Fey

Fey (12 RP)

Small Fey (fey)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength (0 RP)
  • Fey: Fey are supernatural creatures with strong ties to Nature, they have the fey subtype. (2 RP)
    • Lowlight Vision: Fey can see twice as far as a race with normal vision in conditions of dim light.
    • Eternal Youth: Fey don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
  • Small: Fey gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth (0 RP)
  • Standard Speed: Fey have a movement of 30 feet. (0 RP)
  • Fey Affinity (choose one): The fey gains a +2 racial skill bonus pertaining to this affinity [gaining a (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc) [ +2 to the DC of the spell school chosen.]
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey Damage Resistance: Fey gain DR 5/cold iron. (2 RP).
  • Fey Blood: Fey are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Fey attains. (2 RP)
  • Lucky, lesser: Fey gain a +1 bonus to all saving throws. (1 RP)
  • Fey powers [Choose one]: (3 RP)
    • Bond to the Land: Fey gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
    • Fey Sight: Fey are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
    • Glamour: Fey are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Vanish (Su): As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
    • Treesinger: Fey can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
    • Fascination: Once per day, a Fey can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
    • Spell Resistance (Ex): A Fey gains SR equal to 11 + its CR.
    • Long Step (Su): Fey can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
    • Polymorph Self: Fey can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

 

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a fey has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Trackless Step: A Fey does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires. Replaces fey sight.
  • Woodland Stride: A Fey can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Flight: Fey have a fly speed of 30 feet with clumsy maneuverability.Replaces fey powers.
  • Spell-like Abilities: Fey gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)—blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)—blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

Originally, Fey came from another plane called the Feywild. Like others on Aquatica, they were pulled here during the Chaos Wars. Now they live on Feyland, a surreal land of giant trees, mushrooms and other flora and fauna. These are found nowhere else on Aquatica. Normal laws of physics don’t apply here, because the land itself came from the Feywild many of its qualities stayed. Fey come from a supernatural world where distances are fluid and based on misdirection or force of will.

These fey live in a South American style society, they are peaceful unless provoked.

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Chosen of Ssliora (Template)

Chosen of Ssliora

The “Chosen of Ssliora” is an acquired template that can be added to any reptilian creature, or other follower of Ssliora that is chosen by the Priesthood. They are paragons of their race that are chosen to guard the holy lake Takshila (or other holy site), to make sure the Gods rules are followed throughout the land. There are three types of Chosen: Huntsmen, Enforcers and Teachers. Usually, the alignment of a creature that becomes a chosen of Ssliora matches that of the God that invested it with power. Sometimes, however, a God punishes a wayward worshiper or an enemy of the faith by making it a Chosen of Ssliora.

Prerequisites: Reptilian race (naga, lizardfolk, etc).

Challenge Rating: Same as the base creature +1.

Size and Type: Size and type are unchanged, but the creature might gain one or more alignment or elemental subtypes, depending on the alignment and portfolio of the deity that granted it the template. Possible subtypes include: air, chaotic, cold, earth, good, lawful, neutral and water. For instance, a Chosen of Ssliora would have the lawful and good subtypes, even if it were actually of some other alignment. Similarly, a neutral god of water and ice would grant its chosen of Ssliora the water and cold subtypes.

Initiative: A Chosen of Ssliora gains a +4 bonus on initiative rolls.

Speed: A Chosen of Ssliora is gifted with incredible speed. Each of its speeds is double the corresponding speed of the base creature. If the base creature flies, the Chosen of Ssliora maneuverability becomes perfect if it was not already. The water subtype, if acquired, grants the chosen a swim speed equal to its highest speed.

Defensive Abilities: A Chosen of Ssliora gains the following defensive abilities.

  • Ability Healing (Ex): A Chosen of Ssliora heals 1 point of ability damage per round in each damaged ability score.
  • Fast Healing (Ex): While a Chosen of Ssliora is in water, they have the fast healing ability.
  • Immunity to Mind-Affecting Effects (Su): The Chosen of Ssliora are taught to guard their minds, so are immune to all mind-affecting effects.
  • Immunity to Disease and Poison (Ex): Chosen of Ssliora are so hardy that they are immune to disease and poison.

Weaknesses: A Chosen of Ssliora has the following weakness.

