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Homebrew Spotlight: Voraci
Homebrew Spotlight: Voraci Race #voraci #homebrewspotlight #aquaticahomebrew #pathfinderadvancedrace #galacticrace #roleplaying #psilon #mastersoforion
This is my imagining of the Psilon from the Masters of Orion game. Voraci N Medium Humanoid (augmented) 14 RP Racial Traits
Flexible: Voraci gain a +2 bonus to any two ability scores. 2 RP
Type: Voraci are humanoid with the augmented subtype. 0 RP
Slender Frames: A Voraci’s height ranges from under 5 to over 6 feet tall and have slender builds. They are Medium and have no bonuses or penalties…
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Dagozun
(Mountain Shepherd)
Large Fey (12 RP)
Racial Traits
+2 Strength, +2 Wisdom, -2 Dexterity. (0 RP)
Fey: Dagozun are Fey. (2 RP)
Lowlight Vision: In dim light, Dagozuns can see twice as far as humans.
Large: Dagozuns are Large creatures. They have a -1 size penalty to their AC, a +1 bonus on combat maneuver checks and to their CMD, and a -4 size penalty on Stealth checks. Dagozun occupies a 10 foot by 10-foot square. (5 RP)
Normal Speed: Dagozun have a base speed of 30 feet. (0 RP)
Dagozun Magic, choose two (3 RP):
Sylvan Magic: Dagozun gain a +1 bonus to the DC of any saving throw against enchantment spells that they cast. Dagozun’s with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day ghost sound, hideous laughter, and sleep. The caster level for these effects is equal to the Dagozun’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the Dagozun’s Charisma modifier.
Moment of Insight: Once per day, a Dagozun can peer into an occluded visual spectrum of possible futures and cast True Strike as a spell-like ability. The caster level of the spell is equal to the user’s character level.
Muse: Dagozun receive a +2 racial bonus on a Performance skill of their choice.
Overcompensate: Perception and Intimidate are always considered class skills for Dagozun. (1 RP)
Forest Strider: Dagozun can move through natural difficult terrain at their normal speed while within forests or mountains. Magically altered terrain affects them normally. (1 RP)
Languages: Dagozun Common and Sylvan. Bonus: Draconic, Elven, Gnome, Halfling, and Terran. (0 RP)
Alternate Racial Traits
Goat Eyes: Some Dagozun have rectangular pupils that allow panoramic viewing. Dagozuns receive a +2 to Perception checks. This racial trait replaces fey defense.
Mountain Goat: Dagozun are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces forest strider.
Panpipes (Su): Three times per day, a Dagozun can use its masterwork panpipes to augment its spell-like abilities. Doing so is a swift action that increases the DC of the next spell-like ability it uses on its turn by +2. When these pipes are played the music resonates from their horns as well causing haunting melodies. Replaces moment of insight and muse.
Fey Defense: Dagozun gain DR 2/cold iron. Replaces overcompensate.
This large fey has sleek, silvery fur, one or more straight or curly horns, large eyes, faun-like legs, and a short tail. A Dagozun stands head and shoulders (often even taller) above most humanoids. They are mostly vegetarian, except during mating season, when they will consume meat to keep their energy up.
They prefer the solitude of high mountain glades and tending to their herds. These herds can be of almost any type of animal. They often act as guardians of the creatures in their forest homes. Males are solitary and territorial, constantly roaming their territory only joining females in the month surrounding midsummer to mate and then quickly are on their way. They rarely form lasting relationships.
When a Dagozun is observed they are often playing their pipes, dancing or guarding their herd. They love to compose songs and poetry. Its humanoid torso is always lithe but chiseled because of its constant activity and play—they rarely laze about too long as they are constantly following their herd.
Females are rarely seen, they are commonly secluded in their mountain strongholds or protected glades. They are guarded by highly trained warriors that are either other females, neuters or fey allies that aren’t affected by the pheromones they produce.
Below are variations of what a Dagozun can look like or a combination of them all. The “pure stock” has more animalistic features and the others have more human or elven blood mixed in.
