Note: At The Glyphstone's suggestion, this thread will now be home to all my future homebrews...
Gapakayri are a tall thin race living mostly in the Windenweald. Standing 9 to 11 feet tall, they have a humanoid head and torso, goat-like ears, horns, legs, and feet, and a tail like a lion. They all have thick fur on their ears, legs, and tail. Gapakayri usually have bushy eyebrows but otherwise lack facial hair. They generally lack any hair on their arms and torsos. If they have head hair (many do not regardless of gender), they usually keep it short or keep it braided. Gapakayri hair and fur usually match in color with white, deep blue, dark purple, and red being most common. Gapakayri skin can be any color a human's could, while their eyes are normally golden, purple, or green.
Spoiler: Background FluffThe Gapakayri originally lived on the Ayleven Plataea and in the foot hills of the surrounding Kaedon Mountains. They had three temples in the mountains each surrounded by a city full of technical wonders. Most Gapakayri would spend part of their lives in temple service, part of their lives as nomadic herdsmen on the Ayleven Plataea. A thousand years ago, the gnomes and drow of the Vaytel Empire conquered the Ayleven Plataea and destroyed the three temples. The survivoring Gapakayri that didnt get dragged away into slavery fled into the Windenweald, where they have lived ever since.
Before fleeing into the Windenweald, about a quarter of the Gapakayri population had psionic abilities. As the strange magic of the Windenweald has permeated their bodies, arcane and divine magic have become too unpredictable and dangerous to rely on. As a result they are distrustful of those who practice those forms of magic, and psionic abilities have become more important to the Gapakayri; about a third of the population now have psionic abilities. Any Gapakayri
that can afford it will make their weapons out of Vashojiki.
Monstrous Humanoid (Windenweald)
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Slight Build: The physical stature of Gapakayri lets them function in many ways as if they were one size category smaller. Whenever a Gapakayri is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Gapakayri is treated as one size smaller if doing so is advantageous to the character. A Gapakayri is also considered to be one size smaller when "squeezing" through a restrictive space. A Gapakayri can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Gapakayri remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Gapakayri base land speed is 40 feet.
Darkvision: Gapakayri can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Gapakayri can function just fine with no light at all.
+2 racial bonus on all saving throws against spells and spell-like effects: Centuries and generations of living in the Windenweald has infused their being with magical energy, giving them some resistance to harmful magical effects.
+2 racial bonus on Intimidate checks made against animals and humanoids. Centuries of prejudice and their frightful appearance make the Gapakayri particularly good at coercing others.
-2 penalty on Diplomacy, Handle Animal, Perform, and Sense Motive checks. Centuries of prejudice, their hideous appearance, and strange mannerisms make it difficult for Gapakayri to interact peaceably peoples from outside the Windenweald. Handle Animal does not take a penalty when used on a creature native to the Windenweald.
Weapon Familiarity: Gapakayri are proficient with Kirustaves.
Natural Attack: Headbut. A Gapakayri can make a secondary natural attack with its tail (at a -5 penalty on attack roll) dealing 1d8 damage.
Automatic Languages: Gapakayer and Gapakayri sign language. Bonus Languages: Common, Draconic, and Sylvan.
Favored Class: New homebrew class I haven't finished yet
Wild Magic: Creatures of the Windenweald subtype are always considered to be in a Wild Magic zone for spells they cast.
EDIT: just realized there were existing rules for Wild Magic Zones, so the following is now a hombrew variant that could be used either in conjunction with this race or separately.
Spoiler: Wild Magic ZoneAny Divine or Arcane caster in a Wild Magic Zone must use the spell point variant. Each time they attempt to cast a spell roll a d12 and use the following table to determine the effects.
*Apply the first applicable metamagic feat from the following***: Maximize Spell, Enlarge Spell, Extend Spell
1 The spell fails to cast, costing double its normal amount of spell points 2 The spell casts and functions normally, costing double its normal amount of spell points 3 The spell casts and functions with its greatest potency*, costing double its normal amount of spell points 4 The spell fails to cast, costing its normal amount of spell points 5 The spell casts but functions with its least potency**, costing its normal amount of spell points 6 The spell casts and functions normally, costing its normal amount of spell points 7 The spell casts and functions with its greatest potency*, costing its normal amount of spell points 8 The spell casts but functions with its least potency**, costing half its normal amount of spell points 9 The spell casts and functions normally, costing half its normal amount of spell points 10 The spell fails to cast, costing no spell points 111 The spell casts but functions with its least potency**, costing no spell points 12 The spell casts and functions normally, costing no spell points
**Apply the first applicable metamagic feat from the following***: Minimize Spell, Shrink Spell, Shorten Spell feats by SinsI
***Wild magic does not require you to have these feats, and it prevents you from using them in a controlled manner (you cannot take these feats, but other metamagic feats can be used normally).
If you role a 2, 3, 7 or 12 roll a second d12 to determine who the spell hits:
1-4 Intended target 5-8 Caster 9-10 Random Target in range 11 Spell duplicates, role twice more 12 Random spot in range (potentially failing if spot isnt on a valid target