  • Bound to the Faith (Ex): A cleric or paladin of Ssliora can rebuke or command the Chosen of Ssliora as though it had only 1/2 the total Hit Dice (character level) it actually possesses. Establishing command over the Chosen of Ssliora is performed as described in the Command Undead feat, and uses one of the cleric or paladin’s daily channel energy abilities.

Special Attacks: A Chosen of Ssliora retains all the base creature’s special attacks and gains those described here.

  • Dimension Door (Su): At will, a Chosen of Ssliora can use dimension door as the spell (caster level equals chosen of Ssliora Hit Dice) to reach any location within the Temple or Lake of Takshila (see Sacred Site, below). They can also use this ability in the dispensation of their duties.

Spell-Like Abilities: A Chosen of Ssliora gains spell-like abilities according to its Hit Dice, as indicated on the following table. These abilities are cumulative. Caster level equals chosen of Ssliora’s Hit Dice. The save DCs are Charisma-based.

Special Qualities: A Chosen of Ssliora retains all the base creature’s special qualities and gains those described here.

  • Blessed Life (Ex): A Chosen of Ssliora does not age or breathe. They do not require food, drink, or sleep.
  • Sacred Site (Ex): Each Chosen of Ssliora is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, series of structures, or natural site with clearly defined borders. It can be as large as a city, but in most cases it is a single temple complex or a sacred grove.  The Chosen of Ssliora is charged with protecting the site from harm and preventing incursions by those not of the faith. Most Chosen guard the temple island of Takshila, but there are various shrines on the island of Nagpur/Slithoria

Abilities: Change from the base creature as follows: Wis +4, Cha +4.

Skills: A Chosen of Ssliora gains a +5 racial bonus on Sense Motive, and Perception checks.

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Giant Water Bear

Sorry for posting this so late in the day, but this creature took me almost 2 days to research, so I could do it justice. I am in the process of learning how to use the Pathfinder process of creating monsters.

I based this creature on a currently alive microscopic animal called Tardigrade. They were discovered by Johann August Ephraim Goeze originally named the tardigrade kleiner Wasserbär (Bärtierchen today), meaning “little water bear” in German. The name Tardigradum means “slow walker” and was given by Lazzaro Spallanzani in 1776.[25] The name ‘water bear’ comes from the way they walk, reminiscent of a bear‘s gait. The biggest adults may reach a body length of 1.5 mm (0.059 in), the smallest below 0.1 mm. Newly hatched tardigrades may be smaller than 0.05 mm.

SEM image of Hypsibius dujardini

The most convenient place to find tardigrades is on lichens and mosses. Other environments are dunes, beaches, soil, and marine or freshwater sediments, where they may occur quite frequently (up to 25,000 animals per liter). Tardigrades, in the case of Echiniscoides wyethi,[26] may be found on barnacles.[27]Often, tardigrades can be found by soaking a piece of moss in water.[28]

Meet the toughest animal on the planet

Water bear YouTube video

They have also been in a few horror and scifi movies recently that have this creature as their monster. The most recent is Star Trek: Discovery Episode–The Butcher’s Knife Cares Not for the Lamb’s Cry. Below is my Pathfinder rendition of the water bear.

Giant Water Bear CR 6

XP 3000

N large magical beast (aquatic)

Init +6, Senses Blindsense 100 ft, Darkvision 60 ft; Perception +8

Defense

AC 24, touch 15, flat-footed 18, (+6 Dex, +9 Natural, -1 size)

HP 88 (10d10 +40)

Fort +19 Ref +13 Will +9

Offense

Speed Swim 60 feet land 15 ft

Melee bite +18 (1d8+9 plus attach), 2 claws +9 (1d6+4)

Space 10ft; Reach 5 ft

Special Attacks Attach

Statistics

Str 27 Dex 22 Con 30 Int 2 Wis 22 Cha 13

Base attack +10; CMB +19 (+23 when attached); CMD 35 (can’t be tripped)

Feats Blind-Fight, Great Fortitude (+2), Skill Focus (+3 Perception), Weapon Focus (+1 bite),

Skills Perception +12, Swim +18*, Stealth +12

Racial Modifiers +8 Swim

Special Qualities amphibious, DR 10/magic, blindsense, carapace, blood drain, transparernt

Ecology

Environment any body of water

Organization solitary

Treasure none

Special Abilities

Amphibious (Ex): Water bears have the aquatic subtype, they always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe both air and water. Aquatic creatures always treat Swim as a class skill (+8 racial bonus to Swim checks).

