Races of Dihow

IronBorn

 

http://www.d20pfsrd.com/races/3rd-party-races/rite-publishing/ironborn

Also known as the Clad, Ironborn are a former slave race who rose up and rebelled. A created race from mostly unwilling membrs of other races. They were the leaders of the rebellion against the gods and reatreated to the frontier after the end of the last war. It is rumored that someone is creating more but it is unknown to what end.

Illum

 

http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-samsaran

Changes to the default race

Lightbringer (2 RP) This replaces Samsaran Magic (2 RP)

Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:

At Will—light

Additional Alternate Racial traits

Illum Psionics:

Naturally Psionic: Psionic Illum gain the Wild Talent feat as a bonus feat at 1st level. If an Illum takes levels in a psionic class, he instead gains the Psionic Talent feat.

Psionic Aptitude: When an Illum takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Remove Shards of the Past

Dactyls

RP

The Dactyl’s are a race of humanoids that are nearly indistinguishable from Humans. They usually have hawskish features, occassionally members of this race have bird like eyes or have talons and feathers. This is a rare occurrence and such Dactyl often rise to roles of leadership in Dactyl Society. Dactyl’s who choose to live in human society rarely choose to reveal their nature to their neighbors.

14

Size: Medium

0

Standard Stats: +2 to one ability score or +2 Dex, +2 Wis, -2 Cha

0

Low-Light Vision

1

Flight 10 ft, Clumsy maneuverability (-8 to fly checks)

4

Equipment: When using a cape, cloak or any piece of cloth of at least 2 sq yards of cloth the Maneuverability increases to Poor (-4 to fly checks) & flight speed increases to 30 feet. The character can utilize a Billow Cape as a small creature and does not suffer the normal penalty on fly checks for using a Billow Cape. A character cannot wield 2-handed weapons while flying, but may still utilize 2 weapon fighting.

2

Special: Characters may select a feat to improve their flight spead and maneuverability at levels 3, 7, 11. For each feat spent, the character’s fly speed increases by +10 feet, and the maneuverability improves by one step. Characters may also elect to take the following feats Flyby Attack, Hover, & Wingover.

Weather Savvy

1

Benefit: Members of this race 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.

Climb: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.

2

Air Resistances: Cold Resistance 5, Electrical Resistance 5

2

Skill Training: Fly & Perception

1

Feat Eligibility: Dactyls are always considered eligible to choose the Aspect of the Beast Feat. Any features gained will reflect the nature of their animalistic features.

1

Alternate Racial Traits

Alternate Subtype: Cave Dactyl

RP

Cave Dactyl are humanoids with batlike features and milky white eyes. They rarely venture to the surface but are not uncommon. A Cave Dactyl born on the surface will very rarely choose to stay there as an adult. Very little is known of their communities underground and they do not extend invitations to surface races.

14

Darkvision 120 Feet

3

Light Blindness: Abrupt exposure to bright light blinds members of this race for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

-2

Underground Camouflage: Members of this race gain a
+4 racial bonus on stealth checks while in underground environments.

1

Remove Electrical Resistance 5

-1

Remove Weather Savvy

-1

Finn

RP

The Finn are a race of humanoids that are clearly of human ancestry and appear similar to half elves, with skin tones which often reflect the patterns of fish in the area where they were raised. Behind their pointed ears and running down the neck are a set of gills. Members of this race have fins along their forearms and back. Their feat and hands have webbing which expands in water. A second set of inner eyelids secretes an oil which protects their eyes underwater. Finn Prefer to settle in coastal communities or on artifical Atols made from floating materials. Few if any Captains will sail without at least a few Finn as part of their crew. Some Finn choose to move inland and are almost always found near natural salt mines. (See Desert Finn Below)

13

Size: Medium

0

Standard Stats: +2 to one ability score or +2 Con, +2 Cha, -2 Int

0

Salt Reliance: Finn must consume much more salt than other races (about 1 pound per month is preferred.) To them it is as precious as water is to other humanoids. Finn may treat salt water and brine as equal to 4 times the amount of water required to sustain a normal human.

Aquatic subtype: Amphibious: Members of this race are amphibious and can breathe both air and water.

Swim: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.

2

Terrifying Croak

2

Benefit: Members of this race gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. Any creature not of its subtype (if humanoid) or type (if another race type) 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.

Lowlight Vision

1

Deepsight

2

Benefit: Members of this race are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

Water Sense: Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.

1

Energy Resitance Cold 5

1

Bond to the Water: Members of this race gain a +2 dodge bonus to AC when in
Water.

2

Alternate Racial Traits

Special: Finn are highly adaptable and can change their subtype given 20 nonconsecutive days of training. It is a very uncomfortable process which most never pursue, at most it is pursued once in a lifetime. The Finn must succeed on a Fortitude save DC of 20, a failed roll means the Finn takes Constitution Damage equal to half the value of the failed save. (minimum 2)

Alternate Subtype: Desert Finn

RP

13

Desert Runner: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

2

Carrion Sense: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

1

Darkvision 60 Feet

2

Remove Deepsight

-2

Remove Water Sense

-1

Remove Bond to the Water

-1

Remove Cold Resistance 5

-1

Races of Dihow

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