Baron Corm
2007-04-25, 04:39 PM
Hod
The hod are a race of humanoids who live in underground caves. They make their homes in the subterranean lakes there. A hod city is actually contained within multiple lakes with river-tunnels connecting them. Hod frequently visit the civilized races aboveground, and it is not uncommon to see one in a city.
Hod are extremly adept at traversing difficult terrain. Their everyday lives involve a lot of climbing cave walls, tunnelling to expand their cities, and scouting their surroundings so that they are not surprised by encroaching beholders or other nasties. Their bodies have adapted to fit this lifestyle. Hod have long and slender hands which are nonetheless quite powerful and good at gripping. Their feet are similarly elongated, which aids in their swimming. Their eyes are covered by a transparent membrane when swimming or aboveground (to protect them from the light). A hod's senses are impeccable; their eyes and ears are slightly enlarged as a result. A hod's pupils are vertical like a cat's. Other than these differences, hod look and act almost identical to humans.
- Medium: As Medium creatures, hod have no special bonuses or penalties due to their size.
- Hod base land speed is 30 feet.
- A hod has a swim speed of 20 feet.
- A hod has a climb speed of 15 feet.
- Hod can move through any difficult terrain without reducing their speed and without taking damage or suffering any other impairment. This does not allow a hod to move normally through an area that has been magically manipulated to impede motion. If the hod receives a class feature such as flawless stride or woodland stride, his base land speed, swim speed, and climb speed increase by 5 ft.
- Darkvision: Hod can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hod can function just fine with no light at all.
- +2 racial bonus on Listen, Search, and Spot checks. A hod who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
- Scent.
- Amphibious: A hod can breathe both water and air.
- Favored Class: Scout. A multiclass hod's scout class does not count when determining whether he takes an experience point penalty for multiclassing.
- Automatic Languages: Undercommon and Common. Bonus Languages: Aquan, Terran, Dwarven, Elven, Halfling, Gnome
Level Adjustment: +0
New Feat - Hod Tunneler
Certain members of hod society make a living burrowing tunnels between cities. Others simply take advantage of their hand's structure to aid them in their scouting and other endeavors.
Prerequisites: Hod, Str 13
Benefits: This feat grants a burrow speed of 10 ft.
Kroton
Krotons are alien in appearance, with green skin and large, glowing eyes which change colors every few seconds. They also have fins all along their heads, backs, limbs, and tails. Their bodies are squishy and fragile, and their movements tend to be stiff. A kroton’s voice has a forceful buzz to it, making it sound almost electronic.
Krotons are creatures with an innate magical ability and a strong force of personality. They are also rather perceptive. One might think that a kroton is totally naive until he makes a scathingly true comment about you. The goals of the kroton race are unknown to most of the other races, as krotons generally don't speak to any non-kroton that they do not have business with. Every major town generally has one or two krotons in it which report back to their homeland every so often with news.
Krotons live in futuristic underwater cities; although, despite their aquatic appearance, they do not breathe water and aren't even very good swimmers. Their cities are protected by magical barriers which keep out the surrounding seawater as well as any creatures who would invade. In fact, the only way to enter a kroton city is by teleportation. For this reason, many krotons make their living by becoming wayfarer guides. Any creature with hostile intentions finds himself unable to teleport into a kroton city unless he magically masks those intentions.
- -2 Dexterity, -2 Constitution, +2 Wisdom, +2 Charisma
- Aberration: Krotons are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, krotons have no special bonuses or penalties due to their size.
- Kroton base land speed is 30 feet.
- Darkvision: Krotons can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and krotons can function just fine with no light at all.
- +2 racial bonus on Intimidate checks.
- Magic Eyes (Su): A kroton can detect magic and read magic as the spells at will. A kroton with 5 HD has arcane sight as the spell. A kroton with 15 HD has greater arcane sight as the spell.
- Favored Class: Sorceror. A multiclass kroton's sorceror class does not count when determining whether he takes an experience point penalty for multiclassing.
- Automatic Languages: Kroton. Bonus Languages: Aquan, Undercommon, Common, Draconic
Level Adjustment: +0
Rasa
Rasae are a race of contemplative, individualistic humanoids. A rasa village might be taken for a ghost town if one does not look hard enough. If one does, he will find rasae training their bodies and minds, and ignoring him completely. Rasae typically survive on the minimal amount of food and other material belongings necessary. Those rasae that are not training to become monks are the designated hunters, food distributors, and medicine men. Rasa monks frequently go on spiritual quests to find enlightenment; rasae see the value in experiencing what the world has to offer. Other races will sometimes journey to rasa villages to benefit from the great wisdom stored within rasa elders.
