religion, or beliefs, but by what they can do for the kithkin at this point in time.

Alignment and Religion: The kithkin gods are long dead, destroyed in the annihilation of their homeworld, Cirundi. This has lead the kithkin to turn elsewhere for spiritual support and aide, to their own divinely-infused blood. Kithkin have discovered that upon death, the most renowned members of their race continued to live on as minor spirits, able to lend their power to those of their bloodlines, and forming the modern clans. Kithkin almost universally worship their ancestors, collectively titled the Ancestral Conclave – a conclave most kithkin themselves wish to join when they finally pass on.
Most kithkin are not drawn strongly to any alignment extreme– while their clan's honour is important to them, so is personal advancement and prestige. They are willing to lie, cheat, and betray to get ahead, but they are not senselessly malicious or hostile to others. Therefor, almost every kithkin is at least partially neutral, and most are true neutral, switching sides as benefits them.

Adventurers: Kithkin adventure for two primary reasons: to experience life outside of the caravans, and to make a name for themselves. Kithkin adventurers are normally looking for a way to put their skills to use and do something truly noteworthy. If it makes them some coin in the process, excellent, but their main goal is to do something worth remembering for ages to come. For these kithkith, adventuring presents to opportunity to get out there, enshrine their names in legend, and maybe change the world to be a bit more forgiving for their peoples.

While kithkin are smaller and weaker than many other races, their natural intellect meshed with their racial pride leads many to belive that they are a match for any of the bigfolk – maybe not in a fair fight, but whomever said life was fair? Creative thinking, unorthodox tactics, and taking advantage of one's surroundings are all common traits among kithkin adventurers. They take no shame in tactics others might call dishonourable – after all, history is written by the winners. It is for this reason classes such as rogues, alchemists, and gunslingers are found among the kithkin, combining brains and natural agility to control the flow of battle without dirtying their fur. The honoured traditions of storytellers, shamans, and spirit-binders are also exalted among the desperate clans, leading not a small number of kithkin to choose to follow the path of the bard, witch, or summoner. However, almost any class can be found among the caravans, as the survival of the species requires many distinct and varied talents, from arcane skill to martial prowess.

Names:

Kithkin Short Names: Aceva, Aiban, Askaran, Atsa, Bylt, Celen, Chun, Galae, Gapan, Haan, Hilix, Imelek, Nuzem, Pashu, Reiskan, Sanseri, Sathij, Seva, Sharaa, Srith, Suuladan, Tellu, Thaw, Titaiti, Ugulle, Vaara, Vaeden, Wroz, Xaq, Xion, Zullar

Baed Clan Names: Aiyghoa, Dahjart, Dlehaba, Kallah, Nussaw, Nuxcla, Paadai, Selay, Suamma, Tassut, Toaghuam, Tshau, Xastsai, Xollu, Wskutaw

Brun Clan Names: Adiz, Azi Kaan, Eizan, Eskhaan, Gaaz, Gei Zig, Gi Waan, Keshai, Kokuya, Mimaan, Nizig, To Ziia, Wazakh,, Y Zaan, Yu Ven

Hael Clan Names: Annade, Aqnan, Denna, Hwata, Inna, Kai, Kshko, Naade, Nyanne, Tahannai, Teotta, Tolaka, Wattan, Yattai, Ylago

Kith Clan Names: Azaq, Carraq, Chokai, Ciirthae, Diothaal, Ghaera, Idore, Iriq, Istaq, Jeqe, Ogode, Orone, Larae, Ruthe, Taaraq


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RACIAL TRAITS


+2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution: Kithkin are nimble in both mind and body, but their light frames lack the strength and stamina of larger races.
Sythen: Kithkin are humanoids with the sythen subtype
Small: Kithkin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Kithkin are fast for their size, and have a base speed of 30 feet.
Low-light vision: A kithkin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.
Wings: Kithkin take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, a kithkin can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A kithkin cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a kithkin to rise, they may take advantage of the updraft to increase the distance it can glide.
Wing-Aided movement: Kithkin can use their wings to help with movement even if they cannot fly. The extra lift from their wings means that kithkin are treated as having a running start when making an Acrobatics check to jump.
Merchant caste: Kithkin have a natural knack for mercantile endeavours. They gain a +1 bonus to both Diplomacy and Bluff , and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead.
Illuminated Sigils(Su): A kith's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. A kith can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. Restoring the flow of energy to the sigils is a free action.
Polyglot: Kithkin are exposed to a huge variety of languages during their childhood, and most tend to have a knack them. A kithkin learns one additional language whenever they put a rank into the Linguistics skill. As well, a kith gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells.
Languages: Kithkin begin play speaking Common and Kithspeak. Kithkin with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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ALTERNATE RACIAL TRAITS

Academic: Some kithkin, especially those from brunish clans, spend their time honing a certain skill to perfection, over learning the languages of the peoples they encounter. These kithkin gain Skill Focus as a bonus feat at 1st level. This racial trait replaces polyglot.
Brilliant runes: Some kithkin have learned to tap into the natural powers of their runes to grant them limited natural control over illumination. Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability. This racial trait replaces polyglot.
Child of the sea: Those kithkin who are descended from the baedish clans have a close tie to the oceans of the world. These kithkin have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Additionally, while near the sea or another large body of water, they can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. This racial trait replaces wing aided movement and fast (A kithkin with this racial trait is treated as having a base speed of 20).
Clan Warden: Some kithkinhave managed to enhance the natural power flowing from their runes to aid them in the defence of their caravans. These kithkin add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities: 1/day— alarm, faerie fire, sanctuary. The caster level for these effects is equal to the user’s character level. This racial trail replaces polyglot.
Craftsman caste: Kithkin with strong ties to their hael ancestors have a natural talent for craftsmanship. They gain a +1 bonus to both Appraise and a Craft skill of their choice, and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead. This racial trait replaces merchant caste.
Dreamspeaker: Some kithkin have learned to use the power of their runes to help them communicate with the spirits via dreams. These kithkin gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the user’s character level). This racial trait replaces polyglot.
Master craftsman: Kithkin who come from the hael clans have a talent for making master works out of common items, gaining a +2 racial bonus on all Craft or Profession checks. This racial trait replaces polyglot.
Master tinker: Kithkin of the brunish clans are natural mechanical geniuses. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks, and are are also treated as proficient with any weapon they themsevles have personally crafted. This racial trait replaces polyglot.
Priestly caste: Kithkin who come from the clans of the bead have a strong connection to the spiritual world. They gain a +1 bonus to both Spellcraft and a Knowledge skill of their choice, and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead. This racial trait replaces merchant caste.
Pyromaniac: Some kith have a natural tie to their birth element of fire, always burning just beneath their surface. Even their runes seems to smoulder instead of glow as it does in their other kin. These kithkin are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give these kithkin early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces polyglot and illuminated sigils.
Scholarly caste: Kithkin who hail from the brunish clans have a knack for scientific endeavours. They gain a +1 bonus to both a Knowledge and a Craft skill of their choice, and these skills are always treated as class skills for them. If they choose a class that has either of these skills as class skills, they gain a +3 racial bonus on that skill instead. This racial trait replaces merchant caste.
Stonesinger: Some brun have a powerful connection to their birth element of earth. These brun add +1 to the caster level of any spells with the earth descriptor they cast. They also gain the following spell-like abilities: 1/day— expeditious excavation, magic stone, soften earth and stone. The caster level for these spell-like abilities is equal to the user’s character level. This racial trait replaces polyglot.
Wanderlust: Some kithkin are just drawn to a life on the road. Kithkin
with this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks. When casting spells or using abilities that provide or enhance movement, halflings treat their caster level as +1 higher than normal. This racial trait replaces polyglot and illuminated sigil.

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FAVOURED CLASS OPTIONS

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favoured class, kithkin have the option of choosing from a number of other bonuses, depending upon the character’s favoured class. The following options are available to all kithkin who have the listed favoured class, and unless otherwise stated, the bonus applies each time you select the listed favoured class reward.

Alchemist: Add one extract formula from the alchemist’s list to the alchemist’s formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Cavalier: Add +1/2 to the cavalier’s effective class level for the purposes of determining the damage he deals when making an attack of opportunity against a challenged foe
Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
Fighter: Add +1/2 to damage rolls the fighter makes with weapon attacks against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.
Gunslinger: Add +1/4 point to the gunslinger’s grit points.
Inquisitor: Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
Magus: Add +1/4 point to the magus’ arcane pool.
Monk: Add +1/4 point to the monk’s ki pool.
Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger: Add +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Rogue: The rogue gains +1/6 of a new rogue talent.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds + 1/2 to the number of uses per day of that bloodline power.
Summoner: Add +1/4 to the eidolon’s evolution pool.
Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

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RACIAL ARCHETYPES

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SCOUNDREL (ROGUE)
{table=head]Level|Special

1st| Sneak attack +1d6, dark insight
3rd|Sneak attack +2d6, contingency plan 1/day
6th|Rogue talent, dark suggestion 1/day
9th|Sneak attack +5d6, contingency plan 2/day
12th|Rogue talent, dark suggestion 2/day
15th|Sneak attack +8d6, contingency plan 3/day
18th|Rogue talent, dark suggestion 3/day
[/table]

Class Features

Dark Insight (Su): A kithkin scoundrel knows that knowledge is as deadly a weapon as sword or spell, given the right place and time. Thus, they learn to read facial and body language to the point where they can almost tell one's thoughts by intonation alone. When finding himself dealing with another individual, a scoundrel may make a Sense Motive check with a DC of 15+ the target's HD. If this check succeeds, the scoundrel gains a +5 bonus on all bluff, diplomacy and intimidate check against the target. This bonus increases by 1 for every rogue level the scoundrel possesses. If the check fails, however, the scoundrel cannot understand the target's body language, and if the check fails by 5 or more, has significantly misread them, giving the scoundrel a -10 penalty on bluff, diplomacy, and intimidate for the remainder of the encounter.

A scoundrel can use this ability a number of times per day equal to 3 + your Intelligence modifier. This ability replaces trapfinding.

Contingency Plan(Ex): A scoundrel normally has a dozen black-up plans at any one time, granting them an almost supernatural ability to avoid certain death. Starting at third level, an scoundrel may reroll and saving throw he has just rolled. If he chooses to use this ability (which must be decided before the result of the original save is known), he must abide by the second roll. He may use this ability once per day at 3rd level and one additional time per day at 9th level, and again at 15th level.

This ability replaces trap sense +1, +3 and +5.

Dark Suggestion (Sp): Using solely the power of words and lies, a scoundrel is able to mimic the ability of the spell suggestion without consciously evoking any magic. Once per day at 6th level, a scoundrel is able to make a suggestion, as a caster of the same level as their current rogue level -2. However, this suggestion lingers for 1 minute per caster level, and even if the target made the first save, they must continue to make a will save every minute or be forced to carry out the actions directed in the suggestion, as if the original save had failed. Otherwise, this ability functions identically to the spell.
A scoundrel can use this ability one additional time per day at 12th level, and again at 18th level.

This ability replaces Trap sense +2, +4, and +6.


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SHAMAN (WITCH)
{table=head]Level|Special

1st|Cantrips, hex, patron spells, spirit guide, detect spirits
3rd|Spirit Sight
5th|Guiding the Lost
7th|Favour of the Spirits
11th|Exorcism
13th|Not Yet Time[/table]

Class Features


Spirit Guide: A kithkin shaman does not gain a familiar like other witches. Instead, the shaman's patron ancestral spirit grants the shaman a spiritual guide in the form of an ethereal companion only the shaman can see. This companion may take any number of forms, but they are typically related to the shaman's patron sprit's sphere of influence.

This spirit grants the shaman Alertness as a bonus feat, and grants further abilities as the shaman levels up. Furthermore, the spirit guide holds the shaman's spells, and the shaman must commune with the spirit daily to prepare her spells. Because the spirit guide does not exist in the material world, it cannot be attacked, injured, killed, or dismissed.

This ability replaces witch's familiar.

Detect Spirits (Sp): At 1st level, a shaman's spirit guide can clue a shaman into the presence of unnatural spirits plaguing an area. At will, a shaman can use a detect undead-like ability that detects outsiders.

Spirit Sight (Su): Starting at 3rd level, a shaman can see into the ethereal plane as if it were the material plane. However, this does not grant her the ability to affect the ethereal plane without other magic.

Guiding Hand (Su) At 5th level, a shaman's spirit guide will lead the shaman around deception and enchantment to the truth. A shaman who fails their saving throw against an enchantment or an illusion spell can reroll their save 1 round later. If they fail the second attempt, they gain no further saves.

