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Races

Rules of the Setting

Races

Postby Dragonexx » Sat Mar 18, 2017 2:30 am

The People of the Domain
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The Domain is home to a wide variety of creatures, many of which have members that take up adventuring.

Starting with the ones from Touhou D20. They'd be nice, if the system weren't built upon the portal to hell that is Anime d20.

Starting With: The Youkai subtype:
Youkai are supernatural creatures formed partially from the fears of the unknown. Youkai have in the past been antagonistic towards humans, though this has died down more as the Empires expand into formerly youkai territory and brought improved standards of living.

While youkai abilities vary slightly by from type to type, there are several abilites they share.
Animal Affinity: Youkai have a +3 bonus to handle animal checks, and may speak with the type of animal their based off of as if they shared a language. For Tengu this applies to crows, ravens and wolves, for Kappa, turtles, for Humanoid Youkai, primates. Oni, Plant Youkai, Magician Youkai and Tsukomogami do not have an animal affinity.

Youkai are vulnerable to certain effects. A youkai can be affected by a turn undead ability, although on a result of destroyed they instead suffer a number of Daunt levels equal to the turners level in addition to the turned effect. For every four levels a youkai gains, they gain +1 turn resistance. Youkai can be rebuked and bolstered as well, though youkai with an int of 6 or higher cannot be commanded.
Vulnerability to Good: A youkai takes 50% extra damage from holy and suffers a -3 penalty to saving throws against effects with the [good] descriptor such as (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area. A youkai is always treated as evil for the purposes of any effects that work differently against them regardless of their actual alignment and radiate evil as if they were evil outsiders. This vulnerability doesn't apply if the youkai would radiate strong good (such as being a good cleric).
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Hengeyoukai

Postby Dragonexx » Sat Mar 18, 2017 4:30 am

Hengeyoukai are those based off of animals. Animal youkai can come into being through a variety of reasons. If an animal manages to live for a long period of time (about 100 years) it may become a youkai. Others are exposed to powerful magical or evil energy. Others have devoured the flesh of a hermit, while still more have been formed from the fears of non-youkai in the local areas. Or they were simply born normally like boring people.

Bird Youkai
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They resemble Tengu, though they have more variance in appearance. In humanoid form, they tend to have a pair of wings on their backs. Other traits might be taloned feet, feathers in their hair or behind their ears and so forth. Others just look like anthropomorphic birds.
+2 Dex, -2 Wis
Medium Sized
Magical Beast type (Shapechanger, Youkai)
30ft. move speed
Fly speed equal to twice land speed with (good) maneuverability.
+8 racial bonus to spot checks. Distance penalties are halved.
2 claw attacks (1d6+str for medium)
Alternate form: Bird youkai can assume the form of a small bird or back as a standard action. In this form, they become small size, their racial bonus to spot increases by 4 and are by default incapable of fine manipulation.
Regeneration 1/Good
Favored Class: Any

Cat Youkai
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Basically imagine any cat girl/boy trope you can think of and these people could fill it.
+2 Dex, -2 Wis, +2 Cha
Small or Medium Sized
Magical Beast type (Shapechanger, Youkai)
40ft. move speed.
+4 to Balance, Climb, and Jump, Hide and Move Silently
2 Claws as natural weapons (1d6 for medium)
Scent to 30 feet +10 per additional level after 3rd.
Alternate Form: May transform into cat at will and back as a standard action. Size becomes 1 smaller than normal and is quadrupedal, land speed doubles.
Regeneration 1/Good
Favored Class: Rogue and Sorcerer

Canine Youkai
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Appearances vary, from Inuyasha-like to anthropomorphic dogs and wolves.
+2 Str, -2 Dex, +2 Cha
Medium Size
Magical Beast type (Shapechanger, Youkai)
40ft. move speed
+4 Knowledge (nature), Survival, Jump, Listen, Intimidate
Track as a bonus feat.
2 Claws as natural weapons (1d6 for medium)
Scent to 30 feet +10 per additional level after 3rd.
Alternate Form: May transform into a dog and back at will as a standard action. Becomes quadrupedal, gains a bite attack (1d8+1.5str for med). If it hit's the youkai may make a free trip attempt. If the attempt fails, the opponent may not attempt to trip the youkai back.
Favored Class: Barbarian and Ranger

Fish Youkai
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Fish youkai can appear anywhere from anthropomorphic fish to normalish looking humans.
-2 Str, -2 Con, +2 Wis +2 Cha OR +2 Str, +2 Con, -2 Wis, -2 Cha OR neither.
Medium Sized
Magical Beast type (Aquatic, Shapechanger, Youkai)
30ft. move speed.
Breath air as easily as water
Swim speed equal to twice land speed.
Alternate Form: Medium fish. While in this form, their swim speed doubles and they gain a bite or tail attack (2d6+1.5str for medium). They don't have hands though.
Regeneration 1/Good
Favored Classes: Cleric and Druid OR Barbarian and Fighter

Humanoid Youkai
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Human youkai were once ordinary humans, who achieved youkai status from long-term exposure to magic, extended stays in planes like Makai or the Netherworld, by surviving a life of consistent vices for a century or more, unrepentant negative emotions, or other unknown means. These youkai are evil by nature, but not always by choice, and there are many youkai who have managed to redeem themselves. But even the kindest, most well-intentioned youkai who loves humans with all her heart is going to feel immense pain if she comes into contact with a handful of Shinto lucky charms.
Because they are adversely affected by sacred energy, some youkai believe their existence is punishment for a life wasted on laziness and excess. A form of really awesome punishment that lets you regenerate and stay young forever and eat all the stupid jerks you don't like, all because you spent your life partying every night and played around with black magic instead of going to work.
Human youkai appearances reflect their former selves, with aspects like hair and eye color sometimes being dramatically different. Some may develop features like sharp teeth, pointed ears, or incredibly long fingernails. Others can include traits from other primates like monkey tails or ears and so forth.
-2 Wis
Medium Sized
Monstrous Humanoid type (Youkai)
30ft. move speed
1 bonus Monstrous Feat at 1st level.
Regeneration 1/Good
Favored Classes: Any
Note: this can also represent primate youkai (like monkeys).

Plant Youkai
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Born from plants. Have flowery or leafy traits (what, I'm tired all of a sudden).
-2 Dex, +2 Con, +2 Wis
Medium Size
Plant (Shapechanger, Youkai) Type
30ft move speed
Woodland Stride: As a druid.
+4 Knowledge (Nature)
Alternate Form: May transform into a plant like tree shape at will.
Speak with Plants (Su): Like the spell, at will.
Regeneration 2/fire
Vulnerability to Fire: Takes 50% extra fire damage and suffers -3 to saving throws against such effects.
Favored Classes: Druid and Ranger

Rabbit Youkai
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They see me trollin'
Look like humans with rabbit ears, tails and sometimes feet. Other times like anthropomorphic rabbits. They often behave as tricksters.
+2 dex, -2 con, -2 wis, +2 cha
Small or Medium size
Magical Beast type (Shapechanger, Youkai)
40ft. land speed
+3 to listen and spot checks.
+10 to jump checks, always treated as having a running start, and not bound by height.
Lucky: +1 to saving throws and armor class, and 1/hour may reroll any die roll.
Alternate Form: May transform into a rabbit and back as a standard action. Size is reduced by one. Land speed doubles. Is quadrupedal.
Regeneration 1/Good
Favored Classes: Rogue and Bard

Vermin Youkai
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Born from insects and arachnids.
+2 Dex +2 Con -2 Wis -2 Cha
Small or Medium size
Magical Beast type (Shapechanger, Youkai)
30ft. move speed.
Climb Speed equal to land speed
+2 natural armor
Productive: All Vermin Youkai have a basic mundane utility depending on the creature they resemble. Spider-like youkai can produce 1 lb of silk per HD per day, serviceable as rope or for making cloth items. Bee-, Moth-, or Butterfly-like youkaican pollinate plants and collect nectar, producing 1 gallon per HD per day if allowed to roam and do so for 8 hours. Figure your own shit out for others.
Alternate Form: A Vermin youkai may transform into a giant bug at will. Becomes quadrupedal, but gains two claw attacks (1d6+str for med) or a bite/sting attack (2d6+1.5str for med) at will. Natural weapons carry poison, a creature struck must make a fort save (DC10+1/2level+con) or be poisoned for 1d4/1d4 to Str or Dex (chosen at character creation). Alternatively, in leiu of poison, may gain a fly speed (good) equal to land speed.
Blindsense 30ft.
Regeneration 1/Good
Favored Classes: Rogue and Fighter

Kitsune
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These fox spirits reside mainly in the Forest of Mysteries and are known as tricksters.
Kitsune are known for their performances, especially dances which are both entrancing and alluring. They often put on plays and shows, using their natural illusion abilities to enhance them.
Kitsune in the Forest of Mysteries are mostly independent, living in small communities or alone, though they all answer to a council of elder Kyuubi no Kitsune.

Apperance-wise Kitsune resemble foxes, and it's actually fairly difficult to tell a low powered Kitsune from an ordinary fox. As they grow stronger, they can gain multiple tails, and many place markings on their bodies. Though a Kitsune's humanoid form can look like whatever they want, they tend to have several traits they favor. They often display their fox ears and tails, and any markings and tattoos in their fox form tend to be adapted to their assumed form. Other preferred forms are anthromorphic foxes.
Personality: Kitsune personalities are widely varied. Though originally reclusive save for a few scam artists, with the expansion of the Empire, they've become more social. There's even a group of emissaries who visit the capital a few times a year.
Kitsune are known to love dance and song, enjoy intimacy, and appreciate a good practical joke. Kitsune are known for their performances, especially dances which are both entrancing and alluring. They often put on plays and shows, using their natural illusion abilities to enhance them.
Physical Description: A kitsune's natural form is a fox. More powerful kitsune sometimes have multiple tails, though those without are difficult to distinguish from mundane foxes, though some Kitsune have fur colors that no natural foxes do. When taking humanoid forms, they tend to blend traits from humans and foxes, often taking form that exemplifies standards of beauty and mixing it with fox ears and tails. Kitsune sometimes sport tattoos, and if not focusing on disguising them self, adapt them to various form they are in.
Relations: Their place in human civilization is somewhat varied. While more recent sentiments see them as friendly, there's a long standing reputation as con artists, thieves, and deceivers. This isn't entirely unearned, though the bulk of it comes from several villainous kitsune in past eras, and the stigma sticks.
They have a long standing feud/rivalry with the Bake-Danuki. Both reside in the Great Forests, and have on and off conflicts. Wars between the two are long brutal battles of subterfuge, deception, traps, illusions and ambushes. Kitsune favor illusions and enchantments, though Bake-Danuki favor shapeshifting and traps.
This long standing conflict isn't limited to the forests however. In almost all of the large cities in the Land and Sky there are Kitsune and Bake-Danuki gangs that fight over turf in the back alleys and basements.
Lands: The Kitsune home territory is the northern parts of the Great Forests. There, Kitsune live in reculsive villages with fairly small populations, scattered about the area. These communities are mostly autonomous, though (in theory) they are answerable to a council of elder Kyuubi no Kitsune.
Religion: Kitsune have no widespread religion, though some may revere deities of Trickery or Magic, or even worship other Kitsune who have become gods.
Adventurers: Kitsune adventure for a variety of reasons, from personal quests to acquisition of wealth, or even just the need to leave town escorted by several highly armed and combat capable individuals.
−2 Strength, +2 Dexterity, −2 Constitution, +2 Charisma: Neither strong nor tough, kitsunes need not be, for they can get out of situations with their nimble moves and social charms.
Fey (Shapechanger, Youkai): While they may appear as animals, kitsune are spirits of the forest and are considered fey.
Small: As a Small creature, a Kitsune gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
Kitsune base land speed is 40 feet. However, if they use their Change Shape ability, they adopt the movement speed of the duplicated race.
Low-Light Vision: A kitsune can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Kitsunes have a primary natural bite attack which deals 1d4 + Strength and a half in damage.
Animal Body (Ex): The base form of the kitsune is not human-shaped, but fox-shaped. As such, they have no hands to manipulate items (though they have hand and arm slots as normal), are quadrapedal, and require barding instead of normal armor. When they use their change shape ability, any magical gear which they are wearing reshapes to fit their new form and they can use and wield items appropriate for their form. As a quadraped, they have stability, granting them a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Change Shape (Su): Kitsunes have the ability to turn into any small or medium humanoid as if using the alter self spell, except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons with their newfound hands. Their racial modifiers do not change. Many kitsunes assume humanoid form all the time. Caster level is equal to hit dice.
Scent (Ex): Kitsunes have the scent ability.
Spell-Like Ability (Sp): silent image -Cha modifier/day (minimum 1). Caster level is equal to character level.
Kitsunes possess a +3 racial bonus on Bluff, Hide, and Move Silently checks.
Automatic Languages: Common and Sylvan.
Bonus Languages: Any (except Druidic).
Favored Class: BeguilerPHB2 or Sorcerer

