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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Flowerling

Flowering 12 RP
Small Fey (fey)

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Flowerlings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype.  (2 RP)
    • Lowlight Vision: Flowerlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Small: Flowerlings are small creatures gain 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)
  • Slow Speed: Flowerlings have a movement of 20 feet, (-1 RP)
  • Spores (sleep): Flowerlings gain the ability to put opponents asleep. At Will, as the sleep spell. (1 RP)
  • Commune with Nature: Flowerlings choose 1 from the following abilities (2 RP):
    • Sense Water: Flowerlings can sense water 1 mile away, +1 mile/3 levels. They can also sense if the water is clean or poisoned.
    • Plant Growth (minor): Flowerlings gain the ability to cast a minor version of plant growth (as spell). The range is reduced to touch or 10 ft +10 ft/level, the area is equal to the range. This ability can be reversed as diminish plants.
    • Whispering Wind: Flowerlings gain the ability to use whispering wind to talk to each other and nearby plants at will (as spell). Range 1 mile/level, area 10 ft radius. The message is limited to 25 words.
    • Mending (natural): Flowerlings can mend (as spell) natural objects, this also heals plants 1d4 hp/level. Range 10 ft, 1 object of up to 1 lb/level, Will saving throw negates.
  • Take Root: Flowerlings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
  • Woodland Stride (forest): Flowerlings gain the ability woodland stride, to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. (2 RP)
  • Camouflage, greater: Flowerlings are able to appear as any flowering plant/shrub of their size or a group of smaller plants. While in flower form, they can observe all that transpires around them just as if they were in their normal form and their hit points and save bonuses remain unaffected. They gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. They are immune to critical hits while in flower form. All clothing and gear carried or worn changes with them. They can dismiss flower shape as a free action (instead of as a standard action). (4 RP)
  • Language: Treespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Thorn Growth: Flowerlings gain a +1 racial bonus to AC and 1d4 damage (as armor spikes). Replaces camouflage, greater.
  • Quills: Flowerlings grow quills and gain the ability to launch them 20’ away (as dart), 1d4 damage. Replaces commune with nature.
  • Life Infusion (heal): Flowerlings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (sleep).
  • Color Spray (burst): Flowerlings gain the ray ability of color spray (as the spell). This is a cone-shaped burst, Will save negates. Creatures that fail become stunned, blinded or fall unconscious. Replaces woodland stride.

Flowerlings are a small fey race and a very friendly people. They all have a small frill circling their neck that looks like a flower from the area, their skin comes in varying shades of green. Their hair can be any shade of their flower frill. They have a short lifespan, 1/4 that of humans.
Flowerlings live in meadows and light forests. They rarely travel far from where they sprouted. Tending to plants near them (grow/heal). Mating is done like flowers (flowers and pollen), the young start as seeds that can be carried far afield to begin new flowerling meadows; a cutting can also be planted to save a dying flowerling.
They are terrified of fire. Most are peaceful pacifists that rarely argue or raise their voices (except when singing), but will defend their home, family and innocents in need.

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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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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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