Guiding Luck (Su): A shaman of 7th level or higher can add her wisdom modifier (if positive) to all her saving throws.

Exorcism (Sp): A shaman of 11th level gains the ability to use their spirit guide to cast out hostile spirits. They can cast banishment once per day as a spell-like ability with a caster level equal to their witch level.

Not Yet Time (Su) Once per day, as a full-round action, a shaman of 13th can use their spirit guide to guide a recently dead ally back to life. So long as the target has not been dead for more than one round per witch level the shaman possesses, the shaman can resurrect the target and restore them to 0 hit points. The target returns stabilized, yet fatigued until they can get a full 8-hours rest to recover from their ordeal.


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WARLOCK (SUMMONER)
{table=head]Level|Special

1st|Cantrips, Elemental Eidolon, Life link, Summon Nature's Ally I
3rd|-Summon Nature's Ally II
5th|-Summon Nature's Ally III
7th|-Summon Nature's Ally IV
9th|-Summon Nature's Ally V
11th|-Summon Nature's Ally VI
13th|-Summon Nature's Ally VII
15th|-Summon Nature's Ally VIII
17th|-Summon Nature's Ally IX
[/table]

Class Features

Summon Nature's Ally (Sp): Starting at 1st level, a kithkin warlock can cast summon nature’s ally a number of times per day equal to 3 + his Charisma modifier. At levels where a summoner would gain a more powerful summon monster spell as a spell-like ability, a kithkin warlock instead gains the equivalent summon nature’s ally spell (at 19th level, he can use summon nature’s ally IX or gate). When a kithkin warlock gains a summon nature’s ally spell as a spell-like ability, he adds it to his class spell list (he must still select it as a spell known if he wants to cast it as an actual spell).

This ability otherwise replaces the summon monster ability of a normal summoner.

Elemental Eidolon: The eidolon of a kithkin warlock is drawn from the violent spirits of the natural world, instead of other planes. A kithkin warlock's eidolon gains both the native and the elemental subtypes, and cannot be banished or dismissed from the material plane, nor can they be subjected to critical hits or flanking. However, a warlock's eidolon only receives a d8 for hit dice instead of a d10.

This ability replaces the standard summoner's eidolon.

---

KITHKIN EQUIPMENT

{table=head]Equipment Name (Weapon)|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Pendom Aumgviir|Two Handed|30 gp|1d6|1d8|x3 |— |4 lb|Slashing|Reach
Threapom|Two Handed|25 gp|1d8|1d10|19-20/x2 |— |5 lb|Piercing|Reach[/table]

Threapom: The Threapom, or blade staff, is a traditional kith weapon that consists of a stout shaft with a broad blade resembling a short sword at one end.
Pendom Aumgviir : The Pendom Aumgviir, better known as the kith scythe, is a short polearm with a large, sickle-like blade affixed to one end.

---

RACIAL FEATS

Conceal Alignment
By tapping into the powers of your runes, you are able to obscure your moral allegiances
Prerequisites: Bluff 7 ranks, kithkin
Benefit: If you are suspicious of an attempt to read your alignment, you may make a bluff check with a DC equal to 10+ the opposing caster's level. If this check succeeds, you may choose to make you alignment appear as an alignment one step away from your own. If this check succeeds by 10 or more, you may choose to make your alignment appear as any alignment within two steps.
Note: Conceal alignment works only for the purpose of detection, it does not allow you to act as if your alignment was any different for the purpose items, spells, or abilities that rely on alignment to function.

Con Master
You can use your skill in manipulating the truth to help even your most inept ally pull off a lie.
Prerequisites: Bluff 5 ranks, diplomacy 5 ranks, kithkin
Benefit: If you use aid another to help an ally bluff or persuade others, you may improve the bonus your ally receives by +5.

Dauntless Will
Your faith in your own blood and skills leaves you harder to shake.
Prerequisites: Kithkin
Benefit: Increase the DC of Intimidation attempts against you by +3. As well, you gain a +3 racial bonus to will saves against fear effects.

Double Talk
Nobody lies like a kithkin
Prerequisites: Conceal Alignment Bluff 11 ranks, kithkin
Benefit: A number of times per day equal to your level plus your charisma modifier, you may make an enhanced bluff check. If this check succeeds in, you may give false information that registers as truthful even to magical spells and effects, including zone of truth, discern lies, and detect thoughts.

Keen Nose
You've trained your powerful nose to add an entirely new dimension to your senses.
Prerequisites: Kithkin
Benefit: You gain the scent special ability

On Edge
You race has survived by knowing to always be ready for a fight.
Prerequisites: Kithkin
Benefit: You gain a +2 bonus on Sense Motive checks and Perception checks. As well, you gain a +2 dodge bonus to your AC during a surprise round.

Pidgin
As a member of a race that is constantly on the move, you have learnt simple tricks to pick up a language.
Prerequisites: Linguistics 5 ranks, kithkin
Benefit: After listening to and analyzing a language for 2d4 days, a you may make a DC 20 Linguistics check, with a +1 bonus for each language the you can speak. If this check succeeds, the you gain a basic understanding of the language you are dealing with, and can ask simple questions, give basic answers, and comprehend verbal instructions and directions. This is not complete fluency, but it is normally enough for you to get by. If the check fails, you may make another after another 2d4 days of study.

Springing Charge (Combat)
You with the help of your wings, you launch yourself at incredible speeds against your enemies
Prerequisites: Fly 7 ranks, Base Attack Bonus +5, kithkin
Benefit: While charging, you may move tripple your distance, instead of double. If you have the Sythen Flight feat, you may fly as part of your charge, and you can charge while flying, in addition to diving. If you combine multiple forms of movement in a charge, the maximum distance you may travel is tripple your flight speed.

Sythen Agility
You've honed your race's natural physical prowess.
Prerequisites:Kithkin
Benefit: You gain a +2 racial bonus on Acrobatics and Fly checks.

Sythen Flight
Through training and practise, you have finally mastered the ability to fly with your own wings.
Prerequisites:Fly 5 ranks, kithkin
Benefit: You gain a fly speed of 30 feet with clumsy manoeuvrability.
Special: You can take this feat multiple times. Each time you do, increase your flight speed by +10 feet, and increase your manoeuverability by one step.

Sythen Hover
Your flight prowess has progressed to the point where you can hover in place.
Prerequisites: Sythen Flight, Fly 9 ranks, kithkin
Benefit:You can hover without making a Fly check

Wind Cloak (Combat)
With a flap of your wings, you can kick up enough dust to help you regain cover.
Prerequisites: Sythen Flight, Wing Buffet, kithkin
Benefit: As a move action, you can kick up enough dust to grant yourself enough concealment to enter stealth. You do not gain any another benefits of concealment while using this ability.

Wing Back (Combat)
You can quickly escape from melee combat with a quick thrust of your wings
Prerequisites: Dodge, Sythen Flight, kithkin
Benefit: When you take a 5-foot step while threatened in combat, you may instead move 15 feet away from them as a miscellaneous action, without provoking an attack of opportunity.

Wing Buffet (Combat)
You have learnt to use your wings to create obscuring cover in combat.
Prerequisites: Sythen Flight, kithkin
Benefit: With a powerful pump of your wings, you send dust and debris flying towards your foes. As a full-round action, you can grant yourself and anyone in a 20-feet radius concealment (20% miss chance) for one round.

---

RACIAL MAGIC ITEMS

SYTHEN PUZZLE RING
Aura Faint Conjuration ; CL 5th
Slot ring ; Price 4,000 gp; Weight –

Description

This ring, consisting of a dozen smaller interlocking rings, is forged from a lightweight, slightly flexible silver metal. When properly assembled, a sythen puzzle ring forms a pattern that relates somehow to the skill it currently benefits. When worn properly assembled, it grants a +5 bonus to a craft skill that its wearer is currently trained in (determined randomly.) However, a sythen puzzle ring can be disassembled and reassembled with a DC 15 craft check, granting a +5 bonus to whatever craft skill was used to reassemble the ring, so long as the wearer is trained in that skill. Disassembling a puzzle ring is a move action, while reassembling the ring takes a full minute.

Construction

Requirements Forge ring, mass mending; Cost 2,000 gp
---

RACIAL SPELLS

ANCESTRAL KNOWLEDGE
Divination ; Level Bard 2, Witch 2, Wizard/Sorcerer 2
Casting Time 1 minute
Components V, S, M
Range Personal
Target Self
Duration 1 minute/level
Save Will negates (harmless); Spell Resistance yes

Once you cast this spell, you draw up the knowledge of your forefathers to help inform you about a certain area of expertise. You gain a +5 bonus to one knowledge skill of your choice for the duration of the spell, and you are treated as trained in this skill for the spell's duration.

Material component: A stick of insense that is burned in the casting of the spell.

ETHERAL PULSE
Evocation (Force) ; Level Magus 2, Witch 2, Wizard/Sorcerer 2
Casting Time 1 standard action
Components V, S
Range 20-foot radius spread centred on caster
Target Every creature in range
Duration Instantaneous
Save none; Spell Resistance yes

You unleash a pulse of force that spreads through both the material and ethereal planes. All creatures in range on either plane take 2d4+2 points of damage. This damage cannot be avoided by concealment, cover, or incorporability. Objects are not damaged by this spell.

For every two caster levels beyond 3rd, increase the damage die by 1d4+1, to a maximum of 6d4+6 at 11th level.

FADE TO BLACK
Illusion (Shadow) ; Level Cleric/Oracle 1, Inquisitor 1, Magus 1, Ranger 1, Witch 1, Wizard/Sorcerer 1
Casting Time 1 standard action
Components V, S
Range Personal
Target Self
Duration 1 round/level
Save Will negates (harmless); Spell Resistance yes

You draw shadows around yourself, making it easier for you to blend into your surroundings. You gain a +10 bonus to stealth checks for the duration of this spell, and can immediately enter into stealth.

MASS MENDING
Conjuration (Healing) ; Level Bard 3, Druid 3, Cleric/Oracle 3, Inquisitor 1, Summoner 3, Witch 3, Wizard/Sorcerer 3
Casting Time 1 standard action
Components V, S
Range Close (25 ft. + 5 ft/2 levels)
Target one item of no more than 1 lb./level per level, no two of which can be more than 30 feet apart
Duration Instantaneous
Save Will half (harmless) ; Spell Resistance yes

This spell functions as mending, except that it repairs 1d4 points of damage per level to any object or construct to each selected object.

Mass mending cannot fix destroyed magic items When mass mending is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

WHITE LIE
Enchantment ; Level Bard 1, Witch 1, Wizard/Cleric 1
Casting Time 1 standard action
Components V, S, M
Range Personal
Target Self
Duration 10 min/level (D)
Save Will negates (harmless) ; Spell Resistance yes

You draw weak enchantments around your words, making your mistruths a bit easier to swallow. You gain a +5 bonus to bluff checks against creatures who are indifferent or friendlier towards you. Furthermore, attempts to determine the truthfulness of your lies are more difficult. You gain a +5 against Sense Motive checks, and a +5 bonus against abilities that detect lies like detect thoughts and zone of truth.

Material component: A drop of honey which is consumed during the casting.

---


http://farm5.staticflickr.com/4054/4709642693_58fb8d947c.jpg

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
24 years|
+3d8|
+6d8|
+9d8[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
78 years|
114 years|
148 years|
+5d12 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Baed Male|
2'4"|
+3d4|
25 lb.|
× (1) lb.

Baed Female|
2'2"|
+3d4|
20 lb.|
× (1) lb.

Brun Male|
3'0"|
+3d6|
30 lb.|
× (1) lb.

Brun Female|
2'10"|
+3d6|
25 lb.|
× (1) lb.

Hael Male|
2'8"|
+3d4|
30 lb.|
× (1) lb.

Hael Female|
2'6"|
+3d6|
25 lb.|
× (1) lb.

Kith Male|
3'4"|
+3d6|
30 lb.|
× (1) lb.

Kith Female|
3'2"|
+3d6|
25 lb.|
× (1) lb.[/table]

Deviston
2012-08-23, 08:29 PM
Nafairi

http://fc07.deviantart.net/fs39/i/2008/341/2/7/Genasi_Wallpaper_by_mindflenzing.png

The nafairi (pronounced nyah-fah-IR-ee) are not any one race, nor have they ever been born in the traditional sense. The nafairi are people of other races who have undergone the ritual of rebirth for their closeness to a certain element, to become one with an element which most resembles their outlooks in life and their inner character. They know that an element is not simply a tangible object or tool to be used, but also a spirit and mindset that can be exemplified. Even if they are born in a tiny village they still know that the elements can have a living form even though they aren’t sure where this knowledge came from. They commune with their element or commit acts that represent it and later in life, make the choice to become more and more like their elemental nature.

