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Post by zekeybomb on Feb 23, 2015 5:26:44 GMT
Here we have all the races of Rune and its surrounding continents as well as some Subraces as well ... Subraces usually will state what the original race is and by default uses certain alternate traits but can just be a reskin of whatever race it originated from ... the purpose for subraces is more for flavor reasons and used for certain races from other continents with some exceptions (urchins are only in Rune but Halflings are as well but Halflings are everywhere much like humans are)
(locations each race comes from)
Rune: Human, Halfling, Orc, Dwarf, Elf, Urchin, Kitta, Catfolk, Gnoll, Lizardfolk, Garuda, Goblin, Hobgoblin, Dhampir, Kobolds, Ratfolk, Tieflings, Changelings, Bannik, Grippli, Strix, Sulis, Gnome, Snow elf, Wood elf, Vesporid
Yoroi: Human, Halfling, Korropokuru, Kitsune, Catfolk, Dokaebi, Oni, Tengu, Garuda, Dhampir, Nagaji, Vishkanya, Ratfolk, Vanaras, Samsaran, Yousei, Gnome, Lizardfolk, Grippli
Omeyocan: Human, Halfling, Awakule, Jogah, Ocelotli, Gnome, Dwarf, Lizardfolk, Grippli, Bannik, Crooked beak, Hagondes, Hobgoblin, Kobold, Ratfolk, Gnoll, Wood elf
Kozmunda: Human, Halfling, Abatwa, Gnoll, Lizardfolk, Gnome, Dwarf, Desert elf, Garuda, Ocelotli, Kobolds, Ratfolk, Tikoloshe, Bannik, Vesporid, Tidalik
Underdark: Drow, Svirfneblin, Duerger, Boggart
Outside planes: Wayang, Pixies, Derro, Fear darrig, Brownie, Erlking, Killimoulis, Undine, Sylph, Oread, Ifreet, Redcap, Fetchlings, Aasimar, Incubus/Succubus, Fiend, Popobawa
Ocean: Merfolk, Triton, Gillmen
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Post by zekeybomb on Mar 22, 2015 5:54:13 GMT
Bannik
Banniks are small humanoids that resemble axolotl, salamanders with frill like gills on the side of their heads, but other then resemblance Banniks frills dont actually function as gills by the time they are adults. They are known for eating any kind of meat they can find and even base a religion around doing so. Banniks live in the swamps of Rune, Omeyocan and Kozmunda
humanoid(bannik)
+2 Dexterity, +2 Intelligence, -2 Strength
Small: Bannik 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.
Normal Speed: Bannik have a base speed of 30 feet.
Low-Light Vision: Bannik can see twice as far as humans in conditions of dim light.
Amphibious Regeneration: If a Bannik loses a non-vital limb, that limb will regrow naturally in 1d4 weeks. Each severed limb must roll separately to determine how long it takes to regenerate.
Bite: Bannik have a natural bite attack, dealing 1d2 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Swamp Strider: Bannik can move through natural difficult terrain at their normal speed while within swamps. Magically altered terrain affects them normally.
Swamp Camouflage: Bannik gain a +4 racial bonus on Stealth checks while within Swamps
Water Dependent: A Bannik's body requires fresh or salt water. Bannik who spend more than 3 days without rinsing themselves with at least 2 water skins of water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours.
Languages: Bannik begin play knowing only Bannik. Bannik with high Intelligence scores can choose from the following: Common, Goblin, Aklo, Abyssal
Alternate trait:
Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), Bannik can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. This replaces Swamp Camouflage. ~~Bannik Poison:Skin or weapon—contact or injury; save Fort DC 10 + the 1/2 user's Hit Dice + the Bannik's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
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Dingmamon
Great Explorer lvl 7
Stand-In Admin
Posts: 494
Character Name: Delrim
Age: 35
Race: Soul-Jar
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Post by Dingmamon on Apr 18, 2015 2:13:44 GMT
Incubus/Succubus
+2 Dexterity, -2 Intelligence, +2 Charisma: Incubi and Succubi are quick in body and wit, but are not as inclined to learned studies.
Native Outsider: Succubi and Incubi are outsiders with the native subtype.
Medium: Succubi and Incubi are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Succubi and Incubi have a base speed of 30 feet.
Darkvision: Succubi and Incubi see in the dark for up to 60 feet.
Skilled: Succubi and Incubi gain a +2 racial bonus on Bluff and Diplomacy checks.
Spell-Like Ability: Incubi and succubi can use Charm Person once per day as a spell-like ability. The caster level for this ability equals the incubi or succubi's class level.
Fiendish Resistance: Incubi and succubi have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: incubi and succubi begin play speaking Common and either Abyssal or Infernal. Incubi and succubi with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
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Dingmamon
Great Explorer lvl 7
Stand-In Admin
Posts: 494
Character Name: Delrim
Age: 35
Race: Soul-Jar
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Post by Dingmamon on Apr 18, 2015 2:38:41 GMT
Fiends
+2 Strength, +2 Intelligence, –2 Charisma: Fiends are Strong in body and mind, but are inherently strange and unnerving.