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Homebrew Spotlight: Fey
Homebrew Spotlight: Lepi
Homebrew Spotlight: Dagozun #mountainshepherd #pathfinderadvancedrace #roleplaying #homebrew spotlight #dagozun #largefey #aquaticahomebrew Dagozun (Mountain Shepherd) Large Fey (12 RP) Racial Traits +2 Strength, +2 Wisdom, -2 Dexterity. (0 RP)
Sea Goblin
Small Humanoid (goblinoid, aquatic) (10 RP)
Racial Traits
Ability Score Racial Traits: They gain +4 Dexterity, –2 Strength, and –2 Charisma. Sea Goblins are weak and unpleasant to be around. (2 RP)
Type: Sea Goblins are humanoids with the aquatic and goblinoid subtypes. (1 RP)
Amphibious: Sea Goblins are amphibious and can breathe both air and water. A sea goblin uses its breathing both in and out of the water to breathe, but its skin must be kept moist and supple. When a sea goblin must make a saving throw against gases, contact or inhaled poisons or other inhaled effects it takes a –2 penalty on Fortitude. (2 RP)
Lowlight Vision: Sea Goblins can see twice as far as humans in conditions of dim light. (1 RP)
Size: Sea Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP)
Standard Speed: Sea Goblins are fast for their size, and have a base speed of 30 feet. (0 RP)
Swim Speed: An aquatic goblin has a swim speed of 30 feet. He can move through water at his swim speed without making Swim checks. He has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. He can always choose to take 10 on a Swim check, even if distracted or endangered. He can use the run action while swimming, provided he swims in a straight line. (this is included in the aquatic subtype)
Skilled: Sea Goblins are slippery so gain a +4 racial bonus on Escape Artist. (2 RP)
Camouflage: Sea Goblins can blend into their surroundings by subtle changes in their skin color. This grants a +4 circumstance bonus to Stealth checks. (2 RP)
Languages: Sea Goblins speak Common and Goblin. Bonus: Draconic, Dwarven, Gnome, Halfling, and Mu. (0 RP)
Alternate Racial Traits
Cave Crawler: These sea goblins are born and raised in caves and rarely see the light of day. They gain a climb speed of 10 feet and the +8 racial bonus on Climb checks associated with having a climb speed. Replaces camouflage.
City Scavenger: Sea Goblins who live in human cities survive by scavenging for refuse and hunting stray animals. Those with this trait gain a +2 racial bonus on Perception and Survival checks. They can use Survival to forage for food while in a city. This racial trait replaces skilled.
Eat Anything: Raised with little or no proper food, many sea goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Those with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions. This racial trait replaces camouflage.
Hard Head, Big Teeth: Sea Goblins are known for their balloon-like heads and enormous maws, but some have even more exaggeratedly large heads filled with razor-sharp teeth. They gain a bite attack as a primary natural attack that deals 1d4 points of damage. This racial trait replaces skilled.
Junk Tinker: Sea Goblins use cobbled-together equipment and vehicles that seem like they should never function. They gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. Replaces skilled.
Over-Sized Ears: While sea goblins’ ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Sea Goblins with this racial trait gain a +4 bonus on Perception checks. This racial trait replaces skilled.
Sea Goblins are similar to the Tiki Goblins who live exclusively at sea, they live mostly in and around aquatic caves below Atlantia and many other continents. They are feared and reviled as ocean-dwelling piranhas. A band of aquatic goblins and their shark mounts is likely to swoop down on any individual or group perceived as weak, to strip it of everything from gold and jewelry to clothing and hides. Leaving a trail of junk behind them as they evaluate their loot, the bandits swim off in search of other unlucky victims.
Sea goblins to take up adventuring for many reasons. While most goblins are neutral evil, many have different beliefs and seek like-minded individuals outside the tribe. Some lack opportunities to advance, and tire of living on the scraps of those with more authority or higher social position.
They are called sea goblins but can live in any body of water, no matter the quality or location.
Sea goblins gained their aquatic modification during the Chaos Wars. They were originally cave goblins, but their home flooded and the waters were corrupted by wild magic. Many of the goblins died but the most adaptable were changed. Many tribes have different looks, some common traits are fins, webbed hands/feet, large heads/ears, and fanged mouths.
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Aquatic Halfling
Aquatic Elf
Merfolk
Note: All my races are made with the PFSRD Advanced Race Rules, along with my own alterations, often with help from friends and at times blurbs from forums.
