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Since none of the racial extras I'm using for my stuff is on the SRD, and I'm having troubles with uploading stuff, here's the basics:
Reapers
Reaper Racial Traits
+2 Dexterity, +2 Wisdom, -2 Charisma: Reapers have supernatural insights from their psychopomp blood and reflexes to match, but their connection to death can leave them distant and withdrawn from normal social interaction.
Native Outsider: Reapers are outsiders of the native subtype.
Medium: Reapers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Reapers have a base speed of 30 feet.
Darkvision: Reapers see in the dark up to 60 feet.
Grave’s Mercy: Psychopomps instinctively recognize a reaper as one of their own and pause before taking a reaper’s soul to the afterlife. Once per day, when a reaper would die from hit point damage, the reaper does not die until the end of the reaper’s next turn. If the reaper receives enough healing by then that the reaper’s hit points are at an amount greater than the reaper’s negative Constitution score, the reaper does not die.
Mask: Reapers feel an affinity for funereal masks reminiscent of those worn by psychopomps. While wearing a mask of any kind, they gain a +1 racial bonus on saving throws against death effects, energy drain, and negative energy effects. Reapers wearing a mask cannot wear any other magic item in the face slot. However, if the mask possesses a magical properties, they gain the benefit from this item as well.
Reaper’s Scythe: Reapers can spend a swift action to wreathe their weapons with an otherworldly glow. While wreathed in the glowing energy of the grave, the reaper’s weapons count as ghost touch for the purpose of damaging incorporeal creatures and can deal critical damage to incorporeal creatures unless they are also immune to critical hits from a different source (such as in the case of a ghost ooze). Furthermore, the reaper’s weapon attacks can deal damage to haunts as if they were positive energy attacks. A reaper can use this ability for a number of rounds per day equal to the reaper’s character level. These rounds need not be consecutive.
Shepherd of Souls: While reapers find themselves disconnected from must living creatures, they possess a special connection to psychopomps and undead. Reapers receive a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks made against such creatures.
Soul Sense: Reapers have a dim sense of the souls of others who are very near. If a living or undead creature comes within 5 feet of a reaper, the reaper becomes aware of the creature’s presence, its location, and whether it is living or undead. This ability functions similarly to blindsense with a range of 5 feet against living creatures and undead. If an undead consciousness possesses or controls a living body (as with a ghost’s malevolence ability), this sense detects only the living creature.
Languages: Reapers begin play speaking Common and either Abyssal, Celestial, or Infernal. Reapers with high Intelligence scores can choose any of the following: Abyssal, Aklo, Celestial, Draconic, Dwarven, Halfling, Infernal.
Height/Weight:
Male Base: 5 ft./110 lbs.
Female Base: 4 ft. 7 in./75 lbs.
Modifiers: 2d10 in./x4 lbs.
Ages:
Adulthood - 18 yrs.
Middle Age - 75 yrs.
Old Age - 115 yrs.
Venerable Age - 160 yrs.
Maximum Age - 160 + 3d100 yrs.
Medusa
Medusa Racial Traits
Medusas are humanoid women with snakes instead of hair.
+2 Constitution, +2 Charisma, -2 Strength
Medusa are persuasive, beautiful and tough, but not strong. They prefer to talk, deceive or magic their way out of situations, relying on skill and ability rather than muscle.
Normal speed: Medusas have a base speed of 30 feet.
Darkvision: Medusas can see in the dark up to 60 feet.
All-Around Vision: A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 race bonus to Perception checks and cannot be flanked.
Bite attack: A medusa's natural bite attack is considered a secondary attack dealing 1d4 damage + poison.
Poison: Bite - injury; save Fort (DC 10 +1/2 her HD + her Con modifier) negates; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Medusan Immunity: A medusa is immune to the petrified condition unless it is caused by her own reflection. A medusa is immune to any medusa's poison.
Petrification Gaze (Su): Once per day as a standard action you gain a gaze attack with a range of 30 ft., this lasts until the beginning of your next turn. A subject of your gaze attack must make a successful Fortitude save (DC 10 +1/2 your HD + your Cha modifier) or gain the petrified condition for 1 round
per HD you possess. This ability is usable 1/day. If you possess at least 11 HD the subject gains the petrified condition permanently.