Rasae are slightly smaller than humans on average, though the largest can be much larger. Rasae appear as humans except that they all have two or more animal-like features such as scaly skin or a long rat's tail. The features they have are unique to that particular rasa. The rasa believe that they are this way because the original rasae were the spirits of different animals given humanoid bodies, which then interbred.
- +2 Wisdom, -2 Charisma
- Medium: As Medium creatures, rasae have no special bonuses or penalties due to their size.
- Low-Light Vision: A rasa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Rasa base land speed is 30 feet.
- Rasae can make knowledge checks as if they had a 1/2 point in each knowledge skill, as they have been exposed to a variety of subjects as children
- +2 racial bonus on three different skill checks, depending on the rasa's animal bloodline. The rasa may replace any of these bonuses to skill checks with a +5 ft. increase to his base land speed (once only) or the scent ability.
Examples: Jorge has the tail of a chimp, granting him a +2 bonus on sleight of hand and balance checks. He has the legs of a cheetah, granting him a +5 ft. increase to his base land speed.
Mordred has the ears of a dog, granting him a +2 bonus on listen checks. He has the arms of a gorilla, granting him a +5 ft. increase to his base land speed. He has the tongue of a snake, granting him scent.
Bruce has the ears of a rabbit, the eyes of a hawk, the toes of an ostrich, and the spine of an alligator, granting him a +5 increase to his base land speed. He has the skin of a frog, granting him a +2 bonus on escape artist and hide checks.
Some rasae appear quite normal. Saul, for instance, has the fangs of a bat and the infrared sensory pits of a snake, granting him a +2 bonus on spot, intimidate, and survival checks.
The animal features of a rasa are not full-blown animal features, and thus the infrared sensory pits of a snake grant a bonus on spot checks instead of allowing the rasa to see infrared light, and the tail of a chimpanzee grants a bonus on balance checks instead of giving the rasa an additional hand.
- Favored Class: Monk. A multiclass rasa's monk class does not count when determining whether he takes an experience point penalty for multiclassing.
- Automatic Languages: Common and Rasa. Bonus Languages: Any (other than secret languages, such as Druidic).
The hod are a race of humanoids who live in underground caves. They make their homes in the subterranean lakes there. A hod city is actually contained within multiple lakes with river-tunnels connecting them. Hod frequently visit the civilized races aboveground, and it is not uncommon to see one in a city.
Hod are extremly adept at traversing difficult terrain. Their everyday lives involve a lot of climbing cave walls, tunnelling to expand their cities, and scouting their surroundings so that they are not surprised by encroaching beholders or other nasties. Their bodies have adapted to fit this lifestyle. Hod have long and slender hands which are nonetheless quite powerful and good at gripping. Their feet are similarly elongated, which aids in their swimming. Their eyes are covered by a transparent membrane when swimming or aboveground (to protect them from the light). A hod's senses are impeccable; their eyes and ears are slightly enlarged as a result. A hod's pupils are vertical like a cat's. Other than these differences, hod look and act almost identical to humans.
- Medium: As Medium creatures, hod have no special bonuses or penalties due to their size.
- Hod base land speed is 30 feet.
- A hod has a swim speed of 20 feet.
- A hod has a climb speed of 15 feet.
- Hod can move through any difficult terrain without reducing their speed and without taking damage or suffering any other impairment. This does not allow a hod to move normally through an area that has been magically manipulated to impede motion. If the hod receives a class feature such as flawless stride or woodland stride, his base land speed, swim speed, and climb speed increase by 5 ft.
- Darkvision: Hod can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hod can function just fine with no light at all.
- +2 racial bonus on Listen, Search, and Spot checks. A hod who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
- Scent.
- Amphibious: A hod can breathe both water and air.
- Favored Class: Scout. A multiclass hod's scout class does not count when determining whether he takes an experience point penalty for multiclassing.
- Automatic Languages: Undercommon and Common. Bonus Languages: Aquan, Terran, Dwarven, Elven, Halfling, Gnome
Level Adjustment: +0
New Feat - Hod Tunneler
Certain members of hod society make a living burrowing tunnels between cities. Others simply take advantage of their hand's structure to aid them in their scouting and other endeavors.
Prerequisites: Hod, Str 13
Benefits: This feat grants a burrow speed of 10 ft.
