Homebrew Spotlight: Centaur Nomad

Centaur Nomad

Medium Monstrous Humanoid (quadruped) (14 RP)

Racial Traits

  • Ability Score Racial Traits: Greater Paragon:  +4 Str, +2 Con, -2 Dex, -2 Cha (2 RP)
  • TypeMonstrous humanoid with the quadruped subtype. (3 RP)
    • Darkvision: Nomad Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.  (0 RP)
  • Size: Centaur Nomads can choose either small or medium (see below): (0 RP)
  • Quadruped Nomad Centaurs have four legs. (2 RP)
    • Fast Speed: Centaur Nomads have a base speed of 50 feet. (1 RP)
      • Sprinter: Nomad Centaurs gain a +10 foot racial bonus to their speed when using the charge, run or withdraw actions. (1 RP)
    • Increased Consumption: Nomad Centaurs require 3 times the food required by humans and other races. (-2 RP)
  • Keen Senses: Nomad Centaurs have honed their senses from living in the wild so gain a +2 racial skill bonus to all Perception checks. (2 RP)
  • Natural Armor: Nomad Centaurs have tough skin, granting them a +1 natural armor bonus. (2 RP)
  • Hoof Attack: The Nomad Centaur may attack with both their hooves and with their torso weapons (fists or otherwise) in one round. This requires 50% of their height above them to do so. Hooves suffer a -5 to attack if used in combination with torso weapons (-2 if Multi-Attack feat is taken) and do 1d4 small, 1d6 medium each, with 1/2 strength bonus for damage. If attacked from behind, the Nomad Centaur can also kick for 1d6 points of damage. A Nomad Centaur attacks with his hooves as if armed. (2 RP)
  • Primitive Craftsman: Nomad Centaurs gain a +2 racial bonus on all Craft or Profession checks to create objects from any natural material (leather, rope, stone, wood, etc). (1 RP)
  • Languages: Common and Sylvan. Bonus: Elven, Halfling, Draconic, and Goblin. (0 RP)

Legendary hunters and skilled warriors, centaurs are part man and part horse. Typically found on the fringes of civilization, these stoic people vary widely in appearance, their skin tones typically appearing deeply tanned but similar to the humanoids who occupy nearby regions, while their lower bodies are similar to the coloration of local equines. Centaur hair and eyes trend toward darker colors and their features tend to be broad, while the overall bulk of their bodies is influenced by the size of the horses their lower quarters resemble. Thus, while an average centaur stands over 7 feet tall and weighs upward of 2,000 pounds, there are vast regional variations—from lean plains-runners to burly mountain hunters. Centaurs typically live to be about 60 years old.

Aloof with other races and at odds even with their own kind, the centaurs are an old race only slowly coming to accept the modern world. While the majority of centaurs still live in tribes roaming vast plains or the fringes of eldritch forests, many have abandoned the isolationist ways of their ancestors to walk among the more cosmopolitan cities of the world. Often such free-spirited centaurs are considered outcasts and are shunned by their own tribes, making the decision to leave a heavy one. In some rare cases, however, whole tribes under progressive leaders have come to trade or make alliances with other humanoid communities—typically Elves, but sometimes Halflings, Gnomes, and rarely Atlanteans or Dwarves. Many races remain wary of centaurs, though, largely due to legends of territorial beastmen and the regular, violent encounters the centaurs have with stubborn settlers and expansionist countries.


Because of some of the pictures I found below, I have decided to work on some variant tribes. They will be of any type of equine or bovine, also anything with hooves and maybe other quadrupeds. More to come!!

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For today’s post, I decided to use an already created race that fits perfectly in my world. They didn’t naturally evolve on Aquatica but were forcibly evolved by the Atlantean biomancers (probably from a froglike progenitor). 

Finding the Path – Star Wars Races

August 3, 2017Kim Frandsen Lore Check
Copyright LucasFilm

Did you ever see a race in a science fiction or fantasy film that you wanted to play, but never had the stats for? Did you ever want to see your favorite film species in your game of Pathfinder?

Well look no further, today, I give you a new race from the Star Wars Saga, best explained by the following quote:

 “Mesa back!”

That’s right, the Gungans are here!