History of the nafairi
In older days, there existed another plane composed of all elements. In this place, all beings of elemental power lived in peace and harmony even if it was tentative at times. The four lords of the land were elementals of a combined nature. Each one a mirror of his brother, and each one composed of the four elements with no favor to one or the other.
In this time, no element had a leaning to one action or another. The fire would be flowing and calm just as the earth would flash about and whip with pain. Such behavior was at the whim of each of the brother lords, and one did not blanch at the actions of his sibling, for there was no law in their minds, but to experience things they had not yet.
A meddler came into their company. She was a seer of another realm, one who was called Luet (pronounced LYOO-wet). She whispered into each brother's ear about certain things they had not yet felt. ::conflict, domination, adherence::
Emotion they had not even contemplated now assaulted them and reached into their need to experience all the things!
One brother was named Nafai (pronounced NYAH-feye) and he felt the call to the term ::resolute:: This caused within him a desire to become that which the world rested on. His world would have a firm standing and under it he would support every being in any task they chose. Thus the nafairi were born, with the hononr of the races name given to Nafai him self.
One brother was named Elemak (pronounced EL-yah-mok) and he was angry that his younger brother had experienced a new thing before he. Elemak could not let this stand without punishment. Elemak became an embodiment of rage and sought to teach Nafai his lesson by hurting him. Burning was the easiest form of anger and so he became the flame. His body consumed by anger leaving nothing behind but his eyes, full of hate for his youngest of borthers.
One brother was named Mebbekew (MEB-i-kyoo) and he was younger only than Elemak. He too was angered by the audacity of Nafai. He was too much a coward however to interfere himself, so he spread himself across the world, to feed the fires of Elemak whenever they arose to punish Nafai. So Mebbekew was born as the air, becoming the third of the nafairi.
The last brother was Issib (pronounced IS-yub) and he was weaker than all of the brothers, crippled from his being brought into existence. Issib was weak, but his power of understanding and with words was great, and he was ever able to calm down Elemak if he noticed the rage quickly. Issib also knew that under this constant onslaught, Nafai would eventually wither and become nothing. So Issib gave Nafai encouragement every day, and with that Nafai was able to grow to do great things.

Many gods watched the developement of the brothers. One in particular, one called the Oversoul, took note of the events and the order in which they transpired. The Oversoul replicated the events of the four brothers, time and time again she crafted siblings to grow. Time and time again, she sent her avatar, the seer Luet to create a rift between the brothers. Time and time again, this was how the empty nothingness was filled with countless spheres of conflict. Each one different, but in the eternity of tries, few were able to support life. It was on these life sustaining worlds, that the nafairi (literally translated as "the children of Nafai) were created, and they guided the evolution of a world.

The Ritual of Rebirth: The Ritual of Rebirth transforms a character into a dedicated elemental servant of their chosen elemental realm known as a nafairi.
Becoming a nafairi isn’t undertaken lightly, it is a long process full of self-reflection and commitment. Those supplicants raised in the ways of their original race must carefully consider what they’re giving up. While a human might be content to give up her natural versatility, it’s rare for someone heavily invested in her racial identity to forfeit that race’s abilities.
When the ritual begins, the supplicant lays aside all her equipment and possessions for the duration of the ceremony. Dressed in a loose, linen shift, she spends a full day and night fasting and meditating upon her choice. Her mind fills with all the things she is giving up, reminding her she must forego much of herself to become a nafairi.
When dawn comes, the prospective nafairi crawls inside a container with their chosen element surrounding them. Someone seeking the fire element will usually sleep within a large oven with the coals barely stoked, a pond for the water element, or perhaps a small ditch dug just for this purpose for the element of earth. This symbolic act represents her acceptance of the transformation. When the next dawn arrives, she is transformed into a nafairi. After awakening inside the element (or nearby it in the case of fire), she rises out of it as a glorious child of the elements.

Prerequisites: In order to be accepted as a suitable candidate, the supplicant must be of a certain alignment (depending on element) and have an Intelligence score of at least 3.
{table]Element | Alignment
Air | Neutral
Earth | Lawful
Fire | Chaotic
Water | Good[/table]

Benefit: A nafairi loses many of her original racial traits and gains the racial traits of the nafairi race depending on her chosen element (see below).

Time: The Ritual of Rebirth requires 24 hours of meditation and fasting followed by 24 hours of sleep. If the ceremony is interrupted, the prospective nafairi must start the ritual from the beginning.

Physical Description: Each nafairi resembles their chosen element in slight ways or extreme, depending on their choice at the time of their ritual. Should the intending nafairi decide they wish to be exactly like their chosen element, they come to resemble an elemental of the same type, but keeping many distinguishable facial features. A fire nafairi who wants to resemble closely will have a corporeal body still but their skin is translucent, roiling and moving from the raging fires being physically held within their bodies. A water nafairi will have arms that seem to be tentacles as they flow about. However, the earth nafairi that doesn’t wish to lose much of his original form, will have abnormally stocky legs, a bare chest covered in stony protrusions, or maybe eyes that are made of onyx. Regardless of their election, no one could ever fail to notice their tie to an elemental plane.

Society: The nafairi normally live with others of their element. For example, a young human raised among a clutch of earth genasi may be given the option to become an earth nafairi to better assimilate with his adopted family. They nafairi have similar societal outlooks as genasi of their element.

Relations: For most people, seeing a genasi and a nafairi standing side by side will allow them little knowledge to the fact that the two are different. This allows most nafairi to be regarded the same as genasi. However, in a strong racially acclimated society, the locals finding out that one of their own has forsaken his heritage to become something else would be upset with him and normally repudiate the individual. As for the nafairi, they could care less about other races except races that share an affinity to their chosen element. They find themselves consumed by the desire to know more about races that are naturally born with a tie to their element.

Alignment and Religion: The nafairi tend to favor their required alignment before any other. More often than not, a nafairi has neutrality to accompany their chosen alignment (full neutrality for air nafairi) but are not required to do so. They are prone to worship gods of their selected element as genasi, if they have any religious penchant at all.

Adventurers: Nafairi usually travel to seek out and compete with peoples that share their connection with a given element. A fire nafairi greatly desires to have a friendly duel with a salamander, while an air nafairi has an undeniable urge to play three-dragon ante with a storm giant, and an earth nafairi will want to race a earth elemental through a mountain rich with impenetrable metallic veins.

Names: Some change their names upon becoming a nafairi, and these names are usually a word or words that epitomizes their chosen element.

---
NAFAIRI RACIAL TRAITS
A nafairi combines some of the racial traits of her original race and her new form. Only those traits gained from transformation are given here; see also the Mechanics of Rebirth sidebar.

AIR NAFAIRI RACIAL TRAITS

http://fc00.deviantart.net/fs70/f/2010/341/e/5/air_elemental_by_silver_tiamat-d34etl1.jpg
+2 Dexterity, +2 Intelligence, -2 Constitution. Air nafairi are quick to recall even the most miniscule of shreds of information, but their light and highly mobile forms are also quite fragile.
Speed: An air nafairi gains a fly speed (good) equal to half her base move speed. This flight must end on a solid surface or she will fall and suffer falling damage as normal. She can’t fly while carrying a medium or heavy load of while fatigued or exhausted.
Outsider (air, native): Air nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The air nafairi has electric resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): An air nafairi who chooses mobility as her elemental aspect comes forth with their ability of flight far advanced than other of her kind. Her flight also gives her a +10 racial bonus on Acrobatics checks and the ability to glide.
Gliding: An air nafairi can use her limited mastery in the air to glide, negating falling damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Air nafairi glide at a speed of 30 feet with good maneuverability. Even if her maneuverability improves, she cannot hover while gliding. An air nafairi can’t glide while carrying a medium or heavy load.
If she becomes unconscious or helpless while in mid air, she descends slowly in a tight corkscrew and takes no damage from falling, no matter the actual distance.
Even though she may glide like this, she still may not fly more than half her move speed per round. Because an air nafairi can glide before, after, and in between move actions of actual flight, she can remain aloft for extended periods.
Flight: When an air nafairi who selected the mobility aspect reaches 6 HD, her natural fly speed increases to equal her base land speed.
She can also now fly for a number of rounds equal to her Constitution modifier with perfect maneuverability without having to land on a solid surface or rest by gliding. She can double this length but is fatigued by such exertion. Because an air nafairi can glide before, after, and in between move actions of actual flight, she can remain aloft for extended periods.
When she reaches 12 HD, an air nafairi has enough control over her internal buoyancy to fly without tiring. She can fly at a speed equal to her base land speed (perfect maneuverability) with no more exertion than walking or running.
An air nafairi with her flight can make a dive attack. A dive attack works like a charge, but the air nafairi must move a minimum of 30 feet and descend at least 10 feet. An air nafairi can make a dive attack only when wielding a piercing weapon. If the attack hits, it deals double damage.
An air nafairi with flight can use the run action while flying, provided she flies in a straight line.
Ozone (Su): An air nafairi who chooses ozone as her elemental aspect gains the ability to manipulate ambient electricity around her. The electricity she manipulates can be formed either into a line, or a single pulse that focuses on one target. The line’s length is 5 feet per Hit Die the nafairi has, up to a maximum of 100 feet at 20 HD. The single target effect can only be used under the open sky, and comes directly from the sky. The column of electricity can target up to 5 feet away per two Hit Die (minimum 10 feet), up to a maximum of 50 feet at 10 HD. For every HD after that, the column of electricity expands 5 feet out, to a maximum of a 50 foot area. The electricity deals 1d10+1 points of damage, plus an extra 1d10+1 for each 3 HD the nafairi possesses (2d10+2 at 3HD, 3d10+3 at 6HD, and so on). A successful Reflex save (DC 10 + ½ the nafairi’s HD + her Dex modifier) halves the damage. An air nafairi can use her lightning manipulation once every 1d3 rounds.
Prismatic Shell (Ex): The resistance of the air nafairi becomes a tangible shield that she can use to surround herself or expand to protect others. She increases her electricity resistance increases to 10 and by 5 more for every 5 HD she possesses.
At 3 HD, she gains a +1 deflection bonus to AC versus projectiles, ray effects, and touch attacks.
At 6 HD, her deflection bonus increases to +2.
At 9 HD, her deflection bonus increases to +3.
At 12 HD, her deflection bonus increases to +4.
At 15 HD, her deflection bonus increases to +5.
As a move action, the air nafairi can expand the size of her prismatic shell out 5 feet per HD and all within the range benefit from the effect. She can maintain the effect as a move action very round. Once she is unable, or chooses to stop maintaining the effect, is dissipates and is inactive for 1d4 rounds before it surrounds her again with no action. She can choose to keep deactivated the shell as a free action.
Age: After a nafairi undergoes the Ritual of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 400 years she enters middle age.
Languages: Auran. Air nafairi gain the ability to speak Auran upon their transformation but do not lose the ability to speak languages they already know.

