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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Lamia

Lamia      (11 RP)

Medium Monstrous Humanoid (monstrous humanoid, reptilian) 

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Wisdom. Lamia are incredible agile and fast, both in body and emotions. They are a free-spirited and openly emotional people as a whole, but their whimsical nature grates on others and their emotional outbursts tend to get them into trouble. (0 RP)
  • Medium: Lamia are Medium creatures, and have no bonuses or penalties due to their size (0 RP)
  • Monstrous Humanoid: Lamia are considered to be monstrous humanoids. (3 RP)
    • Lamia have the lowlight vision 60 ft.
  • Normal Speed: Lamia have a base speed of 30 feet. (0 RP)
  • Swim: Lamia have a swim speed of 30 feet, and gains the +8 racial bonus on Swim checks that the swim speed normally grants. (2 RP)
  • Legless: Yuan-ti have no legs, and therefore cannot be tripped. (-2 RP)
  • Keen Senses: Lamia receive a +2 racial bonus on Perception checks. (2 RP)
  • Bite: All lamia have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at a enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength modifier and inflicts a poison if the attack is successful (see below). A lamia may use this attack in addition to other attacks during a full attack.
    • Poison (Ex): Bite—injury; save Fort (DC 10 + 1/2 lamia hit dice + con bonus); frequency 1/round for 1 round per con modifier (minimum 1); effect 1d2 Wis damage; cure 1 save. A lamia may only inflict its poison on an enemy once per hour. (3 RP)
  • Lamia Immunities: Lamia are immune to their own poison and that of other lamia, and get a +2 racial saving throw bonus against all other types of natural poison. (2 RP)
  • Weapon Familiarity: Lamia are proficient with short-spears, long-spears, spears, javelins, halberds and treat any weapon with the word “lamia” in its name as a martial weapon. (1 RP)
  • Languages: Lamia speak Draconic and Common. Lamia with high Intelligence scores can choose any of the following: Elven, Lycan, Gnome, Goblin, Halfling, and Sylvan. (0 RP)

Alternate Racial Traits

  • Climb: Lamia have a climb speed of 20 feet, and gains the +8 racial bonus on Climb that the climb speed normally grants. Replaces natural swimmer.
  • Keen Vision: The lamia gains improved low-light vision, and they may now see four times as far as a human in such conditions. Replaces lowlight vision.
  • Improved Keen Vision: The lamia gains dark-vision, out to a range of 60 feet. Dark-vision is black and white only, but a lamia can operate perfectly fine in complete darkness. Replaces lowlight vision or keen senses.
  • Lamia Chosen: They are one of the rare few chosen lamia born with additional arms, openly viewed as a living blessing of the gods and destined for greatness. They gain an additional set of arms and hands. These arms and hands may be used to wield weapons and objects just like their primary arms with ease so they qualify for the multi-attack and multi-dexterity feats. Replaces swim and keen senses.
  • Scent: The lamia’s natural senses are sharper than their other kin, and they can smell the blood and sweat of others like a true predator with a flick of your tongue. They gain the scent ability out to 30 feet which grants a +4 bonus to survival checks to track when using scent, and a +2 bonus to scent-based Perception checks. Replaces bite and weapon familiarity.
  • Shadowscale: The lamia is one of the rare few chosen lamia born with scales capable of catching the light and surroundings to become nearly invisible. The scales along their body makes them go into a chameleon like state. The lamia gains the effects of invisibility, as the spell, usable at will as a standard action – except that a enemy may make a perception check, DC (10 + 1/2 lamia’s hit dice + lamia’s con modifier) to sense their position clearly for 1 round if the lamia is within 30 feet of the observer, thus negating all benefits gained by invisibility used against that observer for that round, such as concealment. Like the spell, any action that would normally break the spell also breaks this invisibility. This is an extraordinary ability. Replaces bite and racial immunities.
  • Thick Scales: The lamia was born with thicker than average scales, and many patches of scales appear on their back, arms, and chest where no scales are supposed to be. Due to this quirk of birth, this lamia is more resilient than the rest of its kin gains a +2 natural armor bonus to AC. Replaces swim.