Bake-Danuki
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Bake-Danuki are forest spirits similar to Kitsune, though their base form is the Tanuki.
Personality: In contrast to the more wily Kitsune, Bake-Danuki are more down to earth. They tend to be more energetic and directly personable, talking with others on the same level. This apparently doesn't stop many of them from scamming others who make themselves easy marks, using their shapeshifting and transformation abilities to easily trick others. Bake-Danuki have a love of strong drink, and celebrations among them tend to be raucous, energetic affairs, in contrast to the more intimate and quiet parties of the Kitsune.
Physical Description: Bake-Danuki in their true forms resemble tanuki and like Kitsune it's difficult to tell them apart from mundane tanuki. When taking human forms, males prefer attractive, well hung forms, while females prefer buxom and seductive forms. They often mix humanoid and tanuki traits, frequently with large tails and tanuki ears. Bake-Danuki almost always carry leaves on them, and their clothing also tends to incorporate leaf designs.
Relations: Like kitsune, they have a reputation as tricksters and con artists, though it is lessened compared to them. Bake-Danuki have historically been more benevolent towards others, and have protected villages from danger, though this doesn't stop them from scamming the villagers when the opportunity presents itself. Bake-Danuki typically transform leaves into coins to scam shopkeepers with. In combat they can transform these into weapons, or use multiple leaves to engineer traps. Their battles with the Kitsune take advantage of these abilities. They have more powerful shapeshifting, and will often use such abilities to set up ambushes, with many Bake-Danuki disguised as the enemy, or mundane objects.
Lands: Bake-Danuki reside in the southern areas of the Great Forests, closer to human settlements. They don't tend to form formal communites. Some live in disguise among other peoples, while other Bake-Danuki travel in small nomadic groups.
Religion: A small portion of Bake-Danuki rever gods of Luck, but most have no interest in faith.
Adventures: Bake-Danuki who are nomadic might vary well be called adventurers, as they frequently encounter threats in their travels. Others travel to seek out wealth or just out of wanderlust.
-2 strength, +2 constitution, -2 wisdom, +2 charisma
Fey (Shapechanger, Youkai): While they may appear as animals, Bake-Danuki are spirits of the forest and are considered fey.
Small: As a Small creature, a Bake-Danuki gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
Bake-Danuki base land speed is 30 feet. However, if they use their Change Shape ability, they adopt the movement speed of the duplicated race.
Low-Light Vision: A Bake-Danuki can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Change Shape (Su): Bake-Danuki have the ability to turn into any small or medium humanoid as if using the alter self spell, except the duration is unlimited. When in a different form, they assume the base land speed of the race, and can use items and weapons with their newfound hands. Many Bake-Danuki assume humanoid form all the time. This ability requires leaves to function, treating this ability as always requiring material components, even though this is a supernatural ability.
Object Form (Su): A Bake-Danuki can take the form of an object of diminutive to medium size. While in this form they cannot take any actions other than to transform back (a move action). If they are damaged in this form, they must make a concentration check as if interrupted during casting a spell or transform back. This ability requires leaves to function, treating this ability as always requiring material components, even though this is a supernatural ability.
Leaf-Trick (Sp): A Bake-Danuki can transform leaves into mundane objects. As a standard action, a Bake-Danuki can transmute a leaf into an non-consumable solid object that's base value is no more than 5 gp per level (or alternatively create a single coin or gemstone per leaf). This transformation lasts for 1 minute per level before reverting back. Such objects are typically inferior to their real counterpart. When used to perform a task they are treated as improvised tools (-2 penalty), and created weapons are treated as improvised weapons. Such objects tend to look like fakes when held up to scrutiny, and require a bluff check (taking the improvised tool penalty) to fool someone with. By making an appropriate use of the craft skill, these items can be made to function as normal, or even as masterwork. This ability requires leaves to function, treating this ability as always requiring material components, even though this is a spell-like ability. This is the equivalent of a first level spell.
Bake-Danuki possess a +3 racial bonus on Bluff, Disguise and Sleight of Hand checks.
Automatic Languages: Common and Sylvan.
Bonus Languages: Any (except secret languages).
Favored Class: Rogue or Sorcerer
Vulnerability to Good: Takes 50% extra damage from holy and suffers a -3 penalty to saving throws against such effects (holy smite, holy word, holy weapons). A youkai is sickened while within a Hallowed area.
Favored Classes: Rogue and Fighter

Jorugumo (Aranea):
Koumei wrote:ARANEA:

"I find your Miss Muffet song offensive, madam. I am, after all, a spider, and do not have a habit of frightening young girls."

The aranea are a race of what can essentially be considered 'spider-people'. They each have three forms: that of a very big spider , that of a human or humanoid of some description (a fixed form), and a half-way hybrid.

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"Doctor, I have this pain in my- wait a minute, you're not my doctor!"

Aranea have a tendency towards being predatory, grumpy and cynical by human standards, but it is by no means a guarantee. They have actual spinal cords inside, due to their size, and though most of their nutrients come from blood and liquefied flesh, they need to eat some amount of solid food.

Medium Humanoid [Shapeshifter, Youkai]
Racial Deities: Lolth, Nhurr (Lawful Neutral; Law, Spider, Cavern, Nature, Mind)
Favored Classes: Sorcerer and Druid

Arachnid Affinity (Ex): the Aranea gets along well with spiders. This manifests in the following forms:
[*]If a Familiar can be taken, it may be a Small Monstrous Spider
[*]If an Animal Companion can be taken, it may be a Small Monstrous Spider (normal), Medium Monstrous Spider (normal), Large Monstrous Spider (level-3), Huge Monstrous Spider (level-6), Gargantuan Monstrous Spider (level-9) or Colossal Monstrous Spider (level-12).
[*]If Wildshape is gained, they may transform into any spiders (regardless of type), and even the Bebelith, subject to HD restrictions.
[*]If a Paladin Mount or Knight Mount, can be taken, they may take a Large Monstrous Spider (level 5 and above), Huge Monstrous Spider (level 8 and above), Gargantuan Monstrous Spider (level 11 and above) or Colossal Monstrous Spider (level 14 and above).

In Humanoid Form:
[*]Speed: 30'
[*]Reach: 5'
[*]Darkvision 60'
[*]+3 Racial bonus to Listen and Sense Motive

In Spider Form:
[*]Medium size
[*]20' Climb speed (with associated benefits)
[*]Primary natural weapon: Bite (1d6+Str*1.5 plus Poison)
[*]Web
[*]Tremorsense 30'
[*]Darkvision 60'

In Hybrid Form:
[*]Primary natural weapon: Bite (1d4+Str*1.5 plus Poison)
[*]Web
[*]Darkvision 60'
[*]+3 Racial bonus to Spot and Search

Changing forms is a Standard action.

Poison (Ex): Con-based, 1d6 Str/1d6 Con

Web (Ex): In spider or hybrid form, an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Alternate Strains:

Redback: the character has, in spider form, a bright red or orange hourglass shaped mark on their abdomen, and possibly on their back and/or arse in hybrid form. More importantly, the venom works differently. Replace the standard damage with: Severe Pain (counts as Nauseated 1 round, then Fatigued for the rest of the minute)/1d6 Dex and Severe Pain again.

Funnelweb: the character is slightly larger in build, and more aggressive as well. Most notably, however, they lose the Web ability (though can still produce webbing, just not the kind that can be used to trap people), and their Poison is changed to the following: 2d6 Con/2d6 Con.

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RACIAL FEATS:

Arachnid Mastery [Monstrous]
You are just a better spider than most. You can even climb out of a bathtub.
Requirements: Aranea
Benefits: firstly, you gain Wild Empathy (level+Cha) that applies only to all spiders and spider-like creatures (such as the Bebelith). Secondly, if you are able to gain a familiar, it may be any of the Animal Companion choices (above), depending on your level. It can grow into the new sizes. Thirdly, if you possess 7 HD or more, you may be Large size when you are in Spider form. This grants +4 Strength and Natural Armour instead of the usual effects.

Spider Magic: [Monstrous]
The fact that you are a spider alters your spells slightly.
Requirements: Aranea
Benefits: for any spell lists you can cast spells from, add the following spells to the Spells Known and Class Spell List:
[*]Spiderhand (1st)
[*]Spiderclimb (1st)
[*]Summon Swarm (Spiders Only) (2nd)
[*]Spider Legs (2nd)
[*]Spider Poison (3rd)
[*]Spiderskin (3rd)
[*]Poison (4th)
[*]Spider Curse (5th)
[*]Spider Plague (6th)
[*]Fire Spiders (7th)

Even if you cannot cast spells, you may cast Web 3 times per day as a spell-like ability (Cha-based). At level 7, this becomes Choking Webs.


Koumei wrote:YUAN-TI HALFBLOOD:

"Well of course I killed him in cold blood, I'm cold-blooded."