EARTH NAFAIRI RACIAL TRAITS

http://www.lordalford.com/frankenstein/clay_golem.gif
+2 Constitution, +2 Wisdom, -2 Dexterity. Earth nafairi are sturdy as stone and has the wisdom of aged stone to boot. Unfortunately, the sturdiness limits his movements.
Speed: The earth nafairi gains a burrow speed equal to half his base movespeed.
Outsider (earth, native): Earth nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The earth nafairi has acid resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): The earth nafairi who chooses mobility as his aspect becomes adept at traversing the earth around him. His burrow speed increases to equal his base land speed. Additionally, he gains a +10 to Climb checks on earthen surfaces.
Earth Glide: He may earth glide (as the same ability that an earth elemental has) up to 10 feet per day per HD he possesses plus an additional 5 feet per point of Constitution modifier.
Greater Glide: At 6 HD the earth nafairi may now glide up to 30 feet per day per HD he possesses plus an additional 15 feet per point of Constitution modifier.
Perfected Glide: At 12 HD he no longer needs to breathe while earth gliding and he may earth glide without limit.
Soil Eruption (Su): An earth nafairi who chooses soil eruption as his elemental aspect gains the ability to manipulate the earth around his enemies. As a standard action, the earth nafairi may call the earth underneath an enemy nearby him to explode around them and rend flesh. When the earth nafairi activates this ability, all targets within 10 feet plus 5 feet per two Hit Dice (maximum 60 feet) that are in contact with dirt, soil, sand, unworked stone or other natural earthen material take 1d8+1 piercing damage as the earth beneath them shoots up in formed spikes that immediately crumble, causing that effected square to become difficult terrain. The earthen material deals 1d8+1 points of damage, plus an extra 1d8+1 for each 3 HD the nafairi possesses (2d8+2 at 3HD, 3d8+3 at 6HD, and so on). The soil erupts from any surface that the targets square contains the appropriate material. For example, a target that stands on the ground with his back to a cliff face will be pierced from both the ground and from the wall. Each instance deals the appropriate damage. Therefore it is possible for a target (in a tunnel with his back to the end of the tunnel) to be pierced 5 times, making up to 5 Reflex saves to reduce damage. A successful Reflex save (DC 10 + ½ the nafairi’s HD + his Dex modifier) halves the damage. An earth nafairi may use his soil eruption once every 1d3 rounds + 1 additional round for every set of spikes that erupt.
Reflexive Eruption (Ex): The earth nafairi can instantly cause a slab of dirt or stone to erupt from the natural terrain around him to block an incoming attack. As a free action in response to a spell or effect that allows a reflex save, or a ranged attack he may call the world about him to reach out and shield him. Calling forth the earth as a barrier doesn’t block an effect or attack, but gives him a +1 circumstance bonus on reflex saves and to AC against ranged attacks while at least one side of his square is an earthen surface. This bonus only applies to the first number of attacks or spells each round equal to his Constitution modifier. This bonus increases by +1 for every 3 Hit Dice he possesses (+2 at 3 HD, +3 at 6 HD, and so forth). At 15 HD he gains Evasion.
As a full round action he may create a wall of earth that fills one square and stays until he chooses it to crumble or it is destroyed. While this wall is active, he loses the circumstance bonus granted by this racial feature.
Age: After a nafairi undergoes the Ritual of Rebirth, he emerges as an adult creature regardless of his previous age. If he lives for 400 years he enters middle age.
Languages: Terran. Earth nafairi gain the ability to speak Terran upon their transformation but do not lose the ability to speak languages they already know.

FIRE NAFAIRI RACIAL TRAITS

https://secure.paizo.com/image/content/PathfinderCompanion/PZO9406-FireGuy.jpg
+2 Strength, +2 Charisma, -2 Wisdom. Fire nafairi’s muscles are always slowly burning which causes them to be stronger than normal. Their air of confidence is as powerful as their common sense falters.
Speed: The fire nafairi has a base move speed of 40.
Outsider (fire, native): Fire nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The fire nafairi has fire resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): The fire nafairi who chooses mobility as his aspect gains a short range teleport from one fire to another. The fire nafairi may step into a fire the size of a bonfire or larger and step out of another fire within 50 feet. When he uses this effect he does not take fire damage unless he lingers within the fire.
At 5 Hit Dice he may teleport through a fire that is roughly the size of a campfire or larger and up to 60 feet.
At 10 Hit Dice he may teleport through a fire that is as small as a torch or larger and up to 70 feet.
At 15 Hit Dice he may teleport through any fire of any size and up to 80 feet.
The fire nafairi must wait 4 rounds in between using this teleportation.
Immolate (Su): The fire nafairi can cause a target’s internal temperature to slowly rise, burning them from the inside out. He selects a target and as a move action each round concentrates to deal 1 point of fire damage to the target plus 1 additional point of damage for each 3 Hit Dice the fire nafairi possesses (1+1 at 3 HD, 1+2 at 6 HD, and so forth). Each round that the fire nafairi spends a move action focusing on the same target, they take an additional point of fire damage up to 5 points. A successful Reflex save (DC 10 + ½ the nafairi’s HD + his Cha modifier) negates the damage on any given round but does not halt the increasing heat on the next round if the fire nafairi chooses to continue concentrating on the target. On a round that the fire nafairi does not spend a move action to heat a target, their internal temperature returns to normal by the end of the round.
Half the damage dealt each round (rounded up) is untyped damage.
Flame Mantle (Ex): As a swift action, the fire nafairi can wrap himself with a fiery cloak punishing those who seek to do him harm. While he wears his flame mantle, any creature that strikes him with its body or a handheld weapon deals normal damage, but at the same time, the attacker takes 1d4+1 points of fire damage, plus an extra 1d4+1 for every three Hit Die he possesses (2d4+2 at 3 HD, 3d4+3 at 6 HD, and so forth). Creatures wielding weapons with exceptional reach, such as long spears, are not subject to this damage if they attack the fire nafairi.
The flame mantle grants shadowy illumination in nafairi’s space, but provides no further lighting. Once his mantle has dealt its retributive damage a number of times equal to his Charisma modifier (minimum 1), it deactivates and the fire nafairi must wait 1d4 rounds to activate it again.
At 12 HD, his mantle can deal its retributive damage a number of times equal to his Charisma score -10 (minimum 2) before it deactivates.
Half the damage dealt each round (rounded up) is untyped damage.
Age: After a nafairi undergoes the Ritual of Rebirth, he emerges as an adult creature regardless of his previous age. If he lives for 400 years he enters middle age.
Languages: Ignan. Fire nafairi gain the ability to speak Ignan upon their transformation but do not lose the ability to speak languages they already know.

WATER NAFAIRI RACIAL TRAITS

http://fc00.deviantart.net/fs70/f/2011/122/b/e/elemental_water_by_michiyami-d3fg7p5.jpg
+2 Dexterity, +2 Intelligence, -2 Constitution. The water nafairi is quick in movements and thought, but their fluid form makes their form not as sturdy.
Speed: The water nafairi has a swim speed of 20 feet.
Outsider (native, water): Water nafairi are native to the Material Plane and need to sleep and drink like other creatures. They can be raised, resurrected and reincarnated as normal. For all effects related to race, a nafairi is considered a native outsider and a member of her original race.
Energy Resistance: The water nafairi has cold resistance 5.
Elemental Aspect: Upon completing the Ritual of Rebirth, a nafairi chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed.
Mobility (Ex): The water nafairi who chooses mobility as her increases her swim speed to triple her base land speed. The water nafairi may also choose to walk on a watery surface as if it were solid ground. She can also breath water as if it were air.
Soak/Freeze (Su): The water nafairi can direct the flow of water from any source within 30 feet to come alive and drench a target as a move action. As a standard action, she can cause water to freeze. She must succeed on a touch attack if she targets an unwilling person. If she succeeds, the water on the target freezes, hampering their movement and dealing 1d6+1 cold damage to the target plus 1d6+1 per 3 Hit Dice the water nafairi possesses (2d6+2 at 3 HD, 3d6+3 at 5 HD, and so forth). For a number of rounds equal to 1/3 of her Hit Dice (minimum 1 round) their move speed is reduced by 10 feet and they have a -2 penalty to Dexterity. A successful Fortitude save (DC 10 + ½ the nafairi’s HD + her Int modifier) halves the damage and negates the penalty to move speed and Dexterity.
If she chooses to freeze a body of water, she freezes a 5 square foot cube of water for every 3 Hit Dice she possesses in any direction she chooses as long as each cube of ice touches a previous cube. The water nafairi may use this ability once every 1d4 rounds.
Healing Blood (Ex): The water nafairi’s blood is a healing agent that she can give to another to heal them of their wounds as a standard action. When she activates this ability she must cut her flesh dealing 1 point of damage. She must make a melee touch attack (on an unwilling target) to heal the target for 5 hit points. No target may benefit from this healing more than once in a 24 hour period. For every 5 Hit Dice she possesses she heals an additional 5 hit points to the target (10 hit points at 5 HD, 15 hit points at 10 HD, and so forth). She may never benefit from this healing herself or from the healing of another water nafairi.
Age: After a nafairi undergoes the Ritual of Rebirth, he emerges as an adult creature regardless of his previous age. If he lives for 400 years he enters middle age.
Languages: Aquan. Water nafairi gain the ability to speak Aquan upon their transformation but do not lose the ability to speak languages they already know.


---

ALTERNATE RACIAL TRAITS

Elemental Fortification: A nafairi who selects this alternate racial trait gains a bonus on saves versus spells and effects with their elemental descriptor equal to their Hit Die. This replaces the Elemental Aspect racial feature.

Elemental Spell Focus: A nafairi who selects this alternate racial trait gains a bonus on DC’s for spells or spell-like abilities they cast (invoke/shape/manifest/etc) equal to ¼ their Hit Dice (minimum 1). This replaces the Elemental Aspect racial feature.

Missing Paradise: A nafairi who selects this alternate racial trait gains a bonus to Charisma based skill checks with creature that have their elemental sub type equal to ½ their Hit Dice. This replaces the Elemental Resistance racial feature.
---

FAVORED CLASS OPTIONS

Elemental Bender: The nafairi can ready ¼ extra maneuvers above their normally allotted amount. These extra maneuvers must be of the school of the same element as their Elemental Resistance would normally be.
Cleric: The nafairi increases their energy resistance by 1/4.
Rogue: The nafairi deals an additional ½ points of elemental damage on sneak attacks. The elemental damage is of the same element their Elemental Resistance would normally be.
Sorcerer: The nafairi gains 1/3 additional known spell (up to the maximum level of spells they know) with the elemental descriptor of the same element their Elemental Resistance would normally be.

---

RACIAL ARCHETYPES

PLANAR SIBLING (Summoner)
The planar sibling has not only selected the perfect eidelon, but a specific elemental that has in some long time past aided his ancestors, who is more than happy to come once again to help a friend of the family.

{table=head]Level|Special

1st|Sibling Spell Knowledge, Elemental Eidelon, Summon Monster I
4th|Absorbing Ally
8th|Ride the Arcana
10th|Shared Aspect
12th|Greater Absorbing Ally
18th|Greater Shared Aspect[/table]

Class Features
All of the following are class features of the Planar Sibling.

Sibling Spell Knowledge: The nafairi has such deep ties with his elemental plane that he gains a bonus spell known at every odd level up to one level less than the highest he knows. This spell must have the same elemental descriptor as his racial element. Additionally, whenever he gains a spell of a new level his first two spells known must also be of this descriptor. This is in addition to the normal rules for a summoner’s known spells.

Eidelon: His ancestral ally is a specific elemental and the summoner can’t change the shape of this specific elemental except by the addition of evolutions.
A planar sibling begins play with the resistance evolution and always has it for free.
The planar sibling may never deal its opposite elemental type of damage through a spell or effect. Any elemental damage that an eidelon would deal is changed to the element they would have resistance to. Additionally, the summoner gains 1 bonus evolution point at level 3, and every third level after.
Evolutions
Resistance (Ex): An eidolon’s form takes on a resiliency to one particular energy type, which is known easily with the knowledge of elementals (fire elemental for fire, water elemental for cold, and so on). Pick one energy type (acid, cold, electricity, or fire) that corresponds with your planar sibling (acid for earth elemental, cold for water elemental, and so on). The eidolon gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the summoner possesses, to a maximum of 20 at 15th level.
This evolution can be selected more than once. Its effects do not stack. Each time an eidolon selects this evolution, it applies to a different energy type but never its opposed element (cold for fire nafairi, acid for air nafairi, and so on).

Summon Monster I (Sp): The monster chosen by the summon monster spell must have a subtype of the same element as the nafairi’s element.

Absorbing Ally (Ex): At 4th level, whenever a summoner is within his eidolon’s reach, the summoner receives an additional 5 to his energy resistance and a +2 circumstance bonus on his saving throws for spells and effects of his elemental descriptor. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Ride the Arcana (Su): At 8th level, a summoner can choose to send his eidelon along with a spell that it shares a descriptor with. The spell must have the descriptor that the nafairi has his racial elemental resistance to (or would normally if a circumstance or choice would cause the nafairi to not have his energy resistance) and the eidelon appears in any square adjacent to the square the target of the spell is in. While in flight, the spell has the face of the planar sibling at its front.

Shared Aspect: At 10th level the planar sibling gains the racial feature, elemental aspect, of the nafairi and can use it just as the nafairi can.

Greater Absorbing Ally (Ex): At 12th level, whenever an ally is within an eidolon’s reach, if it does not have the same energy resistance that is associated with the planar sibling, the ally gains energy resistance 5 as the planar sibling has. If it already has this energy resistance, this energy resistance is increased by 5 and the ally gains a +2 circumstance bonus on his saving throws for spells and effects of his elemental descriptor. If the ally is the summoner, the bonus is doubled. This bonus does not apply if the eidolon is grappled, helpless, paralyzed, stunned, or unconscious.

Greater Shared Aspect: The nafairi selects a second elemental aspect racial feature at 18th level that he gains. When using this second aspect, his is treated as having ½ the actual number of Hit Dice he has for its effects. The nafairi’s eidelon can use this racial feature but his Hit Dice is considered to be equal to the total number of summoner class levels the summoner has. Once this choice is made, it cannot be changed.