Gungans are an amphibious sentient species and native to various swamps. The various different Gungan races can live on both water and land, but often make their home in underwater cities, that awe those coming from the outside. Physically, Gungans were tall humanoids with a flexible structure, strong leg muscles, strong bills, muscular tongues, and many other traits designed for living in watery environments.

The Gungans have a tense and uneasy relationship with the other humanoid species, especially humans, as they have been at war with them in the past. Now, they have an envoy by the name of Binks serving at an embassy in a nearby human kingdom.

Gungans are a sentient amphibious species, though some would dispute this claim after having met Envoy Binks. Some, in fact, claim that he was sent to allay suspicion and that he’s part of a clever cover-up designed to make humans underestimate the Gungans. Generally, both subspecies are tall humanoids with a flexible structure and strong leg muscles allowing them to become the predominant underwater species in the areas where they choose to live.

There are two Gungan races: the lanky Otolla, who sport prominent bills and eyes set on short stalks, and the heavier Ankura, whose eyes are hooded. The Gungan earlobes, called haillu, were most prominent in the Otolla. These earlobes displayed their emotions.

Below you’ll find the rules for adding these races to your game, as well as the rules for their racial mount, the Kaadu. Please note that both types of Gungans come up to 11 Racial Points (RP) as per the guide in the Advanced Player’s Guide, meaning that they are on roughly the same power level as the races presented in the Core Rulebook.

Otolla Gungan (11 RP)

Racial Traits

  • +2 Dex, +2 Con, -2 Wis. (1 RP) Otolla Gungans are flexible and hardy, but they tend to be gullible.
  • Type (0 RP): Otolla Gungans are humanoids with the Gungan subtype.
  • Size (0 RP): Otolla Gungans are medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed (1 RP) Otolla Gungans have a base speed of 30 feet on land. They also have a swim speed of 40 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
  • Darkvision (2 RP): Otolla gungans can see in the dark up to 60 feet.
  • Amphibious (2 RP): Otolla gungans are amphibious and can breathe both air and water.
  • Jumper (2 RP): Due to the strength of their legs, Otolla gungans are always considered to have a running start when making Acrobatics checks to jump.
  • Powerful Swimmer (1 RP): Otolla gungans have strong legs and are excellent swimmers. As such, they receive a +10 foot bonus to their swim speed. (Included in the base speed above).
  • Sticky Tongue (2 RP): Otolla gungans have long sticky tongues, and they can make melee attacks with them. This is a secondary attack. A creature hit by this attack cannot move more than 5 feet away from the attacker and takes a –2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature’s hit points). Otolla gungans cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A member of this race can only have one creature attached to its tongue at a time.

Ankura Gungan (11 RP)

Racial Traits

  • +2 Str, +2 Con, -2 Cha. (1 RP) Ankura gungans are strong and hardy, but they tend to be grouchy and disagreeable.
  • Type (0 RP): Ankura gungans are humanoids with the Gungan subtype.
  • Size (0 RP): Ankura gungans are medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady (1 RP) Ankura gungans have a base speed of 20 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. They are never encumbered by armor on land and only encumbered in water if wearing medium or heavy armor.
  • Darkvision (2 RP): Ankura gungans can see in the dark up to 60 feet.
  • Amphibious (2 RP): Ankura gungans are amphibious and can breathe both air and water.
  • Powerful Swimmer (1 RP): Ankura gungans have strong legs and are excellent swimmers. As such, they receive a +10 foot bonus to their swim speed. (Included in the base speed above).
  • Terrifying Croak (2 RP): Once per hour as a standard action, an Ankura Gungan can emit a thunderous croak. Any non-Gungan must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
  • Warrior Culture (2 RP): The Ankura gungans are known as terrifying warriors, and once per day, the Ankura Gungan takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

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Continue reading “Homebrew Spotlight: Gungan”

Homebrew Spotlight: Lizardfolk


Medium Humanoid (amphibious, humanoid, reptilian) (14 RP)