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Yuant-ti

Yuan-ti     (15 RP)

Medium monstrous humanoid (monstrous humanoid, reptilian

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Charisma: Yuan-ti are much more flexible and hardy than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids (0 RP)
  • Medium: Yuan-ti are considered medium creatures. (0 RP)
  • Monstrous Humanoid: Yuan-ti are considered to be monstrous humanoids. (3 RP)
    • Yuan-ti have the Darkvision (60 ft) trait.
  • Speed: Yuan-ti can slither at 30 ft. per round. They can also climb at 20 ft and have a +8 bonus to climb checks. (2 RP)
  • Legless: Yuan-ti have no legs, and therefore cannot be tripped. (-2 RP)
  • Hardy: Yuan-ti are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Poisonous Bite: All Yuan-ti can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Claws: Yuan-ti receive two claw attacks. These are primary natural attacks. The damage is based on their size. (2 RP)
  • Battle Hardened: Yuan-ti are constantly on alert for Lizardfolk raids and continually skirmish with them so gain a +1 CMD. (4 RP)
  • Languages: Yuan-ti can speak draconic and Common). Yuan-ti with higher intelligence can learn orc, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Yuan-ti gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. (6 RP)
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.
  • Slapping Tail: The yuan-ti have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the yuan-ti’s Strength modifier. This replaces the battle hardened or poisonous bite trait.
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This replaces the poisonous bite trait.
  • Tripping Tail: Yuan-ti can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. (3 RP)

 

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Giant Serpentweed

While converting old monsters to Pathfinder, I found this creature on http://pandius.com.

Giant Serpentweed

by Jamie Baty

Large Plant

Hit Dice: 9d8 (40 hp)
Initiative: +2 (+2 Dex)
Speed: 0 ft. (0 squares)
Armour Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+14
Attack: Bite +10 melee (2d6 +4)
Full Attack: Bite +10 melee (2d6 +4)
Space/Reach: 10 ft. / 20 ft.
Special Attacks: –
Special Qualities: Low-light vision, plant traits, root of the problem, tremorsense
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 18, Dex 14, Con 11, Int 0, Wis 2, Cha 4
Skills: Listen +10, Spot +10
Feats: Alertness, Combat Reflexes, Dodge, Weapon Focus (Bite)
Environment: Any marsh or aquatic
Organisation: Plant (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: –

The giant serpentweed is a flesh-eating plant found in bogs and areas of standing water. Much of the plant lives under water, rooted to the bog bottom, but it has 2d5 stalks that reach above the surface. These thick, scaly stalks each end in a digestive sac that resembles a toothed mouth. From a distance, the stalks look like giant snakes.
Note: The above stats are for one stalk, not the entire plant.

Combat
The serpentweed stalks normally lie in wait just under the surface of the water. From there, they detect the vibrations of passing creatures, which they then attack aggressively.
The stalks can attack anything within a 20-foot radius of the plant. When a stalk loses all of its hit points, it is severed. When all the stalks are severed, the plant can no longer attack, but the plant itself is not dead. The only way to kill a serpentweed permanently is to burn the underwater roots. A severed stalk will grow back within six months.

Root of the Problem (Ex): Stalks of giant serpentweed that are severed regrow within six months. Giant serpentweed can only be permanently destroyed by inflicting 25 points of fire damage directly to the underwater root system. The roots are AC10 and have the same saves as a stalk.

Tremorsense (Ex): Giant serpentweed is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in contact with the water within 60ft.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature’s entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

X9 28, DMR2 91, CoM

I couldn’t find any better pics. These are good, but according to the description above, they are plants and the ones below are animals.