---

RACIAL EQUIPMENT

{table=head]Equipment Name|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Grip Gloves|Light|30gp|1d6|1d8|X3|-|2lbs.|B|see text[/table]

Grip Gloves: The grip gloves are a special set of leather gloves studded with small patches of grit. This grit gives the wearer the ability to make unarmed attacks proficiently and their damage is increased or decreased to the value on the table. They also gain a +2 to CMB to maintain a grapple. This material is commonly called "non-skid" among sailors who have developed its use in ship board life.


{table=head]Equipment Name|Cost|Weight
Soak Cloak|50gp|7lbs.[/table]

Soak Cloak: The soak cloak is a water nafairi’s best friend. The outer edge of the soak cloak has a lining of cat gut that is sewn so carefully that it can hold water. This is a small channel of water, as much as a water skin holds and enough to soak a single medium creature with water. There are a total of 3 channels within the edges of the cloak and can be accessed by slicing the channel at any point. There is a chance of this happening on accident when the wearer of the cloak takes critical damage. After taking critical damage, she may make a DC 15 Reflex save to avoid the blow hitting her cloaks channels.

---

RACIAL FEATS

[Lingering Ozone]
Prerequisites: Ozone Elemental Aspect, 3 Hit Dice
Benefit: Any square that a target has been dealt damage by the ozone maintains its ozone taste for an additional round and conducts electricity better. Electric damage done to a target standing in the effected square takes bonus damage equal to the air nafairi’s Hit Dice, no matter who deals this damage to the target.

[Soil Disruption]
Prerequisites: Soil Eruption Elemental Aspect, 3 Hit Dice
Benefit: The earth nafairi may now use his soil eruption to create difficult terrain in an area instead of being limited to squares an enemy was in. Out to a range of 5 foot per Hit Die the earth nafairi possesses he may cause a burst of difficult terrain equal to 5 foot plus 5 additional feet per 3 Hit Die he possesses (10 foot burst at 3 HD, 15 foot burst at 6 HD, and so forth).
Using this version of soil eruption causes the nafairi to wait 1d2 rounds before using soil eruption again.

[Searing Immolation]
Prerequisites: Immolation Elemental Aspect, 3 Hit Dice
Benefit: While a target is under the effects of immolation, half of any fire damage (rounded up) the target takes is changed to untyped damage.

[Spray/Cold Front]
Prerequisites: Soak/Freeze Elemental Aspect, 3 Hit Dice
Benefit: When using a move action to direct water from one location to another square, she may instead cause the water to spray across several squares, soaking an additional adjacent creatures per 3 Hit Dice she possesses (2 adjacents targets at 3 HD, 3 adjacent targets at 6 HD, and so forth). As a standard action she can cause the same targets to freeze.

---

RACIAL MAGIC ITEMS

ELEMENTAL SKIN
Aura minor conjuration; CL 6th
Slot none; Price 5,000 gp; Weight 1lbs.

Description

The elemental skin reminds manifesters of a thing they create called a psychoactive skin. The elemental skin in its inert form is a sphere that weighs one pound and is of grey color and no notable markings. As a full round action a creature with a tie to an elemental plane can don the skin which covers their entire body and sinks into the flesh. At this point it detects a tie to an elemental plane and changes the wearer to look more like an elemental of that plane. This provides the wearer a -2 penalty to social interaction skills with races that do not have a tie to an elemental plane. They also increase any energy resistance they have by 5, and gain a +1 to damage for spells, effects, or attacks that deal elemental damage.

Construction

Requirements Craft Wonderous Item, resist elements, creator must have a natural resistance to an energy type; Cost 2,500 gp

---

RACIAL SPELLS

HAIRLINE RIFT
School conjuration; Level cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, M (1 lb of the element of the plane you are attempting to reach)
Range 30 feet
Target 5-foot cube
Duration 1 round/level
Save none; Spell Resistance no

You cut a rift into an elemental plane and cause a small part of it to spill out into the material plane. Any unoccupied square within the range of the spell become a roiling sphere of the chosen element. The rift is not traversable and no creature can enter the square but for an instant before being ejected harmlessly. This allows certain features access to a given element should they need it to complete effects or spells.

---

AGE
A nafairi character is reborn, losing any bonuses or penalties she received because of her age. She emerges from her transformation as an adult. Nafairi are closely tied to their elemental cousins and are capable of living long lives. Due to their perilous fight deep love of their adoptive home plane, most seek methods to get there young and most who go stay to live out their lives among like kind.

AGING EFFECTS
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
400 years|
550 years|
700 years|
+4d% years[/table]

HEIGHT AND WEIGHT
Nafairi differ in size as much as members of their original race do. Typically, a nafairi becomes closer resembling an elemental of their chosen element in her new form, gaining or losing 1 to 2 inches of height and 5% to 10% in weight. Air and water nafairi usually lose mass and size, where as earth and fire nafairi gain mass and size.

THE MECHANICS OF REBIRTH
Upon transformation from her initial race to a nafairi, a supplicant loses many racial traits and gains those of the nafairi. The following information describes how to mechanically
achieve this transformation.
Type, Subtype, and Race: You gain the Outsider type and gain your previous types as subtypes in addition to your chosen elemental plane as a subtype, i.e. Outsider (Augmented, Native, X racial subtype, etc.). You still count as a member of your original race for the purpose of any effect or prerequisite that depends on race.
Racial Hit Dice: You retain your original racial Hit Dice, as well as all benefits gained there from (base attack and save bonuses, skill points, hit points, and so on).
Ability Modifiers: You retain your original racial ability modifiers and gain the ability modifiers of the nafairi race.
Size: You retain your original size. If the original race had powerful build as a racial trait, it is also retained.
Speed: You retain your original base land speed, as well as any other modes of movement possessed by your original race. Other racial traits related to speed or movement, such as the dwarf’s ability to move at full speed in medium or heavy armor, are lost. You also could gain a new movement type or speed based on which element you choose.
Languages: You retain any languages you already know. You
gain the language spoke on your elemental plane of choice as an automatic language.
Challenge Rating: You retain your original challenge rating.
Other Racial Traits: You lose all other racial traits of your original race, including bonus feats, skill bonuses, attack bonuses, save bonuses, spell-like abilities, and so forth. Two specific instances warrant clarification.
• If your original race granted you a nonspecific bonus feat (such as the one gained by a human at 1st level), any feat can be lost, so long as it is not a prerequisite for another feat you have.
• If your original race granted bonus skill points, you should deduct an appropriate amount of skill points from your current skill ranks. The specific skills affected are up to you, but the DM’s input might be required to adjudicate tricky situations (such as multiclass characters who might have purchased ranks of various skills as both class skills and cross-class skills).
The loss of racial traits might mean you no longer meet the prerequisites for a prestige class, feat, or some other feature. In general, you lose any special ability for which you no longer qualify, and nothing is gained in its place. A couple of exceptions exist.
• If you no longer qualify for a feat due to the transformation, you lose the feat and immediately select a new feat for which you qualify in its place. You must also replace any feat for which the lost feat was a prerequisite.
• If you no longer qualify for a prestige class, you lose the benefit of any class features or other special abilities granted by the class. You retain Hit Dice gained from advancing in the class, as well as any improvements to base attack bonus and base save bonuses that the class provided. If you later meet all the prerequisites for the class, you regain the benefits.


Feel free to critique.

DawnbringerSO
2012-08-26, 04:59 PM
RHOX

The Rhox are a race bred for war. They don’t believe in comfort, and prize efficiency over all else. Rhox try to make sure their possessions have a more functional benefit before cosmetic benefit. Rhox actively seek conflicts in order to improve themselves, whether that be through training with each other or combat between other races or monsters. The Rhox are master craftsmen, rivalling the dwarves in craftsmanship and dedication. They boast some of the best defended and well-made fortresses in the realms. The Rhox learn all they can about other races to better understand their strengths and weaknesses in case of conflict. The Rhox like to gain every advantage they can over their opponents and are always preparing for emergencies.

Physical Description: The Rhox are a race of humanoids with thick, rough and bumpy skin with very thin hairs. Their skin colour ranges from black to grey to white, and occasionally they sport thick, woolly hair which matches the colour of their skin, covering their entire body. The average height of a Rhox is 6 ft. 2 inches. Their feet sport three toes with big, thick nails. Their heads support a large, sharp, and lethal, horn, as well as a much shorter horn above it situated in the centre of, and just above, their nostrils. Their ears are quite small, and their eyes are normally brown or black.

Society: The Rhox grow up hard and fast. Rhox parents don’t hide their children from the truth. They teach their children at a young age survival skills and prepare them for the transition into adulthood. Rhox cities are always built in a strategic location and manner, whether it is well defensible or located by strategic resources. Their societal structure is very militaristic in nature, with clear chains of command going from top to bottom. Being herbivores, it is very easy for the Rhox to build in places where others might find hard. The Rhox do not suffer fools and nor do they tolerate mischief. In the case of crime, justice is brought about swiftly and mercy is seen as a weakness. The Rhox are proud to boast that they hold the realms largest prison.

For all that may seem to be a cold outlook on life, the Rhox society is fair. Within Rhox cities, everyone gets equal treatment, and everyone who doesn’t have a job is given one. Military training is readily available to all, and healthcare is free.

Relations: Some Rhox see themselves as the realm's police force, and some members of other races tend to agree. They are often hired by members of other races for security purposes, as they are not only very focused on their job, but tend to be much more highly bribe resistant than members of other races. Members of other races tend to either fear the Rhox or respect them; sometimes a bit of both. The Rhox enjoy very good relations with the dwarves, with whom they frequently trade with and respect for their prowess at craftsmanship and fighting techniques.
The Rhox get on well with races that can adapt well to their environment and can stand up for themselves, but can’t help but view the small races as physically weak and can often impose their figure upon them or prejudice against them without realising it. They dislike races that play practical jokes and cause mischief, and thus do not get on well with races such as gnomes.

Alignment and Religion: The Rhox tend to be lawful, but can be of any alignment. The Rhox are very religious in nature and tend worship gods who value war and strength, and sometimes those who value destruction or protection. They don’t mind what religions other cultures have, so long as those religions don’t negatively impact the Rhox.

Adventurers: Adventuring falls naturally to the Rhox. Being naturally combative and seeking conflicts to challenge oneself, adventuring is the perfect opportunity to do so. Whether it’s a test of wits, reflexes or strength, adventuring usually tests all three. Being militaristing in nature, the adventuring Rhox view doing so as a form of training. Indeed, the most powerful Rhox in a Rhox city are usually those who have ended their adventuring life and settled into a more stable position. Others still are soldiers that have gone AWOL or are otherwise missing in action, and some have been given dishonourable discharge and are looking to find a style of life that suits them.

Male Names: Hoof, Khoon, Fleen, Meen, Leen, Deen, Kheef, Floon, Doon, Blaan, Shaan, Gaan.

Female Names: Hoff, Khin, Khon, Fen, Flen, Flon, Khef, Blan, Shan, Gan, Don.

---

RACIAL TRAITS
+2 Strength, +2 Wisdom, -2 Dexterity: The Rhox are both strong and spiritual. They are not, however, very nimble and often seek out confrontations. Medium: Rhox are Medium creatures and have no bonuses or penalties due to their size.
Type: Rhox are humanoids with the Rhox subtype.
Speeds: Rhox have a base speed of 30 feet.
Scent: Rhox have scent.
Spiritual: Knowledge (Religion) and heal are always class skills for a Rhox.
Natural Attacks: Rhox have a horn in the centre of their forehead that allows them to make gore attacks. This is a primary natural attack which deals 1d6 damage.
Powerful Charge: When a Rhox charges, it deals double the amount of dice in damage with its gore attack and double its strength bonus.
Keen Senses: Rhox gain a +2 racial bonus on perception checks.
Weapon Familiarity: Rhox treat behemoth sledges and any weapon with the word ‘Rhox’ in the title as martial weapons.
Endurance: Rhox gain Endurance as a bonus feat.
Herbivore: Rhox are herbivores. Eating any form of meat causes them to be nauseated for 1 hour unless they succeed on a DC 15 fortitude save, but are taught at a very young age how to find ample food in wild, and gain survival as a class skill.
Languages: Rhox begin play speaking Rhox, Rhox War Sign and common. Rhox with high intelligence scores can choose from the following: Dwarven, Giant, Orc, Terran,
---

ALTERNATE RACIAL TRAITS

Woolly: Some Rhox are more akin to their woolly cousins and sport thick covering hair, granting them a +2 to their natural armour bonus. This slows them down and reduces their base speed to 20 ft (but encumbrance and armour never reduce this speed). This racial trait replaces the endurance trait.