Kroton
Krotons are alien in appearance, with green skin and large, glowing eyes which change colors every few seconds. They also have fins all along their heads, backs, limbs, and tails. Their bodies are squishy and fragile, and their movements tend to be stiff. A kroton’s voice has a forceful buzz to it, making it sound almost electronic.
Krotons are creatures with an innate magical ability and a strong force of personality. They are also rather perceptive. One might think that a kroton is totally naive until he makes a scathingly true comment about you. The goals of the kroton race are unknown to most of the other races, as krotons generally don't speak to any non-kroton that they do not have business with. Every major town generally has one or two krotons in it which report back to their homeland every so often with news.
Krotons live in futuristic underwater cities; although, despite their aquatic appearance, they do not breathe water and aren't even very good swimmers. Their cities are protected by magical barriers which keep out the surrounding seawater as well as any creatures who would invade. In fact, the only way to enter a kroton city is by teleportation. For this reason, many krotons make their living by becoming wayfarer guides. Any creature with hostile intentions finds himself unable to teleport into a kroton city unless he magically masks those intentions.
- -2 Dexterity, -2 Constitution, +2 Wisdom, +2 Charisma
- Aberration: Krotons are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, krotons have no special bonuses or penalties due to their size.
- Kroton base land speed is 30 feet.
- Darkvision: Krotons can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and krotons can function just fine with no light at all.
- +2 racial bonus on Intimidate checks.
- Magic Eyes (Su): A kroton can detect magic and read magic as the spells at will. A kroton with 5 HD has arcane sight as the spell. A kroton with 15 HD has greater arcane sight as the spell.
- Favored Class: Sorceror. A multiclass kroton's sorceror class does not count when determining whether he takes an experience point penalty for multiclassing.
- Automatic Languages: Kroton. Bonus Languages: Aquan, Undercommon, Common, Draconic
Level Adjustment: +0
Rasa
Rasae are a race of contemplative, individualistic humanoids. A rasa village might be taken for a ghost town if one does not look hard enough. If one does, he will find rasae training their bodies and minds, and ignoring him completely. Rasae typically survive on the minimal amount of food and other material belongings necessary. Those rasae that are not training to become monks are the designated hunters, food distributors, and medicine men. Rasa monks frequently go on spiritual quests to find enlightenment; rasae see the value in experiencing what the world has to offer. Other races will sometimes journey to rasa villages to benefit from the great wisdom stored within rasa elders.
Rasae are slightly smaller than humans on average, though the largest can be much larger. Rasae appear as humans except that they all have two or more animal-like features such as scaly skin or a long rat's tail. The features they have are unique to that particular rasa. The rasa believe that they are this way because the original rasae were the spirits of different animals given humanoid bodies, which then interbred.
- +2 Wisdom, -2 Charisma
- Medium: As Medium creatures, rasae have no special bonuses or penalties due to their size.
- Low-Light Vision: A rasa can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Rasa base land speed is 30 feet.
- Rasae can make knowledge checks as if they had a 1/2 point in each knowledge skill, as they have been exposed to a variety of subjects as children
- +2 racial bonus on three different skill checks, depending on the rasa's animal bloodline. The rasa may replace any of these bonuses to skill checks with a +5 ft. increase to his base land speed (once only) or the scent ability.
Examples: Jorge has the tail of a chimp, granting him a +2 bonus on sleight of hand and balance checks. He has the legs of a cheetah, granting him a +5 ft. increase to his base land speed.
Mordred has the ears of a dog, granting him a +2 bonus on listen checks. He has the arms of a gorilla, granting him a +5 ft. increase to his base land speed. He has the tongue of a snake, granting him scent.
Bruce has the ears of a rabbit, the eyes of a hawk, the toes of an ostrich, and the spine of an alligator, granting him a +5 increase to his base land speed. He has the skin of a frog, granting him a +2 bonus on escape artist and hide checks.
Some rasae appear quite normal. Saul, for instance, has the fangs of a bat and the infrared sensory pits of a snake, granting him a +2 bonus on spot, intimidate, and survival checks.
The animal features of a rasa are not full-blown animal features, and thus the infrared sensory pits of a snake grant a bonus on spot checks instead of allowing the rasa to see infrared light, and the tail of a chimpanzee grants a bonus on balance checks instead of giving the rasa an additional hand.
- Favored Class: Monk. A multiclass rasa's monk class does not count when determining whether he takes an experience point penalty for multiclassing.
- Automatic Languages: Common and Rasa. Bonus Languages: Any (other than secret languages, such as Druidic).