Attach (Ex): If a water bear hits with its bite attack, it latches onto its target and automatically grapples. A water bear loses its Dexterity bonus to AC, but holds on with great tenacity and automatically inflicts bite damage each round. An attached creature can be struck with a weapon or grappled itself. To remove a water bear through grappling, the opponent must win the grapple check, or Escape Artist check against it, the water bear is removed..

Blindsense (Ex): Using non-visual senses such as acute smell or hearing, a water bear with blindsense notices things it cannot see, with a range of 60 feet. The creature usually does not need to make perception checks to pinpoint the location of a creature within range of its blindsense ability provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal missed chance when tagging photos that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its dexterity bonus to armor class against creatures that cannot see.

While in the open water, this ability is used as a radius ability, with a range of 100 feet.

Carapace (Ex): A water bear possesses a hard shell that is an exceptionally tough and highly reflective armor. It deflects all rays, lines, cones and even magic missile spells, although area of effect spells affects them normally. There is a 30% chance of reflecting any such effect back at the caster otherwise is merely in negated. Check for reflection before rolling to overcome the creature’s spell resistance, if there is any.

Damage Reduction 10/Magic (Ex): Water Bears are resistant to any type of damage, because of their carapace. They can absorb 10 hit points worth of any type of elemental, or melee damage. If they are reduced to 0 hit points, they deflate like a balloon and feign death (hibernation).

Blood Drain (Ex): When a water bear makes a successful bite attack it’s teeth burrow into an opponent’s flesh to drain is bodily fluids at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage. The subject of such an attack must succeed on a Fortitude save or take full damage, they can save for half. The DC save is Constitution-based.

Transparent (Ex): Water bears are hard to see, even under ideal conditions, and it takes a DC 15 Perception check to notice one. Creatures who fail to notice a water bear and walk into it are automatically hit by its melee attack, or grappled; are considered flat-footed and surprised.

Vulnerabilities

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a water bear for 1 round overloading its sense receptors. It must also succeed on a DC 18 Will save or retreat immediately to the deepest recesses of its lair, dropping any victim currently grappled. On subsequent rounds, it is dazzled as long as it remains in the affected area.

Vulnerability to Alcohol (Ex): Water bears are vulnerable to alcohol. A pint of alcohol poured or thrown on a water bear deals no damage but causes it to take a -4 penalty on grapple checks for 1 minute (it causes its muscles to twitch uncontrollably).

 

Water bears are parasites (like leaches or lampreys) from the Plane of Water originally, they came through the portal on the island of the Naga and Lizardfolk. They lived in the waters on the island until the Mage Wars, many were washed to sea when water from the portal upsurged and pushed them to the sea. Where a shock-wave hit them and mutated many of them in various ways.

They have  barrel-shaped body with 8 stubby legs. Their body is split into four segments with a pair of legs on each that have 4-8 claws per foot, the legs have no joints. Their hide is made of chitin that they molt periodically, the mouth is round like a lamprey that are like hollow needles. They are closely related to leeches and their diet usually consists the bodily fluids of plants, bacteria, or animals.

They’re able to hibernate for multiple years (1-30+) depending on how much they eat before sleeping, during which they take on a mummified state and appear dead.

 

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Elf, Astral

Elf, Astral (14 RP)
Medium Humanoid (elf, planetouched, astral)

Racial Traits

  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. (0 RP)
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Elves are Humanoids with the elf and planetouched (astral) subtypes. (2 RP)
    • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. (1 RP)
    • Astral Heritage: Elves are descended from the Astralus, so gain one Astralus racial trait of choice. (2 RP)
  • Base Speed: Elves have a base speed of 30 feet. (0 RP)
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks. (2 RP)
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (2 RP)
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. (3 RP)
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)
  • Languages: Elves begin play speaking Common and Elven. Bonus: Atlantean, Celestial, Draconic, Etherian, Gnome, and Sylvan. (0 RP)

Alternate Racial Traits

  • Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a dark elf (from teranik) in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Dragon Magic (3 RP): Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. Source PPC:LoD
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source HotW
  • Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Source PRG:HA

Elves are the fallen children of the Astralus that lost their astral nature as a result of the Mage Wars. They are the younger cousins/descendants of the Astralus and live on the island of Avalonia between Atlantia and Anthroporia. They are taught from birth how their ancestors and the Atlanteans fought the Mage Wars.