Languages: Medusas begin play speaking Common. Medusas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Height/Weight:
Base: 5 ft. 4 in./160 lbs.
Modifier: 2d10 in./x5 lbs.
Ages:
Adulthood - 30 yrs.
Middle Age - 60 yrs.
Old Age - 100 yrs.
Venerable Age - 150 yrs.
Maximum Age - 150 + 5d20 yrs.
Greater Medusa
+2 To Any One Ability Score
Greater Medusas are often a varied nature and many are stronger than their fully humanoid sisters.
Medium: Greater Medusas are Medium creatures and have no bonuses or penalties due to their size.
Normal speed: Greater Medusas have a base speed of 30 feet.
Darkvision: Greater Medusas can see in the dark up to 60 feet.
All-Around Vision: A greater medusa's snake-hair allows her to see in all directions. Greater Medusas gain a +4 race bonus to Perception checks and cannot be flanked.
Bite attack: A greater medusa's natural bite attack is considered a secondary attack dealing 1d6 damage + poison.
Poison: Bite - injury; save Fort (DC 10 +1/2 her HD + her Con modifier) negates; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Medusan Immunity: A greater medusa is immune to the petrified condition unless it is caused by her own reflection. A greater medusa is immune to any
medusa's poison.
Petrification Gaze (Su): Once per day as a standard action you gain a gaze attack with a range of 30 ft., this lasts until the beginning of your next turn. A subject of your gaze attack must make a successful Fortitude save (DC 10 +1/2 your HD + your Cha modifier) or gain the petrified condition for 1 round
per HD you possess. This ability is usable 1/day. If you possess at least 11 HD the subject gains the petrified condition permanently.
Snake Body: Due to having the lower body of a constrictor snake, greater medusa cannot be tripped, and do not have a feet slot for magic items.
Languages: Greater Medusas begin play speaking Common and Terran. Medusas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Height/Weight:
Base: 7 ft. 6 in./220 lbs.
Modifier: 2d12 in./x7 lbs.
Ages:
Adulthood - 40 yrs.
Middle Age - 100 yrs.
Old Age - 150 yrs.
Venerable Age - 200 yrs.
Maximum Age - 200 + 1d100 yrs.
Reapers
Reaper Racial Traits
+2 Dexterity, +2 Wisdom, -2 Charisma: Reapers have supernatural insights from their psychopomp blood and reflexes to match, but their connection to death can leave them distant and withdrawn from normal social interaction.
Native Outsider: Reapers are outsiders of the native subtype.
Medium: Reapers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Reapers have a base speed of 30 feet.
Darkvision: Reapers see in the dark up to 60 feet.
Grave’s Mercy: Psychopomps instinctively recognize a reaper as one of their own and pause before taking a reaper’s soul to the afterlife. Once per day, when a reaper would die from hit point damage, the reaper does not die until the end of the reaper’s next turn. If the reaper receives enough healing by then that the reaper’s hit points are at an amount greater than the reaper’s negative Constitution score, the reaper does not die.
Mask: Reapers feel an affinity for funereal masks reminiscent of those worn by psychopomps. While wearing a mask of any kind, they gain a +1 racial bonus on saving throws against death effects, energy drain, and negative energy effects. Reapers wearing a mask cannot wear any other magic item in the face slot. However, if the mask possesses a magical properties, they gain the benefit from this item as well.
Reaper’s Scythe: Reapers can spend a swift action to wreathe their weapons with an otherworldly glow. While wreathed in the glowing energy of the grave, the reaper’s weapons count as ghost touch for the purpose of damaging incorporeal creatures and can deal critical damage to incorporeal creatures unless they are also immune to critical hits from a different source (such as in the case of a ghost ooze). Furthermore, the reaper’s weapon attacks can deal damage to haunts as if they were positive energy attacks. A reaper can use this ability for a number of rounds per day equal to the reaper’s character level. These rounds need not be consecutive.
Shepherd of Souls: While reapers find themselves disconnected from must living creatures, they possess a special connection to psychopomps and undead. Reapers receive a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks made against such creatures.
Soul Sense: Reapers have a dim sense of the souls of others who are very near. If a living or undead creature comes within 5 feet of a reaper, the reaper becomes aware of the creature’s presence, its location, and whether it is living or undead. This ability functions similarly to blindsense with a range of 5 feet against living creatures and undead. If an undead consciousness possesses or controls a living body (as with a ghost’s malevolence ability), this sense detects only the living creature.