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Snake youkai, many of whom were once human. Several traits are shared with actual serpents: they shed their skin (though less frequently as they age - once per six months is average for a young adult, gradually reaching once per year or two as they become middle-aged. Those who cheat death can see it even reaching once per decade), as well as being more active in the sun. Well I say "active". Actually they just gather energy, lazily, in the sun, given the choice. This is a large reason why the various Yuan-Ti death cults have achieved so little. Finally, the metabolism of the Yuan-Ti is slower than that of a human (but faster than that of a snake). An adventurer would likely eat a meal every day, but one leading a less energetic life would only eat every 2-3 days and take it easy for several hours afterwards.
Medium Monstrous Humanoid [Scaled, Shapechanger, Youkai]
Speed: 30'
Reach: 5'
Deities: Sshths (Neutral Evil; Evil, Scaleykind, Slime, Darkness, Corruption, Death), King Geed-houra (Chaotic Good; Chaos, Good, Scaleykind, Sun, Summer, Glory)
Favored Classes: Cleric and Sorcerer
Low-light Vision
Scales (Ex): the Yuan-Ti's scales grant a +1 Natural Armour bonus to AC and a +4 Racial bonus to Swim and Climb checks.
Snake Affinity (Ex): the Yuan-Ti gets along well with serpents. This manifests in the following forms:
[*] If a Familiar can be taken, it may be a Tiny or Small Viper, Reed Snake or a Flying Snake.
[*] If an Animal Companion can be taken, any of the usual Serpent options taken gain the Celestial or Fiendish template for free or, as a further level-3 option, Half-Dragon or, as a further level-6 option, Half-Celestial or Half-Fiend. A Two-Headed Adder may be selected as a normal option, a Winged Viper as (level-1) or a Jaculi as (level-2).
[*] If Wildshape is gained, they may transform into Hydras or Ice Serpents, subject to HD restrictions.
[*] If a Paladin Mount or Knight Mount, can be taken, they may take a Huge Viper (level 5 and above), Giant Constrictor or Amphisbaena (level 7 and above), Deathcoil (level 10 and above) or Twelve-Headed Hydra (normal, level 15 and above).
Bite (Ex): the Yuan-Ti gains a primary Bite attack that deals 2d6+Str*1.5 Piercing damage. It also carries a Poison (1d8 Con/1d8 Con). All Yuan-Ti are immune to basic Yuan-Ti venom, and to any augmented kind that they produce (so taking the Feat that improves your venom grants immunity to that of others with the same feat, providing they haven't unlocked any new features to it that you lack).
Cold Blood (Ex): the Yuan-Ti can delay the onset of any afflictions and unwanted conditions by a single round, and is immune to Morale penalties. Additionally, they take twice as long for starvation to set in.
Snakeform (Sp): the Yuan-Ti can assume an alternate form, that of a small or medium sized snake. Their bite damage increases by one step (or if pureblood they gain the normal bite and scaley traits, loosing their charm monster and venom spit/kiss abilities, also they can only assume a small size snake). Their land speed increases by 20ft and if they hit with a melee attack, they can start a grapple without provoking an attack of opportunity. Of course regardless, in this form they are a snake, and don't have any hands, and are unable to do stuff that requires hands.
Alternate Strains: the Yuan-Ti may elect, at creation, to have one of the following adjustments:
Yuan-ti Pure Blood: the Pure Blood gains a +10 Racial bonus to Disguise Checks made to appear as "a human" (not a specific one), and loses the Scales and Bite attack. They retain the Poison, which may be spat out to 10' as a Ranged Touch Attack, or bestowed with a kiss (a Grapple Check is needed for foes who resist). Additionally, they may cast Charm Monster once per day per 3 HD as a Supernatural ability (Cha-based).
Yuan-ti Abomination: the Abomination is reduced to 20' speed, but gains a Swim speed of 30' (and the appropriate bonuses) and sees their natural armour bonus improve to +3 Additionally, if they grapple a foe with both arms and the tail they gain a 1d6+Str Constrict attack. They may have a Cobra Hood, granting a +3 Racial bonus on Intimidate checks and +1 to the Save DC of [Fear] effects.

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RACIAL FEATS:

Snake Mastery: [Monstrous]
You're like the King Cobra of Yuan-Ti, you're that awesome and respected.
Requirements: Yuan-Ti
Benefits: firstly, you gain Wild Empathy (level+Cha) that applies only to all snakes and snake-like creatures (such as the Hydra and Ice Serpent). Secondly, if you are able to gain a familiar, it may be a Whipsnake (level 1 option) or any of the Animal Companion choices (above), depending on your level. It can grow into the new sizes and pokevolve into different critters.

Snake Magic: [Monstrous]
The fact that you are a snake alters your spells slightly.
Requirements: Yuan-Ti
Benefits: for any spell lists you can cast spells from, add the following spells to the Spells Known and Class Spell List:
[*]Spirit Worm (1st)
[*]Razor Scales (1st)
[*]Snake's Swiftness (2nd)
[*]Snakebite (2nd)
[*]Hood of the Cobra (3rd)
[*]Vipergout (3rd)
[*]Mesmerising Glare (4th)
[*]Venom Bolt (4th)
[*]Imperious Glare (6th)
[*]Hiss of Sleep (7th)

Even if you cannot cast spells, you may cast Venom Fire 3 times per day as a spell-like ability (Cha-based).

Venomous Slayer: [Monstrous]
You are a member of a Yuan-Ti death cult, and exist primarily to kill people with your venom.
Requirements: Yuan-Ti, member of a death cult
Benefits: your racial Poison ability can affect those immune to Poison, dealing 2d6 Acid damage as primary and secondary damage.
5 HD: your racial Poison ability now also causes a Prickling Torment effect for the first minute on a failed save. Add +1d6 Acid damage (primary and secondary) for those immune to Poison.
10 HD: your racial Poison ability now also causes a Fever Dream effect and 1d4 Wis damage as part of the secondary damage on a failed save. Add +2d6 Acid damage (primary and secondary) for those immune to Poison.
15 HD: your racial Poison ability kills the target on a failed save (primary and secondary), and still causes 2 Con drain on a successful save. For those immune to [Death] effects, the other effects still apply. Those immune to Poison are still effected by the Con drain.

MAGIC ITEMS:

Squamous Scourge:
Major Magic Item

This scourge is crafted to vaguely resemble three snakes coming from the handle, the barbed tips sort of looking like snake heads with tongues sticking out. It uses the following profile:

Exotic 1-handed weapon, 1d4 damage, 20/x2 crit, tripping/disarming weapon. For every hit, roll damage three times as the separate heads strike. If all three hit, it deals an additional 3d6 damage as a Rend attack to targets that are not immune to critical hits.

In the hands of a Yuan-Ti, it functions differently: the lashes transform into actual snakes that will bite at the target. Any foe bitten must save against Poison (1d6 Con/1d6 Con). Multiple bites in one round do not force multiple saves, but add +1 to the DC and Con damage.

Once per day, it may be hurled to the ground to transform into a Three Headed Hydra for one minute. At the end of this (or if slain), it transforms back into the scourge.

Ignan Venom Talisman:
Minor Magic Item

This golden talisman is often bestowed upon members of the death cults, but can just as frequently be found in ancient treasure troves or given to people (Yuan-Ti and other alike) as rewards for great services.

It provides 10+HD Fire Resistance to the wearer, and grants an Enhancement bonus to Dexterity equal to 1/3 of the wearer's HD, as long as they are out in reasonably warm, sunny weather. Once per day, it may be used to duplicate a Balor's Nimbus effect.

---

PRESTIGE CLASS:

Anathema
"HISSSSS"
Some Yuan-Ti are happy as they are. Others feel that they could do to become even more snakelike. As such, they pursue the path of the Anathema - so called, because many people (mostly clerics) despise them for their transformation, twisting from human to Yuan-Ti to Anathema, wholly corrupting the genetics they were born with. It is the view of the Yuan-Ti that those clerics can suck it, and they tend to revere the Anathema as paragons of their race.

Requirements:
Race: Yuan-Ti
Skills: Knowledge (Religion) 5 ranks
BAB: +7
Special: must find at least three other Yuan-Ti to personally bless him, and perform a ritual involving an hour of chanting and dancing, and him drinking some of their blood from a golden chalice. No-one quite remembers why. Human sacrifices are optional for evil Anathema. Good ones tend to make do with a bowl of potato wedges.

Features:
HD: d8
BAB: Good
Good Saves: Ref and Will
Skill Points: 4+Int

Class Skills: Appraise, Balance, Bluff, Craft, Diplomacy, Escape Artist, Intimidate, Know (Religion), Listen, Move Silently, Perform, Search, Sense Motive

[table]
[mrow]Level:[mcol]Special
[row]1[col]Taste the Tremors, Better Than One
[row]2[col]Oh, it's a Snaaake!
[row]3[col]Dissolving Touch
[row]4[col]Regeneration, Attach Grafts
[row]5[col]Towering Serpent, Anathemic Alchemy
[row]6[col]Mass Aversion
[row]7[col]Bad Word
[row]8[col]Summon Serpents
[row]9[col]Cult of the Snake
[row]10[col]Snakes on a Plane
[/table]

Spoiler:
Taste the Tremors (Ex): the Anathema is good at detecting vibrations in the air and ground, and gains Tremorsense out to 60 feet.

Better Than One (Ex): as soon as the ritual is complete and the character becomes an Anathema, his head seems to burst open, revealing six serpent heads. In a Full Attack, they may all make Bite attacks, and though any given foe may only be poisoned once per round, every successful bite after the first adds +1 to the DC and primary ability damage. He also gets 360 degree vision and can never be flanked.

Oh, it's a Snaaake! (Ex): starting at second level, the Anathema grows one size category. The standard ability score/natural armour changes apply. Additionally, they gain one of the following:
[*]Tree Snake: 30' Climb Speed (and the usual benefits), is naturally Invisible in leafy terrain.
[*]Sea Snake: 60' Swim Speed (and the usual benefits), can hold breath twice as long and has Freedom of Movement (Ex) at will.
[*]Hooded Cobra: +3 Racial bonus on Intimidate checks and +1 to the Save DC of [Fear] effects as well as Kiss of Draconic Defiance (Sp) once per day.

Dissolving Touch (Su): starting at third level, the Anathema may secrete a coating of acid as a Partial action. Touching a foe causes them to take 1d6 Acid damage per hit die. If this is activated in a grapple, they instead take 1d10 Acid damage per hit die. The acidic layer only lasts for one full round.

Regeneration (Su): starting at level four, the Anathema gains Regeneration 5. Starvation and dehydration still affect him normally, as do Adamantine weapons, Cold and any alignment-based weapons (Holy/Unholy swords, for instance).

Attach Grafts (Su): at level four the Anathema learns how to attach Yuan-Ti grafts.

Towering Serpent (Ex): at level five, the Anathema grows another size category - again, all the usual effects apply.

Anathemic Alchemy (Su): at level five, the Anathema learns the arts of Anathemic Alchemy, and may craft any of the following:
[*]Heretical Steel: any Iron or Steel weapon may be treated, requiring 8 hours and 1,000 GP of strange chemicals and toxins. This makes it deal an additional 2d6 damage to Divine spellcasters, or 2d10 on a critical hit.
[*]Serpent Symbol: this small Mithral container of a rare toxin takes 8 hours to make, and costs 1,000 GP to assemble the ingredients for. The bearer may cast either Destruction or Disintegrate (their choice) once per day, with a caster level equal to their own Hit Dice, DC 10 + half HD + Cha. Multiple Symbols have no effect for the same person - the limit is once per day regardless.
[*]Toxic Fire: a flask of this takes an hour and one hundred GP to make, and functions the same as alchemist fire except for the following: anyone who is damaged by it must succeed on a Fortitude save against poison or take 1d6 Con damage. If they burn for another round, they must save against poison again. The secondary damage one minute later is the same as the first. Those who suffer splash damage receive a +4 bonus to the save. The chemical becomes useless after one day.

Mass Aversion (Sp): starting at level six, the Anathema may cast Antipathy once per hour (DC 10 + half HD + Cha)

Bad Word (Sp): venom isn't the only deadly thing to come from their mouths. Starting at level seven, the Anathema can say words that would make an army general blush. Or explode in a shower of gore. Once per day, they may cast any of the following spells that share one or more of their alignments, as spell-like abilities: Holy Word, Blasphemy, Word of Chaos, Dictum, Word of Balance

Summon Serpents (Sp): at level eight, the Anathema learns how to conjure serpentine allies to help kill people. This may be performed once per day, and calls one of the following for an hour:
[*]1d4+1 Flame Snakes
[*]1 Grey Linnorm without spellcasting ability or (once at character level 17 or higher) 1 Dread Linnorm (without spellcasting ability)
[*]1 Coatl (if Good aligned)
[*]1 Banelar Naga or 1d3 Iridescent Nagas
[*]1d3 Yuan-Ti Holy Guardians
[*]1d3 Salamanders (any type)

Cult of the Snake (Ex): at level nine, the Anathema gains a proper cult of followers. He can expect various gold and gems to be simply given to him, as well as access to general information via a spy network and messengers, and can also call on a cohort two levels less than his own, to provide assistance when necessary. The cohort is any kind of Yuan-Ti, or human.

