Milo v3
2014-09-07, 07:48 PM
I'm currently working on a semi-rewrite of 3.x, and the second step I take after brainstorming and working stuff out is making the basic playable species so:
Species
Species
Defined Ability
Subtype
Description
Algol
Int
Spawn
Cannibalistic Shapechangers borne from the hungry sands
Dwarf
Con
Spawn
Parasites spawned from the divine corpse of Gravedirt
Elf
Dex
Spawn
Mortal fragments of the shattered mind of Instincts
Humans
Any
Animal
Animals fortunate enough to have entertained Progress
Ignis
Any
Spawn
Ki manipulating orbs crafted by Armour to figure out life
Jorōnith
Wis
Animal
Spiders rewarded for surviving forty years
Ogre
Cha
Human
Tribe of humans that made a deal with chthonians to survive the ironwars
Shivarn
Str
Spawn
Children of Whirlpool tortured by a celestial
Algol
History
During the Brass Age the forested hills of the emera became a battleground between Slaughter and Decay. This battle went for three years, concluding with Slaughter falling, his blood staining the land and being filled with Decay's essence. This tainted blood killed all the plantlife around and blighted any animal who remained for too long, soon emera was desert with the added danger of it's sands drinking from the souls of travelers.
As years progressed the dunes stole more ki from wanderers until emera was able to form faint silhouettes from ki, conjured to draw victims closer to the center of emera. Eventually, after hundreds of years, the gluttonous sands learnt how to fabricate true bodies. Hungry bodies that have named themselves algol.
Physical
Algol appear to be humans in many ways, though the differences are rather distinct. Subsisting on ki more directly they rely on eating large amounts of meat, with a large number of sharp canine teeth in their maw and saliva that acts as a weak anesthetic. They have sanguine red eyes that permanently appear hungry. Because of their origins, algol have no reproductive or excretory systems, possessing better nervous systems or redundant organs instead.
Traits
+2 Intelligence, and +2 Dexterity or Constitution: Algol have whispers from hundreds of lives within their minds granting them decent amounts of innate knowledge, and their eldritch biology makes them either faster or hardier.
Gluttons of the Waste: Algol are humanoids with the algol and spawn subtypes.
Medium: Algol are medium creatures and receive no bonuses or penalties due to their size.
Emera Stride: Algol have a base speed of 30 feet., ignore difficult terrain caused by a desert environment, and are immune to the negative effects of Hungry Sand.
Emera's Thirst: When an algol consumes blood it counts as both food and water for the purposes of dehydration and starvation, and he counts as having a strength score two points higher for the purpose of carry capacity for 1 hour (additional drinking of blood only resets this duration, rather than it stacking). In addition, the spirits within the algol's digestive system are disgusted and insulted by milk, causing it to always act as though it had gone sour when drunken by an algol.
Ghoul's Bite: Algol can bite as an unarmed attack, except it deals piercing damage rather than bludgeon damage.
Stained Guise (Ex): Algol start with knowledge of how to perform the ritual Stained Guise, with it's Faint Heart principle.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
0
10
4'10"
2d10
100 lb
x(2d4)
Female
0
15
4'5"
2d10
65 lb
x(2d4)
Dwarf
History
Near the start of Mountain's rise to power, it's ally Gravedirt gave permission to be killed and consumed, and within seconds mountain had gravedirt's heart in hand. Removing only it's essence, mountain left the corpse to rot and merge with the soil, through which worms started to burrow. Within days, the worms forms warped and twisted into humanoids with sentient minds.
Feeling responsible, mountain decided to watch over and guide the being's it named Dwarves, giving them tools, filling their bodies with crystals and metal, and infusing them with an army of sand and stone. Mountain guarded the dwarves for hundreds of years, even lasting till after mountain became Monre, but she grew angry when she sensed a dwarf praying for another celestial's blessing.
Within seconds, the theocracy of the dwarves was shattered as their prayers started to fail and their nation was thrown into chaos. After years of civil war, the dwarves had been split into several countries, many even merging and mixing with the nations of other species. After this anarchy started to fade, and blessings from Monre started to stabilize.
Physical
Dwarves are humanoid in shape and stocky in frame, with slightly reflective pale hairless skin similar to that of scarab larvae. Their bodies are filled with elemental earth, causing them to be used to moving a crystalline or metallic frame, letting them move in most armour without difficulty. In addition, the fragments of crystal in their brains allows them to transmit some information via light rather than only using electrical impulses.
Despite being hairless, dwarves have a feature that's often called a beard, a small number of semi-stone/bone thorns that surround their mouths.
Traits
+2 Constitution, and +2 Intelligence or Wisdom: With a body littered with stone and metal leaves causes dwarves to be rather tough, though their minds are also sharp, having brains that transfer some information via light rather than electricity.
Children of the Gravedirt: Dwarves are humanoids with the dwarf and spawn subtypes.
Medium: Dwarves are medium creatures and receive no bonuses or penalties due to their size, except as noted in the Slight Build trait.
Slow: Dwarves have a base land speed of 20 ft., and do not take a reduction to speed from wearing armour that are made primarily of crystal, dirt, metal, sand, stone or similar earthen materials.