City-Raised: Some Rhox were born and raised entirely in cities. Perception and Diplomacy are always class skills for a Rhox with this racial trait, and they gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces powerful charge.

Gatecrasher: Some Rhox are destructive in nature and gain a +2 racial bonus on strength checks to break objects and a +2 racial bonus on combat manoeuvre checks to sunder. This racial trait replaces keen senses.

Mountaineer: Those Rhox that live on mountains are skilled at climbing and navigating narrow ledges and can skilfully negotiate rocky terrain. Rhox with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces powerful charge.

Mount: Some Rhox are adept at using all four appendages to travel and when doing so, gain a +10 bonus to their movement speed and can allow a creature smaller than them, or dwarves, to ride them. This racial trait replaces weapon familiarity.

Intimidating: Some Rhox are naturally more intimidating than other Rhox, giving them a +2 racial bonus on intimidate checks. This racial trait replaces keen senses.

Master Craftsman: Rhox are natural crafters, and some are very dedicated and enjoy doing so. Rhox with this racial trait gain a +2 racial bonus on all craft checks and skill focus in any craft skill as a bonus feat. This racial trait replaces spiritual and powerful charge.

---

FAVORED CLASS OPTIONS

Alchemist: Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs).
Barbarian: Reduce the penalty to movement speed from wearing armour by 10% (maximum 100%).
Bard: Add ½ to the bard’s bardic knowledge bonus.
Cavalier: Add ½ to the amount of times per day a cavalier can use his challenge ability.
Cleric: Add 1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Druid: Add +1/3 to the druid’s natural armour bonus.
Fighter: Add +1 on strength checks to break objects.
Gunslinger: Add +1/4 to the number of grit points in the gunslinger's grit pool.
Inquisitor: Gain ¼ of a new teamwork feat.
Magus: Add ¼ to the magus’s arcane pool.
Monk: Add ¼ to the monks ki pool.
Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon
Paladin: Add 1/3 to the uses per day of the paladin's smite ability.
Ranger: Gain ¼ of an additional favoured terrain.
Rogue: Reduce the armour check penalty of a specific type of armour by 1 (minimum 0).
Sorcerer: Choose one sorcerer spell known. That spell may have a metamagic feat applied to it without increasing the casting time.
Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
Witch: Add 1 skill rank to the witch’s familiar. If the Rhox ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard: Add a +1 to concentration checks made due to taking damage while casting wizard spells.


---

RACIAL ARCHETYPES

RHOX WAR MONK (MONK)
{table=head]Level|Special

1st|Flurry of Blows
5th|Telepathy
6th|Bonus Feat
7th|Combat Healing
9th|Outer Mind
10th|Bonus Feat
[/table]

Class Features
All of the following are class features of the RHOX WAR MONK.


Bonus Feat (Ex):In addition to the normal bonus monk feats, a Rhox war monk may select Improved Overrun and Exalted Bull Rush at 6th level and Bull Rush Strike at 10th level.

Flurry of Blows (Ex): A Rhox War Monk may make a gore attack as a secondary natural attack in addition to his flurry of blows attacks. This is otherwise identical to a monks flurry of blows.

Telepathy (Ex): At 5th level, a Rhox war monk gains telepathy out to 100 ft and can communicate with any creature that has a language. This ability replaces purity of
body.

Combat Healing (Ex): At 7th level or higher, a Rhox war monk can heal his own wounds when attacking an enemy. By using 2 ki points from his ki pool, a Rhox war monk heals 1d6 damage for every attack he makes that hits this round. This replaces wholeness of body.


Outer Mind (Sp): At 9th level, a Rhox war monk can use 2 ki points from his ki pool to use telekinesis, as the spell, with a caster level equal to his monk level. He uses his wisdom modifier to make any attack rolls and on any save DCs. This ability replaces improved evasion.

RHOX GATECRASHER (FIGHTER)
{table=head]Level|Special

1st|Impaling Charge
2nd|Break
3rd|Forceful
4th|Minotaur’s Charge
6th|Greater Grapple
7th|Armoured Charge
[/table]

Class Features
All of the following are class features of the RHOX GATECRASHER.
Impaling Charge (Ex): At first level, a Rhox gatecrasher gains Impaling Charge as a bonus feat. This replaces the bonus fighter feat normally gained at 1st level.

Break (Ex): At 2nd level, a Rhox gatecrasher gains a +1 bonus on strength checks to break objects and a +1 bonus on combat manoeuvre checks to sunder. This bonus increases by +1 for every 4 levels beyond 2nd. This ability replaces bravery.

Forceful (Ex): At 3rd level, a Rhox gatecrasher gains a +1 bonus on bull rush, overrun and grapple combat manoeuvre checks, as well as a +1 bonus to CMD against the same manoeuvres. He also gains the Improved Grapple feat, even if he doesn’t meet the pre-requisites. These bonuses increase by +1 every 4 levels after 3rd. This ability replaces armour training 1.

Minotaur’s Charge (Ex): At 4th level, a Rhox gatecrasher gains the feat Minotaur’s Charge, even if he doesn’t meet the pre-requisites. In addition, if the opponent hits a wall or similar object as a result of using this feat, the opponent takes 1d6 damage per 5 feet moved, plus an addition 1d6 damage per 5 feet of movement the object stopped (the object also takes this extra damage). If the Rhox gatecrasher also utilises the Impaling Charge feat and moves with the opponent and the opponent hits an object, a successful grapple check will also pin the target.

If damaged caused to an object destroys the object, the bull rush continues as if unimpeded.

This ability replaces the bonus feat gained at 4th level and weapon training 1.

Greater Grapple (Ex): At 6th level, a Rhox gatecrasher gains Greater Grapple as a bonus feat, even if he doesn’t meet the pre-requisites. This replaces the bonus fighter feat gained at 6th level.

Armoured Charge (Ex): At 7th level, a Rhox gatecrasher gains +10 ft. of movement when charging, and adds his armour bonus to strength checks to break walls, doors, and similar objects, and on bull rush checks, if done as part of a charge. This replaces armour training 2.


---

RACIAL EQUIPMENT

{table=head]Equipment Name (Weapon)|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
Behemoth Sledge |Two Handed|75 gp|1d10|2d6|x3|-|20 lbs.|B|Sunder
Rhox Horn Attachment|Light|5 gp|1d6|1d8|x3|-|1 lb.|P|-
Rhox Waraxe|One Handed|20 gp|1d8|1d10|x3|-|8 lbs.|S|Deadly
Rhox Sligh|Light|15 gp|1d3|1d4|19-20/x2|-|2 lbs.|B or P or S|-
[/table]


Behemoth Sledge: This large, heavy weapon has a massive, ridged head. Those proficient in its use gain a +2 bonus on strength checks to break objects when using it.
Weapon Features: Sunder


Rhox Horn Attachment: Rhox may fit this black spike over their horn. While a Rhox wears the horn attachment, its gore attack deals the damage of the horn attachment instead.


Rhox Waraxe: This metal shaft sports an incredibly sharp axe head. When you score a critical hit with the Waraxe, the resulting wound causes 1 bleed damage.
Weapon Features: Deadly

Rhox Sligh: This short shaft features a circular head with a single, large spike sticking out the top.



---

RACIAL FEATS

[Rhinoceros Trample (Combat)]
Prerequisites: Rhox, Improved Overrun, Powerful Charge
Benefit: As a full round action, you can attempt to overrun any creature your size or smaller. This works just like the overrun the overrun combat manoeuvre, but you do not need to make a check, you merely have to move over opponents in your path. Targets of your trample take 2d6 (damage increases or decreases with size accordingly) +1-1/2 times your strength modifier. Targets of your trample can make an attack of opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid you and receive a reflex save to take half damage and avoid being knocked prone. The save DC against the trample is 10 + half your hit dice + your strength modifier + anything that gives you a bonus to overrun attempts (including the +2 from the improved overrun feat). You may only deal trampling damage to each target once per round, no matter how many times your movement you over a target creature.
Special: A Fighter can select this feat as a bonus combat feat.

[Rhino Hide]
Prerequisites: Con 13, Rhox
Benefit: You gain +1 bonus to your natural armour.

[Earth Slam (Combat)]
Prerequisites: Base Attack Bonus +6, Exotic Weapon Proficiency (Behemoth Sledge), Power Attack
Benefit: As a standard action, you may smash your Behemoth Sledge into the ground, causing it to erupt around you, making difficult terrain within a 5 ft. radius around you. Creatures caught in the slam radius must make a reflex save (DC 10 + half your hit dice + your strength modifier) or fall prone and take 2d6 + your strength modifier in damage.
Special: A Fighter can select this feat as a bonus combat feat.

[Improved Earth Slam (Combat)]
Prerequisites: Base Attack Bonus +10, Earth Slam
Benefit: The radius of your difficult terrain increases to 10 ft. In addition, creatures take damage regardless of whether they make the reflex save, and the damage increases to 4d6 + 1-1/2 x your strength modifier if they fall prone.
Special: A Fighter can select this feat as a bonus combat feat.

---

RACIAL MAGIC ITEMS

Lightning Rod
Aura Faint Evocation; CL 5
Slot Horn; Price 5400 gp; Weight 2 lb

Description

This crackling horn fits over a Rhoxes horn and can once per day, as a standard action, be fire a bolt of lightning in a straight line as the lightning bolt spell for 5d6 electricity damage.

Construction

Requirements Craft Wondrous Item, Lightning Bolt; Cost 2700 gp

---

RACIAL SPELLS

Rubble
School Conjuration (Creation); Level Sorcerer/Wizard 0, magus 0, druid 0
Casting Time 1 standard action
Components V, S
Range Short (25 ft. +5 ft./2 levels)
Target One 5 ft. square
Duration 1 round/level
Save None; Spell Resistance No

Rubble appears in the square you target, causing that square to become difficult terrain for the duration of the spell.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
15 years|
+1d4|
+1d6|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
35 years|
53 years|
70 years|
70+2d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
5'5"|
+2d10|
230 lb.|
+(3d10x5 lbs.)
Female|
5'3"|
+2d10|
200 lb.|
+(3d10x5 lbs.)[/table]

Warpwolf16
2012-08-26, 05:42 PM
Mutant

http://ts4.mm.bing.net/images/thumbnail.aspx?q=4529799621115923&id=f76dc8f00d4bf4ce9d6f7514960c89ce

Mutants are a new breed of humans and half breeds, many have powers reserved for arcanist yet they are unaffected by the power of anti-magic fields. Many mutants claim they are superior to their lesser human kin and will on occassion go mad and rampage to destroy all who would destroy them. Not all mutants will fall to this madness, some wish to support the brdge between man and mutant while the group known as Gamma Core. The most common mutants are feral and psionic mutants, they are the more positive light and natural. The other groups of the Gamma Core, the Celestial Ascendants, and the Augmented Corps are unnatural mutants born from the tampering of outside influences or exposure to radiation or the techno-organic virus released upon the wastelands of Numeria.

Physical Description: Mutants are different from one to another, many look human but some have more advanced mutations that manifest such as claws or fangs, some even have wings.Some have powers unexplained that resemble magic or psionics and on occasion it is psionic in nature.

Society: Mutants have three points of view, there are those of the Gamma Core who are blessed by Gamma and Rad and their skin is often a pigmentation of green ad are split between the intellegent and the brutes. Other mutant societies include the Society of Enlightenment, those who would teach mutants to keep their powers stable and to defend man and mutant alike while the Disciples of Magnus teaches mutants should not submit to the laws of man and that mutants are the future. Those who dont follow a certain path will often hide among humans or among other mutants.

Relations: Mutants will blend in with humans well if their mutations leave no cosmetic effect while orcs see these deformed creatures as latent orc blood in humans, elves see Mutants as abominations while those dedicated to the Outer Gods see mutants as divine blessing among their ranks.

Alignment and Religion: Mutants are often chaotic neutral more often dedicated to self preservation as humans and those against the idea of evolution of a race. The hold their origins in the human race, homo sapien but the mutants are of homo superior. They are greater then humans but the conflicting elements of the few faction of their kind lead to great divides. They have a strange idea of religion, some believe the gods have abandoned them while others think they are the chosen of their deity.

Adventurers: Mutants run from persecution or to find cures in some cases, mutants find sanctuary in the feeling of being able to walk the endless roads searching for a new haven and for the thrill of adventure.