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Wild Elf

Wild Elf (12 RP)
Small Humanoid (elf)

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Intelligence. (0 RP)
  • Type: Wild Elves are humanoids with the elf subtype. (0 RP)
    • Darkvision: Wild Elves gain darkvision up to 60’. (2 RP)
  • Small: Wild Elves gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Standard Speed: Wild Elves have a speed of 30 feet. (0 RP)
  • Animal Bond: Wild Elves bond at birth; this gives them telepathy and empathy with other wild elves and their pack. Animals from their homeland can be chosen (rideable). Common choices: wolf, large cat, badger, fox, etc). Because of this bond, wild elves gain Track as a bonus feat and their \lifespan is shortened to twice human common lifespan. At birth a Wild Elf bonds with a chosen animal. (2 RP)
  • Woodcraft: Wild Elves know the deep secrets of the wild like no others, especially secrets of nature. They gain a +1 racial bonus to acrobatics, climb, knowledge (nature) or survival. In their favored terrain this bonus improve to +2. (2 RP)
  • Terrain Stride: In their chosen terrain, Wild Elves gain the ability to move naturally through difficult terrain. (1 RP)
  • Pulse of the Wild: Wild elves can read signs and listen to the voices of the wilds and animal inhabitants of their forest homeland (or terrain where they are born). When traveling outdoors in the chosen terrain they gain a bonus to Perception equal to their Wisdom bonus. They add half this bonus to Wild Empathy checks. (2 RP)
  • Stalker: Wild Elves gain Perception and Stealth as class skills. (1 RP)
  • Tree Stepper Wild elves take to the trees at an early age, they are surefooted and agile climbers. They can move through the tree-tops with ease. In dense forests, they can move at base speed. In lightly forested areas, they move at half speed. Wild Elves are so at home in the trees that they gain 20 feet Climb speed, +8 bonus to the climb skill and don’t lose their Dexterity bonus to AC while using the acrobatics or climb skill checks. They gain a +2 racial bonus on Balance skill checks while wearing light or no armor. (2 RP)
  • Language: Elven and Common. Bonus: Atlantean, Centaur, Dwarf, Halfling, and Sylvan. (0 RP)

Alternate Racial Traits

  • Natural Armor: Wild Elves gain a +1 to their Armor Class. Replaces stalker.
  • Scent: Wild Elves gain the scent ability. Replaces pulse of the wild.
  • Bite: Wild Elves gain a bite attack, 1d2 + Strength modifier to damage. Replaces terrain stride.
  • Silent Hunter: Wild Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). Replaces woodcraft.
  • Hide in Plain Sight: While in his favored terrain, a wild elf gains +2 to his Stealth check and can use the Stealth skill even while being observed. Replaces stalker.
  • Wild Talent: The Wild Elf chooses one, 0 level arcane, divine spell or psionic ability; at 10th level a second ability may be chosen. This ability can be used as a standard action, 2/day +1 per day/half Wisdom modifier.

Racial Feats
The following feats are available to a wild elf character who meets the prerequisites.

 

Wild elves are rarely seen by others, because they live in the heart of thick forests and have incredible skill at keeping hidden. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. Wild elves are a very reclusive race and prefer to be with their own kind in the deep forests.
They often cover their skin in tattoos or ritual scaring. Their housing, clothing, weapons and equipment look primitive but are well-made.

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Dinoterrans

Dinoterran (unjoined) (12 RP)
Medium humanoid (saurian, humanoid)

Racial Traits

  • Flexible: Dinoterrans gain a + 2 to 2 ability scores of choice. (1 RP)
  • Medium: Dinoterrans are medium size. (0 RP)
  • Type: Dinoterrans are humanoids with the sauran subtype. (0 RP)
    • Lowlight Vision: Dinoterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
    • Dual Minded: Dinoterrans appear human but they have a separation in their brain that sets them apart (saurian hind brain). This gives them a +2 save vs Will for spells that target humanoids and saurian are only half as effective. (1 RP)
  • Standard Speed: Dinoterrans have a standard speed of 30 feet. (0 RP)
  • Dinofriend: Because of their dinosaur ancestry they gain a +4 racial bonus on Diplomacy checks with Herbivores. (2 RP)
  • Elemental Affinity (skill): All Dinoterrans have an affinity for a certain element when they come of age they are tested (or pick) for this affinity. They gain a +2 racial bonus to a craft or profession skill check. (2 RP)
    • Earth: farmer, craftsman, builder, engineer, etc.
    • Air: flyer (pteradon, or other flying creature), windmill operator, pilot (blimp, gyrocopter, glider, etc).
    • Fire: blacksmith, inventor, scientist, teacher, etc.
    • Water: fisherman, sailor, dam operator, plumber, etc.
  • Sunstone Bond: All Dinoterrans are attuned to their city’s sunstone. While in the field of this or a satellite stone, they gain a +2 dodge bonus to AC versus carnivores. This bond only stays in effect while following the Bond Code: never eat meat of an intelligent creature (fish and insects don’t count) and only do violence in self-defense or defense of others. (2 RP)
  • Healthy: Dinoterrans gain a +4 Fortitude save vs poison and disease because of their diet (vegetarian, with fish and insects) and clean living. (2 RP)
  • Skill Training: Dinoterrans gain 2 skills of their choice which are always considered class skills. (1 RP)
  • Language: Saurian and Common. Bonus: Draconic, Dwarf, Elven, and Gnome. (0 RP)