Earthen Ally (In): Dwarves can invoke and maintain the [Enslavement] aspect of the Earth domain, as if they had an invoker level equal to their character level.
Slight Build:The physical stature of dwarves lets them function in many ways as if they were one size category smaller. Whenever a dwarf is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the dwarf is treated as one size smaller if doing so is advantageous to the character. A dwarf is also considered to be one size smaller when "squeezing" through a restrictive space. A dwarf can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a dwarf remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Temple's Tunneling (In): While wielding a weapon from the Weapon Group of your faith, you can spend a standard action to gain a burrow speed of 5 ft. until the start of your next turn. Faithless dwarves treat their weapon group as Natural.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
20
40
3'9"
2d4
140 lb
x(2d6)
Female
22
45
3'7"
2d4
110 lb
x(2d6)
Elf
History
Weak from it's battles with Slaughter, Decay wandered the tapestry with blood dripping from it's eternally rotting body of skin, iron and fungus. It didn't take long for some of this tainted fluid to pass into a water supply, which was latter unknowingly drunken by instincts (judgement and stability already weakened as it lost an argument to Planning the year before). With decay in the mind of instincts it's form corrupted and it's mind loosed, slowly degrading into madness until the number of voices in it's mind was beyond mortal comprehension.
Instincts eventually lost it's sanity enough to decide that tearing itself into pieces would be the best course of action. only fragments remained of instincts, a mass of mortal bodies made from the mind of a mad chthonian. These mortals were later named Elves, since it is always the first word an infant of this species ever speaks. Unfortunately, elves do not have a good reputation in most cultures because of their talent in curses and their eldritch method of resting.
Physical
Elves have bodies like tall but exceedingly thin humans, with the only other sign of their eldritch nature being their feline eyes. Despite being rather similar to humans, their minds are designed completely differently. Elven brains transmit information through literal impulses of emotion, rather than electricity, leading them to be overtly emotional and irrational. In addition since they are simply fragments of a single mind, they do not require true sleep, instead they simply open their minds to the network of instincts that entangles each member of the species with each other.
Traits
+2 Dexterity, and +2 Wisdom or Charisma: Elves instincts are good enough to actually improve their reaction speeds and often improves their senses or how they talk.
Legion of Instincts: Elves are humanoids with the elf and spawn subtypes.
Medium: Elves are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base land speed of 30 ft.
Low-Light Vision: Elves can see can in dim light within 60 ft. as if it was bright light, and in darkness as if it was dim light. You cannot discern colour in darkness, only shades of green.
Instinctual Rituals (Ex): Elves start knowing how to perform the rituals Early Winter and Ironwood, with two principle points to spend between each of those rituals.
Wild Trance (Ex): Elves are immune to sleep effects, and can enter (or leave) a state that acts as their sleep as a swift action. Time in this state counts as rest for the purpose of needing sleep, when doing only minimal activity it also counts as rest for the purpose of healing, and has a few side-effects; their intelligence score is reduced to a tenth (minimum 1), their base land speed is increased by 10 ft., and they gain a +2 insight bonus on armour class. If an elf leaves wild trance after being in it for a duration less than eight hours so far today, they are fatigued (or exhausted if they are already fatigued). If their intelligence score is dealt damage or drain, they immediately are forced out of Wild Trance, and the damage or drain is applied to their true intelligence score.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
18
40
5'4"
2d6
90
x(1d6)
Female
16
35
5'4"
2d6
80
x(1d6)
Human
History
Unlike other sentient species, who's bodies were created or improved by the deities, humans are actually animals that just happened to eventually evolve sapience and language in the jungles and plains of Sonrica. Progress was intrigued and entertained by the idea that a beast can advance itself to such an extent, and decided to slightly tilt somethings in their favour allowing them to discover some technology faster than they normally would, giving them an opportunity to catch up with the humanoids that were augmented and spawned by the divine. When progress eventually became part of Deine, he noticed the humans had nearly reached the technological level of other mortals and stopped hurrying the humans, leaving them to progress with their own skill and talents.
Physical
Humans appear just like normal person would in real life; even if they're digestive systems now function based around appeasing hunger spirits, reproduction is a fundamental ritual that attempts to infuse fine sized humans inside females with ki, and their blood carries ki to their muscles rather than oxygen.
Traits
+2 Any: Progress ensured that humans were rather dynamic when it comes to their genetic spirits.
Evolved Apes: Humans are humanoids with the augmented animal and human subtypes.
Medium: Humans are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Hunter's Techniques (Ex): Humans start with the ability to practice the Hunter's Hands and Hunter's Heart techniques. If you would latter gain access to these techniques from a class, these techniques no longer take up a body slot when practiced if they are not focused.
Inner Talent: Humans possess one point of ki; in addition to ki from their constitution modifier, classes, feat, etc.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
14
15
4'10"
2d10
120 lb
x(2d4)
Female
16
15
4'5"
2d10
85 lb
x(2d4)
Ignis
History
Seeing the other deities taking such an interest in mortals, Armour was curious to the purpose of such creatures and decided to try and forge it's own mortals. Armour's research taught it that mortals relied heavily on keeping spirits appeased and maintained by the flow of ki. In the end he made spheres that directed ki in a way similar to the circulatory systems of other life, then shielded it within conceptual armour to form a near humanoid form.
