High Drow (costs 12 cp during character creation)
+4 Dex +2 Cha +2 Int -2 Constitution +2 Wisdom
Spell Resistance - 11+ECL
Constant SLA - Detect Magic
At will SLA - Dancing Lights, Deeper Darkness, Faerie Fire, Feather Fall, Levitate
Once Per Day - Divine Power, Dispel Magic, Suggestion
Basic Darian changes (compared to Kellion/Human)
For more information on the Darian race (their offshoots and the Mordu connected to them), please read the Akurite Empire books by Samuel Z. Jones.
Look the books up here:
https://www.facebook.com/AkuriteEmpire/
https://www.amazon.com/Samuel-Z-Jones/e/B00UAY93IG
+2 STR
+2 CON
HP: 1d20 x2
Size: L
Languages: Common, Darian
Template: Darian [EVOLVED]
Darian Regeneration
Darians gain +5 hp per round. They can never go over their maximum hp total, unless otherwise noted. At level 10 they gain +10 hp, and at level 20 they gain +20 hp. This stacks with all other forms of regeneration.
Darian Damage Reduction
All Darians are, by nature, hardy as hell. At level 1 they immediately get +1 DmR, at level 5 they get +2 DmR, at level 10 they get silver/enhanced/magic/+5 DmR, and at level 20 they get magic/+Level DmR.
Darian Constitution
Darians are, by nature, hardy as hell. Unlike other races, they can operate at full potential to -20 hp. If left alone, they will naturally begin to heal up to hp 0 at the rate of 1 hp per action.
Brick By Brick
Darian's are born with an innate sense of engineering. If left alone to their own devices, they are able to put together a usable domicile within a 24 hour period, composed entirely of rocks. Due to their affinity for both destruction and such strange creation, they also gain +5 to engineering and construction checks. Even if they don't have skill points in these, they can act as if they do. This includes modifiers.
Hero By Birth
Darians are, by birth, warriors. As such they have an innate ability to know how to use most simple and melee weapons automatically.
Naril
Affinity With Knives
So long as a Naril wields one knife, they are able to enjoy the following bonuses:
Crit Range+1
Crit Modifier+1 (a x2 will be a x3, etc)
Bonus Damage +1d20 (before crit modifier)
Automatically knows how to wield a knife
All sneak attacks count as critical
Can "Take 10" with knife-based weaponry, even if they don't have skill in Knives.
+5 to synchronize with any new Tattoo
+5 to synchronize when performing a Tattoo Doublespell
Broken Oath
Upon entering Neo-Florida, the connection between the Naril and Odacon are immediately broken. They can always re-enter the contract, but must do so on their own. Broken Oath affects them even upon returning to The Realm.
Karnau
EP total: x2
Immediately gain access to Psionic jobs, even if they don't have EP to spend.
Karnau can only access their "Karnau" abilities if another Karnau is in sight, if
Hivemind
The Karnau live by a silent Hivemind. This is a Psionic ability. Though they rarely talk, they have the ability of Telepathy with one another. Just not with anyone else.
Combined Attack
Improved Teamwork
So long as using Bow or Crossbows, a Karnau can enjoy the following abilities:
"Take 20" on Called Shots
Crit Range +1
Crit Attack +1
Manyshot
Trickshot
Run and Gun
Pegging 2
Mordu
Armor Mode
AC: 20
Bonus:
Physical Attacks do half damage
When worn by someone, movement isn't hampered by full plate.
Weakness:
Magic and acid affects Mordu as if flesh.
Cannot control their aura, especially when worn by a Darian.
Joints. If a called shot is made, then the dice roll must be modified by the Exotic background of the Mordu (-5 or more to hit). If it lands, then AC is considered 10 for that attack.
Special:
Can bond and improve a Darian's nature. All Darian-based abilities are immediately doubled (after crit modifier).
Walking Mode
AC: 20
All stats, skills, and abilities are set by the person who last wore the Mordu as Armor
Aura of Fear (all who views the Mordu must roll a Will save or suffer Fright for 1d6 rounds)
Polyglot
Weakness:
Joints. If a called shot is made, then the dice roll must be modified by the Exotic background of the Mordu (-5 or more to hit). If it lands, then AC is considered 10 for that attack.
Is counted as both Insect, Devil-blooded, and Golem for type.
Cannot stay in Walking Mode for more than an hour, or 10 EP per round.
Otterians
The Otterians are, in general, an almost annoyingly happy race. Glee is in their genes, and they’re very loud and upfront about their opinions.
As varied in political stance and intellect as Humans, the Otterians tend to be vociferous in how they feel, and make for wonderful rogues, bards, and wandering mercenaries.
It’s said that having an Otterian as a friend is a grand thing…so long as you don’t mind the volume.
Size: S
Languages: Aquan, Otterian, (Subrace Jargon), Common
Dex +2
Cha -1
Darkvision
Slippery - while even partially submerged in water and moving, the Otterian can add their ECL to their AC. They canNOT attack while doing this.
Thirsty - Otterians are thirstier than other races, and must drink more.
Restless - Otterians are considered “always on the move,” and can attack while in motion without provoking AoO. If they are caught flat-footed, they take double the damage.
Hold Breath - all Otterians can naturally hold their breath longer than normal at birth, up to a full half hour, and so long as they’re not carrying more than 75% weight are unaffected by weight while in water.
Level 1 - Scream, Bathe, Swim+10
Scream - all Otterians have the ability to scream incredibly loud and can, once per day, employ this empowered scream to stun all within a 15 foot radius.
DC - ECLx2+10
Bathe - Otterians have a strange ability to regenerate while submerged (at least half-submerged) and unconcious. While bathing in clean water, they can regenerate HP and EP at 1d8 per round (or 10 hp per hour). This stacks with all other bonuses.
Level 5 - Screech
Screech - Otterians have the absurd ability to cancel out other forms of speech by eliciting a “white noise” sound.
This sound can cancel out all other voices within a 10 foot radius.
DC -ECL+15
Level 10 - Chitter
By chittering, an Otterian can approximate other languages they don’t actually know but have heard for an hour.
If they listen to a foreign language for a day, they get a better chance of being understood.
1 hour - Otterian must pass a wisdom check of 10+Wisdom Modifier
1 day - Otterian must pass a wisdom check of 10+Wisdom Modifier (DC halved)
Level 15 - Cry Out
Cry Out - upon hitting 50% HP, the Otterian can perform a special crying sound that empowers those who aid them. Allies within a twenty foot range immediately gain “Cover” ability as if they had the class feat, and immediately regain 25% HP and EP upon coming within five feet of the Otterian.
NOTE: if the Otterian dies, all allies affected by Cry Out immediately take damage to HP and EP, up to 50% total HP and EP pool respectively.
Level 20 - Extra Subrace
Extra Subrace - at level 20 the Otterian undergoes a strange metamorphosis, gaining a single subracial ability of one other subrace connected to them.
NOTE: they must have been exposed to the blood of another subrace before this can occur.
FURTHER NOTE: The Extra Subrace ability is chosen at random from a single Subrace template. Choose wisely!
Subraces:
River - The most common of the subraces, River Otters are all over the place in Neo-Florida and are more used to being on land than the other subraces.
Dex+1
Cha+1
Int+1
Sea - A rarer breed, they nonetheless keep fond connections with their River cousins and sometimes engage with others on the land.
Playful pranksters, most tend to hate them because of their strange methods of fighting while on land.
A Sea Otterian mercenary is one to be feared by their enemies, and possibly more than one ally.
Str+1
Con+1
Slippery When Wet - so long as the Otterian is wet, they can use the Slippery ability.
Dark - Dark Otterians are extremely spiteful, cruel, and flat-out vicious.
The only creatures they hate more than anyone else are Deep Otterians.
Str+3
Con+2
HP Total x4
EP Total /2
Trap Maker - gains the ability to craft traps through Craft: Weapons skill
Poison Maker - gains the ability to craft poisons as if they were a rogue of their ECL through the Craft: Alchemy skill
{Deep}
[REDACTED]
Madness of Mud - Deep Otterians can create allies by empowering any form of mud with their own blood, or the blood of others. This is a Supernatural ability, and will always beget 1d4 Mud Golems with randomized stats.
Aquaforce - while wet, Deep Otterians gain +10 Str Modifier, +5 to AC and +2 DmR
Black Resistance - incredibly resistant to effects of the Black, and one of the few denizens of the Deeps who actively live in such an environment.
Felinus
More humanoid than other catfolk, the Felinus race has a history marked with tragedy and glory. Playful and flirtatious but with a mean streak a mile wide, they’re known to carry grudges until the target who wronged them is dead or the debt has been paid.
Honorable to a fault, the Felinus are nevertheless a trusting and happy folk, but can quickly and predictably turn on any who betray them, their quicksilver nature hyperreactive to the point where they can’t be caught off-guard by treacherous actions.
As a race they look like smallish humans (can grow up to 5’5”, which is “tall” to them) with cat whiskers, nosetip, ears and tail.
Size: M
Languages: Street, Common
Dex +2
Cha +2
Low Light Vision
Unarmed (To Hit) +2/5 (claw out/claw in)
Unarmed (Damage) +5/2 (claw out/claw in)
Unarmed Defense +2/5 (claw out/claw in)
Marked By Beauty - like Orcs, the Felinus race are extraordinarily wanted as sexual slaves. Unlike Orcs, the Felinus race lack the numbers and the unity to fight back against society. It is not unknown to see slavers openly attack Felinus people of any gender, or to hear of kidnappings of their kind.
Born To Kill - Felinus are born with the instinct to hunt and kill prey. While in combat, the Felinus have access to Coup De Grace as a racial trait.
Hyper Reactive - Felinus are, as a race, preternaturally wary down to the cellular level. Because of this they can react to an attack before even thinking about it simply through sense alone, and cannot be flanked, caught flat-footed or surprised.
Combat Martial Arts - the feat is gained as a racial ability.
Level 1 - Claws, Teeth, Animal Features
Claws - they come equipped with natural weapons: claws that are retractable into their fingers, dealing standard claw damage. This counts as a Natural Weapon. Even when retracted, this grants a small bonus to unarmed fist strikes or defenses.
While the claws are out, the Felinus can perform slashing attacks, at 1d4+Str Mod per attack. While the claws are retracted, their unarmed attacks turn blunt, relying on the unarmed strike feats.
Teeth - all Felinus gain a natural bite attack, dealing 1d4+1/2 Str Mod damage on successful strike. This counts as a Natural Weapon.
Animal Features - all Felinus have ears, a partial cat-like nose, whiskers, and a tail. This all provides +5 racial bonuses to search, spot, balance, and reflex checks.
Extra Cute - if relying on their cuteness, the Felinus gains bonuses as if two ranks in Art of Distraction.
Level 10 - Inner Radar, Missing Link
Inner Radar - a Felinus at level 10 knows exactly where they are even in the dark, relying on an internal map and radar function. Should they lose hearing or more than half their whiskers, then they lose this function.
Missing Link - gains a 50% chance of understanding the body language of common animals, such as a druid’s Wild Empathy spell.
Level 15 - Empowered Blood
Empowered Blood - at level 15, the Felinus begins to get more connected to their various features.
Their claw strikes now deal 1d6+(Str Mod x2) damage per strike, Leadership+1 when dealing with humanoids, and can apply their Cha Mod again when seducing/intimidating/diplomacy situations vs humanoids come up.
Level 20 - Butcher’s Brag
Butcher’s Brag - at level 20, the Felinus actively gains bonuses for each kill they acquire in a single combat round.