 

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Quetzl-Nagara

Quetzl-Nagara (11 RP)

Medium Outsider (native outsider, reptilian, air) 

Racial Qualities 

  • +2 Dexterity, +2 Charisma, -2 Constitution: Quetzl are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Quetzl are considered medium creatures. (0 RP)
  • Outsider: Quetzl are considered to be outsiders (air). Thus have the darkvision 60 ft trait. (3 RP)
  • Speed: Quetzl can slither at 30 ft. per round.  (0 RP)
  • Breeze-Kissed: Quetzl are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Once per day, quetzl can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhaust the user’s breeze-kissed ability for 24 hours. This is a supernatural ability. (4 RP)
  • Flight: Quetzl have a fly speed of 30 feet with clumsy maneuverability. This trait can be taken more than once. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. (4 RP)
  • Limbless: Quetzl have no legs, and therefore cannot be tripped. (-2 RP)
  • Bite: All Quetzl have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at an enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength. A Quetzl may use this attack in addition to other attacks during a full attack. (1 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Quetzl can speak Draconic and Common. Quetzl with higher intelligence or the proper training can learn to speak Auran, gnome, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Quetzl gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. Preplaces Breeze-kissed and Prehensile Tail.
  • Natural Climbers: Quetzl have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. Replaces Darkvision.
  • Slapping Tail: The quetzl have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the quetzl’s Strength modifier. Replaces Prehensile Tail.
  • Tripping Tail: Quetzl can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. Replaces Prehensile Tail.

​A quetzl’s appearance varies, the feathers are often rainbow colored (red, yellow, blue, green, etc). They have a snake head and body, with feathered wings; sometimes even small hands and feet.

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Figure of the Week: Frogman

Today’s Figure of the Week is the Frogman, it is a Dark Heaven Legends Reaper figure, wielding a short spear and a turtle shell shield, wearing a sea-shell breastplate, elbow guards, bracers, greaves and a grass skirt. I had fun painting him and am looking for more to paint in the future.

A link for the Grippli Pathfinder advanced race.

Marindaga

Marindaga (11 RP)

Medium Humanoid (humanoid, aquatic, naga

Racial Traits

  • +2 Dexterity, +2 Charisma and -2 Constitution, Marindaga are graceful, hale, and beautiful. (0 RP)
  • Medium: Marindaga have no bonuses or penalties due to their size. (0 RP)
  • Base Speed (Slow): Marindaga have a base speed of 10 feet. (-2 RP)
  • Swim Speed: They have a swim speed of 50 feet. (2 RP)
  • Lowlight Vision: Marindaga can see twice as far as humans in conditions of dim light. (0 RP)
  • Amphibious: Marindaga  are amphibious and can breathe both air and water. (2 RP)
  • Hardy: Marindaga  are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Bite: All Marindaga  have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at a enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength modifier and inflicts a poison if the attack is successful (see below). A Marindaga  may use this attack in addition to other attacks during a full attack. (2 RP)
    • Poison (Ex): Bite—injury; save Fort (DC 10 + 1/2 Marindaga  hit dice + con bonus); frequency 1/round for 1 round per con modifier (minimum 1); effect 1d2 Wis damage; cure 1 save. A Marindaga  ​may only inflict its poison on a enemy once per hour.
  • Natural Armor: +2 natural armor bonus. (4 RP)
  • Legless: Marindaga have no legs, and therefore cannot be tripped. (0 RP)
  • Languages: Marindaga begin play speaking Common and Draconic. Marindaga with high Intelligence scores can choose from the following: Aquan,  Elven, Merfolk and Sylvan.

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Darkvision Some Marindaga favor the lightless depths over shallower waters. Marindaga with this racial trait gain darkvision with a range of 60 feet and light sensitivity. This racial trait replaces low-light vision.
  • Seasinger The beautiful voices of the Marindaga are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells. This racial trait replaces low-light vision.
  • Secret Magic: Marindaga sometimes manifest magical powers they are unwilling to explain to non- Marindaga, leading scholars to speculate that the magic originates from the Marindaga’s rumored eldritch patrons. Such Marindaga have only a 40-foot swim speed, but they add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will–speak with animals (aquatic animals only); 1/day— fins to feet (self only), hydraulic push. This racial trait replaces the natural armor racial trait and alters the Marindaga movement speed. Source PCS:ISR
  • Strongtail A few Marindaga have broad, strong tails that are more suited for land travel than the typical Marindaga tail. Marindaga with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.

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