Armour toyed and questioned his creations for a single month before it decided they were boring, immediately casting them away from his realm. For years they remained in the marsh they landed in, confused and afraid of the world, with other mortals thinking that the glowing lights in the swamp were merely trapped souls, radiance elementals or undead and stayed away. First true contact between ignis and other sapient life only occurred after many years, when a young human warrior went out to slay the "menace".
Physical
Technically the body of an ignis is a metal sphere with specific depressions across it's surface. These depressions direct ki in the environment with enough focus and skill that it forms a solid humanoid torso, head, and arms from the vital energy. This allows them to sense the world and manipulate objects, though their ki flesh is generally weaker than true flesh and bone. Ignis lack legs or feet (though still possess those body slots interestingly), and move by levitating their bodies a short distance above the ground.
Traits
+2 Any: Different models of ignis possess different inherent talents.
Orbs from Armour: Ignis are humanoids with the ignis and spawn subtypes.
Small: Ignis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Levitation: Ignis have a base speed of 20 feet., but ignore penalties to movement from difficult terrain and are immune to being tripped.
Armour Form (In): Ignis that is grappling a creature can transform into armour formed of ki in place of making an unarmed attack, this can be ended by the ignis or host as a free action. This merges the ignis with the creature, the ignis loses all it's actions except for free and swift actions, and grants several benefits to that creature:
The host's ki pool becomes the sum of his and the ignis' ki pools.
The host gains all the ignis' class abilities, knowledge of rituals, techniques, aspects, etc.
The host gains all the ignis' feats that they meet the prerequisites of.
The host gains a sacred bonus to armour class equal to the modifier of the ignis' highest ability score.
The host gains additional body slots for the purpose of techniques equal to the number of body slots the ignis possesses.
The host's unarmed attacks can deal lethal damage.
Whenever the ignis would allocate ki it instead allocates the host's ki pool.
Inner Talent: Ignis possess one point of ki; in addition to ki from their constitution modifier, classes, feat, etc.
Wrath's Dawn (Ex): Ignis start with the ability to practice the Wrath's Dawn techniques. If you would latter gain access to this technique from a class, this technique no longer take up a body slot when practiced if it is not focused.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
-
0
50
3'0"
-
30 lb
-
Jorōnith
History
Jorōnith possess simple origins, though they are origins that enrage the celestials. Whenever a mundane spider survives to the age of 40, the chthonian Weaving crawls out from the deeplands and captures them. Once back in her domain, Weaving wraps the arachnid in a silken cocoon, which is then hidden back on the tapestry or given to a willing jorōnith. Within a month, the cocoon starts to grow until the being within reaches full size, erupting from it's container once complete.
Physical
Overall jorōnith look like a thin humans, with bodies that are scaled down to half their normal height and width, and two additional arms that extend from below their shoulders.
Traits
+2 Wisdom, and +2 Strength or Dexterity: The main gift the jorōnith are thankful for is the wisdom and mind they were granted, and their history as either a hunting or silk weaving spider determines whether they are innately stronger or more precise with their hands.
Ascended Arachnids: Jorōnith are humanoids with the augmented animal and jorōnith subtypes.
Small: Jorōnith are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Climbers: Jorōnith have a base speed of 20 feet., and a climb speed of 10 ft. Like all creatures with a climb speed, Jorōnith gain a +8 racial bonus to athletics checks related to climbing.
Corrupted Arms: Jorōnith possess four arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. These arms can be a medium for your spells as if they were a Corruption. If all four of your hands are free, you gain a +10 ft. racial bonus to your climb speed.
Original Weavers: Jorōnith have a +4 racial bonus to craft silken objects, and always count as possessing the tools for doing so as long as they are not starving or dehydrated.
Web Bolt (Sp): Jorōnith can cast Web Bolt once per day, with a caster level equal to your character level. Jorōnith The medium for this spell-like ability is the Jorōnith's corrupted arms. Jorōnith gain an additional use of this spell-like ability every 5 hit dice they possess.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
1
5
2'5"
2d4
25 lb
x(1)
Female
1
10
2'8"
2d4
30 lb
x(1)
Ogre
History
When mortals started to work metals, mines soon started to be developed and implemented. Chthonians took this as attempting to reach limbo and fought back against the perceived invaders. Within hours the city of Rorme was burning and undersiege from hordes of aberrations, which was the first casualty in the Ironwar.
This war went for many years, only delayed when a tribe of humans on the brink of extinction were able to fight their way into limbo through a small army of abominations, fueled only by their desperation. Many chthonians were impressed with the tribes power and gave them a chance at survival by warping their bodies. Taking the name of their tribe as the title of their new species, becoming the emissary's between the chthonians, and being the first mortals to learn spellcraft. The ironwars eventual end was a direct result of the ogres acting as a line of communication between chthonians and mortals.
Physical
Ogres appear to be humans of immense height and beauty, though they are known for using this beauty and size for mainly intimidation purposes.
Traits
+2 Charisma, and +2 Strength or Constitution: Filled with chthonian power, ogres are both beautiful and terrifying, often possessing great strength or toughness.