Homebrew Spotlight: Sea Goblin #homebrewspotlight #aquaticahomebrew #pathfinderadvancedrace #pathfinder #advancedrace #roleplaying #seagoblin Sea Goblin Small Humanoid (goblinoid, aquatic) (10 RP) Racial Traits Ability Score Racial Traits: They gain +4
Acadian
This is a homebrew race of my creation, it can be used with either Pathfinder or 5e campaign settings. I made it with the Ultimate Player Race Creator [Kickstarter] rules, it is loosely based on the Akiridians of 3below animated series. Of course, DM permission is required.
Acadian
Medium Outsider (air) (16 RP)
Racial Traits
Ability Score Increase (Diverse Strengths): Your Main Ability score, Secondary Ability score and Extra Ability score each increase by 1. Select an ability score as the Main Ability, a different ability score as the Secondary Ability and yet another different ability score as the Extra Ability. 0 RP
Medium Sized: Acadians are Medium-sized with an average height of 6’2″ and average 20 lbs in weight (this is their core, as a hologram has no weight). Their height can be a little taller but no shorter than 4′ 6″, and no lighter than 10 lbs. 0 RP
Jovial Citizens: Most Acadians are lawful good. As a rule, they are goodhearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. 0 RP
Planar Lineage: Acadians’ history traversing the planes grants them insights into the planes and traveling between them. They have a +2 bonus to all Intelligence or Knowledge checks made about planar travel or general information pertaining to the inner or outer planes (all of the below, are signs of their outsider heritage). 1 RP
Reformed: Acadians were once something quite different, and now they have been transformed. Their new maximum lifespan remains a mystery. So far, they have shown no signs of deterioration due to age. 0 RP
Resonance Meditation: Acadians either train to restore themselves with harmonic resonances or are innately attuned to arcane frequencies. They can emit deep sounds from a spiritual core that resonate from within and in the area around them, these sounds are audible and can be easily heard up to 150 feet away. They can use these arcane harmonics to knit their wounds or restore leaden limbs, even if they are paralyzed or petrified or are otherwise unable to speak. This process takes 10 minutes of uninterrupted focus and the efforts are wasted if they lose concentration. At the end of this process, they can choose to regain a number of hit points equal to their level, or they can end one of the following conditions affecting them: Paralyzed, Poisoned, or Petrified. After the use of this ability, they can’t use it again until they finish a long rest. 3 RP
Internal Starcharts: Acadians have traveled between the stars and the night sky is a familiar road map. If they have a clear view of the night sky, they can accurately find the north and determine the relative distance traveled and orientation from the last time they viewed the stars. 1 RP
Gyroscopic: Despite the circumstances, Acadians always seem to land on their feet. They are immune to the prone condition. They may still choose to assume the prone position but cannot be forced prone. 1 RP
Wanderlust: Acadians love to travel to far off places, picking up skills and knowledge as they go. They have a +2 bonus to Intelligence (History) or Knowledge (Any) checks. They also gain proficiency with one instrument of choice, and the ability to speak, read, and write one language of choice. 2 RP
Weightless Drift: Through a mastery of gravity, leftover from their beginnings in Sky Home, Acadians drift gently downwards where others plummet. Their walking speed is 30 feet. When falling, their decent is only 60 feet per round. They can land on their feet and suffer no falling damage. 2 RP
Lit from Within: Acadians possess an inborn magical light source. As a bonus action, they can cause magical light to emanate from some point on your body, causing it to shine a bright light of a color they choose in a 20-foot radius and dim light for an additional 20 feet. If that part of their body is completely covered, the light is blocked. As a bonus action, they can choose to emanate only dim light in a 20-foot radius or deactivate the light entirely. 1 RP
Multi-Armed: Acadians possess more arms than the norm, a decided advantage when it comes to martial prowess. They have 2 extra arms. They may wield additional weapons with your extra arms. Holding a two-handed weapon requires two extra arms, only one shield can be carried, although this shield can be a large one, this requires 2 arms to hold. Your extra arms do not grant you additional attacks (unless the multiattack feat is taken), but they do grant you the ability to make off-hand attacks with larger weapons or with greater precision. When they take the Attack action and attack with a melee weapon that you’re holding, they can use a bonus action to attack with a different melee weapon that they’re holding in their extra hands. Don’t add the ability modifier to the damage of the bonus attack.
