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====Lost Omens Splatbooks==== <div class="mw-collapsible-content"> =====Lost Omens Character Guide===== *'''[[Hobgoblin]]s **8 HP, Medium sized, +2 Constitution, +2 Intelligence, +2 free boost to any ability score, -2 Wisdom *** Thanks to the events of the ''Ironfang Invasion'' [[Adventure Path]], hobgoblins have been elevated into a full society within the mountains of the Nirmanthas region. The heroes of the Adventure Path canonically managed to talk down the invading warlord into ending her continental conquest. However, General Azaersi decided to maintain her claim over the region and establish the hobgoblin nation of Oprak. The residents of Nirmanthas and its neighbor, Nidal, are cautiously optimistic that their new hobgoblins neighbors would make great allies, though some believe they are just biding their time and strength, ready to begin ''Ironfang Invasion 2: Electric Boogaloo''. In the meantime, hobgoblins continue to grow stronger, fiercer, and more militant under the general's rule. Hobgoblin feats are small in number at the time of this writing, focusing on supporting their allies or stacking debuffs on foes. They can be quite powerful, if you play your cards right. Your options for heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Elfbane Hobgoblin''': Your lineage were bred to be weapons against the elves. You gain the ''Resist Elf Magic'' reaction, letting you gain a +1 bonus towards your saving throws against magical effects, +2 if it is an arcane spell. *'''Runtboss Hobgoblin''': You are used to ordering around goblins. You automatically gained the ability to Coerce multiple creatures, and any successful attempt to Coerce goblins will crit-succeed. You also cannot crit-fail such a check. *'''Shortshanks Hobgoblin''': Introduced in ''Lost Omens Ancestry Guide''. You have cartoonishly big shoulders and comically tiny legs. You get the Ride skill feat (Moving while on an animal is pretty much automatic) on top of not being flat-footed while climbing. *'''Smokeworker Hobgoblin''': Smoke and fire means little to you and your family. You gain fire damage resistance equal to half your level and you can always target creatures concealed behind smoke. *'''Steelskin Hobgoblin''': Introduced in ''Lost Omens Ancestry Guide''. Your skin is quite tough and calloused. You have an easier time recovering from any manner of persistent physical damage. *'''Warmarch Hobgoblin''': Your family never knew the difference between civilian life and military life, always being on the move. You can always find some kind of food in the wilderness as long as you don't crit-fail your Subsist check, and you can Hustle twice as long without tiring. *'''Warrenbred Hobgoblin''': Your family lived underground for generations, adapting for such a life. You can Seek undetected creatures in a 30ft area over a 15ft area using your ears, as long as you are underground. You also crit-succeed all successful Squeeze checks using your Acrobatics. </div></div> *'''[[Leshy| Leshies]]''' ** 8 HP, Small sized +2 Constitution, +2 Wisdom, +2 free boost to any ability score, -2 Intelligence *** Grown by a druid's love, care, and vehement rage against those that despoil nature, leshies are back in action! It appears that quite a few different types of leshies have followed suit with the vine leshies in gaining free will and independence. *** Their feat list, at the time of this writing, are as small as they are, being one of the few races to not get a full ancestry feat list. Still, they have some rather unique feats fitting for their plant-like bodies, such as increasing the range of all two-handed weapons by making their arms into vine-like whips, using their leaves to glide through the air, disguising themselves as ordinary houseplants, or performing photosynthesis to heal. *** Not every form of leshy is playable, given that they are still a borderline [[construct]] tasked with serving their druidic creators, but those with enough of a free will can choose to be: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Cactus Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You're as prickly as a cactus. Your unarmed attacks are now a bit more dangerous on account of your thorns. *'''Fungus Leshy''': You are certainly a fun guy. Your mushroom-like senses grant you darkvision. *'''Fruit Leshy''': Introduced in ''Lost Omens Ancestry Guide''. Your deliciousness is now very apparent. Once per day you grow a special fruit that heals about as much as casting heal at your level. *'''Gourd Leshy''': You abide to that intelligence penalty and literally lack a brain. You have better uses for the space betwixt your ears (or lack thereof). You can store up to 1 Bulk worth of items within your head, making it more difficult to snatch from you. You can also draw and use an item in the same action, if it was the only thing inside your head. *'''Leaf Leshy''': Born from leaves, your body is incredibly light. No matter how far you fall, your will never take any falling damage. *'''Lotus Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You can float on water, though it requires an Acrobatics check to walk on a moving body of water like a river. *'''Root Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You're much more in touch with the earth. You now have 10 racial HP and are slightly harder to knock over or shove. *'''Seaweed Leshy''': Introduced in ''Lost Omens Ancestry Guide''. You're amphibious now, given a swimming speed but at the cost of a slower walk speed. *'''Vine Leshy''': Your vines let you clamber up any surface with little challenge. You require no hands to Climb, and you always get a crit-success whenever you successfully pass an Athletics check to Climb. </div></div> *'''[[Lizardfolk]]''' **8 HP, Medium sized, +2 Strength, +2 Wisdom, +2 free boost to any ability score, -2 Intelligence *** The lizardfolk are still the highly traditional reptilians seen in first edition. *** Like leshies, their feat list is small and incomplete at the time of this writing. What they do get is plenty of feats that make use of their brutish strength and natural weapons, getting deadly claw, jaw, and tail strikes. They also gain a few feats that makes traversal like swimming and climbing easier. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Cliffscale Lizardfolk''': You have sticky pads on the soles of your feet that makes climbing up any surface easier. You can fight easier while climbing, and as long as you lack footwear, you can climb without using your hands. Anytime you successfully roll an Athletics check to Climb, you automatically crit-succeed. *'''Cloudleaper Lizardfolk''': Introduced in ''Lost Omens Ancestry Guide''. You have flaps of skin on the sides of your body that make you more like a glider. As long as you have the room, you can never suffer falling damage. *'''Frilled Lizardfolk''': You have spiny dorsal fins around your neck that you can flare up to intimidate anyone wondering how the hell you don't cut yourself with 'em. If your opponent can see you, you can Demoralize without speaking. You also gain a 2-action activity that lets you channel your inner [[JoJo's Bizarre Adventure| JoJo villain]] and walk towards anyone menacingly, giving them Frightened 2 over Frightened 1. *'''Sandstrider Lizardfolk''': You got thick scales that reflect the sun's oppressive rays, granting you fire damage resistance equal to half your level, hot environmental protection, and the ability to 10 times as long without food or drink. However, cold weather hurts you more, treating any cold environment as one level more extreme than normal. *'''Unseen Lizardfolk''': You got chameleon skin. You can spend an action to blend in with an environment that matches your skin color, granting you +2 to Stealth checks. You can also spend an hour to completely change your skin color. *'''Wetlander Lizardfolk''': You and your family always lived in places like swamps, marshes, rivers, and other bodies of waters. You gain a 15ft swim speed. *'''Woodstalker Lizardfolk''': Introduced in ''Lost Omens Ancestry Guide''. You are one with the woods. You can hide behind any forest or jungle terrain. You also gain the Terrain Stalker skill feat (You can hide in the underbrush and sneak without issue). </div></div> =====Lost Omens Ancestry Guide===== *'''[[Android]]s''' **8 HP, Medium sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Charisma *** Remain mostly untouched, though they lose their immunity to emotion-based effects and have their immunities to disease and poison degraded to just slightly better saving throws to resist them. *** Many of their feats utilize their nanites (including bringing back the Nanite Surge feature that 1E androids had to lug around). Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Artisan Android''': You are a skilled crafter. You gain training in Crafting the Specialty Crafting skill feat (A bonus to crafting a specific type of item). *'''Impersonator Android''': You're a [[Fallout|Synth who can pass themselves off as just a normal joe]]. You can easily impersonate a normal person and trick people into thinking the same, though you can't try and impersonate other people so easily. *'''Laborer Android''': You are a bot of burden. You gain training in Athletics and the Hefty Hauler skill feat (You can carry more stuff. Woo~). *'''Polyglot Android''': Your memory banks understand languages easily. You start off with two more languages and getting the Multilingual feat lets you learn three additional languages each time. *'''Warrior Android''': You're a droid built for war. You are proficient in all simple and martial weapons. </div></div> *'''[[Gillman|Azarketi]]''' **8 HP, Medium sized, +2 Constitution, +2 Charisma, +2 free boost to any ability score, -2 Wisdom *** Essentially rebranded [[Aventi|Gillmen]]. They are the descendants of the Azlanti empire, mutated into being fish-men by [[algollthu|algollthus]]. This makes them into partially amphibious humanoids, meaning they need to get wet once at least every 24 hours. Funnily enough, the Azarketi wasn't supposed to be introduced in the ''Ancestry Guide'', instead being introduced in ''Absalom, City of Lost Omens''. However, that splat got indefinitely delayed, forcing Paizo to release them as part of a web supplement that came with the Ancestry Guide. *** Many of their feats either tie into their past with algollthus or their unparalleled skills in water. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient Scale Azarketi''': You are so used to the darkness of the depths that you can see perfectly fine in the darkness. As a side-perk, you are also bioluminescent. *'''Benthic Azarketi''': You are resistant to the chills of the deep. You gain a resistance to cold damage and can descend to the deep seas without issue. *'''Inured Azarketi''': You've adjusted to the polluted waters. You gain resistance to poison damage and can last on land for longer. *'''Mistbreath Azarketi''': You are capable of living without ever needing to swim. You no longer need to dive under water in order to survive, being fine just with a mere misting or wiping. This allows you to walk faster, but your swimming speed suffers. *'''Murkeyed Azarketi''': You have lived in muddy waters, so you can see through poor light. You can notice hidden things more easily. *'''River Azarketi''': Your have lived in a river rather than the depths. Any time you use Athletics to swim in a river, any success you roll becomes a crit success. *'''Spined Azarketi''': You have poisonous spines you can shoot out of your body. *'''Tactile Azarketi''': You have some manner of detecting the current well, like feelers or really sensitive skin. You gain a sort of blindsense using ocean waves and can easily sense your way in the water. *'''Thalassic Azarketi''': You are a warrior, capable of fighting in the depths. You have the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty) and can throw piercing ranged weapons without any issue. </div></div> *'''[[Fetchling]]s''' **8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score *** Remain the same edgy darkfolk with feats focusing on how they want to bend the darkness. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Bright Fetchling''': You're actually more of a flashlight than a shadow-boi. You gain the light and dancing light cantrips and can emit a dim light from your own body. *'''Deep Fetchling''': You are most accustomed to the biting chills of the dark. You gain a resistance to cold damage. *'''Liminal Fetchling''': Your ties to the shadow and ethereal planes let you sense the unseen more quickly. *'''Resolute Fetchling''': You are accustomed to the horrors of the dark. Whenever you pass a save against an emotion effect, it counts as a critical success. *'''Wisp Fetchling''': You're actually more insubstantial than most. Not only are you small sized, but you are trained in Acrobatics (with a bonus for sliding through things) and gain the Quick Squeeze Squeeze skill feat (You can move more quickly when squeezing past). </div></div> *'''[[Fleshwarps]]''' **10 HP, Medium sized, +2 Constitution, +2 free boost to any ability score *** A catch-all term for any manner of folk afflicted by horrible things, twisted into abominations. *** Your various feats include ways to weaponize your affliction. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Created Fleshwarp''': You're Frankenstein's Monster. You are immune to starvation and can resist poison more easily. *'''Mutated Fleshwarp''': Your mutation was brought about by wild magic, like the mana wastes. You can recover from persistent bleed more easily as a result. *'''Shapewrought Fleshwarp''': Your transformation was particularly excruciating, as you were awake and aware for every second of it. As a result, you gain resistant to mental damage. *'''Technological Fleshwarp''': A fancy way of saying you're a cyborg with a partly-cybernetic brain. When you pass a save against emotion effects, it counts as a critical success. </div></div> *'''[[Kitsune]]s''' **8 HP, Medium sized, +2 Charisma, +2 free boost to any ability score *** Kitsune start off with their ability to transform into a more humanoid form or a fox form, depending on your heritage (by default, a humanoid form based off an existing ancestry, in case you use a Versatile Heritage or Paizo forgets to print one...). *** They have a rather shallow pool of feats, focusing chiefly on either their magical nature or their shapeshifting. **** The multi-tail shenanigans isn't a feat this time, instead of giving them more tails based on their highest level spell slot, highest level cantrip, or the number of Ancestry Feats they get, up to nine. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Celestial Envoy Kitsune''': You have a stronger bond to the gods. You have a special reaction that improve resistance against divine effects. *'''Dark Fields Kitsune''': Your form is unsettling, capable of terrifying with a mere glance and then feeding off that fear for THP. You do not have a humanoid form, instead opting to turn into a fox. *'''Earthly Wilds Kitsune''': You can bite! Yeah, that's it. Also, because you're more in touch with your inner animal, you can only turn into a fox. *'''Empty Sky Kitsune''': You have a better bond to the magic than most. You gain the Kitsune Spell Familiarity race feat (gain a cantrip). *'''Frozen Winds Kitsune''': You are used to the cold. You gain resistance to cold damage and are less affected by cold weather. </div></div> *'''[[Sprite]]''' **6 HP. Tiny sized, +2 Dexterity, +2 Intelligence, +2 free boost to any ability score, -2 Strength *** By default, all attacks are magical, which might help ease the financial burden of buying magical weapons for a bit. *** Are like gnomes in that they're distant descendants from their forebears in the First World. As a result, these sprites lack wings...until you invest in the feat chain necessary to make that flight last as long as you wish. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Draxie''': You're something akin to a faerie dragon. You gain telepathy, but it only works with whoever you touch. *'''Grig''': You are Jiminiy Cricket. You have a bonus for doing long jumps and have ghost sound as an innate cantrip. *'''Luminous Sprite''': You are a living torch. Way to take one for the team. *'''Melixie''': You're apparently able to talk to bugs and arachnids (and other arthropods) like people. *'''Nyktera''': You're essentially a tiny bat. You gain improved hearing and have an exclusive feat made for talking to bats. *'''[[Pixie]]''': You're a little bigger than most sprites, being Small instead of Tiny. </div></div> *'''[[Strix]]''' **8 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score *** Have their human-hating nature be the result of their hate for what old Cheliax had done to them. *** Those wings do not help with flying...without investing in a feat chain, with the slight benefit of getting flight earlier than other flight-based feat chains. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Nightglider Strix''': You are totally nocturnal. You get darkvision. *'''Predator Strix''': You have a 1d4 claw attack. *'''Scavenger Strix''': Name says it all. You get training in Survival (plus a minor bonus for surviving off the land) and the Forager Skill Feat (you can get more food for folks). *'''Shoreline Strix''': Your parents may have been seagulls. You have training in Athletics and the Underwater Marauder skill feat (You can use slashing and bludgeoning weapons underwater without penalty). *'''Songbird Strix''': You are secretly a canary. You have an easier time impersonating voices and singing. </div></div> =====Lost Omens: [[Golarion#Mwangi_Expanse|Mwangi Expanse]]===== *'''[[Anadi]]''' **8 HP, Medium sized, +2 Dexterity, +2 Wisdom, -2 Constitution, +2 free boost to any ability score *** A strange race of sentient spiders that hide around the Mwangi Expanse. *** They shape-shift because people are kinda creeped out at the idea of talking spiders and they managed to make a spell that's pretty much common knowledge among them. *** Several feats focus on either being a spider or your magical heritage. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Adaptive Anandi''': You managed to get your shape-shifting magic to turn you into some other humanoid race. As such, you get the Adopted Ancestry feat for this particular race. *'''Polychromatic Anandi''': Your fur is a weird and eyecatching hue that wouldn't look off in a [[Slaanesh]]i band. You gain training in Performance and the Impressive Performance skill feat. *'''Snaring Anandi''': Your true form's fangs have a special sort of curvature to them. As a spider, your bites have the Grapple and Trip traits. *'''Spindly Anandi''': You have particularly long limbs, improving your speed to 30 feet. *'''Venomous Anandi''': Name on the label. You gain a few daily uses of this venom that coats your fangs and deals extra poison damage on a hit. </div></div> *'''Conrasu''' **10 HP, Medium sized, +2 Constitution, +2 Wisdom, -2 Charisma, +2 free boost to any ability score *** Unlike things like [[Warforged]], these are shards of some cosmic consciousness coalesced into a physical shell and personality. They form wooden shells that are specially formed to their particular needs. *** Have the ability to heal themselves a bit when in sunlight. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Rite of Invocation Conrasu:''' You augmented your shell with magic. You gain one arcane or occult cantrip to cast at-will. *'''Rite of Knowing Conrasu''': Your ties to [[Axis]] are stronger than most. You gain a special action that helps improve your successes with recalling information. *'''Rite of Light Conrasu''': Your shell is particularly abundant with light. You can hare the healing you gain from sunlight with an ally. *'''Rite of Passage Conrasu''': Your shell is well-connected to the plants it is made from. You are immune to difficult terrain caused from undergrowth and are better at keeping balance in the forest. *'''Rite of Reinforcement Conrasu''': Your shell has hardened to the point that it's better than even most armor. This makes your shell into a built-in form of medium plate armor that can't be removed, but you can improve like regular armor and you can still sleep in it. </div></div> *'''Goloma''' **8 HP, Medium sized, +2 Wisdom, +2 free boost to any ability score *** Bizarre beast-like humanoids that look like they're wearing multi-eyed masks. Due to some ancient traumas, they believe themselves to be some sort of valuable prey and thus adopt personas to become more dangerous than they may be. *** Have two sets of eyes for twice the spotting. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Farsight Goloma''': Your vision is augmented. You get darkvision. *'''Frightful Goloma''': Your appearance is quite disarming. You get training in Intimidation and the Intimidating Glare skill feat. *'''Insightful Goloma''': You're more perceptive than most in social situations. You have an easier time spotting lies and social cues. *'''Vicious Goloma''': Your hands have sharpened into dangerous claws. These claws can be used as unarmed attacks. *'''Vigilant Goloma''': You have become more vigilant of any magical traps. You gain Detect Magic as an at-will cantrip as well as improved chances to spot magical traps. </div></div> *'''[[Gnoll]]''' **8 HP, Medium sized, +2 Strength, +2 Intelligence, -2 Wisdom, +2 free boost to any ability score *** Rather than being a singular race of murderfucking hyena-men like prior lore, there is a subspecies of gnolls called "Kholo" who live in the Mwangi Expanse. These Kholo aren't nearly as insane, being more a race of pragmatic savages who wish to be left alone. *** Remain otherwise ruthless to an extreme, seeing things like honor and chivalry as pointless. They also [[Kroot|ritualistically devour their fallen ancestors and worthy foes in hopes of absorbing their traits]] and using their bones to make weapons. *** Have lowlight vision and their bite attack by default <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ant Gnoll''': You look like an aardwolf rather than any of the larger hyena species, being Small-sized rather than Medium. You get training in Deception and a bonus in using Deception to feign innocence, discerning lies, and using Deception as initiative. *'''Great Gnoll''': You're much bigger and bulkier than others of your lot. Your racial HP is increased to 10 and gain a bonus to trip or shove your adversaries. *'''Sweetbreath Gnoll''': Your breath smells oddly pleasant, making others more willing to listen to you. You gain training in Diplomacy and gain an advantage to such checks when others can smell your breath. *'''Witch Gnoll''': You are a strange one who knows how to make unsettling sounds. You can cast Ghost Sound as an innate cantrip and gain an advantage to deceive your foes using your voice. </div></div> *'''Shisk''' **8 HP, Medium sized, +2 Intelligence, +2 free boost to any ability score *** Look more like humans that have porcupine quills growing out of their bodies. That said, it requires certain feats for these quills to be actually deadly. *** Have darksight by default because of their subterranean lifestyles. **** Also thanks to their rather tribal lifestyles, they're rather cagey about what they share with others. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Lorekeeper Shisk''': You are known for your particular knowledge. You gain proficiency in Lore and one other Intelligence or Wisdom-based skill and improve the proficiency in that skill at level 5. *'''Quillcoat Shisk''': Your quills are particularly nasty, able to catch onto an attacking enemy and break off on them for retaliatory damage. *'''Spellkeeper Shisk''': You are better known for your magical knowledge. You gain one occult or primal cantrip to cast at-will. *'''Stonestep Shisk''': You're quite good on your feet thanks to your cave-dwelling lifestyle. You ignore difficult terrain made by naturally-formed rubble. *'''Stronggut Shisk''': Your metabolism is particularly slow. You don't even need to eat for a week before you begin to starve while poisons take longer to set in. </div></div> =====Lost Omens: Grand Bazaar===== *'''Poppet''' ** 6 HP, Small sized, +2 Constitution, +2 Charisma, -2 Dexterity, +2 free boost to any ability score *** Pinocchio or Winnie the Pooh, as a species. Poppets are magically animated constructs designed to perform minor tasks, and sometimes one gains sentience and becomes an adventurer<ref>''"'Oh bother', said Winnie the Rogue, as he leapt onto the Ogre's back in order to stab it..."''</ref>. *** Fragile looking, vulnerable to flame, still need to eat and drink. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ghost Poppet''': Animated by a bit of life force and soul from a normal person, usually at the moment of death. Resists Negative Energy. *'''Stuffed Poppet''': You lack anything inside your skin but stuffing. Takes no fall damage, no matter how far they fall, and gain access to a feat ("Nothing but Fluff") that gives you resistance to precision damage. *'''Toy Poppet''': See that "Small" size up there? Replace it with ''Tiny'', with all that implies. *'''Windup Poppet''': As long as you're wound, you don't need to eat. (Still need air and sleep, though.) *'''Wishborn Poppet''': ''When you wish upon a star...'' If you roll a success on a emotion or fear effect, get a crit instead. </div></div> =====Lost Omens: Impossible Lands===== *'''[[Ghoran]]''' **8 HP, Medium sized, +2 Constitution, +2 free boost to any ability score ***As with the Leshies, the Ghorans are plantfolk who don't need to eat, instead subsisting on sunlight for photosynthesis. *** Originally, they were the result of a druid trying to make a super-adaptable plant and succeeding so hard that the plants eventually evolved into sentient lifeforms. Each one houses a soul that dates back much further, which some can tap into for some extra knowledge using feats. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Ancient Ash Ghoran''': You have a stronger link to your past lives, providing a bonus trained skill that becomes Expert as you level up. *'''Enchanting Lily Ghoran''': You actually smell very nice for a humanoid planty. You're not only trained in Diplomacy but you also get a bonus when talking to people who can smell you. *'''Strong Oak Ghoran''': You're more tree-man than plant-man. Because of this, you're harder to grab and harder to knock down by tripping. *'''Thorned Rose Ghoran''': Roses, thorns, you get the gist. You get a daily special reaction that can make an enemy that hits you scratch themselves on your thorns, dealing ongoing bleed damage. </div></div> *'''[[Kashirishi]]''' **8 HP, Small sized, +2 Constitution, +2 free boost to any ability score ***Surprisingly, a wholly new race of empathic humanoid rhinos that are as small as halflings. Sadly, those horns aren't very dangerous, being more useful as personal lanterns as they're made with crystals rather than ivory. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Athamasi Kashrishi''': For some reason, you have a second set of vestigial arms. While you can't grab anything, they can help with climbing while your hands can do other things. *'''Lethoci Kashrishi''': Your society is more coastal, frequently used to swimming in the ocean. You gain a bonus on Athletics checks for swimming and can't critfail swimming checks. *'''Nascent Kashrishi''': Surprisingly, these are a less developed sort of psychic rhino-man, but it provides its own sort of potential. This provides you with a bonus ancestry feat. *'''Trogloshi Kashrishi''': Your body actually has more luminescent patterns in addition to your horn. You get the Crystal Luminescence feat, which makes your horn glow brighter, especially when casting spells. You can take this feat again to become more of a lighthouse and make turning the light on/off a free action. *'''Xyloshi Kashrishi''': Contrary to most, your horn is actually capable of being used as a natural weapon, dealing 1d6 piercing damage with Finesse. </div></div> *'''[[Nagaji]]''' **10 HP, Medium sized, +2 Strength, +2 free boost to any ability score ***Your bite is a d6 piercing natural weapon. ***While the Nagaji are returning from last edition, the Naga-descended people actually got way more variety to their shapes. They're now capable of being more than just scaly snakemen, they can even look more like [[lamia]]s. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Hooded Nagaji''': Your head is that of a cobra. This means that you now gain a short-ranged venom spit attack that deals 1d4 poison damage and deals ongoing damage on a crit. *'''Sacred Nagaji''': The aforementioned Lamia-like species, considered uplifted snakes rather than crafted by Nagas. You can't bite people, but you can instead slap people with your tail, dealing 1d6 bludgeoning damage and becoming harder to trip or grab. *'''Titan Nagaji''': You are literally built different, swoler than fuck. Your scales now act as a natural suit of armor that you can't remove, but it will be an issue if you try making a class that doesn't value Strength to some degree. *'''Venomshield Nagaji''': Snakes naturally develop a resistance to their own venom, so why can't you? This grants a resistance to poison damage and a bonus to resist any poison. *'''Whipfang Nagaji''': You have a freakishly long neck. You can use this neck to your advantage by spending an action to extend the range of your bite attack. </div></div> *'''[[Vanara]]''' **6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score ***The monkey-men return, complete with a prehensile tail they can use almost like a third hand. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Bandaage Vanara''': The most common sort of Vanara, this clan has spread their influence quite wide and have adapted to life in civilization. You suffer no penalties from being in a crowd. *'''Lahkgyan Vanara''': Though created in the monkey-god's image, they are very ruthless rather than tricksy. You gain a 1d6 bite attack. *'''Ragdyan Vanara''': The eldest of the heritages, tracing back to the origins of the Vanaras, you value stories and tradition more than others. You can cast one harmless divine cantrip as an innate spell. *'''Wajaghand Vanara''': The descendants of Vanaras once enslaved by a Rakshasa, leaving scars that have persisted generations. You gain extra resistance to spells and powers that tamper with emotions. </div></div> *'''[[Vishkanya]]''' **6 HP, Medium sized, +2 Dexterity, +2 free boost to any ability score ***Far more humanlike than the Nagaji, but their spit and blood contain very potent venoms that they can use on their own weapons. Through various ancestry feats, you can make this venom even more powerful and more crippling. Their heritages include: <div class="toccolours mw-collapsible mw-collapsed" style="100%"> Subraces <div class="mw-collapsible-content"> *'''Elusive Vishkanya''': You are a lot more slippery than others in a literal sense. You get a bonus to escape and can move faster when squeezing in tight spaces. *'''Keen-Venom Vishkanya''': Through some keen work, you are capable of using your venom on a weapon as you draw it. *'''Old-Blood Vishkanya''': The eldest of the heritages, tracing back to immigrants who sought to reclaim Jamelray. You're trained in Diplomacy and get either the Streetwise or Courtly Graces skill feat. *'''Prismatic Vishkanya''': Your scales are actually quite shiny and sparkly. You are not only proficient in Performance, but you also get the Fascinating Performance feat. *'''Scalekeeper Vishkanya''': Your skills lie in book-keeping and history. This gives you the ability to recall knowledge for free once per day. *'''Venom-Resistant Vishkanya''': While your innards contain venom, you also have plenty of antivenoms. You not only get resistance to poison, but your saves against poisons also decrease the severity of it even faster. </div></div> </div></div>
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