Chthonian Humans: Ogres are monstrous humanoids with the augmented humanoid and human subtypes.
Medium: Ogres are medium creatures and receive no bonuses or penalties due to their size, except as noted in powerful build.
Normal Speed: Ogres have a base land speed of 30 ft.
Corrupted Beauty: An ogre gains a +2 racial bonus on persuasion checks. This ability can be a medium for your spells as it was a Corruption.
Monstrous Growth (Sp): An orgre can cast Monstrous Growth once per day, with a caster level equal to your character level. The medium for this spell-like ability is the Ogre's corrupted beauty. Ogres gain an additional use of this spell-like ability every 5 hit dice they possess.
Powerful Build: The physical stature of ogres lets them function in many ways as if they were one size category larger. Whenever an ogre is subject to a size modifier or special size modifier for an opposed check (such as combat maneuvers), the ogre is treated as one size larger if doing so is advantageous to him. An ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. An ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category; except for the ogre's racial Monstrous Growth trait.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
12
20
5'10"
2d10
150 lb
x(2d4)
Female
14
20
5'5"
2d10
100 lb
x(2d4)
Shivarn
History
After a fight between a Progenitor Wyrm, whirlpool left the battleground with the blood of it's foe in it's maw. Sickened by the taste that was swirling around it's body, whirlpool spat it out allowing it to mix with the brine of the ocean until it started to become alive. Whirlpool watched as the blood transformed into a scaled serpent of the depths, where they remained for many years.
Many ages later, the shivarn were taken from the sea by the celestial Shayth and interrogated. Seeking the location of whirlpool, Shayth tortured the serpents over and over as not a single shivarn knew of the chthonian's hiding place. After three years of torture, the celestial released his victims though they were not sea serpents anymore, possessing features like legs and wings.
Physical
Shivarn have bodies like dragons the size of a small horse, except that instead of simply having claws they have scale covered hands. Each shivarn is attuned to either fire or water, which lets them create an erruption of their attunement from their maws, but it also determines their scale colour. Shivarn attuned to fire have red, yellow, and brown scales, while shivarn attuned to water have blue, green, and black scales.
Traits
+2 Strength, and +2 Intelligence or Charisma: Shivarn are strong beasts of war, with the minds that are always gifted, whether in academic fields or in manipulation.
Tortured Spawn: Shivarn are humanoids with the shivarn and spawn subtypes.
Medium: Shivarn are medium creatures and receive no bonuses or penalties due to their size.
Oceanic: Shivarn have a base land speed of 20 ft., and a swim speed of 20 ft.
Glide: A shivarn wings allow them to glide, travelling 5 ft. horizontally for every 20 ft. fallen vertical, and making them immune to fall damage.
Divine Breath (In): Shivarn can invoke the aspect of the Fire or Water domain, as if they had an invoker level equal to their character level.
[B]Sea Serpent (Ex): A shivarn can hold its breath for a number of hours equal to 6 times its Constitution score before it risks drowning, and is immune to water pressure damage.
Shift Stance: Shivarn that have both hands free gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground, gain a +10 ft. racial bonus to base land speed, and count as quadrupeds for the purpose of carry capacity.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
30
60
6'0"
2d10
180 lb
x(2d4)
Female
30
65
6'0"
2d12
180 lb
x(2d4)
Cultures
Each character picks a culture, and select two bonus feats from their associated lists. You may select a bonus feat that you don't meet the prerequisites of, but you do not gain the benefits of that feat until you meet it's prerequisites.
Arcane
You've been exposed to a fairly large amount of spells and magic over the years.
Arcane Armour Training
Chthonian Craftsman
Combat Casting
Magical Aptitude
Spell Focus
Commoner
You've spent most of your life in a trade or profession.
Crafters Focus
Master Craftsman
Performers Focus
Professionals Focus
Skill Focus
Last
You're from a culture that no-longer exists.
Favoured Enemy
Isolated
Instead of socializing, you've lived in the wilderness or in a single house for most of your life.
*
Monstrous
You were raised by animals or beasts rather than your own species.
Self-Sufficient
Wild Cohort
Nomad
You've always been on the move.
*
Planar
Instead of a normal life on the tapestry, you spent a considerable amount of your life in the Astral Void or the Depths of Limbo.
*
Possessed
Your bodies mind has not been it's own for a long time, you are actually a spirit possessing the body as a vessel.
Vital Survival
Vital Organs
Orphan
You have survived on your own on the streets through skill and determination.
*
Religious
You were raised in a highly religious society or maybe you were raised by a temple itself.
*
Royal
Whether gained from blood or merit, you are a member of the noble class.
*
Schooled
You have spent most of your years learning in expensive facilities.
*
Slave
Whether lawful or not, you have spent many of your years as a slave to another.
*
Survivor
You've not only survived in harsh environments, you've adapted to them and thrived.
Endurance*
Summer Endurance*
Winter Endurance*
Takwin
Takwin are not of natural origin, instead they are created by alchemical and biological rituals.
*
Warrior
You may have spent years as part of a military or a mercenary band, or perhaps your from a nation of warriors.