If a light weapon is used to make a bonus attack action, the ability modifier to damage is used. 5 RP
Hologram: Acadian’s bodies are merely projections of hard light generated by a physical core. Whenever they drop to 0 or fewer hit points, their holographic body disappears, and they are reduced to their physical core, which drops to the ground. Their physical core is a magical or advanced technological object measuring only a few inches to aside. Their core can be picked up, moved, and otherwise stored normally. While reduced to their physical core, they are unconscious but automatically stabilized and do not need to make death saving throws.
After they spend 1 hour while reduced to their core, they regain consciousness as their holographic body reforms around the core. Any previous conditions are removed, and they are restored to their maximum hit points. Reforming cannot take place if there is insufficient unoccupied space around the core for the body to occupy. If blocked in this way, they will remain reduced to their physical core until there is sufficient unoccupied space around the core.
Their physical core is durable, but not indestructible. While reduced to a physical core, if their core is dealt 15 or more damage by a single attack or effect, it is destroyed, and they are instantly killed. 3 RP
Technology Expert: Acadians are used to far more advanced technology than most people can even conceive of. They may add their proficiency bonus to any check relating to advanced technology or mechanical devices. 1 RP
Ingrained Traditions: Acadians have traditions, customs, and habits that are so firmly held that they’re almost physically painful to go against. You must follow Akadis’ (Mother) orders. You must follow the Atlantean masters’ orders (Mothers orders supersede all others). [If this character is created prior to the Chaos Wars, this is in effect, but afterward, it is not.]
Protect Mother.
Seek knowledge and new experiences. Whenever they fail to uphold any of their traditions, they must make a DC 15 Wisdom saving throw, on a failed save they are compelled to uphold their tradition. If they are somehow prevented from upholding a tradition, they become stunned until the end of their next turn. – 1 RP
Uninitiated: Acadians are ignorant of many historical facts due to their isolation in the cavern and their servitude with the Atlanteans. With the fall of the Atlanteans, they were recently introduced to the present world. They make all Intelligence (History) check at a disadvantage unless they have schooled themselves in recent history. -1 RP
Autophobia: Acadians’ always work together, and they can get panicked and jittery unless they’re working with others (not necessarily others Acadians). They have a disadvantage on any attack roll against a creature unless at least one of their allies is within 5 feet of the creature and the ally isn’t incapacitated. – 3 RP
Skyborn Linguists: Acadians can speak, read, and write Common and Auran and Akadi. 1 RP
Alternate Racial Traits
Hacking: Acadians are able to hack into technological devices. They know the command spell and can cast it as a 1st-level spell. They may only target constructs or advanced technological devices with this spell. Once they have cast a spell in this way, they cannot do so again until after a short or long rest. 3 RP
Reactive: Either through dedicated spacial awareness or a literal additional consciousness, Acadians seem able to focus on two things at once. They may make up to one additional reaction each round (for a total of up to 2 reactions on any given round). 5 RP
Acadians are a tall and slim race, to all outward appearances they look like four-armed elves, but with a closer look, there are many differences. They have an inner glow, four arms, their movement appears practiced, and they exude an otherworldly aura. Some Acadians have learned to take on the appearance of the more common humanoid races, to better fit in, but most revel in their differences.
Many of the racial traits listed above were given to them from their “Mother” Akadi. They are Outsiders with the air subtype but have many different abilities from standard ones. They are basically her eyes/ears and messengers. They love learning and controlling any technology, and later creating their own when they gained arms.
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Homebrew Spotlight: Atlantean
Homebrew Spotlight: Acadians #homebrewspotlight #pathfinderadvancedrace #ultimateplayerracecreator #kickstarter #3below #akiridian #5ecompatiblerace #roleplaying #outsider #nativeoutsider Acadian This is a homebrew race of my creation, it can be used with either Pathfinder or 5e campaign settings.
