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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Wild Halfling

Wild Halfling 12 RP
Small humanoid (Halfling)

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Charisma (0 RP)
  • Type: Wild Halflings are humanoids with the halfling subtype. (0 RP)
  • Small: Wild Halflings 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. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
  • Standard Speed: Wild Halflings have a base speed 30 feet (0 RP)
  • Darkvision: Wild Halflings can see in the dark up to 60 ft. (2 RP)
  • Telepathic: Wild Halflings can communicate telepathically with any creature within 30’ + 10’/2 levels, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, otherwise the telepathic link fails. (3 RP)
    • Mute: Wild Halflings are unable to speak vocally. (-1 RP)
  • Keen Senses: Wild Halflings gain a +2 racial bonus to Perception skill checks. (2 RP)
  • Fearless: Wild Halflings gain a +2 to all saving throws vs fear checks. They don’t even have a concept for fear, have no regard for injury or death.  (1 RP)
  • Skilled: Wild Halflings gain a +2 racial bonus to Acrobatics and Survival skill checks. (2 RP)
  • Nature Bond: Wild Halflings gain on of the following abilities below: (2 RP)
    • Animal Bond: Wild Halflings gain the ability to bond to a specific animal (as a Ranger animal companion).
    • Animal Speech: Wild Halflings gain the ability to speak to any animal (as Wild Empathy).
    • Wrangler: Wild Halflings gain a +2 racial bonus to handle animal skill checks.
  • Stalker: Wild Halflings gain Perception and Stealth as class skills. (1 RP)
  • Weapon Familiarity: Wild Halflings are skilled with any type of primitive weapon, but especially thrown or missile weapons. They gain a +1 to attack and may use their Dexterity modifier instead of Strength modifier for damage all rolls (+2 for thrown weapons, and add 20’ to the range). (2 RP)
  • Xenophobic: Wild Halflings start with Halfling only. Bonus: Common, Elven, Saurian and Sylvan.
    • They receive a -2 penalty to Diplomacy from other races. (-2 RP)

Alternate Racial Traits

  • Scent: Wild Halflings gain the scent ability. Replaces skilled
  • Bite: Wild Halflings gain the bite natural attack, 1d4 damage. Replaces a nature bond ability.


The halflings living on Dinoterra are tribal barbarians that ride raptors. Their favorite prey is T-Rex, but they’ll eat any meat. 
They are mostly a reclusive and secretive people, with a silent language that merges psionics, sign and body language. A few Rangers and Druids have been able to have a limited conversation with Wild Empathy.

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