Favoured Enemy
Improved Unarmed Strike
Mounted Combat
Toughness
Weapons Proficiency
Species
Species
Defined Ability
Subtype
Description
Algol
Int
Spawn
Cannibalistic Shapechangers borne from the hungry sands
Dwarf
Con
Spawn
Parasites spawned from the divine corpse of Gravedirt
Elf
Dex
Spawn
Mortal fragments of the shattered mind of Instincts
Humans
Any
Animal
Animals fortunate enough to have entertained Progress
Ignis
Any
Spawn
Ki manipulating orbs crafted by Armour to figure out life
Jorōnith
Wis
Animal
Spiders rewarded for surviving forty years
Ogre
Cha
Human
Tribe of humans that made a deal with chthonians to survive the ironwars
Shivarn
Str
Spawn
Children of Whirlpool tortured by a celestial
Algol
History
During the Brass Age the forested hills of the emera became a battleground between Slaughter and Decay. This battle went for three years, concluding with Slaughter falling, his blood staining the land and being filled with Decay's essence. This tainted blood killed all the plantlife around and blighted any animal who remained for too long, soon emera was desert with the added danger of it's sands drinking from the souls of travelers.
As years progressed the dunes stole more ki from wanderers until emera was able to form faint silhouettes from ki, conjured to draw victims closer to the center of emera. Eventually, after hundreds of years, the gluttonous sands learnt how to fabricate true bodies. Hungry bodies that have named themselves algol.
Physical
Algol appear to be humans in many ways, though the differences are rather distinct. Subsisting on ki more directly they rely on eating large amounts of meat, with a large number of sharp canine teeth in their maw and saliva that acts as a weak anesthetic. They have sanguine red eyes that permanently appear hungry. Because of their origins, algol have no reproductive or excretory systems, possessing better nervous systems or redundant organs instead.
Traits
+2 Intelligence, and +2 Dexterity or Constitution: Algol have whispers from hundreds of lives within their minds granting them decent amounts of innate knowledge, and their eldritch biology makes them either faster or hardier.
Gluttons of the Waste: Algol are humanoids with the algol and spawn subtypes.
Medium: Algol are medium creatures and receive no bonuses or penalties due to their size.
Emera Stride: Algol have a base speed of 30 feet., ignore difficult terrain caused by a desert environment, and are immune to the negative effects of Hungry Sand.
Emera's Thirst: When an algol consumes blood it counts as both food and water for the purposes of dehydration and starvation, and he counts as having a strength score two points higher for the purpose of carry capacity for 1 hour (additional drinking of blood only resets this duration, rather than it stacking). In addition, the spirits within the algol's digestive system are disgusted and insulted by milk, causing it to always act as though it had gone sour when drunken by an algol.
Ghoul's Bite: Algol can bite as an unarmed attack, except it deals piercing damage rather than bludgeon damage.
Stained Guise (Ex): Algol start with knowledge of how to perform the ritual Stained Guise, with it's Faint Heart principle.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
0
10
4'10"
2d10
100 lb
x(2d4)
Female
0
15
4'5"
2d10
65 lb
x(2d4)
Dwarf
History
Near the start of Mountain's rise to power, it's ally Gravedirt gave permission to be killed and consumed, and within seconds mountain had gravedirt's heart in hand. Removing only it's essence, mountain left the corpse to rot and merge with the soil, through which worms started to burrow. Within days, the worms forms warped and twisted into humanoids with sentient minds.
Feeling responsible, mountain decided to watch over and guide the being's it named Dwarves, giving them tools, filling their bodies with crystals and metal, and infusing them with an army of sand and stone. Mountain guarded the dwarves for hundreds of years, even lasting till after mountain became Monre, but she grew angry when she sensed a dwarf praying for another celestial's blessing.
Within seconds, the theocracy of the dwarves was shattered as their prayers started to fail and their nation was thrown into chaos. After years of civil war, the dwarves had been split into several countries, many even merging and mixing with the nations of other species. After this anarchy started to fade, and blessings from Monre started to stabilize.
Physical
Dwarves are humanoid in shape and stocky in frame, with slightly reflective pale hairless skin similar to that of scarab larvae. Their bodies are filled with elemental earth, causing them to be used to moving a crystalline or metallic frame, letting them move in most armour without difficulty. In addition, the fragments of crystal in their brains allows them to transmit some information via light rather than only using electrical impulses.
Despite being hairless, dwarves have a feature that's often called a beard, a small number of semi-stone/bone thorns that surround their mouths.
Traits
+2 Constitution, and +2 Intelligence or Wisdom: With a body littered with stone and metal leaves causes dwarves to be rather tough, though their minds are also sharp, having brains that transfer some information via light rather than electricity.
Children of the Gravedirt: Dwarves are humanoids with the dwarf and spawn subtypes.
Medium: Dwarves are medium creatures and receive no bonuses or penalties due to their size, except as noted in the Slight Build trait.
Slow: Dwarves have a base land speed of 20 ft., and do not take a reduction to speed from wearing armour that are made primarily of crystal, dirt, metal, sand, stone or similar earthen materials.
Earthen Ally (In): Dwarves can invoke and maintain the [Enslavement] aspect of the Earth domain, as if they had an invoker level equal to their character level.