Dwarf, Fire
Medium Outsider (native, dwarf, fire) (12 RP)
Racial Traits
+2 Con, +2 Int, -2 Cha. Fire Dwarves are tough and have a natural talent for craft and engineering. (0 RP)
Type: Fire Dwarves have native outsider and fire subtypes. (3 RP)
Darkvision 60′
Medium Size: Fire Dwarves are short and squat, but still within the bounds of medium size. (0 RP)
Base Speed: Fire Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 RP)
Flaming, Lesser: A Fire Dwarves’ body is fairly warm. They shed bright light to 10 feet and dim light to 20 feet. (2 RP)
Spell Resistance, Lesser: A Fire Dwarves’ spell resistance is equal to 6 + their character level. (2 RP)
Natural Armor: Fire Dwarves’ have a +2 racial bonus to Natural Armor. (4 RP)
Energy Resistance (fire): Fire Dwarves gain resist 5 fire. (1 RP)
Vulnerable to Cold: x2 damage. (-2 RP)
Fire in the Blood: Fire Dwarves gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance). They can heal up to 2 hit points per level per day with this ability. (3 RP)
Automatic Languages: Common and Ignan. Bonus languages: Abyssal, Aquan, Draconic, Dwarven, Infernal, Terran, and Undercommon. (0 RP)
Alternate Racial Traits
Flaming, Greater: A fire dwarves’ body is very warm. Their attacks with natural or metal weapons do one bonus point of fire damage. They shed bright light to 10 feet and dim light to 20 feet. In addition, they can ignite flammable objects by touching them. Replaces spell resistance.
Spell Resistance, Greater: A Fire dwarves’ spell resistance is equal to 11 + their character level. Replaces natural armor.
Elemental Immunity (fire): Fire Dwarves are immune to fire. Replaces energy resistance and flaming lesser.
Elemental Summoner: When casting an elemental summoning spell of the fire type the fire dwarf increases the duration of that spell by 2 rounds. Replaces flaming lesser or spell resistance lesser.
Pyromaniac, Lesser: Fire Dwarves are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery and determining the damage of alchemist bombs that deal fire damage. The trait does not give fire dwarves early access to level-based powers; it only affects powers that they can already use without this trait. Replaces spell resistance lesser or flaming lesser.
Fire Dwarves are Native Outsiders. Fire Dwarves are like the Azer outsider race, but with fewer abilities. Many fire dwarves believe they are descended from the Azer or a fire elemental; others worship fire elementals believing that they were gifted their affinity for fire.
Their society is like the Spartans. They are closely aligned to their rock dwarf cousins to the north and often visit to collaborate on projects.
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Homebrew Spotlight: Fire Dwarf #homebrewspotlight #aquaticahomebrew #dwarffire #elementalfiredwarf #azerdwarfcross #pathfinderadvancedrace #roleplaying Dwarf, Fire Medium Outsider (native, dwarf, fire) (12 RP) Racial Traits +2 Con, +2 Int, -2 Cha.
Dwarf, Fire
Medium Outsider (native, dwarf, fire) (12 RP)
Racial Traits
+2 Con, +2 Int, -2 Cha. Fire Dwarves are tough and have a natural talent for craft and engineering. (0 RP)
Type: Fire Dwarves have native outsider and fire subtypes. (3 RP)
Darkvision 60′
Medium Size: Fire Dwarves are short and squat, but still within the bounds of medium size. (0 RP)
Base Speed: Fire Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 RP)
Flaming, Lesser: A Fire Dwarves’ body is fairly warm. They shed bright light to 10 feet and dim light to 20 feet. (2 RP)
Spell Resistance, Lesser: A Fire Dwarves’ spell resistance is equal to 6 + their character level. (2 RP)
Natural Armor: Fire Dwarves’ have a +2 racial bonus to Natural Armor. (4 RP)
Energy Resistance (fire): Fire Dwarves gain resist 5 fire. (1 RP)
Vulnerable to Cold: x2 damage. (-2 RP)
Fire in the Blood: Fire Dwarves gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance). They can heal up to 2 hit points per level per day with this ability. (3 RP)
Automatic Languages: Common and Ignan. Bonus languages: Abyssal, Aquan, Draconic, Dwarven, Infernal, Terran, and Undercommon. (0 RP)
Alternate Racial Traits
Flaming, Greater: A fire dwarves’ body is very warm. Their attacks with natural or metal weapons do one bonus point of fire damage. They shed bright light to 10 feet and dim light to 20 feet. In addition, they can ignite flammable objects by touching them. Replaces spell resistance.
