Dinoterran

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Dinoterran 12 RP
Medium humanoid (saurian, humanoid)

Racial Traits

  • Flexible: Dinoterrans gain a + 2 to 2 ability scores of choice. (1 RP)
  • Medium: Dinoterrans are medium size. (0 RP)
  • Type: Dinoterrans are humanoids with the sauran subtype. (0 RP)
    • Lowlight Vision: Dinoterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
    • Dual Minded: Dinoterrans appear human but they have a separation in their brain that sets them apart (saurian hind brain). This gives them a +2 save vs Will for spells that target humanoids and saurian are only half as effective. (1 RP)
  • Standard Speed: Dinoterrans have a standard speed of 30 feet. (0 RP)
  • Dinofriend: Because of their dinosaur ancestry they gain a +4 racial bonus on Diplomacy checks with Herbivores. (2 RP)
  • Elemental Affinity (skill): All Dinoterrans have an affinity for a certain element when they come of age they are tested (or pick) for this affinity. They gain a +2 racial bonus to a craft or profession skill check. (2 RP)
    • Earth: farmer, craftsman, builder, engineer, etc.
    • Air: flyer (pteradon, or other flying creature), windmill operator, pilot (blimp, gyrocopter, glider, etc).
    • Fire: blacksmith, inventor, scientist, teacher, etc.
    • Water: fisherman, sailor, dam operator, plumber, etc.
  • Sunstone Bond: All Dinoterrans are attuned to their city’s sunstone. While in the field of this or a satellite stone, they gain a +2 dodge bonus to AC versus carnivores. This bond only stays in effect while following the Bond Code: never eat meat of an intelligent creature (fish and insects don’t count) and only do violence in self-defense or defense of others. (2 RP)
  • Healthy: Dinoterrans gain a +4 Fortitude save vs poison and disease because of their diet (vegetarian, with fish and insects) and clean living. (2 RP)
  • Skill Training: Dinoterrans gain 2 skills of their choice which are always considered class skills. (1 RP)
  • Language: Saurian and Common. Bonus: Draconic, Dwarf, Elven, and Gnome. (0 RP)

Alternate Racial Traits

  • Natural Armor: Dinoterrans gain a +1 natural armor bonus to their armor class.  Replaces dual minded.
  • Stubborn: Dinoterrans gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools.  In addition, if a Dinoterran fails such a save, they receive another save one round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than one round).  The second save is made at the same DC as the first.  If the Dinoterran has a similar ability from another source (such as a rogue’s slippery mind class feature), they can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.  Replaces healthy.
  • Fast Healing: Dinoterrans with this ability regain 1 hit point each round.  Except for where noted here, fast healing is just like natural healing.  Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does allow a creature to regrow lost body parts.  Fast healing continues to function (even at negative hit points) until a member of this race guides, at which point the effects of fast healing immediately end.  Special: This trait can be taken multiple times.  Each time fast healing is taken, its cost increases by 1 RP. Replaces skill training.

The Saurians were a powerful race during the Mage Wars. They sided with the Astralus (Astral Elves) against the Atlanteans. Saurians were extremely gifted with psionics and elemental powers. Many died during the Mage Wars, the few that survived, quickly devolved from an Atlanteans curse or died of old age. Instead of devolving some Saurians (30%) split into humanoids and primitive Saurians/Dinosaurs (full size). A few out of every generation of their descendants is reborn as a strong leader in time of need. When one of these becomes the leader, there is a 20% chance of him/her merging with their other half.

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Human, Fringer

Human, Fringer (outast) 12 RP
Medium Humanoid (pure)