Racial Traits

  • Specialized: +2 Dex, +2 Con, -2 Cha (1 RP)
  • Humanoid (reptilian): Lizardfolk are humanoids with the reptilian and amphibious subtypes. (0 RP)
  • Medium: As medium-size creatures, lizardfolk have no special bonuses or penalties due to their size.
  • Normal speed: Lizardfolk have a base speed of 30 ft. (0 RP)
    • Swim: Lizardfolk have a Swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
  • Lowlight Vision: Lizardfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light. (1 RP)
  • Well-Balanced: Lizardfolk receive a +2 racial bonus on Acrobatics. (2 RP)
  • Natural Armor: Lizardfolk have a +2 natural bonus to Armour Class: Lizardfolk benefit from thick protective scales. (4 RP)
  • Hold Breath: A Lizardfolk can hold their breath for a number of rounds equal to 4 times their Constitution score. After this time, a lizardfolk character must make a Fortitude check (DC 10) every round in order to continue holding her breath. Each round, the DC increases by 1. (1 RP)
  • Natural Weapons: Lizardfolk possess sharp claws and teeth and are able to deal 1d4 points of damage with an unarmed strike. They are always considered armed.
    • Bite: 1d4 damage [primary] (1 RP)
    • Claws: 2 claw attacks, 1d4 damage [secondary] (2 RP)
  • Stability: Lizardfolk gain a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
  • Xenophobic Languages: Bonus Languages: Lizardfolk with high Intelligence can choose bonus languages from the following: Aquan, Common, Nagan, or Elven. (-1 RP)

Alternate Racial Feats

 The following feats are available to a lizardfolk character who meets the prerequisites.

  •  Powerful Tail: A few lizardfolk have broad, strong tails that are more suited for water travel than the typical lizardfolk tail. Those with this trait have a swim speed of 40 ft and gain a +2 racial bonus on Swim checks (for a total of +10). Replaces Well-balanced.
  • Hardened Scales: Lizardfolk gain Improved natural armor. This replaces claw attack.
  • Monstrous Strength: Lizardfolk gain a +2 racial bonus to their Strength This replaces swim speed.
  • Rending Claws: If a Lizardfolk hits with two claw attacks in 1 round, the attack deals additional damage equal to 1d4 + 1-1/2 their Str Replaces bite attack.
  • Slapping Tail: The lizardfolk have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the lizardfolks’ Strength modifier. This replaces the replaces natural armor and gains 1 RP.
  • Tripping Tail: Lizardfolk can hit with their slapping tails, so they can choose to make a trip attack as a free action that does not provoke attacks of opportunity. Replaces hold breath and stability.

Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. They weigh between 200 and 250 pounds. Lizardfolk have long, dangerous claws and thick, powerful tails that are used for balance, about 3 to 4 feet in length. Although a few tribes are small at 3-5 feet tall, weighing 80-150 pounds with tails that are about 1 to 2 feet long.

Few mammals are befriended by lizardfolk. However, they place great store in friendships and alliances, among their own kind and with other races.  Although they may be frequently hostile to humanoids, lizardfolk are not without honor. They have long memories, remembering both the good and ill done to them.  They treat others as others treat them. If a human is fair and honorable, even if he is an enemy, lizardfolk treat him with the same respect. If an outsider manages to befriend a lizardfolk, the bond will last until the trust is betrayed.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food and supplies. A threatened or starving tribe will go to incredible lengths to ensure its continued existence.

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Homebrew Spotlight: Lepi


Medium Humanoid (lepi, animalfolk) (12 RP)

Racial Traits

  • +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
  • Humanoid: Lepi are humanoid with the Lepi subtype. (0 RP)
  • Medium Size: Lepi are medium so have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Lepi have a base speed of 30 feet (0 RP)
  • Lowlight Vision: Lepi can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Keen Senses: A Lepi’s skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
  • Expert Leaper: When making jump checks, Lepi are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
  • Feet of Fury (Ex): The large, powerful feet of a Lepi make effective weapons. All Lepi automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. (3 RP)
  • Healthy: Lepi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
  • Fleet Footed: Lepi receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
  • Language: Lepin and Common. Bonus Languages: Elven, Gnome and Sylvan.(0 RP)


Alternate Racial Traits

  • Burrow: Lepi gain a burrow speed of 20 feet. Replaces expert leaper.
  • Sociable: When Lepi attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
  • Swarming: The warren is life, Lepi are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Replaces fleet footed.
  • Beguiling Liar: Lepi gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
  • Plains Runner: Lepi love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.


