Fey

Fey (12 RP)

Small Fey (fey)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength (0 RP)
  • Fey: Fey are supernatural creatures with strong ties to Nature, they have the fey subtype. (2 RP)
    • Lowlight Vision: Fey can see twice as far as a race with normal vision in conditions of dim light.
    • Eternal Youth: Fey 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.
  • Small: Fey 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 (0 RP)
  • Standard Speed: Fey have a movement of 30 feet. (0 RP)
  • Fey Affinity (choose one): The fey gains a +2 racial skill bonus pertaining to this affinity [gaining a (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc) [ +2 to the DC of the spell school chosen.]
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey Damage Resistance: Fey gain DR 5/cold iron. (2 RP).
  • Fey Blood: Fey 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 Fey attains. (2 RP)
  • Lucky, lesser: Fey gain a +1 bonus to all saving throws. (1 RP)
  • Fey powers [Choose one]: (3 RP)
    • Bond to the Land: Fey gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
    • Fey Sight: Fey 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.
    • Glamour: Fey 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
    • Vanish (Su): As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
    • Treesinger: Fey 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.
    • Fascination: Once per day, a Fey 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 (Ex): A Fey gains SR equal to 11 + its CR.
    • Long Step (Su): Fey can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
    • Polymorph Self: Fey 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.
  • 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 fey has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Trackless Step: A Fey does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires. Replaces fey sight.
  • Woodland Stride: A Fey 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.
  • Flight: Fey have a fly speed of 30 feet with clumsy maneuverability.Replaces fey powers.
  • Spell-like Abilities: Fey 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.

Originally, Fey came from another plane called the Feywild. Like others on Aquatica, they were pulled here during the Chaos Wars. Now they live on Feyland, a surreal land of giant trees, mushrooms and other flora and fauna. These are found nowhere else on Aquatica. Normal laws of physics don’t apply here, because the land itself came from the Feywild many of its qualities stayed. Fey come from a supernatural world where distances are fluid and based on misdirection or force of will.

These fey live in a South American style society, they are peaceful unless provoked.

 

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Flowerling

Flowerling 12 RPc3da6b051eaadfdfb73a4cc55d6761ce
Small Fey (fey)

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Flowerlings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype.  (2 RP)
    • Lowlight Vision: Flowerlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Small: Flowerlings are small creatures gain 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. (0 RP)
  • Slow Speed: Flowerlings have a movement of 20 feet, (-1 RP)
  • Spores (sleep): Flowerlings gain the ability to put opponents asleep. At Will, as the sleep spell. (1 RP)
  • Commune with Nature: Flowerlings choose 1 from the following abilities (2 RP):
    • Sense Water: Flowerlings can sense water 1 mile away, +1 mile/3 levels. They can also sense if the water is clean or poisoned.
    • Plant Growth (minor): Flowerlings gain the ability to cast a minor version of plant growth (as spell). The range is reduced to touch or 10 ft +10 ft/level, the area is equal to the range. This ability can be reversed as diminish plants.
    • Whispering Wind: Flowerlings gain the ability to use whispering wind to talk to each other and nearby plants at will (as spell). Range 1 mile/level, area 10 ft radius. The message is limited to 25 words.
    • Mending (natural): Flowerlings can mend (as spell) natural objects, this also heals plants 1d4 hp/level. Range 10 ft, 1 object of up to 1 lb/level, Will saving throw negates.
  • Take Root: Flowerlings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
  • Woodland Stride (forest): Flowerlings gain the ability woodland stride, to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. (2 RP)
  • Camouflage, greater: Flowerlings are able to appear as any flowering plant/shrub of their size or a group of smaller plants. While in flower form, they can observe all that transpires around them just as if they were in their normal form and their hit points and save bonuses remain unaffected. They gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. They are immune to critical hits while in flower form. All clothing and gear carried or worn changes with them. They can dismiss flower shape as a free action (instead of as a standard action). (4 RP)
  • Language: Treespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Thorn Growth: Flowerlings gain a +1 racial bonus to AC and 1d4 damage (as armor spikes). Replaces camouflage, greater.
  • Quills: Flowerlings grow quills and gain the ability to launch them 20’ away (as dart), 1d4 damage. Replaces commune with nature.
  • Life Infusion (heal): Flowerlings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (sleep).
  • Color Spray (burst): Flowerlings gain the ray ability of color spray (as the spell). This is a cone-shaped burst, Will save negates. Creatures that fail become stunned, blinded or fall unconscious. Replaces woodland stride.

Flowerlings are a small fey race and a very friendly people. They all have a small frill circling their neck that looks like a flower from the area, their skin comes in varying shades of green. Their hair can be any shade of their flower frill. They have a short lifespan, 1/4 that of humans.
Flowerlings live in meadows and light forests. They rarely travel far from where they sprouted. Tending to plants near them (grow/heal). Mating is done like flowers (flowers and pollen), the young start as seeds that can be carried far afield to begin new flowerling meadows; a cutting can also be planted to save a dying flowerling.
They are terrified of fire. Most are peaceful pacifists that rarely argue or raise their voices (except when singing), but will defend their home, family and innocents in need.

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Elf, Astral

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Elf, Astral (14 RP)
Medium Humanoid (elf, planetouched, astral)

Racial Traits

  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. (0 RP)
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Elves are Humanoids with the elf and planetouched (astral) subtypes. (2 RP)
    • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. (1 RP)
    • Astral Heritage: Elves are descended from the Astralus, so gain one Astralus racial trait of choice. (2 RP)
  • Base Speed: Elves have a base speed of 30 feet. (0 RP)
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks. (2 RP)
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (2 RP)
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. (3 RP)
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)
  • Languages: Elves begin play speaking Common and Elven. Bonus: Atlantean, Celestial, Draconic, Etherian, Gnome, and Sylvan. (0 RP)

Alternate Racial Traits

  • Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a dark elf (from teranik) in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Dragon Magic (3 RP): Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. Source PPC:LoD
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source HotW
  • Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Source PRG:HA

Elves are the fallen children of the Astralus that lost their astral nature as a result of the Mage Wars. They are the younger cousins/descendants of the Astralus and live on the island of Avalonia between Atlantia and Anthroporia. They are taught from birth how their ancestors and the Atlanteans fought the Mage Wars.

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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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My Homebrew World: Aquatica

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Aquatica is a large world of my creation, that is mostly water with little land. I created her with the D&D 3.0 Worldbuilder Handbook.
​Her past has seen hundreds of years of Mage Wars and chaotic upheavals, that has changed the face of the planet in many ways and the lives of most of her inhabitants.
The regions vary from sub-arctic to super-tropical, creating strong seasonal variations. Everything from the weather, dimensional shift areas, mutations, and a variety of other ills.
All these problems started when a group of extra-planar races discovered Aquatica, she was a primitive world at this time, with rich deposits of  many natural resources. The two races in charge soon began to disagree on how to treat the slave labor. [The slaves were the ancestors of humans, that had been artificially evolved by magic and bio-organic technology]. The Atlanteans and Astral Elves disagreements were on many things, including: whether magic or psionics were better, the experimentation, evolution and treatment of subjugated races; among others.