Racial Traits

  • +2 to 1 statistic of choice (0 RP)
  • Humanoid: Fringers are humanoids with the pure subtype. (0 RP)
  • Medium: Fringers have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Fringers have a standard speed of 30 feet. (0 RP)
  • Pure Heritage: Because of their isolation on Dinoterra, Fringers were never touched by the Atlanteans experimentation or the wild magic of the Chaos Wars. (2 RP)
  • Defensive Training (lesser): Fringers live on the outskirts of society, so learn to always be wary of the predation of carnivores. They gain a +4 racial dodge bonus to AC vs carnivores. (2 RP)
  • Lucky (lesser): Fringers gain a +1 racial bonus to all saving throws. (2 RP)
  • Beguiling Liar: Fringers gain a +4 racial bonus to Bluff skill checks when bargaining or making deals. (2 RP).
  • Scavenger: Fringers live on the edges of society, so learn to scavenge at a tender age. They gain a +2 racial bonus to Appraise or Perception skill checks. (2 RP)
  • Sunstone Sensitivity: When near a sunstone, Fringers receive a -1 penalty to all attacks, AC and saves within the radius of the stones influence. Fringers are unable to bond the sunstones because of their proclivity for violence and their carnivorous habits. A rare few can change their ways and travel to a city to live. (-1 RP)
  • Choose 3 RP worth of traits to balance out this race. (3 RP)
  • Languages: Common. Bonus: Elf, Halfling and Saurian.

Alternate Racial Traits

  • Weather Savvy: Fringers are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Replaces lucky and gain 1 RP.
  • Lowlight Vision: Fringers can see twice as far as a race with normal vision in conditions of dim light. Replaces defensive training and gain 1 RP.

Human fringers are the last ruminant of pure human stock. They are outcasts from their heritage and true assimilation by the Dinoterran society.  They often live on the outskirts of civilization, but most prefer the Wild Outlands, where they can build their own society and live however they want. They are true anarchists and are only beholden to themselves. Although, they often band together for protection from the large carnivores.

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Yuan-ti

Yuan-ti     

Medium monstrous humanoid (monstrous humanoid, reptilian) (15 RP)

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Charisma: Yuan-ti are much more flexible and hardy than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids (0 RP)
  • Medium: Yuan-ti are considered medium creatures. (0 RP)
  • Monstrous Humanoid: Yuan-ti are considered to be monstrous humanoids. (3 RP)
    • Yuan-ti have the Darkvision (60 ft) trait.
  • Speed: Yuan-ti can slither at 30 ft. per round. They can also climb at 20 ft and have a +8 bonus to climb checks. (2 RP)
  • Legless: Yuan-ti have no legs, and therefore cannot be tripped. (-2 RP)
  • Hardy: Yuan-ti are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Poisonous Bite: All Yuan-ti can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Claws: Yuan-ti receives two claw attacks. These are primary natural attacks. The damage is based on their size. (2 RP)
  • Battle Hardened: Yuan-ti are constantly on alert for Lizardfolk raids and continually skirmish with them so gain a +1 CMD. (4 RP)
  • Languages: Yuan-ti can speak draconic and Common). Bonus: Elven, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Yuan-ti gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. (6 RP)
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.
  • Slapping Tail: The yuan-ti 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 yuan-ti’s Strength modifier. This replaces the battle-hardened or poisonous bite trait.
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. This replaces the poisonous bite trait.
  • Tripping Tail: Yuan-ti 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. (3 RP)

 

 

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Giant Serpentweed

While converting old monsters to Pathfinder, I found this creature on http://pandius.com.

Giant Serpentweed

by Jamie Baty

Large Plant

Hit Dice: 9d8 (40 hp)
Initiative: +2 (+2 Dex)
Speed: 0 ft. (0 squares)
Armour Class: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+14
Attack: Bite +10 melee (2d6 +4)
Full Attack: Bite +10 melee (2d6 +4)
Space/Reach: 10 ft. / 20 ft.
Special Attacks: –
Special Qualities: Low-light vision, plant traits, root of the problem, tremorsense
Saves: Fort +6, Ref +5, Will -1
Abilities: Str 18, Dex 14, Con 11, Int 0, Wis 2, Cha 4
Skills: Listen +10, Spot +10
Feats: Alertness, Combat Reflexes, Dodge, Weapon Focus (Bite)
Environment: Any marsh or aquatic
Organisation: Plant (2-5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: –

The giant serpentweed is a flesh-eating plant found in bogs and areas of standing water. Much of the plant lives under water, rooted to the bog bottom, but it has 2d5 stalks that reach above the surface. These thick, scaly stalks each end in a digestive sac that resembles a toothed mouth. From a distance, the stalks look like giant snakes.
Note: The above stats are for one stalk, not the entire plant.