Lepi are a race of humanoid Hare that live in underground warrens on Animus Island. They have a smaller cousin called the Lepus. They both evolved underground, but the Lepi left their warrens to begin a hunter-gatherer existence.  Lepi were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators.

Whether it was from lack of food, population pressure or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.

A Lepi’s fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific and have few enemies. Favored classes include: fighter, ranger and rogue. Rarely do they follow the magic arts, although it is possible if one can sit still long enough to learn.


Anatomy & Morphology

Lepi are medium-sized hare-like humanoids (animalfolk).

Genetics and Reproduction

Lepi are very prolific and tend to have large families. Females are fertile a few times a year, litter size can range from 2-6 kits, with 3 as the average. They prefer other Lepi partners but are compatible with many other humanoid races. These unions only yield one or two offspring, that are usually sterile.

Growth Rate & Stages

Lepi kits are born with their eyes open and can run around on all fours within a day of birth. They tend to be uncoordinated and clumsy for the first month or so, but learn fast. They grow quickly, and eat prodigious amounts to fuel this growth. Often 1-3 feet in the first year. They become an adult between ages 2-4, leaving home to train with the Fianna soon after.

Ecology and Habitats

Any temperate, but prefer mountainous and hilly areas, some like plains or desert as well.

Dietary needs and habits

Lepi are vegetarians, with prodigious appetites. They prefer a diet of root vegetables, tubers and greens; with a sprinkling of nuts and fruit. A rare few eat fish or insects.


Social Structure

They have a very structured society. Whether it be from the military or guilds depends on the location and time period.

Uses, Products & Exploitation

They are commonly hired as mercenaries, or craftsman.

Facial characteristics

They have long, narrow faces with tall ears and bushy cheek hair.

Geographic Origin and Distribution

Any temperate, but most live on Animus Island or Sylvania (location).

Average Intelligence

Lepi are of average intelligence.

Perception and Sensory capabilities

Lowlight vision, and keen senses (+2 racial bonus to Perception).


Naming traditions

Lepi commonly have 3-6 names. The first name is usually a nickname, others are from relatives and the last is their surname.

Some examples are:

  • Male: adarin kordyne, algador swiftback, ballaw de quincewold, jodd, kersey, longeyes, lorquin woodsorrel.
  • Female: maudie, peasblossom, pennybright, petunia, daphne duckfontain dillworthy, dewfleck, ecrea.

Major organizations

The Fianna clans are similar to a militia, that is beholden to their clan chief. They roam their territory protecting the clan from roving hordes and enemies of any kind.

Beauty Ideals

A Lepi’s ears, tail and coloring are important to females as well as some males.

Gender Ideals

One of the few examples of differences in the sexes, is that females are trained more in ranged weapons than melee. In everything else, there is no difference.

Courtship Ideals

Females are often picky when choosing a male to give permission to court her. Courtly manners and battle prowess are important qualities in prospective mates.

Relationship Ideals

Honor and strength of character are important characteristics.

Average technological level

Lepi are a developing culture in the Iron Age.

Major language groups and dialects

Their main language is Lepin. Elven, Sylvan and Common are also spoken.

Common Etiquette rules

Lepi are a friendly and boisterous people. They hold honor in high esteem.

Common Dress code

Many Lepi, even ones that have retired from the Fianna, wear military uniforms or something similar.

Culture and cultural heritage

They have a militaristic society similar to the Irish. All Lepi have some form of martial training and most hold a place in one or another of the Fianna clans.

All Lepi are given basic military training, no matter what job they will fill later in life. After this training, they are required to fulfill 2-5 years of service. This is usually by patrolling with one of the Fianna clans that keep the peace along the borders.

Common Customs, traditions and rituals

Lepi follow the seasons and find any reason to have a feast. For this reason even a change in the season is the reason for a party.

Common Taboos

Making friends with vermin.


They are one example of Atlantean forced evolution that gained few side effects in the process. Lepi were bred for slave labor and cannon fodder. This is also why they were among the first to rebel against their masters.

Historical figures

Stonefist, an ancient Badger Lord, who traveled to Animus Island and led Lepi warriors in a battle against a vermin horde.