Snakes on a Plane (Su): at tenth level, the Anathema gains access to his own private demiplane that he can move to and from at will, requiring a Standard action and nothing more. It is comfortable, easy to survive in, and allows for basic viewing of the surface of the Material Plane. Anyone who attempts to gain access uninvited, or Scry into it, is afflicted by mental poison, requiring a Will save (DC 10 + half HD + Cha) against 2d6 Int/2d6 Wis.


---

BACKGROUNDS:

Chosen One:
Prerequisites: Yuan-Ti
You were basically bred for success. You were raised into your role by Yuan-Ti and protected from the harsh realities of the world.
Effect: Yuan-Ti you meet are automatically Friendly towards you, unless given a good reason not to be. They will also gladly tell you useful information they know.

Death Cult:
You come from a death cult of some kind. If a Yuan-Ti, probably one of their sects. Your religion is "killing people", and you worship by stabbing people. In the face. Violently.
Your cult members will sometimes meet up with you and offer information, but by the same token, they might sometimes try to quicken your path to enlightenment. By killing you.
Effect: You may purchase poisons at half price. Also, you love killing. Whenever you kill a sapient (Int 3+) creature, you gain a moral bonus to attacks, checks, saves, damage, or AC for 1 round.

Tainted One:
Requirements: Human, or a non-Yuan-Ti that looks like a human
You were going to become a Yuan-Ti. They groomed you for the position, started to teach you things and began feeding you the potion. But for some reason or another, it never went through. Maybe they discovered you were not human, so stopped before the final ritual (which would kill you and waste their time), maybe you annoyed them, maybe they were wiped out.
At any rate, there's probably someone you're angry about, and you automatically know Basic information about the Yuan-Ti, where to locate the ones hidden in predominantly human towns, and so on. Also, you are immune to basic (not Feat-augmented) Yuan-Ti venom.



Terror of Legend [Background]
You were a youkai born from the fears and nightmares.
Prerequisites: Hengeyoukai
You gain a +3 bonus to intimidate checks, and may use your strength instead of Cha if you wish. Intimidate is always a class skill if you use those.

Beastmaster [Background]
Animals of your type just love you.
Prerequisites: Hengeyoukai
You gain Wild Empathy as a druid of your level, but only for the animals of the type your based off of.

Great Beast Form [Racial]
Image
Your beast form is far more powerful than other Youkai
This is a feat that scales with your level.
Prerequisites: Hengeyoukai
Benefits: If your animal form wasn't your own size, you may make it your own if you wish whenever you transform. If it's already that size, congratulations, you get a cookie.
4: Your beast form may grow one size larger when transforming, with all the effects of doing so.
8: Your beast form may grow one size larger when transforming, with all the effects of doing so.
12: Your beast form may grow one size larger when transforming, with all the effects of doing so.
16: Your beast form may grow one size larger when transforming, with all the effects of doing so.
20: Your beast form may grow one size larger when transforming, with all the effects of doing so.

Cursed Aura [Monstrous]
Your nature radiates outwards, weaking your enemies.
This feat scales with your level
Prerequisites: Youkai, Undead, or [Evil] subtype.
Benefits: You radiate a constant Aura of Doom equal to your level. A turn undead dispells the aura, or it can be deactivated as a free action. In either case it takes a full round action that provokes an attack of opportunity to reactivate it.
4: Your aura now also gives the same penalty to attack rolls, damage and checks.
8: Your aura radiates out to close range.
12: If your aura is successfully turned, you are not affected by the turning attempt.
16: Enemies within the aura now suffer a negative level every round.
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Tengu

Postby Dragonexx » Sat Mar 18, 2017 5:08 am

Tengu
Image
Personality: While Tengu personalities can vary to the same degree that other races can, they are still strongly influenced by a rigidly ordered, disciplined, and hierarchical society. Tengu society prizes order, efficiency, and profit, often sacrificing the individual for the whole. Each subspecies has a specific role that they are meant to serve, and often entire families are assigned specific tasks to manage, generation after generation. However, defiance of traditional roles has become more frequent, especially with the forming of the Uncaged movement, demanding the abolishment of the caste system.
Tengu value information and knowledge, and have a dedicated corps of spies and informants, who keep tabs on many of the happenings in the world. They also have very large libraries with collections of knowledge about numerous subjects. It is said that the Tengu have the most comprehensive histories of the Domain.
Physical Description: Tengu appearances vary depending on subspecies, though those with human forms tend towards more angular, almost hawk like faces, noses tend to slightly longer and pointer than humans. Ears are pointed, though not to the degree of an elf's. Also unlike elves they tend to have more human body types. Heights are about the same, with the exception of Daitengu who are taller and Yamabushi who tend to be somewhat shorter. Regardless, they are significantly lighter than humans, with hollow bones in similar manners to birds (even for those breeds not based on birds). Tengu hair colors are naturally only white, silver, dark-brown or black
Relations: Possibly as a consequence of their society's impetus towards discipline, they tend to hold others to the same standards, and can often come off as judgemental and condescending, as they often aren't shy about pointing out these perceived shortcomings. Humans tend to view the Tengu as arrogant and haughty. Bake-Danuki and Kitsune tend to see them as too hidebound and inflexible. Only the Kappa's view on the Tengu tends towards more positivist, as they make good trading and business partners, and they can appreciate the emphasis on discipline in work. Oni and Tengu are frequently hostile to one another. In the past the Oni had enslaved large numbers of the Tengu population, and the resentment remains.
Lands: Tengu of course reside in the Land or Sky. In the Land their communities tend to be in fields or forests. The northern fields of the Central Plains are Tengu territory with the capital being the City of Low Winds. Other scattered communities exist around. In the skies, Tengu tend to claim entire floating islands as their homes. Regardless of location, Tengu settlements tend to have easy access to the sky. Buildings are frequently tall with plenty of open space as Tengu are mildly uncomfortable in enclosed spaces. They also prefer to sleep above the ground in elevated places, earning homes the nicknames 'roosts' or 'nests'. Regardless, they are frequently territorial, and mistrustful of outsiders.
Religion: Apart from worshipping the Emperors of the Land and Sky, Tengu might revere Air or Bird deities, though War deities also play a role. The Mountain of Low Winds has a wind goddess who resides near it's summit that is worshipped by and gives guidance to the Tengu there.
Adventurers: Tengu outside of their own territory are frequently agents sent on tasks for the benefit of their people. Karasu tend to be sent to gather information, though they are frequently disguised in this role, often joining with Hanataka merchants or Hakurou patrols. Hanataka in their capacity as mages might be sent to investigate supernatural occurances or seek out magical sources of power. Hakurou serve as the primary military, and might be sent to deal with direct threats such as invading oni, rampaging monsters, or dangerous youkai. Yamabushi, though they serve as menial labor, sometimes strike out on their own, attempting to become successful away from a society in which they have no real potential for advancement.

Tengu Traits
Monstrous Humanoid (Air, Youkai)
Natural Weapons: A tengu has 2 claw attacks for 1d6+1/2str (medium). These are by default treated as secondary natural weapons with the exception of Hakurou and Yamabushi tengu for who it is primary and deals their full strength.
Weapon Proficiencies: Tengu are proficient with any fan-type weapon, as well as all simple and martial polearms.
Skills: All tengu have a +10 racial bonus to balance checks.
Animal Empathy: Tengu can communicate with birds and canines.

Great Tengu (大天狗 dai tengu)
Image
Daitengu are leaders (recently shared with the Karasu), also fulfilling religious and priestly functions. They often have the heads of animals, usually crows, dogs, or wolves, though sometimes simply human appearances, and are notably taller than other Tengu averaging around 7 feet tall. Though still Tengu, they are closer to Kami than Youkai.
+2 Wis, +2 Cha
30ft. move speed
Fly speed equal to twice land speed with good maneuverability. Flying takes a full round action until 5th level.
Monstrous Humanoid (Air, Youkai)
+5 Knowledge (Religion) and Knowledge (Nature)
Unlike other youkai, Daitengu are not susceptible to turning and rebuking for being youkai, and instead of being vulnerable to good effects, they suffer penalties to the effects of opposed alignments. (For example a Lawful Neutral Daitengu would suffer a -3 penalty to saves against chaotic effects and suffer an extra 50% anarchic damage.)
Spell-Like Abilities: The daitengu may pick 1 first level spell and 2 zero level spells off the cleric or druid spell list. The 1st level spell is usable 1/day per level. The two zero level spells are usable at will.
Favored Classes: Cleric and Druid

Crow Tengu (烏天狗 karasu tengu)
Image
Karasu Tengu fufill management and overseer positions though most perform scouting, espionage and assassination as part of the Tengu Information Corps. They resemble humans, save with longer noses, pointed ears, and a pair of crow wings on their backs (that they can make appear and disappear as a free action).
+2 Dex, +2 Wis
30ft move speed
Monstrous Humanoid (Air, Youkai) type.
Fly speed equal to 3x land speed with perfect maneuverability. Flying is a full round action until level 5.
+3 Bluff, Diplomacy, Listen, Spot and Move Silently
Sound Imitation (Ex): A crow tengu can mimic any sound or voice it has heard. This has a similar effect to Ghost Sound save that listeners must succeed on listen check (DC10+1/2HD+wis or a bluff check, whichever is higher) to disbelieve the ruse.
Favored Classes: Ninja and Rogue

Long-Nose Tengu (鼻高天狗 hanataka tengu, "high nose tengu")
Image
Typically serve bureaucratic positions, as scribes, scholars, managers, cartographers and merchants though also as mages. They typically have red faces, severe expressions, and very long noses.
+2 Int +2 Wis
30ft. move speed
Monstrous Humanoid (Air, Youkai) type.
+3 to all Appraise, Knowledge skills, Jump and Craft
Scent: Hanataka possess the scent ability.
Compass (Ex): A hanataka always knows which direction is north.
Eye for Value (Ex): A hanataka automatically knows the value of any object can see, knowing what price it would fetch buying or selling with any vendor and currency it is aware of. (In essence, automatically succeeding on it's appraise check.) They automatically identify any magic item and it's effects, as if through Analyze Dweomer. This ability does not function on artifacts.
Favored Class: Wizard and Sorcerer

Wolf Tengu (白狼天狗 hakurou tengu)
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Hakurou tengu serve as bodyguards and soldiers, forming the bulk of the military and enforcement. They patrol the areas around tengu communities, and guard and serve higher ranking tengu when they travel abroad. They look similar to humans, but have wolf tails and ears, and near universally white or silver hair.
+2 Str +2 Wis
Monstrous Humanoid (Air, Youkai) type.
40ft. move speed
Scent: 30feet +10 per level after 3rd.
+2 to spot, listen, jump, and survival +1 per level.
+3 to saves against illusions.
Track as a bonus feat.
Favored classes: Ranger and Samurai

Yamabushi Tengu (山伏天狗, "Shugendo monk tengu"; literally "mountain-dwelling tengu")
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Also simply called Monk Tengu. Generally fill positions of menial labor. Some resemble humans others have birdlike bodies.
+2 Con, +2 Wis
Monstrous Humanoid (Air, Youkai)
30ft. move speed.
+3 to Concentration, Craft, Jump, Sleight of Hand, Search and Spot
Immunity to Fatigue: Any effect that would make the Yamabushi exhausted causes them to become effectively fatigued. The yamabushi cannot actually become exhausted.
DR5/-
Stability: As the Dwarf
Favored Classes: Monk and Fighter

Racial Substitution Levels
Yamabushi Tengu Monk Substitution Levels
In the past, Yamabushi were disciplined priests studying the divine. While they now occupy the bottom rungs of Tengu society, there are still those who separate themselves and pursue the disciplines of old.