Combat
The serpentweed stalks normally lie in wait just under the surface of the water. From there, they detect the vibrations of passing creatures, which they then attack aggressively.
The stalks can attack anything within a 20-foot radius of the plant. When a stalk loses all of its hit points, it is severed. When all the stalks are severed, the plant can no longer attack, but the plant itself is not dead. The only way to kill a serpentweed permanently is to burn the underwater roots. A severed stalk will grow back within six months.

Root of the Problem (Ex): Stalks of giant serpentweed that are severed regrow within six months. Giant serpentweed can only be permanently destroyed by inflicting 25 points of fire damage directly to the underwater root system. The roots are AC10 and have the same saves as a stalk.

Tremorsense (Ex): Giant serpentweed is sensitive to vibrations in the water and can automatically pinpoint the location of anything that is in contact with the water within 60ft.

Plant Traits: A plant creature possesses the following traits (unless otherwise noted in a creature’s entry): Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); Immunity to poison, sleep effects, paralysis, polymorph, and stunning; Not subject to critical hits; Plants breathe and eat, but do not sleep.

X9 28, DMR2 91, CoM

I couldn’t find any better pics. These are good, but according to the description above, they are plants and the ones below are animals.

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Quetzl-Nagara

Quetzl-Nagara (11 RP)

Medium Outsider (native outsider, reptilian, air) 

Racial Qualities 

  • +2 Dexterity, +2 Charisma, -2 Constitution: Quetzl are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Quetzl are considered medium creatures. (0 RP)
  • Outsider: Quetzl are considered to be outsiders (air). Thus have the darkvision 60 ft trait. (3 RP)
  • Speed: Quetzl can slither at 30 ft. per round.  (0 RP)
  • Breeze-Kissed: Quetzl are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Once per day, quetzl can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhaust the user’s breeze-kissed ability for 24 hours. This is a supernatural ability. (4 RP)
  • Flight: Quetzl have a fly speed of 30 feet with clumsy maneuverability. This trait can be taken more than once. For each additional 2 RP spent, the races fly speed increases by +10 feet, and the maneuverability improves by one step. (4 RP)
  • Limbless: Quetzl have no legs, and therefore cannot be tripped. (-2 RP)
  • Bite: All Quetzl have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at an enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength. A Quetzl may use this attack in addition to other attacks during a full attack. (1 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Quetzl can speak Draconic and Common. Quetzl with higher intelligence or the proper training can learn to speak Auran, gnome, elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Frightful Gaze: Quetzl gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. Preplaces Breeze-kissed and Prehensile Tail.
  • Natural Climbers: Quetzl have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. Replaces Darkvision.
  • Slapping Tail: The quetzl 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 quetzl’s Strength modifier. Replaces Prehensile Tail.
  • Tripping Tail: Quetzl can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. Replaces Prehensile Tail.

​A quetzl’s appearance varies, the feathers are often rainbow colored (red, yellow, blue, green, etc). They have a snake head and body, with feathered wings; sometimes even small hands and feet.

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Nagan

Nagan  (11 RP)

Medium Aberration (aberration, reptilian) 

Racial Qualities

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Naga are much more flexible than other races, but due to their appearance and their serpent nature they don’t seem to make a lot of friends amongst the humanoids. (0 RP)
  • Medium: Naga are considered medium creatures. (0 RP)
  • Aberration: Naga are considered to be aberrations. Thus have the Darkvision 60 ft trait. (3 RP)
  • Speed: Naga can slither at 30 ft. per round.  (0 RP)
  • Legless/Limbless: Naga have no legs, and therefore cannot be tripped. (-2 RP)
  • Natural Climbers: Naga have a climb speed of 30 feet, and may take 10 on climb checks even when distracted or threatened and have a +8 bonus to climb checks. (2 RP)
  • Hardy: Naga are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. all natural poisons. (3 RP)
  • Poisonous Bite: All naga can bite for 1d3 damage. Their fangs can inject poison, usually a neurotoxin, that causes paralysis. Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The poison can be modified with certain feats. (3 RP)
  • Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. (2 RP)
  • Languages: Naga can speak Draconic and Common Bonus: Nagas with higher intelligence or the proper training can learn to speak, Terran, Dwarven, Elvish, and Sylvan. (0 RP)

Alternate Racial Traits

  • Hypnotic Gaze: Some naga gain the following supernatural ability: Once per day, a member of this race can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces poisonous bite and hardy.
  • Frightful Gaze: Naga gain the following supernatural ability: Creatures within 30 feet of a member of this race that meet its gaze must succeed at a Will saving throw (DC 10 + the 1/2 user’s character level + the user’s Charisma modifier) or stand paralyzed in fear for 1 round. This is a mind-affecting fear effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours. This replaces prehensile tail and poisonous bite.
  • Slapping Tail: The naga 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 naga’s Strength modifier. This replaces prehensile tail.
  • Tripping Tail: Naga can hit with their slapping tails, so they can choose make a trip attack as a free action that does not provoke attacks of opportunity. This replaces poisonous bite or hardy.
  • Poison Use: Some naga are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. This replaces the Poisonous bite (which becomes a standard bite) trait.

The Nagans appearance varies widely. Any species of snake may be used, as well as a snake or humanoid head.

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Marindaga

Marindaga (11 RP)

Medium Humanoid (humanoid, aquatic, naga

Racial Traits

  • +2 Dexterity, +2 Charisma and -2 Constitution, Marindaga are graceful, hale, and beautiful. (0 RP)
  • Medium: Marindaga have no bonuses or penalties due to their size. (0 RP)
  • Base Speed (Slow): Marindaga have a base speed of 10 feet. (-2 RP)
  • Swim Speed: They have a swim speed of 50 feet. (2 RP)
  • Lowlight Vision: Marindaga can see twice as far as humans in conditions of dim light. (0 RP)
  • Amphibious: Marindaga  are amphibious and can breathe both air and water. (2 RP)
  • Hardy: Marindaga  are hardy against their own poisonous bites, which can happen during mating rituals. They gain a +2 bonus to saving throws vs. most poisons. (3 RP)
  • Bite: All Marindaga  have long, serpentine fangs they can unfold from the roof of their mouth to make a bite attack at a enemy. This is a primary natural attack that deals 1d4 points of damage plus its strength modifier and inflicts a poison if the attack is successful (see below). A Marindaga  may use this attack in addition to other attacks during a full attack. (2 RP)
    • Poison (Ex): Bite—injury; save Fort (DC 10 + 1/2 Marindaga  hit dice + con bonus); frequency 1/round for 1 round per con modifier (minimum 1); effect 1d2 Wis damage; cure 1 save. A Marindaga  ​may only inflict its poison on a enemy once per hour.
  • Natural Armor: +2 natural armor bonus. (4 RP)
  • Legless: Marindaga have no legs, and therefore cannot be tripped. (0 RP)
  • Languages: Marindaga begin play speaking Common and Draconic. Marindaga with high Intelligence scores can choose from the following: Aquan,  Elven, Merfolk and Sylvan.

Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Darkvision Some Marindaga favor the lightless depths over shallower waters. Marindaga with this racial trait gain darkvision with a range of 60 feet and light sensitivity. This racial trait replaces low-light vision.
  • Seasinger The beautiful voices of the Marindaga are legendary. A seasinger gains a +2 racial bonus on Perform (sing) checks and a +1 racial bonus to the save DC of language-dependent spells. This racial trait replaces low-light vision.
  • Secret Magic: Marindaga sometimes manifest magical powers they are unwilling to explain to non- Marindaga, leading scholars to speculate that the magic originates from the Marindaga’s rumored eldritch patrons. Such Marindaga have only a 40-foot swim speed, but they add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will–speak with animals (aquatic animals only); 1/day— fins to feet (self only), hydraulic push. This racial trait replaces the natural armor racial trait and alters the Marindaga movement speed. Source PCS:ISR
  • Strongtail A few Marindaga have broad, strong tails that are more suited for land travel than the typical Marindaga tail. Marindaga with this racial trait have a land speed of 15 feet and a swim speed of 30 feet.

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