Alternate Racial Traits

  • Natural Armor: Dinoterrans gain a +1 natural armor bonus to their armor class.  Replaces dual minded.
  • Stubborn: Dinoterrans gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools.  In addition, if a Dinoterran fails such a save, they receive another save one round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than one round).  The second save is made at the same DC as the first.  If the Dinoterran has a similar ability from another source (such as a rogue’s slippery mind class feature), they can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.  Replaces healthy.
  • Fast Healing: Dinoterrans with this ability regain 1 hit point each round.  Except for where noted here, fast healing is just like natural healing.  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does allow a creature to regrow lost body parts.  Fast healing continues to function (even at negative hit points) until a member of this race guides, at which point the effects of fast healing immediately end.  Special: This trait can be taken multiple times.  Each time fast healing is taken, its cost increases by 1 RP. Replaces skill training.

The Saurians were a powerful race during the Mage Wars. They sided with the Astralus (Astral Elves) against the Atlanteans. Saurians were extremely gifted with psionics and elemental powers. Many died during the Mage Wars, the few that survived, quickly devolved from an Atlanteans curse or died of old age. Instead of devolving some Saurians (30%) split into humanoids and primitive Saurians/Dinosaurs (full size). A few out of every generation of their descendants is reborn as a strong leader in time of need. When one of these becomes the leader, there is a 20% chance of him/her merging with their other half.

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Human, Fringer

Human, Fringer (outast) 12 RP
Medium Humanoid (pure)

Racial Traits

  • +2 to 1 statistic of choice (0 RP)
  • Humanoid: Fringers are humanoids with the pure subtype. (0 RP)
  • Medium: Fringers have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Fringers have a standard speed of 30 feet. (0 RP)
  • Pure Heritage: Because of their isolation on Dinoterra, Fringers were never touched by the Atlanteans experimentation or the wild magic of the Chaos Wars. (2 RP)
  • Defensive Training (lesser): Fringers live on the outskirts of society, so learn to always be wary of the predation of carnivores. They gain a +4 racial dodge bonus to AC vs carnivores. (2 RP)
  • Lucky (lesser): Fringers gain a +1 racial bonus to all saving throws. (2 RP)
  • Beguiling Liar: Fringers gain a +4 racial bonus to Bluff skill checks when bargaining or making deals. (2 RP).
  • Scavenger: Fringers live on the edges of society, so learn to scavenge at a tender age. They gain a +2 racial bonus to Appraise or Perception skill checks. (2 RP)
  • Sunstone Sensitivity: When near a sunstone, Fringers receive a -1 penalty to all attacks, AC and saves within the radius of the stones influence. Fringers are unable to bond the sunstones because of their proclivity for violence and their carnivorous habits. A rare few can change their ways and travel to a city to live. (-1 RP)
  • Choose 3 RP worth of traits to balance out this race. (3 RP)
  • Languages: Common. Bonus: Elf, Halfling and Saurian.

Alternate Racial Traits

  • Weather Savvy: Fringers are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. 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. Replaces lucky and gain 1 RP.
  • Lowlight Vision: Fringers can see twice as far as a race with normal vision in conditions of dim light. Replaces defensive training and gain 1 RP.

Human fringers are the last ruminant of pure human stock. They are outcasts from their heritage and true assimilation by the Dinoterran society.  They often live on the outskirts of civilization, but most prefer the Wild Outlands, where they can build their own society and live however they want. They are true anarchists and are only beholden to themselves. Although, they often band together for protection from the large carnivores.

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