Spell Resistance, Greater: A Fire dwarves’ spell resistance is equal to 11 + their character level. Replaces natural armor.
Elemental Immunity (fire): Fire Dwarves are immune to fire. Replaces energy resistance and flaming lesser.
Elemental Summoner: When casting an elemental summoning spell of the fire type the fire dwarf increases the duration of that spell by 2 rounds. Replaces flaming lesser or spell resistance lesser.
Pyromaniac, Lesser: Fire Dwarves are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle’s flame mystery and determining the damage of alchemist bombs that deal fire damage. The trait does not give fire dwarves early access to level-based powers; it only affects powers that they can already use without this trait. Replaces spell resistance lesser or flaming lesser.
Fire Dwarves are Native Outsiders. Fire Dwarves are like the Azer outsider race, but with fewer abilities. Many fire dwarves believe they are descended from the Azer or a fire elemental; others worship fire elementals believing that they were gifted their affinity for fire.
Their society is like the Spartans. They are closely aligned to their rock dwarf cousins to the north and often visit to collaborate on projects.
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Homebrew Spotlight: Fire Dwarf #homebrewspotlight #aquaticahomebrew #dwarffire #elementalfiredwarf #azerdwarfcross #pathfinderadvancedrace #roleplaying Dwarf, Fire Medium Outsider (native, dwarf, fire) (12 RP) Racial Traits +2 Con, +2 Int, -2 Cha.
Twigling
Medium Fey (fey) (16 RP)
Racial Traits
+2 Wisdom, +2 Constitution, -2 Strength (0 RP)
Fey: Twiglings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype. (2 RP)
Lowlight Vision: Twiglings 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. Replaces carrion sense.
Medium: Twiglings are medium creatures with no special qualities due to size. (0 RP)
Slow Speed: Twiglings have a movement of 20 feet, (-1 RP)
Spores (light): Twiglings gain the ability to create dancing spores of light At-Will, as the spell dancing lights. (1 RP)
Entangling Vines: Twiglings gain the Improved Grapple feat and are able to grapple with opponents 1 size smaller or less. (6 RP)
Take Root: Twiglings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
Woodland Stride (forest): Twiglings gain the ability 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: Twiglings are able to appear as a tree/shrub of their size. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you. You can dismiss tree 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: Twiglings gain a +2 racial bonus to AC and 1d6 damage (this is treated as armor spikes). Replaces thorn growth.
Life Infusion (heal): Twiglings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (light).
Tree Step: Twiglings gain the ability to teleport from one tree to another. The trees you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other trees (of the same type) within transport range and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown in the following table. Replaces woodland stride.
Type of Tree Transport Range Oak, ash, yew 3,000 feet Elm, linden 2,000 feet Other deciduous 1,500 feet Any coniferous 1,000 feet
Enfolding Vines: Twiglings gain the ability to enfold themselves or others in a bubble of protection. Replaces entangling vines.
Impaling Vines: Twiglings gain the ability to stiffen their vines into spears, 1d8 damage, 2/day. Replaces camouflage, greater.
Twiglings are a younger form of treants [tree Ent], they are the shepherds of large swathes of forests, orchards, valleys, etc. Guardians of the Elven/Fey lands. When young they travel around patrolling and learning the skills needed to become Guardians. Females mostly stay rooted and are like dryads/wood nymphs. Mating is done like trees (flowers and pollen), the young start as nuts that can be carried far afield to begin new Ent thickets; a cutting can also be planted to save a dying Ent.
Most twiglings have a short lifespan, 1/2 human years (around 40). When they pass their manhood ritual to become a Guardian, their life is extended to Elven years or as long as the forest needs protection. They are commonly pacifist but will defend their home, family, and innocents in need.
Below are variations of what a twigling can look like, of course, many others are possible.
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Figure of the Week: Spirit of the Forest
Homebrew Spotlight: Twigling #homebrewspotlight #aquaticahomebrew #pathfinderadvancedrace #twigling #youngtreant #fae #fey #plant #roleplaying Twigling Medium Fey (fey) (16 RP) Racial Traits +2 Wisdom, +2 Constitution, -2 Strength (0 RP)