Interspecies relations and assumptions

Lepi are friendly with most good aligned races. Their closest allies are Elves, Tree Gnomes and Fey; as well as other animalfolk.


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Genetic Ancestor(s) Hare
Scientific Name Homo Leporidae Lepus
Origin/Ancestry Mountain Hare, Plains Hare
Lifespan 20-30 years
Average height 5′ 5″
Average weight 140
Average physique Lepi have a lean but muscular body. They are fast, flexible and great jumpers.
Body tint, coloring and marking


Lepi have a large variation of possible colors to its fur. Some of them are: tan, dull yellow, pale brown, or sandy-grey with brownish or reddish stripes. Some additions can be tan, brown, orange or grey. The head has often has a pale, bare, grayish or orange (or brown, tan) patch of skin around the eye and extending forwards to near the muzzle and backwards to the base of the long ears, which have black tips. The underparts and flanks are usually white or light tan. The top of the tail is usually a dark color.

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Homebrew Spotlight: Lycan


 Medium monstrous humanoid (shapechanger, lycan, natural) (14 RP)

Racial Traits

  • +2 to two physical and -2 to one mental ability score. Lycan are sociable and agile, but often lack common sense.  Canines are the most common Lycan, this and alternate choices are in the table below in the clan section; other varieties can be taken with the DMs permission, even water-base creatures. (1 RP)
  • Type: Lycan are animalistic monstrous humanoids with the shapechanger and lycan subtypes. (3 RP)
    • Darkvision: Lycan have darkvision 60 feet, allowing them to see in complete darkness. (1 RP)
  • Size: Lycan are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
  • Base Speed: Lycan have a base speed of 30 feet. (0 RP)
  • Lycanthropic Empathy: In any form, Lycan can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. (2 RP)
  • Beast Senses: Lycan receive a +2 racial bonus to Perception checks. (2 RP)
  • Beast Form: All lycan may shift to a single beast form chosen at character creation, that of their base animal. The statistics, natural attacks, size and abilities of the beastform are drawn from those listed for the base animal on the druid’s animal companion list, and advance at the listed level and listed manner that it does, but they do not gain any other level-based advancements as an animal companion might. Any animal on the animal companion list that begins within one size category of the lycans may be chosen.

When transformed, they use the ability scores of the base character or the base animal, whichever ability score is higher. Hit points and saving throws remain those of the base character as modified by the Beast Form’s Constitution, with any extra hit points granted by the change in forms being treated as temporary hit points. Equipment melds with the new form between humanoid and beast form. The shift in forms is a standard action which does not provoke attacks of opportunity, but a lycan can shift to its alternate form as a move-equivalent action which does not provoke attacks of opportunity by making a DC 15 Con check. Lycans may remain transformed for a number of hours per day equal to their Con modifier + character level (minimum 1). This duration does not need to be consecutive, but must be spent in 1 hour increments. (Each change rounds up to the nearest hour. If they change after 10 minutes, that consumes one hour of their time limit; if they changed after an hour and a half, that consumes two hours, and so on. Lycan don’t suffer from the compulsion to transform into beast form when the moon is visible. A slain Lycan reverts to its humanoid form, although it remains dead. (4 RP)

Animal Type Ability Adjustment
Felis +2 Str, +2 Dex, -2 Int
Lupin +2 Dex, +2 Con, -2 Wis
Porcin +2 Str, +2 Con, -2 Wis
Primin +2 Str, +2 Con, -2 Cha
Ursus +2 Str, +2 Con, -2 Int
  • Clan Traits: Lycan have certain racial traits depending on the clan they belong to: (2 RP)
    • Felis (any large cat species):
      • Cat’s Luck: Once per day, when a felis makes a Reflex saving throw, they can roll the saving throw twice and take the better result. The felis must decide to use this ability before attempting the saving throw.
      • Sprinter: Felis gain a +10 ft racial bonus to their speed when using the charge, run or withdraw actions.
    • Lupin (any canine species):
      • Fast: Lupin gain a +10 ft racial bonus to movement
      • Skill Training: Survival and Knowledge (nature) are always considered class skills for lupin.
    • Porcin (any pig or boar species):
      • Relentless: Porcin gain a +2 bonus on combat maneuver checks made to bull rush or overrun opponents. This bonus applies while both the porcin and its opponent are standing on the ground.
      • Tusks: Porcin have tusks that grow from their lower jaw, giving them a gore natural attack that deals 1d3 damage.
    • Primin (any primate species):
      • Treetopper: Primin have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. They do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks while in a tree.
      • Brachiation: Primin can move through the upper canopies of jungles and forests with the same ease they move along the ground. They use their Base Speed to move through any heavily forested area without touching the ground by leaping and swinging from tree to tree. Primin can also use this among the rafters of a building, or even stalactites on a cavern ceiling.
    • Ursus (any bear species):
      • Fearless: Ursus gain a +2 racial bonus on all saving throws against fear effects,
      • Relentless: Ursus gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both an Ursus and its opponent are standing on the ground.
  • Creature of the Wild: Lycan receive a +2 racial bonus to Survival. (2 RP)
  • Natural Hunter: Lycan receive a +2 racial bonus on Stealth checks. (2 RP)
  • Vulnerability to Wolfsbane: Lycan are especially vulnerable to the poison Wolfsbane, and suffer a -2 on their saves against it, and a -1 saving throws against spells that utilize it as an additional material component. (-2 RP)
  • Vulnerability to Silver: Lycan are especially vulnerable to silver. They never apply DR to silver attacks, no matter the source of the DR, and take an additional 1/6 points of damage from any silver source. (-2 RP)
  • Xenophobic:  Lycan prefer to keep to themselves because of their superiority complex.
  • Languages: Lycan and Atlantean. Bonus: Aquan, common, mystran, and goblin. (-1 RP)

Alternate Racial Traits

  • Chaos Frenzy: Like barbarians, the Lycan rage, but this rage has somehow altered to reflect their more bestial natures. They are able to chaos frenzy twice daily just like a barbarian of equivalent level. While frenzied, their bodies physically change, gaining a +2 natural armor bonus due to a denser musculature and thickened hide. In addition, they receive +4 to Str, +4 to Con and +5 to Will saves. They also gain darkvision 120 feet, the scent ability, wolf-like (or clan type) fangs, and sharp black claws. Replaces natural hunter racial trait and one clan trait of choice.
  • Scent: Some lycan favor a keen sense of smell over sensitive sight. Lycan with this racial trait gain the scent This racial trait replaces the darkvision racial trait.
  • Swift as Shadows: Lycan reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. Replaces creature of the wild racial trait.
  • Moon-touched Damage Resistance: Lycan gain DR 5/silver. Replaces vulnerability to silver plus gains 1 RP.

Alternate Clan Traits

  • Desert: These lycan tend to favor a sandy-brown coloration ranging from almost white to light beige. Some have a slight reddish tint. All lycan cans of this environment realize the need for finding food and water is essential. Replace their Clan Racial Traits with this:
    • Desert Survivor: Desert lycan gain a +2 racial bonus on Survival checks.
  • Mountains: These lycan tend to favor a grey coloration ranging from a pale slate to charcoal. They realize the need for ambush can outweigh the need for speed. Replace their Clan Racial Traits with this:
    • Silent Hunter: Mountain Lycan 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).
  • Swamp: These lycan tend to favor a darker coloration ranging from a grey-black to a deep mahogany. Lycan of all clans native to this terrain replace their Clan Racial traits with the following:
    • Camouflage: Within forested or marsh terrain, Swamp lycan gain a +4 racial bonus on Stealth checks.
    • Plagueborn: Swamp lycan gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
  • Terrain Stride: Fast lycan can choose this trait. The lycan can choose a ranger favored terrain type. They can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Lycan society is like the Spartans of Greece. They often train their young side by side with the Mu from the Isle of Mystra. Lycan were raised to believe that they are superior to all other races except the Atlanteans. This was artificially instilled in them by their masters and creators of old, the Atlanteans. They grudgingly treat the Mu as near equals, because they were made to fight in the same army in the past (another Atlantean rule). As a result, they either keep to themselves or become conquerors of nearby societies.

No Lycan alive remembers what they were before the Atlanteans forced the change on them. They can appear to be of almost any race or a combination of them. Most look human, but others like elves or halflings. In normal day to day life, they stay in their humanoid form, but in times of danger or training they transform.

A rare few are born as a normal appearing animal that can either shift to human or more commonly their lycan form, but rarely both. The True Alpha is born in their Lycan form and only shift to his human form after a few years of life. Most are born human and shift to their Lycan form at the onset of puberty or adulthood.

All Goblins are hunted for sport and training, they are spread throughout this land.

Other clan types are possible, such as bird, bat, lizard, etc. I will be adding more in the future.

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Homebrew Spotlight: The Travelers, Nomadic Halflings

The Travelers: Nomadic Halflings


Small humanoid (halfling) (14 RP)

Racial Traits

  • +2 Dexterity, +2 Constitution or Wisdom, -2 Intelligence. Nomadic Halflings are nimble, hardy and strong-willed. (1 RP)
    • Advanced Dexterity: Nomadic Halflings receive a +2 to Dexterity. They never lose their Dexterity bonus due to age and instead gain 1 point of Dexterity every time they increase in age. This replaces their age related Intelligence bonus. (4 RP)
  • Type: Nomadic Halflings are humanoids with the halfling subtype (0 RP)
  • Lowlight vision:  Nomadic Halflings can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Small Size: Nomadic Halflings gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet. (0 RP)
  • Normal Speed: Nomadic Halflings have a base speed of 30 feet. (0 RP)
    • Fast: Nomadic Halflings gain +10 feet to their base speed. (1 RP)
  • Keen Senses: Nomadic Halflings gain a +2 racial bonus to Perception skill checks. (2 RP)
  • Skilled: Nomadic Halflings gain a +2 racial bonus to Acrobatics or Stealth skill checks. (2 RP)
  • Fast Talker: Nomadic Halflings gain a +2 racial bonus to Bluff or Diplomacy skill checks. They have a love of talking and haggling for goods. (2 RP)
  • Lucky, lesser: Nomadic Halfings gain a +1 racial bonus to all saves. (1 RP)
  • Quick Reactions: Nomadic Halflings must take the Dodge feat as their first feat, but receive Improved Initiative as a bonus feat. (2 RP)
  • Outsider: Nomadic Halflings reputation of thievery and greed often unnerve those they don’t know. They take a –4 penalty on all Charisma-based skill checks to affect town folk and receive a +4 dodge bonus to AC against them. Town folks starting attitude toward halflings is one step worse than normal. They are often accused of cult worship, children stealing, or worse. (-2 RP)
  • Languages: Common and Halfling; Bonus: Choose three from area (often Elven, and Sylvan are chosen). (0 RP)

Alternate Racial Traits

  • Dexterity Focus: Nomadic Halflings can increase their Dexterity 1 level earlier than any other ability. Therefore a halfling could choose to increase its Dexterity at 3rd level instead of 4th, 7th instead of 8th, and so on. To increase any other ability, halflings must wait until the appropriate level. Replaces quick reactions.
  • Fearless: Nomadic Halflings gain a +2 racial bonus on all saving throws against fear effects. Replaces keen senses.
  • Swarming: Nomadic Halflings are used to living and fighting communally with each other. Up to two halflings can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Replaces lucky, lesser.
  • Weapon Familiarity: Nomadic Halflings are skilled with any thrown or missile weapon. They gain a +1 to attack and may use their Dexterity modifier instead of Strength modifier for damage all rolls. Replaces fast talker.
  • Wrangler: Nomadic Halflings gain a +2 racial bonus to handle animal skill checks and animal speech (choose type). Replaces skilled.

Nomadic Halflings commonly roam the plains of Atlantia, but are often found on Animas, Dinoterra, Avalonia and Tir fo Bryn as well. Their ancient home was destroyed during the Chaos Wars, so they now travel in search of a new one. The true reason that they travel has been lost to the ages, although a few bards say they remember. Some even say that they are Geased to travel until they make up for an ancient wrong.
They are commonly driven from nearby towns after they have traded because they have a bad reputation for stealing anything that isn’t nailed down (sometimes things that are). Their communal society doesn’t have the same respect for property as most settled folk, they practice a share and share alike with everything. If it’s just sitting around not being used than it must not be wanted or needed. At times they pick up pretty objects and just walk off, and so are accused of stealing it.
They are often accused of cult worship, children stealing, or worse. They love to party, and others are attracted to this way of life, so follow the Travelers to join them.