Outsider: Fiends are outsiders with the abyssal or infernal subtype.
Medium: Fiends are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fiends have a base speed of 30 feet.
Darkvision: Fiends see in the dark for up to 60 feet.
Skilled: Fiends gain a +2 racial bonus on Bluff and Stealth checks.
Natural Attack: Fiends learn how to use their physical might. Pick either a gore, hoof, or slam attack. It is a natural attack, and does 1d6 damage
Fiendish Resistance: Fiends have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Fiend sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Fiends begin play speaking Common and either Abyssal or Infernal. Fiends with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.
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Post by zekeybomb on Apr 18, 2015 21:45:00 GMT
Gnoll
TYPE
Humanoid (gnoll)
SIZE
Medium
BASE SPEED
30 ft
ABILITY SCORE MODIFIERS
+2 Str, +2 Con
LANGUAGES
Xenophobic: they speak gnoll and with a high int score can learn common, goblin and orc
RACIAL TRAITS
Natural armor: Members of this race gain a +1 natural armor bonus to their Armor Class.
Darkvision 60 ft.
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Post by zekeybomb on Apr 18, 2015 21:55:02 GMT
Lizardfolk
TYPE
Humanoid (reptilian)
SIZE
Medium
BASE SPEED
30 ft
ABILITY SCORE MODIFIERS
(+2 Str, +2 Con)
LANGUAGES
Standard: they start with Draconic and Common but with a high int score can learn Tengu, Orc, Gnoll, Elven, Dwarven, Goblin and Aklo
RACIAL TRAITS
Natural armor: Members of this race gain a +1 natural armor bonus to their Armor Class.
Swim: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Bite: Members of this race gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
Claws: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size .
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Post by zekeybomb on Apr 18, 2015 22:10:50 GMT
Oni(orc subrace)
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma
Orc: Orcs are humanoids with the orc subtype.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Traits
Darkvision: Orcs can see in the dark up to 60 feet.
Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.
Ferocity: Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Weapon Familiarity: Oni are always proficient with Kanabo and Greatclubs, and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.
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Post by zekeybomb on Apr 19, 2015 1:00:22 GMT
Tidalik(grippli subrace)
Tidaliks have webbed hands and feet that allow them to glide between trees as well as powerful legs that help them jump from tree to tree. Tidaliks live in the jungles of Kozmunda, often making their homes in the tree tops. They are usually bright green with red or orange extremities and red or orange eyes.
+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Grippli: Gripplis are humanoids with the grippli subtype.
Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Darkvision: Gripplis can see in the dark up to 60 feet.
Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.
Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.
Weapon Familiarity: Gripplis are proficient with nets.
Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
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Post by zekeybomb on Apr 19, 2015 2:32:59 GMT
Kitta
Although related to catfolk, kitta's have such different body structures that they are classified as a race. They resemble a catfolk individual if they had the body of a dwarf and long thick fur. They often braid their manes much like dwarves braid their beard. They excell at surviving in cold climates.
+2 con +2 wis -2 int
Monsterous humanoid
Medium:Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Standard: Members of this race start with Common and with a high int score can speak Elven, Dwarven, Halfling, Aklo, Gnoll, Orc or Draconic
Traits
Hardy:Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Mountain born: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness
Silent hunter: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Camouflage(arctic):Members of this race gain a +4 racial bonus on Stealth checks while in the arctic biome.
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Post by zekeybomb on Apr 19, 2015 2:44:06 GMT
Triton
Triton are blue humanoids with fins and fish scale-like skin. They can be very rarely found on any continent, but under the ocean they are very common. They are friendly but rarely leave their ocean homes thus they dont speak many languages.
+2 int +2 dex -2 wis
Outsider(water)
Medium:Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Xenophobic: Members of this race start with Aquan but with a high int score can learn Common, Aklo, Fey or Elven
Traits
Hydrated vitality:Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Swim:Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Water sense: Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious: Members of this race are amphibious and can breathe both air and water.
Elemental Vulnerability: Members of this race have vulnerability to electric energy. They cannot posses any racial trait that grants them resistance or immunity to this energy type.
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Post by zekeybomb on Apr 19, 2015 2:58:01 GMT
Popobawa
These odd bat like humanoids have massive wings and taloned feet. they commonly harass the plains of Kozmunda, stealing children for food and men and women for mates. Popobawa are disgusting creatures that fight with no honor and will commonly attack in packs. They have one eye, a single horn, sharp fangs and ashen grey skin. their wings are like that of a bats.
Outsider(hell)
+2 str +2 cha -2con
Medium:Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Xenophobic : Members of this race start with their Infernal but with a high int score they can learn common, abyssal, aklo or orc
Traits
Light Sensitivity: Members of this race are dazzled as long as they remain in an area of bright light. Darkvision: 60 ft
Carrion sense: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Natural attack: This race can use talons for a natural attack. The damage is 1d6.
Flight: Members of this race have a fly speed of 30 feet with clumsy maneuverability.
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