Slight Build:The physical stature of dwarves lets them function in many ways as if they were one size category smaller. Whenever a dwarf is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the dwarf is treated as one size smaller if doing so is advantageous to the character. A dwarf is also considered to be one size smaller when "squeezing" through a restrictive space. A dwarf can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a dwarf remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Temple's Tunneling (In): While wielding a weapon from the Weapon Group of your faith, you can spend a standard action to gain a burrow speed of 5 ft. until the start of your next turn. Faithless dwarves treat their weapon group as Natural.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
20
40
3'9"
2d4
140 lb
x(2d6)
Female
22
45
3'7"
2d4
110 lb
x(2d6)
Elf
History
Weak from it's battles with Slaughter, Decay wandered the tapestry with blood dripping from it's eternally rotting body of skin, iron and fungus. It didn't take long for some of this tainted fluid to pass into a water supply, which was latter unknowingly drunken by instincts (judgement and stability already weakened as it lost an argument to Planning the year before). With decay in the mind of instincts it's form corrupted and it's mind loosed, slowly degrading into madness until the number of voices in it's mind was beyond mortal comprehension.
Instincts eventually lost it's sanity enough to decide that tearing itself into pieces would be the best course of action. only fragments remained of instincts, a mass of mortal bodies made from the mind of a mad chthonian. These mortals were later named Elves, since it is always the first word an infant of this species ever speaks. Unfortunately, elves do not have a good reputation in most cultures because of their talent in curses and their eldritch method of resting.
Physical
Elves have bodies like tall but exceedingly thin humans, with the only other sign of their eldritch nature being their feline eyes. Despite being rather similar to humans, their minds are designed completely differently. Elven brains transmit information through literal impulses of emotion, rather than electricity, leading them to be overtly emotional and irrational. In addition since they are simply fragments of a single mind, they do not require true sleep, instead they simply open their minds to the network of instincts that entangles each member of the species with each other.
Traits
+2 Dexterity, and +2 Wisdom or Charisma: Elves instincts are good enough to actually improve their reaction speeds and often improves their senses or how they talk.
Legion of Instincts: Elves are humanoids with the elf and spawn subtypes.
Medium: Elves are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base land speed of 30 ft.
Low-Light Vision: Elves can see can in dim light within 60 ft. as if it was bright light, and in darkness as if it was dim light. You cannot discern colour in darkness, only shades of green.
Instinctual Rituals (Ex): Elves start knowing how to perform the rituals Early Winter and Ironwood, with two principle points to spend between each of those rituals.
Wild Trance (Ex): Elves are immune to sleep effects, and can enter (or leave) a state that acts as their sleep as a swift action. Time in this state counts as rest for the purpose of needing sleep, when doing only minimal activity it also counts as rest for the purpose of healing, and has a few side-effects; their intelligence score is reduced to a tenth (minimum 1), their base land speed is increased by 10 ft., and they gain a +2 insight bonus on armour class. If an elf leaves wild trance after being in it for a duration less than eight hours so far today, they are fatigued (or exhausted if they are already fatigued). If their intelligence score is dealt damage or drain, they immediately are forced out of Wild Trance, and the damage or drain is applied to their true intelligence score.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
18
40
5'4"
2d6
90
x(1d6)
Female
16
35
5'4"
2d6
80
x(1d6)
Human
History
Unlike other sentient species, who's bodies were created or improved by the deities, humans are actually animals that just happened to eventually evolve sapience and language in the jungles and plains of Sonrica. Progress was intrigued and entertained by the idea that a beast can advance itself to such an extent, and decided to slightly tilt somethings in their favour allowing them to discover some technology faster than they normally would, giving them an opportunity to catch up with the humanoids that were augmented and spawned by the divine. When progress eventually became part of Deine, he noticed the humans had nearly reached the technological level of other mortals and stopped hurrying the humans, leaving them to progress with their own skill and talents.
Physical
Humans appear just like normal person would in real life; even if they're digestive systems now function based around appeasing hunger spirits, reproduction is a fundamental ritual that attempts to infuse fine sized humans inside females with ki, and their blood carries ki to their muscles rather than oxygen.
Traits
+2 Any: Progress ensured that humans were rather dynamic when it comes to their genetic spirits.
Evolved Apes: Humans are humanoids with the augmented animal and human subtypes.
Medium: Humans are medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Hunter's Techniques (Ex): Humans start with the ability to practice the Hunter's Hands and Hunter's Heart techniques. If you would latter gain access to these techniques from a class, these techniques no longer take up a body slot when practiced if they are not focused.
Inner Talent: Humans possess one point of ki; in addition to ki from their constitution modifier, classes, feat, etc.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
14
15
4'10"
2d10
120 lb
x(2d4)
Female
16
15
4'5"
2d10
85 lb
x(2d4)
Ignis
History
Seeing the other deities taking such an interest in mortals, Armour was curious to the purpose of such creatures and decided to try and forge it's own mortals. Armour's research taught it that mortals relied heavily on keeping spirits appeased and maintained by the flow of ki. In the end he made spheres that directed ki in a way similar to the circulatory systems of other life, then shielded it within conceptual armour to form a near humanoid form.
