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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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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Nagan

Nagan  (11 RP)

Medium Aberration (aberration, reptilian) 

Racial Qualities

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Naga 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: Naga are considered medium creatures. (0 RP)
  • Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
  • Speed: Naga can slither at 30 ft. per round.  (0 RP)
  • Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
  • Natural Climbers: Naga 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. (2 RP)
  • Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
  • Poisonous Bite: All naga 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)
  • 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: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
  • Frightful Gaze: Naga 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. This replaces prehensile tail and poisonous bite.
  • Slapping Tail: The naga 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 naga’s Strength modifier. This replaces prehensile tail.
  • Tripping Tail: Naga 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. This replaces poisonous bite or hardy.
  • 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.

The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.

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Naga inspired race: Deva-Nagaru

I decided to create a race with characteristics of a naga and humanoid. This will be a Pathfinder advanced player race with average to advanced RP.
I will be taking my information from recorded legends of this race. One of my major points will be that the serpent races are all related so will be considered one race, that is separated by clan/caste. (ex: naga, yuan-ti, serpentfolk, maralith, lamia, etc). Nobles will be able to shift to full human or any stage in between.

Deva-Nagaru (People of the Snake)
Before the Chaos Wars, Naga were a serpent worshiping mountain tribe that lived on Nagloka (Nagpur). When the war was at its worst, during a snake dance, a wild magic storm hit. All the participants were affected. Some immediately, until the next full moon and a rare few didn’t have the trait appear but their children did. The mutation varied depending on the tribe, inclination and nearness to snakes. Because most nobles are dragon-blooded they eventually gained control and became shifters. Others show their serpent traits in appearance and temperament.
Their cousins on the other side of island in Slithoria (change), had a similar occurrence but with lizards during a lizard dance. They had a worst effect, because the predatory nature of the lizards was stronger and all but subsumed their humanity. Many of the lizardfolk became violent and warlike as a result.
So came the war. Lizard vs snake. Their draconic cousins on the nearby island of Dracoria eventually enforced a peace before their mutual destruction. They created a neutral zone around the holy lake of Takshila. The Goddess Devangara created the winged naga in her image to be protectors of the peace around the holy lake.
The seven tribes are as follows (add subtype as needed):

  • Marindara: Any N, eel or see snake lower body, humanoid upper. small-medium.
  • Nagan: N-NG, fully scaled, snake-headed humanoids. small-large
  • Quezl-Nagan: N-NG, fully scaled, rainbow colored winged (feathers) snake. small-large
  • Maralith: Any-partial to fully scaled humanoid upper body with snake head, un-scaled lower humanoid body. small-medium
  • Yuan-ti: Any-N, fully scaled humanoid upper body with snake head, scaled lower snake body. small-medium
  • Lamia: NG-N, humanoid upper body, snake lower. small-medium
  • Noble: Any N, can look or shift to any of the above or a combination off traits. Many show dragonblood traits as well. small-medium

See later posts for more on the seven tribes.

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Ancient Atlantean

I found a progenitor to my Atlantean race. They are the Anunnaki from the new Pathfinder Bestiary 5. They will be NPCs because they are Mythic.

Here is a link to the d20pfsrd for them. Some of the abilities that I really like are:

  • bestow knowledge
  • devolution
  • mimetic memory
  • morphic anatomy
  • morphic body
  • psychic warding
  • uplift

These are perfect abilities for the Atlantean biomancers. The Devolution ability makes the degeneration of humans in my campaign possible.

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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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