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Homebrew Spotlight: Pixie Swarm

Pixie Swarm

Diminutive Fey (Swarm, fey)     (20 RP) [NPC]

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength: Pixies are sprightly but feeble. (0 RP)
  • Diminutive: Pixies are Diminutive and gain a +4 size bonus to their AC, a +4 size bonus on attack rolls, a -12 penalty on CMB checks and to their CMD, and a +12 size bonus on Stealth checks. (6 RP)
  • Fey: Pixies are supernatural creatures with strong ties to Nature, they have the fey and swarm subtypes. (2 RP)
    • Lowlight Vision: Pixies can see twice as far as a race with normal vision in conditions of dim light.
    • Luminous: A pixie naturally sheds light equal to that provided by a torch. They can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.
  • Slow Speed: Pixies have a base speed of 20 feet. (-2 RP)
    • Flight: Some Pixies have long delicate wings which grant them the ability to fly. These pixies have a flight speed of 30 feet and a maneuverability of clumsy. (4 RP)
  • Fey Damage Resistance: Pixies gain DR 5/cold iron. (2 RP).
  • Fey Blood: Pixies are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Pixie attains. (2 RP)
  • Fey Affinity (choose one): Pixies gains a +2 racial skill bonus pertaining to this affinity, magic gain a +2 to the DC of the spell school chosen. (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc)
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey powers [Choose one, based on affinity]: (2 RP)
    • Nature
      • Bond to the Land: Pixie gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
      • Treesinger: Pixie can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
      • Polymorph Self: Pixie can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
      • Glamour: Pixie are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Magic
      • Eternal Youth: Pixies don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
      • Long Step: A Pixie can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
      • Fey Sight: Pixie are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
      • Vanish (Su): As a swift action, a pixie can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
      • Fascination:  Once per day, a Pixie can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
      • Spell Resistance: A Pixie gains SR equal to 11 + its CR.
      • Deep Slumber: A Pixie swarm attack often causes creatures to fall asleep. Any living creature that begins its turn with a pixie swarm in its space must succeed on a DC 22 Will save or be affected as though by a deep slumber spell. The save DC is Charisma-based.
      • Distraction: Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based.
  • Pixie Dust: When a pixie fires an arrow from any bow, it can decide to change the arrow’s properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow. A pixie can generate a number of uses of dust equal to its Charisma score each day. The dust is useless to another creature unless the pixie gives the dust freely. In this case, the pixie chooses what effect the dust will have on an arrow when it is applied, and it takes a standard action to apply the dust to the arrow. Once pixie dust is applied to an arrow, the pixie’s chosen effect persists on the arrow for only 1 round. As long as an arrow is altered in this way, it does not inflict damage when it hits; it only causes its new effect. A pixie can choose any one of the following three effects when dusting an arrow (save DCs are Charisma-based): (2 RP)
    • Charm: The target must succeed on a Will save or be affected as though by a charm monster spell for 10 minutes.
    • Memory Loss: The target must succeed on a Will save or be affected by a modify memory spell.
    • Sleep: The target must succeed on a Will save or fall asleep for 5 minutes.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a pixie has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Woodland Stride: A Pixie can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Spell-like Abilities: Pixie gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)–blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)–blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

The Pixie swarm is meant to be NPCs but allowances can be made for high level/power games. Of course, an individual Pixie won’t have any swarm traits.
Pixies are miniature fey that flit among the flowers. A single pixie looks like a miniature elf with translucent wings. They stand only a hand-span tall. They most commonly live in crystal, mud or woven hives depending on the type/tribe. Of course, the various tribes can differ in appearance, depending on the location and conditions.

In combat a pixie swarm seeks to surround and attack any creature it perceives as a threat, especially one bearing an open flame or other obvious threat to its garden home.

Swarm Traits: A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm comprising Fine or Diminutive creatures is immune to all weapon damage.
Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenade-like weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Wind effects deal 1d6 points of subdual damage to the swarm per spell level (or Hit Die of the originating creature, in the case of effects such as an air elemental’s whirlwind).
A swarm rendered unconscious by means of subdual damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its subdual damage.

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