Priestly Discipline: The Yamabushi Monk gains the spellcasting ability of a First level cleric. However, they have one less spell slot than they would normally gain at this level and do not receive any domain's or domain slots. They do not receive or advance any turning or rebuking ability. This replaces the fighting style of a monk gained at that level.
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Oni

Postby Dragonexx » Sat Mar 18, 2017 5:36 am

Oni
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I am the brew of my gourd.
Red is my face, and alcohol is my blood.
I have drunk over a thousand cups.
Unknown to thirst
Yet unknown to sobriety
I have stayed up many nights getting shitfaced.
Yet, my bladder will never hold anything
This is my 'Unlimited Sake Works'.

Personality: Among their own people they live a hedonistic lifestyle, and are almost always drunk. A sober oni is a rare thing. Basically imagine a nonstop cliche fratboy party and your pretty close. Enjoyment of life is one of the core philosophies of oni culture, and there's no real reason to not indulge yourself when the opportunity presents it.
Oni tend to view the world in terms of might. To many of the Oni who attack, raid and enslave others, they view the inability to defend themselves from the Oni as a complete justification for what they do. Leadership among these groups is always decided by strength. Oni have a strong hatred of dishonesty, though they are not the best at detecting deceit. They also have a great love of competition of any kind, as a means of proving their might. Hence there are many tales among other races of would-be victims challenging the attacking Oni to a competition on their terms and succeeding.
Physical Description: Only tend to vary in apperance. Some resemble the more ogre like monsters from myth, towering red or blue skinned mountains of muscle. Others resemble humans, albeit still with the oni trademark horns. Horns on oni can vary. Some star straight, some curved, some resemble more branches. They either have two horns straight out from the side of the head or curving upwards or jutting out from the forehead. Others have a single horn from the forehead or more rarely straight up from the crown.
Relations: Oni are powerful youkai, and feared by most others, and for good reason. They are often raiders, and many abuse their strength to oppress others. They have raided human territories often and tend to do the same to weaker youkai, stealing resources and valuables, as well as taking slaves. Other races tend to distrust oni, and are highly suspicious when they gather.
Lands: Many oni tribes are nomadic, traveling across the countryside, raiding others when they pass by. More rarely are permanent settlements, and these a frequently in hostile areas like deserts or volcanic regions (the oni's resistance to fire mitigates the dangers.
Religion: Oni are rarely religious, and often openly disdainful of faith. On the rare occasions that they do, they tend to revere gods of Strength or Destruction.
Adventurers: Oni often adventure to prove their might or seek out new challenges to face, for the sheer thrill of battle. This can make them reckless, which can put them at odds when in parties with non-oni.


+8 Str, +4 Con, -2 Int, -4 Wis OR +2 Str, +2 Con (see below)
Medium Size
Giant (Youkai) type.
30ft. move speed
Fire Resistance 30
Drunk as I Like (Ex): Oni are immune to the harmful effects from alcohol. An Oni is still considered drunk 1 minute after consuming alcohol (allowing use of all related feats and abilities), even if it is immune to the damage or intoxication. (Of course, an Oni can voluntarily suppress this immunity to take the damage anyway.)
Powerful Build: Your physical stature lets you function in many ways as if you were one size category larger. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this feat stack with the effects of powers, abilities, and spells that change the subject’s size category.
Weapon Proficiency: Oni are all proficient with the Oni Battleclub
Weakness to Fukumame: Oni are weakened by boiled or roasted soybeans. Tossing a handful and shouting "Oni, begone!" is a ranged thrown attack (with a range increment of 20 feet) that does 1d6 damage to an Oni ignoring all damage reduction, resistance, immunity or regeneration. Every time an oni takes damage from soybeans it is fatigued for 1 round. Boiled soybeans are moist enough to stick to an Oni, and each full round spent in contact with the substance does 1d6 damage from exposure. A move action is required to wipe it away.
Red Oni, Blue Oni: Instead of the normal racial modifiers, an oni may trade in it's strength and con to eliminate the int and wis penalties. By reducing it's strength and con bonus both to 2 it may eliminate it's penalties (+2 str, +2 con). This may only be done at character creation.
Favored Classes: Barbarian and Monk
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Re: Races

Postby Dragonexx » Sat Mar 18, 2017 6:33 am

Kappa
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These youkai dwell in rivers, lakes, and oceans. They are industrious and inventive, being the most technologically advanced people on the plane. There's even some skilled engineers that advice the Emperor of the Land and the Empress of the Sea on technological matters.
Kappa are on average shorter than humans, and have hair that ranges from normal human tones to shades of blue.
Though friendly with Humans and Tengu, who they often trade with, Kappa aren't very social with each other and tend to have an arrogant streak. They don't work well with each other, their ideas often conflicting, and it's not an uncommon sight with groups of Kappa for one to declare the work to be done wrong, destroy it, and force everyone to start over. Then another does the same thing. And so forth. Arguments are common. When groups of Kappa work together, there's a critical point depending on the size and nature of the project when the number of Kappa actually hinders progress (usually a fairly low threshold), though when they finally are finished the result is usually very impressive.
Kappa communities often reflect this individuality. Each home is it's own special snowflake, with a different size, look and varying features based on it's owners interests, needs, and tastes. Some might be bedecked in bright flashing lights and loudspeakers, another might double as a factory, another is a massive freezer, while another might in some form be mobile. While impressive on an individual basis, this also has the habit of making Kappa towns clash horribly in design. There's no rhyme or reason to the organization and layout, streets are arranged seemingly at random, buildings are often very unclear as to what they are and even interiors are confusing to navigate. Add in the tendency for Kappa towns to be build in strange landscapes like the sides of cliffs near a waterfall, across a series of small islands, or at the bottom of lakes, rivers, or the ocean (with similar landscape preferences) and the combination of these traits tends to give visitors severe disorientation.
Kappa relationships are generally fairly brief, friends going long stretches of time without interaction, save for the occasional collaboration on a project. Romances are similar even when they result in children. The child is typically raised by only one of the parents, though the other does usually visit often. Familial relationships appear distant to outside observation, including the rare case of siblings. This is actually no problem to the Kappa, who are very introverted by the standards of other races.
Kappa have no real leadership, and aren't really a community in the typical sense. At best summary, they live near each other for convenience and nothing more. They don't have any sort of community funds or treasury, or any real economy as a people, every trade with and between Kappa is essentially barter. Nor do they organize well. Kappa tend to react to danger in an "Every Kappa for themself!" mindset. Those who can hole up in their homes and activate defense systems. Those who can't are still typically close to a large body of water or river, or even the ocean and use those as escape routes. In the rare instances that leadership or representation is required, the Kappa gather in whatever is arbitrarily declared the "town square" this time to elect someone. Usually from among whatever poor suckers didn't bother to show up for the meeting.
+2 Con +2 Int, -2 Wis, -2 Cha
30ft. move speed
Monstrous Humanoid (Water, Youkai) type
Swim speed equal to twice land speed.
+5 Disable Device, Craft, Knowledge (Architecture & Engineering) and Search
Trapfinding: As the Rogue.
Repair: As a standard action, a Kappa can repair 5hp worth of damage to a machine or construct. This costs repair parts and supplies, worth 1sp for every 5 points.
Favored Classes: Artificer and Gadgeteer


Sumo Fanatic [Background]
You are obsessed with the Kappa's past as sumo wrestlers. Other kappa tend to think your weird(er).
Prerequisites: Kappa
You are treated as if having 1/1 BAB for the purpose of grapple and bull rush checks. If you already have this, you gain +2 to grapple and bullrush.
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Re: Races

Postby Dragonexx » Sat Mar 18, 2017 6:49 am

Magician Youkai/Witch
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Magician Youkai are those youkai heavily attuned to the flow of magic. To them it is more than just a tool, but a way of life, nay, life itself. They can be born from strong concentrations of magic, though occasionally a human may transform into a Youkai either by accident or willingly.
-4 Str, -2 Dex -2 Con +2 Int +2 Wis, +2 Cha
Medium Size
Monstrous Humanoid type (Youkai)
20ft. move speed
+5 racial bonus to Craft and Knowledge (F*ck spellcraft).
Spell-Like Abilities: they may choose 1 first and 3 zero level spells from the Cleric, Wizard or Druid spell lists. The first level spell may be used 1/day per HD of the witch, the zero level spells may be used at will. Also, they may use detect magic and read magic at will.
Spell Resistance equal to 10+level, may be raised and lowered as a free action out of turn at will.
A magician may create magic items in 25% less time (this stacks with other such discounts to a maximum of 75%).
Favored Classes: Any arcane spellcasting

Transhumanist [Background]
You seek to transcend the limitations of humanity.
Prerequisites: Humanoid or Magician Youkai
You considered your original human form ill suited for the goals you had in mind, and willingly became a youkai in order to enhance yourself. The people you used to know might not like this, and might even hunt you down for it. As a plus however, 1/day you may gain the benefits of Bolster Spirit for 1 round per level as a free action.
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Re: Races

Postby Dragonexx » Sun Mar 19, 2017 12:13 am

Tsukomogami
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A youkai born from an item that became sapient.
+2 Con, -2 wis
Medium Size
Monstrous Humanoid (Construct, Youkai)
30ft. move speed.
Ghost in the Shell: As a creature with the Construct subtype, the Tsukomogami has a Con score and everything, lacking Construct traits, but is treated as a Construct by any effect that specifically works differently against them, such as a Mace of Smiting or Favoured Enemy (Constructs). Likewise, they can choose to count as a Construct for the purpose of taking feats, prestige classes and the like. They are affected normally by both cure/repair and inflict/cause spells. They still do not need to eat or breathe.
Item of Origin – A Tsukumogami carries the item which it originated from. This is by default mundane item. The item must be solid and non-consumable. It cannot be lost, stolen, broken, or destroyed (see below), and the character is assumed to have it with them at all times (in fact, they cannot part with it). This item starts out as masterwork if applicable, and with double hardness (minimum 10) and hit points equal to it's projected body+extra hit points for a construct of the bodies size (20 normally). It can be enchanted normally.
Original Body: A Tsukimogami's item is it's true body (like an intelligent magic item). It can dismiss it's projected body, in which case it cannot take anything but purely mental actions. Should it's projected body be slain, it vanishes and will reform in 1d10 days, like a lich. However, while the body is dismissed or dead, the item is vulnerable, and takes damage normally. Should it be destroyed, the Tsukomigami is dead (though the wreckage of the item [if any] counts as enough remains for a Resurrection.
Special Ability: A Tsukomogami has special abilites usually based around the items type. Some examples are below and can be expanded to abilities along the same lines for other tipes.
Karakasa (Umbrella): 1/day cast Mia's personal rainstorm. Immune to any negative effects from precipitation.
Bakezori (Sandal): Doubled move speed.
Chochinobake (Lantern): May project light as a torch. Burning hands at will
Biwa-bokuboku (Biwa): May use Inspire Courage or Fascinate as a bard of it's level, 1/day/level.
Furu-Utsubo (Jar): Jar functions as type 1 bag of holding. Type increases by 1 every two levels.
Shirouneri (Cloth): May transform their clothes into any mundane outfit as a standard action at will.
Jotai (Folding Screens): May teleport 10 feet per level 1/day as a move action.
Morinji (Tea Kettle): May cast fog cloud at will.
Ungaikyo (Mirror): May use Mirror Image 1/day as a spell-like ability, plus an additional day every 2 levels.
Kyourinrin (Scroll): At the beginning of the day, may prepare one spell from the spell list of a base class provided they would be able to cast that spell if they were of that class at equal level. The Save DC is the Tsukomogami's choice of int wis or cha.
Zorigami (Clock): Is always aware of the precise time and is aware of any changes in the flow of time within long range. May act in any time stop provided it is cast or effects within this range.
Ichiren (Prayer Beads): 1/day may turn or rebuke undead as a cleric of their level. Gain an additional use at 5th level and every 5 levels beyond.
Favored Class: Artificer and Wizard
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Element Bodied

Postby Dragonexx » Sun Mar 19, 2017 12:34 am

Element Bodied
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Element Bodied are human shaped elemental creatures. They form naturally on the plane, from sources of their element. Earth-bodied are born from tall mountains and deep caverns. Air bodied form in great storms and giant clouds. Water bodied from vortexes and great seas. Fire bodied form from wildfires. At other times they are created by the Emperors.