Armour toyed and questioned his creations for a single month before it decided they were boring, immediately casting them away from his realm. For years they remained in the marsh they landed in, confused and afraid of the world, with other mortals thinking that the glowing lights in the swamp were merely trapped souls, radiance elementals or undead and stayed away. First true contact between ignis and other sapient life only occurred after many years, when a young human warrior went out to slay the "menace".
Physical
Technically the body of an ignis is a metal sphere with specific depressions across it's surface. These depressions direct ki in the environment with enough focus and skill that it forms a solid humanoid torso, head, and arms from the vital energy. This allows them to sense the world and manipulate objects, though their ki flesh is generally weaker than true flesh and bone. Ignis lack legs or feet (though still possess those body slots interestingly), and move by levitating their bodies a short distance above the ground.
Traits
+2 Any: Different models of ignis possess different inherent talents.
Orbs from Armour: Ignis are humanoids with the ignis and spawn subtypes.
Small: Ignis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Levitation: Ignis have a base speed of 20 feet., but ignore penalties to movement from difficult terrain and are immune to being tripped.
Armour Form (In): Ignis that is grappling a creature can transform into armour formed of ki in place of making an unarmed attack, this can be ended by the ignis or host as a free action. This merges the ignis with the creature, the ignis loses all it's actions except for free and swift actions, and grants several benefits to that creature:
The host's ki pool becomes the sum of his and the ignis' ki pools.
The host gains all the ignis' class abilities, knowledge of rituals, techniques, aspects, etc.
The host gains all the ignis' feats that they meet the prerequisites of.
The host gains a sacred bonus to armour class equal to the modifier of the ignis' highest ability score.
The host gains additional body slots for the purpose of techniques equal to the number of body slots the ignis possesses.
The host's unarmed attacks can deal lethal damage.
Whenever the ignis would allocate ki it instead allocates the host's ki pool.
Inner Talent: Ignis possess one point of ki; in addition to ki from their constitution modifier, classes, feat, etc.
Wrath's Dawn (Ex): Ignis start with the ability to practice the Wrath's Dawn techniques. If you would latter gain access to this technique from a class, this technique no longer take up a body slot when practiced if it is not focused.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
-
0
50
3'0"
-
30 lb
-
Jorōnith
History
Jorōnith possess simple origins, though they are origins that enrage the celestials. Whenever a mundane spider survives to the age of 40, the chthonian Weaving crawls out from the deeplands and captures them. Once back in her domain, Weaving wraps the arachnid in a silken cocoon, which is then hidden back on the tapestry or given to a willing jorōnith. Within a month, the cocoon starts to grow until the being within reaches full size, erupting from it's container once complete.
Physical
Overall jorōnith look like a thin humans, with bodies that are scaled down to half their normal height and width, and two additional arms that extend from below their shoulders.
Traits
+2 Wisdom, and +2 Strength or Dexterity: The main gift the jorōnith are thankful for is the wisdom and mind they were granted, and their history as either a hunting or silk weaving spider determines whether they are innately stronger or more precise with their hands.
Ascended Arachnids: Jorōnith are humanoids with the augmented animal and jorōnith subtypes.
Small: Jorōnith are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Climbers: Jorōnith have a base speed of 20 feet., and a climb speed of 10 ft. Like all creatures with a climb speed, Jorōnith gain a +8 racial bonus to athletics checks related to climbing.
Corrupted Arms: Jorōnith possess four arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. These arms can be a medium for your spells as if they were a Corruption. If all four of your hands are free, you gain a +10 ft. racial bonus to your climb speed.
Original Weavers: Jorōnith have a +4 racial bonus to craft silken objects, and always count as possessing the tools for doing so as long as they are not starving or dehydrated.
Web Bolt (Sp): Jorōnith can cast Web Bolt once per day, with a caster level equal to your character level. Jorōnith The medium for this spell-like ability is the Jorōnith's corrupted arms. Jorōnith gain an additional use of this spell-like ability every 5 hit dice they possess.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
1
5
2'5"
2d4
25 lb
x(1)
Female
1
10
2'8"
2d4
30 lb
x(1)
Ogre
History
When mortals started to work metals, mines soon started to be developed and implemented. Chthonians took this as attempting to reach limbo and fought back against the perceived invaders. Within hours the city of Rorme was burning and undersiege from hordes of aberrations, which was the first casualty in the Ironwar.
This war went for many years, only delayed when a tribe of humans on the brink of extinction were able to fight their way into limbo through a small army of abominations, fueled only by their desperation. Many chthonians were impressed with the tribes power and gave them a chance at survival by warping their bodies. Taking the name of their tribe as the title of their new species, becoming the emissary's between the chthonians, and being the first mortals to learn spellcraft. The ironwars eventual end was a direct result of the ogres acting as a line of communication between chthonians and mortals.
Physical
Ogres appear to be humans of immense height and beauty, though they are known for using this beauty and size for mainly intimidation purposes.
Traits
+2 Charisma, and +2 Strength or Constitution: Filled with chthonian power, ogres are both beautiful and terrifying, often possessing great strength or toughness.
Chthonian Humans: Ogres are monstrous humanoids with the augmented humanoid and human subtypes.