(Per Kill)
+10 HP
+10 EP
+2 Str Mod
+2 Dex Mod
+2 Con Mod
These points are temporary and will simply fade out once combat is over.
Subraces:
House Cats - A very sunny disposition, the Felinus House Cat race either own a home themselves or work with another house with almost knight-like loyalty. The following stats replace the standard stats:
Str+2
Con+2
Dex +1
Cha +1
Feral Cats - strays and wanderers, the Feral Cat Felinus race supplement their stats with the following:
Str+2
Pain Tolerance - while being intimidated or tortured, the Feral Cat race can apply their ECL to attempts to withstand the brutal treatment.
Environmental Resistance - being outdoors at all times, the Feral Cats have the ability to withstand harsher cold or heat conditions while outside.
Moon Criers - a rare breed indeed, Moon Criers are the hidden scholars, librarians, and mentors of the Felinus race. Highly sought after and highly protected by all (save Deep Felinus), the Moon Criers hold the secrets of the Felinus race and are masters of the supernatural.
Str -2
Con -2
EP Total x2 (when EP total increases, the new increases is also doubled)
Gate - once per day as a spell like ability, up to a maximum of 1d6 random targets (cannot be used maliciously or targeted)
Cat Spirit - the Moon Criers collect the spirits of familiars and cats who have served them in life. These familiars can continue to serve them even in death, the whole pack going off to their heaven upon the death of the Crier.
Starting characters start with 1d6 Cat Spirit familiars. Cat Spirit familiars cannot take direct action during combat, but can be used with Spellbounce-style abilities/feats/techniques.
Cat Spirit familiars can perform the following functions (up to 30 feet from the Moon Crier):
Shared telepathy
Shared senses
Limited Battery (split among the total felines, can hold up to 100% of EP total - this battery is gone by the end of day)
Cat Spirit familiars are affected by spirit/magic/ki-based techniques or “affects aetherial.” Upon taking even one hit, they disappear for 24 hours (starting with the last one to disappear).
Doubled Research - when gaining new levels of a spellcrafter, the effects are doubled. If you gain Dynamic Sorcery+1, you actually gain +2 to determine spell access (NOT energy bonus!). You can ONLY acquire Dynamic Sorcery ranks through class, not through Skill Points/Character Points.
Nine Lives - Upon hitting 0 hp, the Moon Crier immediately transforms into a gaseous, cat-shaped cloud. This cloud is bound to the spot where the Moon Crier died, and takes about a week (or 1d8 days) to reform into a physical body once again, albeit at half their original level. This can be done nine times within a Moon Crier’s lifespan before they die completely.
Pure Breeds - haughty and wealthy, these Felinus are marketing and business geniuses, believing themselves superior to both House and Feral cats.
Instead of the standard bonuses, they gain:
Cha+1
Wis+2
Int+5
Unarmed (To hit) +1
Unarmed (Damage) +2
Instead of Claws, they gain:
Business Proposition - able to acquire allies on the spot by offering money to targets threatening them. The DC is set by either Int or Wis, at the choice of the Felinus using Business Proposition.
Instead of Butcher’s Brag, they gain:
Fellowship - Bonus HPx(# of employees present in threat range), EPx(#of employees present in threat range), (chosen weapon) damage bonus of +(Int Modifier x #of employees in threat range). Fellowship can be activated, or deactivated, as a standard action.
{Deep}
[REDACTED]
Alchemical Disturbance - able to produce alchemical potions from their mass, taking a standard action to create.
Matter Reactor - upon consuming a target, the target is immediately considered to be digested and transformed into the Deep Felinus’s matter.
Bite And Swallow - upon successful grapple, will immediately attempt to consume the target in two rounds (counting this one). Each time the target fails a grapple or fort save, they take 1/3 of their HP Total in damage.
Regurgitate - vomitspit alchemical potions directly onto targets. There is also the odd chance that a swallowed creature isn’t digested immediately, and can be hurled up to twenty feet away from the Deep Felinus.