These beings have little identity or culture of their own, typically adopting the culture of the domain they are aligned with. Such creature usually function as bodyguards and servants to noble families, though a few others adventure across the plane, or just wander aimlessly. Not being human or even mortal, feral youkai tend to ignore them unless they draw too close to their territory.

-2 Intelligence: Elemental-bodied are slow-witted. They also gain other ability adjustments depending on their type.
Medium Size. Elemental-bodied average about 6' tall. They have no *** or gender.
20' movement, plus additional movement depending on type.
Outsider Type, appropriate subtype (Air, Earth, Fire, or Water). Elemental-Bodied are native to the appropriate elemental plane, and are (Extraplanar) on the Material Plane.
Elemental Flesh: Elemental-Bodied are counted as Elementals, not Outsiders, for effects that target specific creature types.
Darkvision 60'
Elemental-Bodied do not sleep, and are immune to magic sleep effects.
+4 to saving throws against Poison, Disease, and Paralysis. Elemental-Bodied have an unusual physiology that is not subject to the same constraints as mortals.
Light Fortification (25% chance to negate any critical hit or sneak attack that would not affect an elemental).
Favored Class: Elemental Brute and Elemental Weird
Automatic Languages: Appropriate elemental language
Bonus Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Formian, Ignan, Infernal, Slaad, Terran, Umbral.
Effective Character Level: 1

Airbodied

+2 Dexterity. Airbodied are nimble, and often grow moreso as their power increases.
Airbodied can Fly at a speed of 15' (Perfect), and have a 30' base land speed
+2 bonus on Constitution checks to continue strenuous activity. If using the Tome of Prowess, apply this bonus to Athletics checks.

Earthbodied

+2 Strength. Earthbodied are immensely heavy, making lifting other things seem lighter by comparison.
Earthbodied can burrow at a speed of 20'. They do not leave a tunnel when burrowing, and cannot burrow through stone.
+2 bonus on Survival checks.

Firebodied

+2 Dexterity. Firebodied are as nimble as airbodied are.
Firebodied have a 20' Climb speed, and have a 30' base land speed.
Firebodied shed light from their bodies, brightly illuminating up to 40', and shedding shadowy illumination over twice that distance. They may change brightness or douse thesmelves to smoulder (5' shadow illumination) as a swift action.
+2 bonus on Balance and Tumble checks. If using the Tome of Prowess, this bonus applies to Acrobatics checks instead.

Waterbodied

+2 Strength. Waterbodied are backed by the strength of the oceans.
Waterbodied have a 60' Swim Speed and breathe both water and air.
+2 bonus on Escape Artist checks.
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Backgrounds

Postby Dragonexx » Sun Mar 19, 2017 1:21 am

Backgrounds
Backgrounds are special traits that can apply to your character, helping flesh out their backstory and traits. A character generally should have only one, and the bonuses are fairly small. Here are some examples of backgrounds, and groups are encouraged to create new ones to fit their characters.

Despotic Seed
I had the group liquidated, you little ****!
One of your parents was, or more likely still is, a very bad person in a position of significant authority and power. An Evil Overlord, if you will. You were to follow in their footsteps and raised.
Effect: You naturally stir fear, if not respect from your reputation. You gain Intimidate as a class skill with a +2 competence bonus. You also start with one piece of masterwork equipment that belonged to a good person that your parent killed. It fits you perfectly.
People always assume the worst of you. If recognized by strangers then treat NPC Initial Attitude as shifted one step closer to hostile by default when using Diplomacy.

Raised by Monks
Work. Wander. Rest when I can.
Left with monks in a remote martial monastery as a child, you learned some of their ways before leaving for the world with your training incomplete. This has unfortunately left you financially ignorant and without support in the secular world.
Effect: You gain a slam attack (1d6 for medium) and gain Concentration as a class skill. Despite whatever class you begin with, your starting funds are as a monk at level 1.

Cook
"And in the morning, I'm making waffles!"
Look, not everyone has special noble birth or great destinies or sob stories about growing up in the gutter. You grew up in a surviving merchant or inn owning family, and you learned to cook in between mucking out stables, cleaning **** and putting up with idiot customers. And you found you really enjoyed it.
Effect: What does being a cook get you? Well, people forget that cooking is actually pretty physical work. Your familiarity with knives and cleavers translates over into daggers, handaxes and throwing axes pretty well, and in fact you are proficient in them. In addition, lugging around bags of potatoes and flour has conditioned you for carrying **** and your carrying capacity is calculated as if your strength were two points higher. You have a repertoire of recipes and cooking techniques which you can put into use to keep your party's morale up--anytime you take an hour to cook a meal, everyone who eats can activate an Guidance, Resistance, Bless, or Virtue effect with your character level as the caster level once in the ensuing 24 hours. If you have leftovers, people can eat them to gain another use after using their first (use Survival to determine how many servings you can make, or figure each serving costs 10 gp). Finally, you effectively have max ranks in Craft (Cooking) as if it were a class skill for you, if that ever actually matters.

Gladiator
"[Insert Spartacus joke]"
Before adventuring, you were the star of a gladiatorial arena. You may have started a mere slave, but through crushing the skulls of other mere slaves and winning the hearts of the crowd, you gradually earned your freedom, a reputation, and experience in crushing skulls. Or maybe you just escaped.
Effect: You may tell stories of your time in the gladiatorial arena to wow new people and make them like you, or to make your existing fans willing to help you out. People who have heard of your time in the arena have their initial attitude improved by one step, people who haven't heard about you can be subjected to stories for ten minutes over drinks and likewise have their attitude improved by one step. As showmanship is important in the arena, Perform is always a class skill for you, but your first style must be something usable in the arena (this is somewhat broad, singing is fine, pipe organ not so much). Finally, you should probably fight in the arenas at least once a month to keep your reputation up. If you are an escaped slave, your former owner probably has men looking for you.

Slave
You were born or spent a significant portion of you're life as a slave.
Effect: As a slave, you learned how to survive and manipulate your masters to avoid cruel treatment or being fed to the animals. You gain a +2 bonus to bluff and sense motive and these are always class skills. You also gain the wild empathy ability of a Druid equal to your level, but only against one type of animal (foxes, dogs, cats, tigers, monkeys, platypuses, sea cucumbers...).

University Graduate
You went to a university, learned a lot, and graduated. Maybe it's a fancy wizard college or one of the more mundane ones. Either way, the university has a vast library, which you're allowed to use. Of course, they also expect donations from you.
Effect: You add any two Knowledge skills to your list of class skills, and you start with four ranks in each of them, for free. Each year, you are expected to pay donations equaling 100 times your level squared gp. So long are you're making your donations, you are allowed to use the library at the university. Spending four hours researching adds a +2 circumstance bonus to any Knowledge check. Also, each year, they give you free tickets to their games and/or theater productions. Don't worry, they'll make it up at the concession stand.

Smuggler
You made your fortune moving and selling contraband, all while escaping notice of the law. You are good at hiding things and recognizing potential buyers as well as stings.
Effect: Sense Motive and Slight of Hand are class skills for you. If you hide an object on your person with at least a 20 in your Slight of Hand check, Divination spells and effects cannot detect it (although it can still be found by a successful Spot check, as normal). When selling items considered contraband for the locale, you sell them for 10% more money than you otherwise would.

Raised by Youkai
You were raised by fey creatures. Maybe they stole you from your crib as a baby or while you were playing outside. Maybe you wandered into the wrong mushroom circle on the way to your grandma's house. Perhaps they took pity on you as the sole surviver of a caravan raid. Whatever the reason, you grew up in the wilderness with fey creatures, and some of their magic rubbed off on you.
Prerequisites: Not a Youkai.
Effect: You learn the language Sylvan for free, in addition to any other languages you would normally speak. Once per day, you may use each of the following as a spell-like ability, with a caster level equal to your character level: Dancing Lights, Daze, and Ghost Sound. Any DCs are 10 + 1/2 your level + your Cha mod.

Aristocrat
You were born into privilege and wealth. This affords you not only material goods, but also a quality education and lots and lots of culture.
Effect: Diplomacy is a class skill for you. You gain +2 on Knowledge (Nobility) checks. You also begin at first level with an additional 300 gp.

Terror of Legend
You were a youkai born from fears and nightmares.
Prerequisites: Hengeyoukai, Humanoid Youkai, or Oni
You gain a +3 bonus to intimidate checks, and may use your strength instead of Cha if you wish. Intimidate is always a class skill if you use those. Also, there are probably some pretty freaky legends based around you, which you could take advantage of.

Sumo Fanatic
You are obsessed with the Kappa's past as sumo wrestlers. Other kappa tend to think your weird(er). You don't care however, and tend to challenge people to impromptu sumo battles, often in inappropriate situations.
Prerequisites: Kappa
You are treated as if having 1/1 BAB for the purpose of grapple and bull rush checks. If you already have this, you gain +2 to grapple and bullrush.

Transhumanist
You seek to transcend the limitations of humanity.
Prerequisites: Humanoid or Magician Youkai
You considered your original human form ill suited for the goals you had in mind, and willingly became a youkai in order to enhance yourself. The people you used to know might not like this, and might even hunt you down for it. As a plus however, 1/day you may gain the benefits of Bolster Spirit for 1 round per level as a free action.

War Profiteer
The War came... and that spells P-R-O-F-I-T. Hoo boy! Maybe you just came from a Tengu family and you really like this sort of thing, maybe you consider yourself a visionary who can see through to a new economic theory based less on gold and more on value. Whatever, you've sold people daggers to cut themselves out of snare traps, and you're proud of it.
Effect: Appraise and Search are class skills for you no matter what you do. Also, you're a jerk. Your personal weapons and armor start masterwork at no cost.

Veteran of The War
There was a great and terrible war that wracked the lands, and you fought on one or more sides of it.
Effect: Veterans have proficiency with 3 Martial weapons and one armor type. Veterans who belong to a class that already has martial weapon proficiency begin play with proficiency in 3 Exotic weapons appropriate to the lands upon which the battles raged. Veterans also have nightmares sometimes and talk about The War more than is perhaps strictly required.

Street Rat
You grew up on the hard end of the streets. The part where kids are total jerks and sometimes the wererats just make one of your friends disappear, and no one else seems to care. You had to lie and steal just to survive, man.=
Effect: You have Bluff and Sleight of Hand as class skills no matter what you do. You don't catch normal diseases because you've already had them all. You get a +2 bonus on handle animal checks with street animals like dogs, rats, cats, and pigeons. Also, you have a small shell that a girl gave you when you were twelve. You think she's dead, but really she's been turned into a wererat, so when eventually you meet again it'll be traumatic and you might have to kill her. Or maybe you'll be able to convince her to turn away from Team Monster and live happily ever after.

Slave of the Hobgoblin Clans
The Hobgoblin Clans take slaves every generation, and the children of those slaves are also slaves, but also members of the clans, and they can potentially be promoted within the clan to the point where they aren't even a slave anymore. You may have done that. Or you may have simply run away and escaped Hobgoblin society to become an adventurer.
Effect: You speak Goblin. You also speak any other language you know with a Goblin Accent that makes Kappa distrust you. If you ran away from the Hobgoblins, there may be a group of them out looking for you who will start adventures for you. If not, then you are still part of the Hobgoblin clans and there will be Hobgoblin plothooks that will draw you into adventures. Of more importance, perhaps, is the fact that you've grown up your whole life among Hobgoblins, and have a +2 racial bonus to Move Silently (yes, that's a racial bonus from essentially the same source, so it doesn't stack with the racial bonus you get from actually being a Hobgoblin). Also, Listen is a class skill for you no matter what you do.

Royalty of a Fallen Nation
Welcome to the harsh realities of the Iron Age. If the last hard core member of a noble house dies, there is nothing keeping people from arbitrarily taking all their lands and gold away. Such was apparently the case with your family. When you were young, the last powerful Fighter (or Wizard, or whatever) in your family was slain, and now the only people left in your family with more than a level or two have aristocrat levels. Needless to say, more powerful characters came and took all your stuff. Now you wander the land attempting to gain power and secure your revenge.
Effect: People believe in you for no good reason. Some ancestor of yours was awesome, and people just assume that you'll get the band back together. You get free drinks when people know who you are, and your Leadership value is increased by +2. People will also offer you assistance and otherwise try to get on your good side. Of course, your family's enemies will send ninja and assassins to finish off your line (note: this may seem like a disadvantage, but it's really not – you're a D&D character so you are going to get into fights all the time, the fact that it's ninja attempting to erase your family name is just flavor). And of course, not everyone liked the way your family did things, so sometimes people are going to spit on your horse or in your burritos.

The Resistance
Your nation got overrun by someone you didn't like. And those Halfling oppressors (or whatever) went way too far. You were in a cell of revolutionaries dedicated to removing the foreign devils from the lands of your people.
Effect: Those who spent time in The Resistance have a number of contacts and can easily make contacts in new areas. Essentially this means that they get a +2 bonus on Gather Information checks. Members of The Resistance can make disguises out of substandard materials and suffer no penalties while doing so. Of course, The Resistance is a downright cannibalistic organization what with all the time all of the members spend betraying people. Every even modestly successful member is certain to have a wide variety of enemies, and not just from the oppressors they are fighting! Of course, it would be folly to claim that having large numbers of enemies is much of a disadvantage for a D&D character. I'm more concerned about the fact that you can never really be sure about the loyalty of another person. Not enough to risk sleeping with them anyway.

Refugee from The War
When the big war came, not everyone was old enough or brave enough to fight in it, and your character was in one of those categories and fled to a new land. The people already living in the new land treated your people poorly and made them live in ghettos with little food and poor access to magical healing. You spent several years living as a pawn in someone else's lands and all you got was a disease. Now you're adventuring, to find a new place where you fit in and possibly get a little vengeance on all those peoples who took time out of their day to screw your people.
Effects: Refugees are exposed to a wide variety of places, dangers, diseases, and people that those who live relatively comfortable lives will never know. In essence, they can be thought of as adventurers already, though they rarely get any rewards out of the deal. A refugee begins play knowing one additional language, and this language need not be an available bonus language for her race. In addition, a refugee may consider Knowledge (Geography) and Sense Motive as class skills for the rest of their lives. A refugee character is missing teeth or has the distinctive circular scars of having survived The Pox.

Raised by Owlbears
Tarzan was raised by an ape, Mowgli was raised by a bear, Romulus was raised by a wolf, and in the D&D world your character can be raised by creatures much more exotic. The sky is really the limit here: simply pick some improbable beast and your character was protected and fed as a small child by that beast after she was orphaned or abandoned in the wilderness. While I'd like to think that we've all read enough Burroughs that this story pretty much tells itself, the truth is even more astonishing. This character background has become cliché and we're totally fine with that. You can really have an interesting and memorable character with a clichéd backstory and a three sentence intro that ends with "And then I came to this village to reclaim my birthright as an oni."
Effect: Characters who were raised by Girallon (or whatever) are arbitrarily able to talk to magical beasts and animals as if they shared a language. Noone knows how they do it, but they do. Unfortunately, such characters didn't grow up surrounded by humanoid languages, and your only starting language is Common no matter what your Intelligence is.

Moil Wrought
Every setting has some horribly tainted land filled with necromantic power. People who live there become tainted with necromantic power and grow up twisted and evil more often than not. You grew up there too, which means that either you grew up all evil, or you grew up tragically misunderstood, which makes you Good and totally awesome.
Effect: You are damaged by Positive Energy as if you were undead. You are also healed by negative energy as if you were undead. Also, some people find you really creepy and you have a tendency to talk in flat affect like the girl in Aliens.

Hero of the Peasants
You're the third son of a poor woodcutter or something. Maybe your father remarried and your new mother hates you. Whatever. The point is that you come from an exceedingly poor background, and your plucky spirit and do-gooder nature propels you forward to make a difference in the world.
Effect: It's not that you're too lazy to pick starting equipment it's that... OK, you're too lazy to pick out starting equipment. Believe me, I understand. A Hero of the Peasants character begins play practically naked. Leather armor or functional clothing, a sling, a quarterstaff, 10 copper pieces, and some bread. Have fun with that. But you're just generally kind of awesome. You get a +2 bonus on Survival, Handle Animal, and Sense Motive checks for no reason. And don't forget that you probably have a destiny of some sort, which means that periodically the DM will go off on a tirade about your destiny (this is worth nothing, all D&D characters have a destiny).

Experimental Stock
You, or your parents, were experimented upon by one of the many mad arcanists that dot the D&D landscape. Maybe they were members of the dreaded Mad Wizards Guild that claims responsibility for Gulguthhydras and Perytons. Maybe it was another group. You might not even know.
Effect: You have a positive, if really messed up looking trait grafted into you. You either have a natural weapon, or your natural armor bonus is increased by 1, or you have low light vision. But you also have some bad trait, like a 5' reduction in speed, or a flipper hand, or a -2 to initiative checks. Also, in polite company you might want to cover up your eyestalk. The ladies do not find it your most attractive feature.

Apprenticed
You learned from the best. Or maybe not the best. But you learned from a successful adventurer, and that's pretty good. Maybe they were your parents, maybe your parents saw fit to hire you on to a master wizard.
Effect: Hide, Spot, and Spellcraft are class skills for you. That's how people stay alive in the adventuring business, after all. You probably know some adventurers, and that means that they'll show you all the tricks like how to identify objects or scribe spells for free, how to turn artifacts into artifacts you want, and how to spend planar currency.

Called Servant
You were minding your own business on your home plane one day, when BAM, you find yourself on another plane. You try to move, but don't get very far before you run into an invisible force field. There's a mortal nearby who offers to make a deal with you where you'll be let go in exchange for service. You took that, and for some reason stuck around afterwards. Maybe you were trapped by something, maybe you're hanging about for revenge.
Prerequisites: Domain is not home plane.
Effect: Called Servants can return to their home plane once per ever as a standard action, as long as they are no longer doing whatever task they were called for (PCs should be from the beginning). Knowledge (the Planes) is always a class skill for you, and you get a +2 bonus on Diplomacy checks with called creatures called by someone else. You're going to meet people who knew the person who called you, or people opposed to the task you were called to do. Since you may have changed sides since your calling, some of them will like you and some won't, and you won't necessarily know which is which.

To Serve in Creation
You were a minion of a genie or other powerful critter of the elemental planes. Now you broke into another plane and got free.
Prerequisties: Not from this plane
Effect: You have enormous experience in genie culture looking at it from below. You know genie ettiquette extremely well, and so gain a +2 bonus to checks to Bluff genies and to negotiate with bound genies (see the Tome of Fiends). If you were a minion of something other than a genie, you gain these benefits against whoever your masters were, instead of genies. Bluff is a class skill for you no matter what you do.

Strange Aeons
You're old. You might only be older than the elf king, or you might be old enough to not trust this newfangled "dirt." The point is, you're old, and you've done a little bit of everything in your past. Where you come from isn't nearly as important as where you've been, and where you've been includes most of the cosmos.
Effect: To take this background, you must be immortal. You've picked up a whole bunch of obscure knowledge over your lifetime, and so have the Bardic Knowledge ability of a 1st level core D&D bard. You can also start with as many professions as you want, for free. Also, you at least have an acquaintance in common with half of the important immortal NPCs in the campaign that you haven't met, and know the same people as many of the mortals. Your old friends and enemies will show up during the campaign to beg for your help or thwart you.

Planar Rampage
Some foolish mortal mage called you to their plane, and you broke out of their trap and killed them.
Effect: When you were pulled to another plane, all your cool stuff got left on the other side. So you don't get or need to pick out starting equipment. You start with a club, dagger, or quarterstaff if you don't have natural weapons, leather armor if you need it, and similar trivial equipment. You also have enemies, who happen to like the people you've killed on your way out. You're a generally suspicious person, so you get +2 Sense Motive. Also, Disguise and Hide are class skills for you whatever you do.

Eternal Sleeper
You just woke up after a long slumber. Now the world's all different, mortals work metals and all your old friends are gone.
Effect: You must be immortal to take this background without a plausible excuse. You share one language in common with modern creatures; all other languages you speak are dead languages. But, since you speak so many dead languages, you gain a +2 bonus on Decipher Script checks, and Knowledge (History) is a class skill for you no matter what you do. Also you may have been in some of the dungeons you will visit back before they were dungeons.

Feral
You spend much of your early life barely sapient, living by instinct as you hunted and killed others for food and to inflict fear. Maybe you grew more aware and rose above it. Maybe your only playing the long game.
Prerequisites: Youkai
Effect: You have a +2 bonus to listen, move silently and survival, and they are always class skills for you. Also your very good at ambushing. You add your level to damage in any surprise round.

Penitent
The character was quite different in a past life, and feels bad about their former actions. This doesn't necessarily mean they used to be Evil. Maybe they feel bad about being Good, or whatever. They actually Reincarnated to atone for their actions, forfeiting their life and most of their experiences and possessions.
Effect: The character will occasionally get flashbacks (and feel sad or tempted) or meet people from their past who may wish to tempt them back to the old ways or kill them. Having said that, pick one specific alignment other than their own (at creation). They may elect to count as that alignment at any time, such as qualifying for things or being hit by Holy Word. This means an Empusa who is Lawful Good but used to be Chaotic Evil and picked that as the fake alignment could hold a Holy Avenger just fine, and not be hit by Holy Word, Dictum, Blasphemy or Word of Chaos (but would always take the full effect of a Word of Balance).

