Little Red Goblin Games

Angel

Source Of Angels and Demons © 2013, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, Dayton Johnson

Angel Racial Traits

Requirements An angel who deviates from good alignment and fails to seek atonement is either killed by his own kind or exiled.

  • Ability Score Modifiers: An angel is formed with a specific intent, and its abilities reflect this. When playing an angel select one of the following orders, and use its ability score modifications.
    • Wraths are passionate and made for war but they lack the subtleties of a creative mind. Wraths gain +2 Charisma, +2 Strength, and -2 Intelligence.
    • Watchers are worldly and keen but are loners by design and forget their manners quite regularly. Watchers gain +2 Wisdom, +2 Dexterity, and -2 Charisma
    • Ascendants are devoted and wise but were not made with front line combat in mind. They prefer to muse on the nature of things rather than butcher the Truth’s creations. Ascendants gain +2 Wisdom, +2 Charisma, -2 Strength
  • Size: Medium.
  • Type: Angels are Outsiders with the good subtype.
  • Base Speed: Angels have a base speed of 30 feet.
  • Languages: Angels begin play speaking only Celestial. An angle with high Intelligence can chose from Common, Infernal, Sylvan, and Draconic.

Defense Racial Traits

Movement Racial Traits

  • Wings: An angel has heavenly wings that afford it a 30 ft. fly speed with average maneuverability.

Offense Racial Traits

Senses Racial Traits

  • Darkvision: Angels can see perfectly in the dark up to 60 feet.
  • Low-light vision.

Centaur

Source Little Red Goblin Games Racial Guide II: Culture & Class © 2013, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, Christos Gurd

Centaur Racial Traits

  • Ability Score Modifiers: Centaurs are strong and hearty but stubborn and hubris flows in their veins. Their large size makes them stronger than most but at the same time, less nimble. They gain +4 Strength, +2 Constitution, -2 Dexterity, and -2 Charisma.
  • Size: Centaurs are Large creatures. As such, they suffer a -1 size penalty to AC and attack rolls and a -4 size penalty on Stealth checks but gain a +1 size bonus to CMB and CMD (Note that centaurs, as quadrupeds centaurs gain additional bonus to their CMD vs. trip maneuvers, see below.)
  • Type: Centaurs are monstrous humanoids.
  • Base Speed: Centaurs have a base speed of 40 feet.
  • Languages: Centaurs begin play speaking Common and Dwarven. Centaurs with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Offense Racial Traits

  • Undersized Weapons: Although a centaur is Large, its upper torso is as that of a Medium humanoid. As a result, they wield weapons as if they were one size category smaller than their actual size (Medium for most centaurs).
  • Mounted: A centaur counts as being mounted. This may be amended on a case-by-case basis. Mounted Combat only works against attacks of opportunity. They cannot use the Ride skill. Feats that require the Ride skill instead use Acrobatics. Centaur never receive Ride as a class skill. If a class would give a centaur Ride as a class skill, the centaur instead receive Acrobatics or Swim as a class skill (player’s choice).
  • Level Adjustment: -1

Drakken

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Drakken Racial Traits

  • Ability Score Modifiers: Drakkens are adaptable and become more focused on one aspect of their being as their draconic blood reshapes their body. They gain +2 to one ability score of their choice at creation. Drakken gain additional racial attributes depending on which ability score they choose, as follows:
  • Size: Drakkens are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Type: Drakkens are Humanoids with the drakken subtype. They count as dragons for any effect related to race. This does not grant them any special immunities that a dragon enjoys, but lets them be targeted as though they were a dragon and use magic items as though they were a dragon.
  • Base Speed: Drakkens have a base speed of 30 feet.
  • Languages: Drakkens begin play speaking Common. Furthermore, Drakken with high Intelligence scores can choose any language (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Draconic Resistances: Drakkens receive a +2 bonus on saving throws against paralysis and sleep effects and on saving throws against spells and spell-like abilities. Due to their draconic ancestry, drakkens retain some of the immunities of dragons to certain effects.

Senses Racial Traits

  • Darkvision: Drakken can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Natural Weapon: A drakken possesses a bite attack that deals 1d4 points of damage on a successful hit. This is a natural attack, or a natural attack if the drakken wields a manufactured weapon.

Faun

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Faun Racial Traits

  • Ability Score Modifiers: Faun are flighty and nimble like deer. They are natural peacemakers and have an attractively positive disposition but this is often accompanied with a vapid blissful ignorance. They gain +2 Dexterity, +2 Charisma, and -2 Intelligence.
  • Size: Fauns are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Faun are Humanoids.
  • Base Speed: Faun have a base speed of 30 feet.
  • Languages: Faun begin play speaking Common and Sylvan. Faun with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Elven. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Keen Senses: Faun receive a +2 racial bonus on Perception checks.
  • Bounding Leaps: Faun have powerful legs designed for running in the dense forests without encumbrance. Faun never suffer a penalty from non-magical difficult terrain when moving in the forest (provided that the difficult terrain was provided by an environmental effect).
  • Prey Response: Faun share a lot of traits with deer including their prey response to fear and many faun freeze up when intensely afraid. When saving against a fear effect they roll twice and take the lower result.

Feat and Skill Racial Traits

  • Seasonal Camouflage (Female & Hummel): Unlike the shaggy coats of the stag, hummels and female faun have coats that tend to blend into their surroundings. This grants them a +2 bonus on Stealth checks when in temperate forests or fields. During the week of midwinter, this coat molts and becomes more adapted to winter environments. This coat provides a +2 bonus to Stealth checks in snowy environments. The coat returns to its natural tawny summer/fall color during the week of midsummer.

Offense Racial Traits

  • Antlers (Stag): Stags gain a gore attack that deals 1d6 points of piercing damage. This counts as a natural weapon. During the week of midwinter stags shed their horns. They regrow quickly (1d4 weeks), but during the regrowth period they are soft and malleable. The soft fuzzy nubs serve only as the basis of the antlers they will regrow later and are flush with nerves. These nubile antlers only deal 1d2 points of damage due to their soft nature.It is somewhat painful to attack with these. If broken, antlers regrow in 1d4 weeks. During this time they only deal 1d2 damage as if they were just shed.
  • Slam (Female & Hummel): Faun gain a slam attack that deals 1d4 points of blunt damage. This counts as a natural weapon. Female and hummels have hardened skulls that allow for brutal slam attacks.

Ghost Elves (Nef’liem)

Source Little Red Goblin Games Racial Guide II: Culture & Class © 2013, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, Christos Gurd

Ghost Elf Racial Traits

  • Ability Score Modifiers: Ghost elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and -2 Constitution.
  • Size: Ghost elves are Medium creatures and thus have no bonuses or penalties due to their size.
  • Type: Ghost elves are humanoids with the elf and half-undead subtypes.
  • Base Speed: Ghost elves have a base speed of 30 feet.
  • Languages: Ghost elves begin play speaking Common and Elven. Ghost elves with high Intelligence scores can choose from the following: Necrid, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Undead Resistances: Ghost elves gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
  • