Dinoterran (unjoined) (12 RP)
Medium humanoid (saurian, humanoid)
- 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.
Marindaga (11 RP)
Medium Humanoid (humanoid, aquatic, naga)
- +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.
Wild Halfling 12 RP
Small humanoid (Halfling)
- +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.
Kangu (12 RP)
Medium Humanoid (kangu)
- +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
- Humanoid: Kangu are humanoid with the Kangu subtype. (0 RP)
- Medium size: Kangu are medium so have no bonuses or penalties due to their size. (0 RP)
- Standard Speed: Kangu have a base speed of 30 feet (0 RP)
- Lowlight vision: Kangu can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
- Keen Senses: A Kangu skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
- Expert Leaper: When making jump checks, Kangu are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
- Tail Attack: Kangu have a long, muscular tail. This gives them the ability to give a painful slap for 1d6 + Strength modifier bludgeoning damage and gain the Weapon Focus feat with this Unarmed Attack. They gain no penalty by making this attack do subdual damage and are able to take trip attack as a feat. (3 RP)
- Thick Skin: Kangu have a thick hide, so gain a +1 Natural Armor bonus. (2 RP)
- Fleet Footed: Kangu receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
- Language Kangan and Common. Bonus: Elven, Gnome and Sylvan.(0 RP)
Alternate Racial Traits
- Feet of Fury (Ex) The large, powerful feet of a Kangu make effective weapons. All Kangu automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. Replaces tail attack.
- Healthy: Kangu gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. Replaces thick skin.
- Sociable: When Kangu attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
- Beguiling Liar: Kangu gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
- Plains Runner: Kangu love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.
Kangu live on Animus, mostly in valleys protected from most predators. They have a tribal society similar to the Aborigines of Australia. They Kangu are a humanoid kangaroo; they are cousins to the Lepi. They evolved in rainforests, but left their protection to begin a hunter-gatherer existence on the plains.
Kangu were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators. Whether it was from lack of food, population or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.
Kangu fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific, twins are common and have few enemies. They are marsupials, like kangaroos.
Tiki Goblin (12 RP)
Small Humanoid (Goblinoid)
- Ability Score Racial Traits: Tiki Goblins are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. (2 RP)
- Type: Tiki Goblins are humanoids with the goblinoid subtype. (0 RP)
- Darkvision: Tiki Goblins see perfectly in the dark up to 60 feet. (2 RP)
- Size: Tiki Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
- Fast Speed: Tiki Goblins are fast for their size, and have a base speed of 30 feet. (1 RP)
- Skilled: Tiki Goblins gain a +4 racial bonus on Ride and Stealth checks. (2 RP)
- Tiki Shell: All Tiki Goblins are encased in a large coconut shell with magical properties. This gives them the ability to decorate it with tribal markings and gives them a +1 to Natural Armor. (1 RP)
- Rope Runner: Tiki Goblins live on a city ship their whole lives. They learn to climb and rope-walk as soon as they can walk. This is natural to them. These goblins gain a +4 racial bonus on Acrobatics and Climb checks. (2 RP)
- Swarming: Tiki Goblins are used to living and fighting communally with other members of their race. 1-4 Tiny and 2-4 Small members of this race can share the same square at the same time (they often stand on each other like a totem pole. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. (2 RP)
- Languages: Tiki Goblins begin play speaking Goblin. Bonus: Common, Badgen, Draconic, Dwarven, Gnome, Halfling, and Lutra. (0 RP)
Alternate Racial Traits
- Eat Anything Raised with little or no proper food, many tiki goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Tiki Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause
- Junk Tinker: Tiki Goblins use ramshackle equipment and vehicles that seem like they should never function. Tiki Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source: PCS:ISR
- Weapon Familiarity: Tiki Goblins’ traditional weapons are the harpoon and the blowgun, useful weapons on their home, the sea. Tiki Goblins with this trait are proficient with harpoon and blowgun, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.
- Sea Scavenger Tiki Goblins survive by scavenging for sea flotsam, refuse and hunting other creatures. Goblins with this trait gain a +2 racial
- bonus on Perception and Survival checks, and can use Survival to forage for food while on the sea. This racial trait replaces skilled.
The following feats are available to a tiki goblin character who meets the prerequisites.
- Ankle Biter
- Battle Singer
- Burn! Burn! Burn!
- Dog Killer, Horse Hunter
- Fire Hand
- Fire Tamer
- Flame Heart
- Goblin Gunslinger
- Letter Fury
- Lead From the Back
- Roll With It
- Tangle Feet
These are sea goblins dressed in coconuts (like box trolls). They accessorize their shells with trophies from sea creatures; use spears, harpoons, nets and blowguns.
These goblins sail the sea on city ships with hundreds+ of inhabitants, capturing ships and raiding coastal cities.
Small Humanoid (goblinoid)
- Ability Score Racial Traits: Goblin are fast, but weak and unpleasant to be around. They gain +4 Dexterity, –2 Strength, and –2 Charisma. (2 RP)
- Type: Goblins are humanoids with the goblinoid subtype. (1 RP)
- Darkvision: Goblin can see perfectly in the dark up to 60 ft. (2 RP)
- Size: Goblin are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
- Standard Speed: Goblins are fast for their size, and have a base speed of 30 feet. (1 RP)
- Skilled: Goblins are slippery so gain a +4 racial bonus on Escape Artist. (2 RP)
- Camouflage: Goblins can blend into their surroundings by subtle changes in their skin color. This grants a +4 circumstance bonus to Stealth checks. (2 RP)
- Languages: Goblins begin play speaking Goblin. Bonus: Common, Atlantean, Draconic, Dwarven, Gnome, Halfling, Lycan and Mu. (0 RP)
Alternate Racial Traits
- Cave Crawler: These goblins are born and raised in caves and rarely see the light of day. They gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. (1 RP)
- City Scavenger Goblins who live within the boundaries of human cities survive by scavenging for refuse and hunting stray animals. Goblins with this trait gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. This racial trait replaces skilled.
- Eat Anything Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces skilled.
- Hard Head, Big Teeth Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.
- Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. This racial trait alters skilled, replacing the racial bonus on Stealth checks. Source PCS:ISR
- Over-Sized Ears While goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
- Weapon Familiarity Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons. This racial trait replaces skilled.
Unlike the Tiki Goblins who live exclusively at sea, the Cave Goblins live mostly in caves below Mystra and many other continents. Most races consider them beastly vermin and kill them on site. Often using them to train their young in fighting skills.
The following feats are available to a goblin character who meets the prerequisites.