House Plant
Requirements: Vaxt or Plant Youkai
For whatever reason, you used to be kept in someone's private or office quarters as a decoration for quite some time before you decided that this was a kinda boring way to grow old. Perhaps you were raised that way, or abducted from a happy little Vaxt colony before you got awesome enough to flee. Shaking the earth from your roots, you ran away, and are now stumbling around killing people for other people. It's amazing.
Effect: You have considerable experience not moving, giving you a +4 Competence bonus to Hide checks as long as you don't move. People consider you unusually decorative while in plant form, and if you manage a disguise check to appear as an inanimate plant (DC 20 for the Vaxt) you can be certain to be moved to a sunny spot and watered regulary as long as there are people around at all.
Also, your previous owner might feel a little creeped out by the idea that you were watching him and listening all the time, and you can count on meeting him, his Robot Girl killer commando, and his enemies one way or another.

Raised by Humans
Prerequisites: any non-human
You were raised in human society, and are used to the human ways more than your own. You were probably bullied and teased as a child, and likely ran away from home or became accepted in your local community (possibly after saving them with racial abilities).
Although people sometimes think you're odd, it's okay. You're so used to making yourself look un-threatening that you can make an Improved Feint check against all opponents as a Free action whenever combat starts. This effect lasts until their second turn.

Spider-Born
Prerequisites: Jorugumo
You were born and at least partially raised in your kin's spider form. Don't ask how this could work, but the experience has sharpened your predatory instincts considerably. Stealth and Survival are always class skills for you, and you get +2 to intimidation rolls against arachnophobes (DM call). Also, spiders of all kinds feel you have something in common with them - more than the typical Aranea, that is - so you are always up to date on spider gossip. Given that Bebiliths and other kinds of arachnids are quite involved in all kinds of interesting endeavours, this might include quest hooks.

Web Fetishist
Prerequisties: Jorugumo
All Aranea can spin webs, but you've done stuff with them that more prudish spider-persons would consider inappropriate. You are automatically proficient with either the Whip, the Weighted Rope or any one kind of strange weapon consisting mostly of rope, and can fashion such a weapon - usable only by you - from your own webbing for free, and are always considered to have the required silk material available for any craftable thing that includes "silk" in it's name. People who need specialised webbing for certain purposes might turn to you to fashion it. Also, Drow find your use of webs not inappropriate, but interesting, and you gain +2 on any social roll intent on attracting or dealing with Drow who know of your work.

Chosen One:
Prerequisites: Yuan-Ti
You were basically bred for success. You were raised into your role by Yuan-Ti and protected from the harsh realities of the world.
Effect: Yuan-Ti you meet are automatically Friendly towards you, unless given a good reason not to be. They will also gladly tell you useful information they know.

Death Cult
You come from a death cult of some kind. Your religion is "killing people", and you worship by stabbing people. In the face. Violently.
Your cult members will sometimes meet up with you and offer information, but by the same token, they might sometimes try to quicken your path to enlightenment. By killing you.
Effect: You may purchase poisons at half price. Also, you love killing. Whenever you kill a sapient (Int 3+) creature, you gain a +1 moral bonus to attacks, checks, saves, damage, or AC for 1 round.

Tainted One:
Prerequisites: Human, or a non-Yuan-Ti that looks like a human
You were going to become a Yuan-Ti. They groomed you for the position, started to teach you things and began feeding you the potion. But for some reason or another, it never went through. Maybe they discovered you were not human, so stopped before the final ritual (which would kill you and waste their time), maybe you annoyed them, maybe they were wiped out.
Effect: At any rate, there's probably someone you're angry about, and you automatically know Basic information about the Yuan-Ti, where to locate the ones hidden in predominantly human towns, and so on. Also, you are immune to basic (not Feat-augmented) Yuan-Ti venom.

Revolutionary
Prerequisties: Tengu
You questioned the rigid hierarchies of the Tengu, and after deciding they weren't to your liking have pursued your own path regardless of what Tengu society things you should be. This has made you some friends among younger tengu many of whom also disagree with the caste system, though many older ones despise the movement. But they just don't get you, man!
Prerequisites: You gain a +3 bonus to one of the skills of a different caste of Tengu. Also your defiant attitude makes it difficult to influence you. You gain a +2 bonus to saves against compulsion effects.

Scout
Prerequisites: Tengu
The Tengu highly value information, as it grants them an advantage against their enemies and rivals, as well as the edge in trade. You were sent out to gather information about the world around you and you've done this job well, almost too well, even obsessively. You've been just about everywhere, you like to know everything about everyone, and often have no respect for privacy or decency.
Effect: You've been all over, often recording everything you've encountered, whether in detailed journals or a photographic memory. You gain bardic knowledge of a bard half your level (min 1).

Vengeful Spirit
Prerequisites: Humanoid Youkai, Magician Youkai, Oni, Kitsune, or Tengu
You allowed your hatreds, jealousies, regrets, or grudges to fester within you for years, and this process transformed you into a youkai. Youkai like this tend to be very driven and focused, dedicated to the completion of a single task, single-mindedly focusing on a given goal, or heavily obsessed with revenge against someone.
Effects: You're still really pissed off and by drawing on those memories can get even angrier. 1/day you may rage like a barbarian. Also, someday, you'll probably encounter again whatever made you this way in the first place. What you do then is up to you.

Center Stage
Before adventuring, you were a performer or showman. Performances are common in all communities, though all species have different styles and preferences. Those with special abilities (which is all of them) frequently use them to enhance the show.
Benefit: You gain a +3 bonus to perform, disguise and bluff checks, and can always take 10 on these skills. You do not suffer a penalty for disguising yourself as a different race or gender. You probably have some really fanatic fans though who won't leave you alone whenever you enter a city.

Outlaw
In the past you committed a crime serious enough to have a bounty placed on your head. Perhaps you've payed off your bounty and are remorseful. Perhaps you escaped capture and nobody knows you're guilty. Perhaps you're still wanted and are on the run.
Sometimes outlaws turn to adventuring to gain redemption, or wealth, or even just to get enough power to not have to care about "laws".
Benefit: You gain a +3 bonus to Bluff, disguise and sense motive. Also, with an hour of work, you can acquaint yourself with any black market or organized crime in the area. Of course, you might still have to pay for your crimes. If someone recognizes you for your deeds their disposition drops one step lower (even down to hostile).

Calamity Survivor
Disasters do happen, from storms, to floods, earthquakes, plagues, blights, wildfires. You have survived at least one of these (probably more) but have lost friends, family, home, and livelihood. Calamities like this can make people give up on life, or instead turn to adventuring in order to survive.
Benefit: You gain a +3 bonus to saves against weather effects and a +2 bonus to fortitude saves against disease and a +3 bonus to survival checks (+5 when predicting the weather).

Wanderer
For whatever reason you decided to just wander the world. You might have constant wanderlust, or just keep having to move from location to location for whatever weird reason. Adventuring comes natural to you.
Benefit: You gain a +3 bonus to Knowledge (Geography), Knowledge (Dungeoneering) and Survival. Also, you always know what direction is north and how deep you are underground. You've probably seen some pretty weird **** as you've traveled, and can give out quest hooks from time to time.

Amnesia
Sometimes a player is really lazy or cannot think of a backstory.
Effect: None. If you're too lazy to think of a damned backstory, you get nothing at all. If the DM is feeling generous or vindictive, she can have things gradually get surreal on you like a David Lynch extravaganza. In doing so, you'll gradually find out that you actually have a backstory, and all the perks and flaws of whatever it is.
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Re: Races

Postby Dragonexx » Sun Apr 23, 2017 9:51 pm

For what it's worth... even though they don't appear in the Domain.


Greater Fairy (Daiyousei)
-2 Str, +2 Dex, -4 Int -2 Wis +2 Cha
20ft. move speed. Fly (perfect) equal to twice land speed
Fey (Youkai) type.
Small Size
Curtain Fire: As a standard action, a fairy can project a wave of energy spheres in a cone out to close range. This deals 1d4/level damage with a reflex save (10+1/2level+cha) to negate.
Fey (Youkai) type.
Embodiment: Fairies typically embody some aspect of nature, giving them minor traits.
Ice/Snow: Have the [Cold] subtype. Curtain fire deals cold damage.
Fire: Have the [Fire] subtype. Curtain fire deals fire damage.
Rock/Mountain: Have the [Earth] subtype. Have a burrow speed of 10ft. Curtain Fire deals magic bludgeoning damage.
Plant: Movement is not hindered by natural plants. Curtain Fire deals magic bludgeoning damage.
Sun: May project light like a torch. Curtain Fire deals light damage.
Rain: Has the [Water] subtype. Movement and sight is not hindered by rainfall. Curtain fire deals magic bludgeoning damage.
Water: Has the [Water] subtype. Has swim speed of 30ft. and can breathe underwater. Curtain fire deals magic bludgeoning damage.
Storm: Has the [Air] subtype. Immune to electricity. Curtain fire deals electricity damage.
Wind: Has the [Air] subtype. Immune to the harmful effects of wind. Curtain fire deals magic slashing damage.
Moon: Immune to the negative effects of gravity. Curtain fire deals sonic damage.
Immortality (Su): A fairy always returns after being killed. Should an effect kill them, a fairy discorporates into a pile of fairy dust, 1d20+4 hours later the fairy is returned to life where the dust is like True Resurrection. If some effect would prevent the fairy's resurrection, this effect delays until that effect, or the dust, is removed. This effect also frees the fairy from any sort of control it might be under.
Favored Class: Sorcerer and Bard

Lunarians
-2 Str +2 Con +4 Int -4 Cha
Medium Size
Humanoid (Human) type.
30ft. move speed.
+4 Concentration
Amortal: A Lunarian is neither living, dead, or undead. They exist outside the cycle of life and death entirely. They are immune to both positive and negative energy as well as [Death] effects while in a pure land. Outside of a pure land, they are harmed by both. Should they gain the ability to be healed by either or both, then they lose all racial features save racial penalties for as long as they have the ability.
Purity: A Lunarian does not age nor do they have any physical needs (eating, drinking, breathing, sleeping, though they can and often do perform these things for recreation) or desires and gain a +3 racial bonus to will saves and immunity to compulsion and charm effects, but only for as long as they remain in a pure land. A pure land is one that has either been Hallowed, has the Good-Aligned trait, or the Static, Timeless, or Dead Magic traits (an Antimagic Field counts).
Favored Classes: Cleric and Psion

Lunar Rabbits:
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-2 Str, +2 Dex, -2 Int, +2 Cha
Medium Size
Humanoid Type
40ft. move speed
+5 Listen Checks, Range penalties halved.
+10 Jump Checks, always treated as having a running start and not bound by height.
+4 Concentration
Lunar Rabbits gain Dash as a bonus feat.
1/Minute: Silent Image, Confusion
Favored Classes: Fighter and Rogue
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Re: Races

Postby Dragonexx » Sun Apr 23, 2017 10:04 pm

Satori
-2 Str -2 Con +2 Int +2 Cha
Abberaton (Youkai) type
Medium Size
30ft. Move Speed
Third Eye: A Satori constantly reads the thoughts of others. It is under a permanant (Su) Detect Thoughts effect that cannot be voluntarily turned off. If it's somehow suppressed, it reactivates at the earliest opportunity.
Favored Classes: Psion and Wilder
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Re: Races

Postby Dragonexx » Fri May 05, 2017 5:50 am

Expanded abilities for elemental subtypes:

While the elemental subtypes for Water and Fire grant interesting abilities, the ones for air and Earth do not. Fly speeds are mentioned for air, but not always implemented. The solution for now. Creatures with the [Air] subtype are under a permanent featherfall effect, as well as cloudwalking.

Creatures with the [Earth] subtype have stability when standing on solid ground. If they already have stability, the benefits are doubled.
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