Medium: Ogres are medium creatures and receive no bonuses or penalties due to their size, except as noted in powerful build.
Normal Speed: Ogres have a base land speed of 30 ft.
Corrupted Beauty: An ogre gains a +2 racial bonus on persuasion checks. This ability can be a medium for your spells as it was a Corruption.
Monstrous Growth (Sp): An orgre can cast Monstrous Growth once per day, with a caster level equal to your character level. The medium for this spell-like ability is the Ogre's corrupted beauty. Ogres gain an additional use of this spell-like ability every 5 hit dice they possess.
Powerful Build: The physical stature of ogres lets them function in many ways as if they were one size category larger. Whenever an ogre is subject to a size modifier or special size modifier for an opposed check (such as combat maneuvers), the ogre is treated as one size larger if doing so is advantageous to him. An ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. An ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category; except for the ogre's racial Monstrous Growth trait.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
12
20
5'10"
2d10
150 lb
x(2d4)
Female
14
20
5'5"
2d10
100 lb
x(2d4)
Shivarn
History
After a fight between a Progenitor Wyrm, whirlpool left the battleground with the blood of it's foe in it's maw. Sickened by the taste that was swirling around it's body, whirlpool spat it out allowing it to mix with the brine of the ocean until it started to become alive. Whirlpool watched as the blood transformed into a scaled serpent of the depths, where they remained for many years.
Many ages later, the shivarn were taken from the sea by the celestial Shayth and interrogated. Seeking the location of whirlpool, Shayth tortured the serpents over and over as not a single shivarn knew of the chthonian's hiding place. After three years of torture, the celestial released his victims though they were not sea serpents anymore, possessing features like legs and wings.
Physical
Shivarn have bodies like dragons the size of a small horse, except that instead of simply having claws they have scale covered hands. Each shivarn is attuned to either fire or water, which lets them create an erruption of their attunement from their maws, but it also determines their scale colour. Shivarn attuned to fire have red, yellow, and brown scales, while shivarn attuned to water have blue, green, and black scales.
Traits
+2 Strength, and +2 Intelligence or Charisma: Shivarn are strong beasts of war, with the minds that are always gifted, whether in academic fields or in manipulation.
Tortured Spawn: Shivarn are humanoids with the shivarn and spawn subtypes.
Medium: Shivarn are medium creatures and receive no bonuses or penalties due to their size.
Oceanic: Shivarn have a base land speed of 20 ft., and a swim speed of 20 ft.
Glide: A shivarn wings allow them to glide, travelling 5 ft. horizontally for every 20 ft. fallen vertical, and making them immune to fall damage.
Divine Breath (In): Shivarn can invoke the aspect of the Fire or Water domain, as if they had an invoker level equal to their character level.
[B]Sea Serpent (Ex): A shivarn can hold its breath for a number of hours equal to 6 times its Constitution score before it risks drowning, and is immune to water pressure damage.
Shift Stance: Shivarn that have both hands free gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground, gain a +10 ft. racial bonus to base land speed, and count as quadrupeds for the purpose of carry capacity.
Gender
Starting Age
Age Increment
Height
Modifier
Weight
Multiplier
Male
30
60
6'0"
2d10
180 lb
x(2d4)
Female
30
65
6'0"
2d12
180 lb
x(2d4)
Cultures
Each character picks a culture, and select two bonus feats from their associated lists. You may select a bonus feat that you don't meet the prerequisites of, but you do not gain the benefits of that feat until you meet it's prerequisites.
Arcane
You've been exposed to a fairly large amount of spells and magic over the years.
Arcane Armour Training
Chthonian Craftsman
Combat Casting
Magical Aptitude
Spell Focus
Commoner
You've spent most of your life in a trade or profession.
Crafters Focus
Master Craftsman
Performers Focus
Professionals Focus
Skill Focus
Last
You're from a culture that no-longer exists.
Favoured Enemy
Isolated
Instead of socializing, you've lived in the wilderness or in a single house for most of your life.
*
Monstrous
You were raised by animals or beasts rather than your own species.
Self-Sufficient
Wild Cohort
Nomad
You've always been on the move.
*
Planar
Instead of a normal life on the tapestry, you spent a considerable amount of your life in the Astral Void or the Depths of Limbo.
*
Possessed
Your bodies mind has not been it's own for a long time, you are actually a spirit possessing the body as a vessel.
Vital Survival
Vital Organs
Orphan
You have survived on your own on the streets through skill and determination.
*
Religious
You were raised in a highly religious society or maybe you were raised by a temple itself.
*
Royal
Whether gained from blood or merit, you are a member of the noble class.
*
Schooled
You have spent most of your years learning in expensive facilities.
*
Slave
Whether lawful or not, you have spent many of your years as a slave to another.
*
Survivor
You've not only survived in harsh environments, you've adapted to them and thrived.
Endurance*
Summer Endurance*
Winter Endurance*
Takwin
Takwin are not of natural origin, instead they are created by alchemical and biological rituals.
*
Warrior
You may have spent years as part of a military or a mercenary band, or perhaps your from a nation of warriors.
Favoured Enemy
Improved Unarmed Strike
Mounted Combat
Toughness
Weapons Proficiency