Languages: Reapers begin play speaking Common and either Abyssal, Celestial, or Infernal. Reapers with high Intelligence scores can choose any of the following: Abyssal, Aklo, Celestial, Draconic, Dwarven, Halfling, Infernal.
Height/Weight:
Male Base: 5 ft./110 lbs.
Female Base: 4 ft. 7 in./75 lbs.
Modifiers: 2d10 in./x4 lbs.
Ages:
Adulthood - 18 yrs.
Middle Age - 75 yrs.
Old Age - 115 yrs.
Venerable Age - 160 yrs.
Maximum Age - 160 + 3d100 yrs.
Medusa
Medusa Racial Traits
Medusas are humanoid women with snakes instead of hair.
+2 Constitution, +2 Charisma, -2 Strength
Medusa are persuasive, beautiful and tough, but not strong. They prefer to talk, deceive or magic their way out of situations, relying on skill and ability rather than muscle.
Normal speed: Medusas have a base speed of 30 feet.
Darkvision: Medusas can see in the dark up to 60 feet.
All-Around Vision: A medusa's snake-hair allows her to see in all directions. Medusas gain a +4 race bonus to Perception checks and cannot be flanked.
Bite attack: A medusa's natural bite attack is considered a secondary attack dealing 1d4 damage + poison.
Poison: Bite - injury; save Fort (DC 10 +1/2 her HD + her Con modifier) negates; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Medusan Immunity: A medusa is immune to the petrified condition unless it is caused by her own reflection. A medusa is immune to any medusa's poison.
Petrification Gaze (Su): Once per day as a standard action you gain a gaze attack with a range of 30 ft., this lasts until the beginning of your next turn. A subject of your gaze attack must make a successful Fortitude save (DC 10 +1/2 your HD + your Cha modifier) or gain the petrified condition for 1 round
per HD you possess. This ability is usable 1/day. If you possess at least 11 HD the subject gains the petrified condition permanently.
Languages: Medusas begin play speaking Common. Medusas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Height/Weight:
Base: 5 ft. 4 in./160 lbs.
Modifier: 2d10 in./x5 lbs.
Ages:
Adulthood - 30 yrs.
Middle Age - 60 yrs.
Old Age - 100 yrs.
Venerable Age - 150 yrs.
Maximum Age - 150 + 5d20 yrs.
Greater Medusa
+2 To Any One Ability Score
Greater Medusas are often a varied nature and many are stronger than their fully humanoid sisters.
Medium: Greater Medusas are Medium creatures and have no bonuses or penalties due to their size.
Normal speed: Greater Medusas have a base speed of 30 feet.
Darkvision: Greater Medusas can see in the dark up to 60 feet.
All-Around Vision: A greater medusa's snake-hair allows her to see in all directions. Greater Medusas gain a +4 race bonus to Perception checks and cannot be flanked.
Bite attack: A greater medusa's natural bite attack is considered a secondary attack dealing 1d6 damage + poison.
Poison: Bite - injury; save Fort (DC 10 +1/2 her HD + her Con modifier) negates; frequency 1/round for 6 rounds; effect 1d2 Str; cure 2 consecutive saves.
Medusan Immunity: A greater medusa is immune to the petrified condition unless it is caused by her own reflection. A greater medusa is immune to any
medusa's poison.
Petrification Gaze (Su): Once per day as a standard action you gain a gaze attack with a range of 30 ft., this lasts until the beginning of your next turn. A subject of your gaze attack must make a successful Fortitude save (DC 10 +1/2 your HD + your Cha modifier) or gain the petrified condition for 1 round
per HD you possess. This ability is usable 1/day. If you possess at least 11 HD the subject gains the petrified condition permanently.
Snake Body: Due to having the lower body of a constrictor snake, greater medusa cannot be tripped, and do not have a feet slot for magic items.
Languages: Greater Medusas begin play speaking Common and Terran. Medusas with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Height/Weight:
Base: 7 ft. 6 in./220 lbs.
Modifier: 2d12 in./x7 lbs.
Ages:
Adulthood - 40 yrs.
Middle Age - 100 yrs.
Old Age - 150 yrs.
Venerable Age - 200 yrs.
Maximum Age - 200 + 1d100 yrs.
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