Male Names: Brood, Beast, Faust, Forge, Angel

Female Names: Queen, Magik, Lilith, Saber

---

RACIAL TRAITS
+2 Strength,-2 Charisma, +2Constitution, -2 Intelligence
Size: Medium
Speeds:30 Feet
Humanoid(Human)
Dark Vision 60ft
Psionic Mutant:gain the Wild Talent feat as a bonus feat at 1st level. If a maenad takes levels in a psionic class, he instead gains the Psionic Talent feat.Mutants choose a level one power they may manifest 2/day with a manifester level equal to half their hit die.
Light Blindness:Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Languages: Common; Bonus Language:Any except for secret languages.
---

ALTERNATE RACIAL TRAITS
Feral Mutant:Mutants possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the mutants wields a manufactured weapon.Mutant also gains resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.This trait replaces the Psionic Mutant trait.
Angelic Mutant: Mutants have a fly speed of 40 feet with clumsy maneuverability and have a land speed of 20ft.This replaces the Psionic Mutant Trait
Gamma Brood: Mutants gain the (Aberrant) subtype and gain a +2 to all Will Saves and mind affecting spells and abilities. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school and gain additional -2 to charisma based checks and handle animal checks.This Replaces the Psionic Mutant trait.
Techno-Organic Mutant: Techno-Organic Mutants gain the (half construct)
subtype in addition to its other types.
Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Half-constructs cannot be raised or resurrected.
Half-constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required for the construct to survive or stay in good health.


---

FAVORED CLASS OPTIONS
Alchemist: Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
Summoner: Add +1/4 to the eidolon's evolution pool.
---

RACIAL ARCHETYPES


ARad Priest (Cleric)
{table=head]Level|Special

1st|-Radiation Magic, Irradiated Whelp, Vessel of Radiance
[/table]

Class Features

CLASS FEATURE NAME (Ex, Su, Sp, Ps):
Radiation Magic(Su):Rad Priest must choose to channel negative energy and must select either Chaos domain, Chaos with the Protean subdomain, or Chaos with the Entropy subdomain, or the Death domain with the Undead subdomain.
Irradiated Whelp(Su):At 1st level, a Rad Priest gains a familiar as a wizard equal to her cleric level, or if she already has a familiar, her cleric levels stack to determine the familiar's abilities.
At 3rd level, her familiar gains the entropic template.
At 7rd level, she gains the Evolved Familiar bonus feat even if she does not have the prerequisites.

Vessel of Radiance(Su):At 1st level, a Rad Priest can channel radioactive energy to damage creatures of humanoid, monstrous humanoids, plants, fey, or animal type, or, at higher levels, bolster the abilities of aberrations and undead allies. Channeling this energy causes a 30-foot-radius burst centered on the cleric. Creatures within the burst that are humanoid, monsterous humanoids, plants, fey, or animal type take 1d6 points of damage, plus 1d6 points of damage for every two levels the cleric possesses beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from the channeled radioactive energy receive a Fortitude save to halve the damage. The DC of this save is equal to 10 + 1/2 the Rad Priest level + the Rad Priests Charisma modifier. Lawful good creatures take a –2 penalty on this saving throw.

At 5th level, aberrations and constructs within the burst are affected as if targeted by a rage spell with a duration of 1 round.

At 9th level, creatures of humanoid, monsterous humanoids, plants, fey, or animal type are also sickened for 1d6 rounds if they fail their saving throw against the radioactive channel. Channeling radioactive energy is a standard action that does not provoke attacks of opportunity.

This ability replaces channel energy.

[/SPOILER]

---

RACIAL EQUIPMENT

{table=head]Equipment Name (Non-weapon)|Cost|Weight
Mutagenic Sedative-|-100GP|-5LB[/table]

Mutagenic Sedative: Mutagenic Sedative is used by the few mutants who have a more human appearance to weaken their mutations. This only works for Psionic and Feral mutants though as Gamma Brood mutants are often warped and discolored and Angelic Mutants have a set of angelic wings sprouting from their back. When a mutagenic sedative is consumed it causes a mutant to lose all benefits of their mutant type(Angelic, Psionic, Feral mutant.) The benefits of this will manifest as a +2 to charisma based checks for 1d6 rounds.

---

RACIAL FEATS

[Warped Psyche]
Prerequisites:Wild Talent feat, Mutant race.
Benefit:Mutants gain the ability to manifest the Mind Thrust power 2/day with a manifester level equal to half their total hit die. They gain a +2 to all wills save and mind affecting spells and abilities.
Special:

[Evolved ]
Prerequisites:Mutant, Manifester level 3
Benefit:Mutants gain three evolution points to spend from the Summoners Eidolon evolution pool to apply to themselves.
Special:

[Gamma Avatar]
Prerequisites:Mutant, Wild Talent, Rage Pool class feature.
Benefit:Mutants with the Gamma Avatar Feat gain the ability to manifest stomp as a psi like ability 1/day with a manifester level equal to half their total hit die(Minimum manifester level 1).They also gain a fire resistance of 5 when hit by ray spells or powers as well as enviromental hazards.
Special:

[Dominus Lupus]
Prerequisites:Mutant, animal companion class feature (wolf), natural weapons.
Benefit:Mutants gain Fast Healing 5 but can only be used 1/day. They also gain a +2 enhancement bonus to their natural weapons.
Special:
---

RACIAL MAGIC ITEMS

Helm of Cerebro
Aura faint divination and enchantment; CL 5th
Slot Head; Price 27,000gp; Weight -3LB

Description

This cold metal helm covers most of the users head except leaves their face uncovered as the back extends to cover the base of the skull where a small set of pin pricks touch the skin forming a link with the user. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication) if they share a common language. Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.

Construction

Requirements Craft Wondrous Item, detect thoughts, suggestion;; Cost 13,500 gp

---

RACIAL SPELLS

Radiation Bolt
SchoolEvocation (Acid) ; 1st Sorcerer 1, Wizard 1, Druid 1, Cleric 1
Casting Time1 standard action
ComponentsV,S
Rangemedium (100 ft. + 10 ft./level)
Target up to five creatures, no two of which can be more than 15 ft. apart
Duration Instantaneous
Save none; Spell Resistanceyes

A bolt of radioactive energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of acid damage.

The bolt strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can't be singled out.

For every two caster levels beyond 1st, you gain an additional bolt - two at 3rd level, three at 5th, four at 7th, and the maximum of five bolts at 9th level or higher. If you shoot multiple bolts, you can have them strike a single creature or several creatures. A single bolt can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

---

Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
15 years|
+1d4 years(16 - 19 years)|
+1d6 years(16 - 21 years)|
+2d6 years(17 - 27 years)[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
35 years|
53 years|
70 years|
70 + 2d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height|
Height Modifier|
Base Weight|
Weight Modifier
Male|
4 ft. 10 in.|
+2d10 in.(5 ft - 6 ft. 6 in.)|
120 lbs.|
+(2d10×5 lbs.)(130 - 220 lbs.)
Female|
4 ft. 5 in.|
+2d10 in.(4 ft. 7 in. - 6 ft. 1 in.)|
85 lbs.|
+(2d10×5 lbs.)(95 - 185 lbs.)[/table]



[

Tanuki Tales
2012-08-29, 05:33 PM
This contest is hereby extended until September 7th, 2012.

Tanuki Tales
2012-09-04, 02:01 PM
With only 4 days left in the contest, time for a bump.

Midwoka
2012-09-06, 08:39 PM
LAGI

Long ago, there lived a short and rabbit-like race of people that were ruled by fear and instinct. These were the lagi -- prey creatures without the capacity for abstract thought or language, hunted by everything from bears to basilisks. They lived in forests, eating berries and leaves, and their numbers were dwindling rapidly. Then one was born with fur of pure silver that would glow in the darkness of night. When she waved her hand, amazing things happened; her aggressors were struck blind, or diverted to other prey nearby, or they simply fell upwards, never to be seen again. As she grew older, this silver lagi decided to watch over all her people, and she leaped into the sky, becoming the moon and the goddess that would later be known as Luna. From there, her light confounded predators and gave the lagi light to see.

But Luna's power was limited to the night. She could guide the lagi into caves and other shelter before the dawn, but that was all she could do to protect them in the daylight hours. All of those desperate creatures huddling underground in fear, however, awoke another sleeping deity. This god was the patron of a subterranean race long before the lagi came, but was devastated when its people died out. In shame for being unable to defend them, the god forgot its own name and let itself slumber, lost to history and melded with the earth around it. The hunted lagi reminded this god of the last days of its people, and it appeared to them as the Dweller, deity of security, the underground, and the home.

The Dweller gifted the lagi with sapience and community, along with the ability to dig down into the soil to safety. Luna gave them magic and clarity, as well as passion. Now the lagi thrive in warrens nested beneath the forests of the world, developing technology and culture, and slowly making contact with the other races of the world.

Physical Description: Lagi are short, furred humanoids with long ears that point upward and back, and small nubby tails. Their faces stick out like a muzzle, strongly resembling a rabbit's. They also sport digitigrade legs with large feet, providing them with significant speed and leaping ability for their size. Lagi fur is colored like human hair, ranging from lily white to coal black, with browns, tans, oranges, and greys between them. Their eyes can be brown, blue, green, red, or violet. A lagi has no more fur on the head than the rest of their body, giving them no "hair" to style like most other races.

Society: Lagi form small underground towns called 'warrens', digging chambers out of the dirt. Important decisions for an entire community are made through large gatherings and consensus, with no distinct rulers involved; parents of large families often have more clout, with the implication that they speak for their children unless the child says otherwise. Priests of the Dweller have little actual authority in lagi society, but their god obliges them to guide and organize their neighbors when possible, including the keeping of a militia.

Relations: Lagi communities are amiable as a whole, but prefer to live unnoticed by other races. Once discovered, they are most likely to ally with other peoples that dig out their homes underground, or those with strong ties to nature magic. Halflings and gnomes are welcome in most lagi warrens, while the larger common races may have trouble fitting in -- more physically than socially.

Alignment and Religion: Lagi are tolerant, helpful, and community-minded, so many are neutral good, with a lawful leaning. Most lagi observe both Luna and the Dweller, offering them small prayers for luck and safety, respectively. Lagi rarely make places of mass or public worship for their gods, as their gods' domains include every home and anything under the night sky.

Adventurers: Lagi with talent as mages and druids are said to be Luna's chosen, and are encouraged to travel like their patron deity. Warriors and merchants often find their start looking for more lucrative work abroad. Others simply get a taste for the outside world when an exciting stranger drifts into town, and they leave along with them. Most lagi adventurers are rogues, druids, rangers, and intuitive arcanists.

Male Names: Aki, Baska, Lugat, Luka, Pandu

Female Names: Hrina, Ika, Lucia, Mina, Nan

---

RACIAL TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Lagi are agile and keenly aware, but their size gives them less muscle than larger races.
Small: Lagi are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed Lagi have a base speed of 30 feet.
Tunneling: Lagi have a burrow speed of 10 feet.
Low-Light Vision: Lagi can see twice as far as humans in conditions of dim light.
Sharp Ears: Lagi receive a +2 racial bonus on Perception checks. This bonus increases to +4 on Perception checks based on hearing.
Rabbit's Foot: Lagi receive a +2 racial bonus on Acrobatics checks, and always count as having a running start when making jump checks using Acrobatics. They also receive a +4 racial bonus to Combat Maneuver Defense when resisting a trip attempt.
Lunar Blessing: Lagi are immune to confusion and insanity effects, and they get a +2 racial bonus on saving throws against mind-affecting spells and effects.
Languages: Lagi begin play speaking Common and Lapin. Lagi with high intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Sylvan, Terran, and Undercommon.

---

ALTERNATE RACIAL TRAITS

Twitchy Nose: The lagi's nose is keener than her eyes and ears, giving her the Scent ability. This racial trait replaces Low-Light Vision and Sharp Ears.
Tunnel Runner: The lagi is more comfortable moving through narrow tunnels rather than above-ground. When an ally moves into her space, the lagi can take a 5-foot step as an immediate action. She also receives a +2 racial bonus on Reflex saves and a +1 dodge bonus to AC while in tight spaces (generally no wider than 10 feet). This racial trait replaces Rabbit's Foot.
Patterned Fur: The lagi's fur blends with certain surroundings, offering natural camouflage. The lagi gains a +2 racial bonus on Stealth checks in one type of terrain, selected from the following: cold, desert, forest, jungle, mountain, plains, swamp, or underground. In the chosen terrain, the lagi can hide even if she doesn't have cover or concealment, but she takes a -4 penalty to the Stealth check. This racial trait replaces Sharp Ears.
Savage: The lagi descends from those who shun the civilization brought by the race's gods. She gains a natural bite attack that deals 1d4 damage and loses her racial penalty to Strength, but takes a -2 penalty to her Intelligence. This racial trait replaces Lunar Blessing.

---

FAVORED CLASS OPTIONS

Barbarian: Add +1 to the barbarian's base speed. In combat, this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Bard: The bard gains sonic resistance 1. Each time this reward is selected, increase sonic resistance by +1. This does not stack with sonic resistance gained from other sources.
Druid: Add +1/2 to the druid's Wild Empathy bonus.
Monk: Add +1 to the monk's CMD when resisting a grapple and +1/3 to the monk's initiative checks.
Paladin: Add +1/4 of a Mercy to the paladin's Lay On Hands ability.
Ranger: Add a +1/4 dodge bonus to the ranger's AC while in one of her favored terrains.
Rogue: Add a +1/2 bonus on the rogue's Bluff checks to feint and Acrobatics checks to move through threatened squares.
Sorcerer: Add +1/2 spell known from the druid spell list. This spell must be of a level no higher than 1/4 the sorcerer's class level.
Summoner: Add +1 ft. to the eidolon's burrow speed. In combat, this option has no effect unless the summoner has selected it five times (or another increment of five). If the eidolon does not have a natural burrow speed, treat its burrow speed as 0 ft.
Wizard: Add +1/6 to the number of spells per day the wizard can cast unprepared from her bonded object.

---

RACIAL ARCHETYPES

HARRIER (BARBARIAN)
{table=head]Level|Ref save|Special

1st|+2|Excitement, fast movement
2nd|+3|Rage power, uncanny dodge
3rd|+3|Springing step
4th|+4|Rage power
5th|+4|Improved uncanny dodge
6th|+5|Rage power
7th|+5|Damage reduction 1/—
8th|+6|Rage power
9th|+6|Hit-and-run
10th|+7|Damage reduction 2/—, rage power
11th|+7|Greater excitement
12th|+8|Rage power
13th|+8|Damage reduction 3/—
14th|+9|Rage power
15th|+9|Maul-and-run
16th|+10|Damage reduction 4/—, rage power
17th|+10|Tireless rage
18th|+11|Rage power
19th|+11|Damage reduction 5/—
20th|+12|Rage power, incredible excitement[/table]

Class Features
All of the following are class features of the harrier.

A harrier's Reflex save follows the good save progression.
This replaces Trap Sense.

Excitement (Ex):
A harrier focuses on the prey instincts of her rabbit cousins, raising her heart rate and reflexes in a fit of excitement. Excitement functions as a barbarian's rage, except that the harrier gains a +4 morale bonus to Dexterity instead of Strength and Constitution, and she gains no bonus to Will saves or penalty to Armor Class. Unlike a barbarian's rage, an excited harrier can still use Bluff to make a feint attempt, as well use Escape Artist for actions that can be completed in a single round. The number of rounds per day that a harrier can use excitement is based on her Wisdom modifier rather than her Constitution. Excitement can be used in place of rage to qualify for prerequisites (for feats and prestige classes, for example), effects that alter rage also alter excitement (such as the Extra Rage feat), and abilities that can normally only be used while raging can be used while excited.
In addition, an excited harrier can perform a bounding assault as a full-round action. A bounding assault allows the harrier to move up to her speed, making a single melee attack at any point before, after, or during her movement. Any attacks of opportunity she provokes during a bounding assault are delayed until the end of her turn, and creatures that no longer threaten the harrier at the end of her turn cannot make their attacks of opportunity. A harrier cannot use a bounding assault while wearing heavy armor or carrying a heavy load.
This ability replaces Rage.

Rage Powers (Ex):
A harrier gains the benefits of her rage powers while excited. She cannot take Intimidating Glare, Knockback, or Terrifying Howl, but adds Agitation and Improved Agitation (see below) to her list of selectable rage powers. In addition, the duration for a harrier's Guarded Stance or Rolling Dodge is based on Wisdom instead of Constitution.
This ability otherwise follows the normal rules for Rage Powers.
Agitation
If the harrier is excited and makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. A helpless harrier does not gain the benefit of Agitation.

Improved Agitation
The harrier's Agitation power improves. She still takes no damage on a successful Reflex saving throw against attacks, but now takes only half damage on a failed save while excited. A helpless harrier still does not gain the benefit of Improved Agitation. A harrier must have the Agitation rage power and must be at least 8th level before selecting this power.

Springing Step (Ex):
At 3rd level, a harrier may choose to move up to twice her speed when she performs a bounding assault, but doing so costs her 1 additional round of excitement for the day.

Hit-and-Run (Ex):
At 9th level, a harrier can make a second melee attack during a bounding assault, at her highest Base Attack Bonus -5. This attack need not be used against the same target as the first, and it can be performed at a different point in the harrier's movement.

Greater Excitement (Ex):
At 11th level, when a harrier uses excitement, the morale bonus to her Dexterity increases to +6.
This ability replaces Greater Rage.

Maul-and-Run (Ex):
At 15th level, a harrier can make a third melee attack during a bounding assault, at her highest Base Attack Bonus -10. This attack need not be used against the same target as the first or second, and it can be performed at a different point in the harrier's movement.
This ability replaces Indomitable Will.

Incredible Excitement (Ex):
At 20th level, when a harrier uses excitement, the morale bonus to her Dexterity increases to +8.
This ability replaces Mighty Rage.

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RACIAL EQUIPMENT

{table=head]Equipment Name|Cost|Weight
Robber-Root|5 gp|1/4 lb.
Skimhook|1 gp|1 lb.[/table]

Robber-Root: These are vine-like strands of ruddy-brown ribbon treated with an alchemical acid. Robber-root is packed into the dirt as a trap for burrowing creatures, disguised as common roots until the trespasser is caught up in the searing fibers. A single unit of robber-root fills one square; setting a single square takes 5 minutes for a creature with a burrow speed, or 1 hour for a non-burrowing creature with proper digging tools (not counting the time it may take to reach an adjacent space). The alchemical acid only reacts to living creatures, dealing no damage to non-living creatures or objects.
Most lagi would rather warn off intruders rather than injure them, so they make a high-visibility variant in bright colors like turquoise or orange. The Perception DC to detect high-visibility robber-root is only 5, but its statistics are otherwise unchanged. Creating either form of robber-root uses the Craft (alchemy) skill and has a DC of 20.

Type mechanical; Perception DC 20 (or 5 for high-visibility); Disable Device DC 20
Trigger location; Reset manual
Effects caustic strands (1d4+1 acid); DC 20 Reflex halves damage and avoids tangling effect; the robber-root tangles around the creature, making them entangled and dealing 1d4+1 acid damage every round at the beginning of their turn, which decreases by -1 each round after the first until the acid is entirely inert at -5; the creature can escape as a full-round action with a DC 22 Strength or Escape Artist check, or automatically if it has a slashing weapon with which it can cut the strands.

Skimhook: A small bar with two blunt hooks protruding from one end, used for clearing robber-root when a warren expands. The user gets a +4 circumstance bonus to Disable Device checks for removing robber-root, and they have no chance of springing it if they fail such a check. If used in combat, a skimhook is an improvised light weapon that deals 1d2 piercing damage (1d3 if Medium) and has the disarm quality.

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RACIAL FEATS

[Lu Warrior (Combat)]
Prerequisites: Base attack bonus +1, lagi.
Benefit: Damage dealt by your attacks (armed and unarmed) and spells is treated as silver for overcoming damage reduction or regeneration.

[Team Spirit]
Prerequisites: Cha 13, lagi.
Benefit: Once per day, before making an attack roll, skill check, ability check, caster level check, or saving throw, you may roll using the total bonus that an adjacent ally would apply when making that roll.
Special: Bonuses or penalties from the quality of your equipment apply as normal, not your ally's equipment.

[Luna's Gift]
Prerequisites: Wis 11, lagi.
Benefit: You gain the following spell-like abilities: 1/day — Detect Magic, Faerie Fire, Lesser Confusion, and Light. The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell's level + your Wisdom modifier.
Special: If you fall out of favor with Luna, you cannot use these spell-like abilities until you atone.

[Dweller's Gift]
Prerequisites: Wis 11, lagi.
Benefit: You gain the following spell-like abilities: 1/day — Goodberry, Know Direction, Purify Food And Drink, and Sanctuary. The caster level for these effects is equal to your character level. The DC for these spells is equal to 10 + the spell's level + your Wisdom modifier.
Special: If you fall out of favor with the Dweller, you cannot use these spell-like abilities until you atone.

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RACIAL MAGIC ITEMS

ELIXIR OF UNEARTHLINESS
Aura moderate necromancy; CL 7th
Slot —; Price 1,000 gp; Weight —

DESCRIPTION
The drinker of this elixir ceases to age physically, no longer taking penalties to Strength, Dexterity, or Constitution from aging, and does not die of old age when she reaches her maximum age. This does not remove any aging penalties received before the draught was imbibed. Whenever the elixir prevents aging penalties or death from old age, the user takes a cumulative -3 penalty to Wisdom, and this penalty increases by -3 every 5 years after her maximum age. This penalty cannot reduce her Wisdom score below 1, but she suffers from insanity (as the insanity spell) while her Wisdom is at 1, even if normally immune to such effects. The Wisdom penalty cannot be overcome in any way unless the elixir's entire effect is dispelled or otherwise removed.

The effects of an elixir of unearthliness are permanent rather than instantaneous, and can be dispelled like a permanent spell (use the item's caster level). A subject who loses the elixir's effect immediately takes all ability penalties that it prevented, and the elixir's Wisdom penalty is replaced with an equal amount of Wisdom drain. If the subject loses the elixir's effect while older than their maximum age, they die instantly.
Unscrupulous lagi try to sell elixirs of unearthliness as elixirs of everlife (see below), and the price they ask is typically much higher than 1,000 gp. The base price is only used when the buyer knows the true nature of the elixir and its array of side-effects.

CONSTRUCTION
Requirements Craft Wondrous Item, Death Ward or Greater False Life, creator must be a lagi; Cost 500 gp


ELIXIR OF EVERLIFE
Aura strong transmutation; CL 15th
Slot —; Price —; Weight —

DESCRIPTION
The drinker's maximum age is tripled, and any aging penalties they incur when they reach old or venerable age are reduced to -1. This does not reduce any aging penalties received before the draught was imbibed. Further elixirs of everlife increase the drinker's maximum age by the same number of years as the first.

This elixir's material ingredients are simple (only water, wormwood, and a pinch of powdered silver), but its creation permanently removes the maker's lunar blessing trait. The creator regains her lunar blessing trait if she drinks her own elixir, but it does not affect her maximum age or aging penalties.

CONSTRUCTION
Requirements creator must be character level 15th, creator must be a lagi with the lunar blessing racial trait; Cost 1 gp, creator's lunar blessing

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RACIAL SPELLS

CHANNEL FEAR
School Enchantment (compulsion) [mind-affecting]; Level alchemist 2, bard 2, inquisitor 2, magus 2, ranger 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Target one creature/two levels, no two of which can be more than 30 ft. apart
Duration 1 round/level
Save Will negates (harmless); Spell Resistance yes (harmless)

You direct the subject's fear to work to its advantage. All fear effects afflicting the subject are suppressed for the duration of the spell, but not removed. While suppressing the shaken condition, the subject receives a +1 morale bonus on attack rolls, a -1 penalty to AC, and a +5 ft. bonus to its land speed. These increase to +2 on attack rolls, -2 to AC, and +10 ft. to its land speed while frightened or panicked. These do not stack; use the latter values when they apply. While panicked, the subject cannot willingly enter the threatened area of the source of its fear, but may act normally once inside that area.

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Random Starting Ages
{table="head"]
Adulthood|
Intuitive|
Self-Taught|
Trained
18 years|
+1d6|
+2d4|
+2d6[/table]

Aging Effects
{table="head"]
Middle Age|
Old|
Venerable|
Maximum Age
50 years|
75 years|
100 years|
+4d20 years[/table]

Random Height and Weight
{table="head"]
Gender|
Base Height*|
Height Modifier|
Base Weight|
Weight Modifier
Male|
3'0"|
+2d4|
35 lb.|
× 1 lb.
Female|
2'10"|
+2d4|
30 lb.|
× 1 lb.[/table]
* does not include ears, which can be flattened against the head

Tanuki Tales
2012-09-08, 11:44 AM
This competition is now closed. The voting thread for it can be found Here. (http://www.giantitp.com/forums/showthread.php?t=255187)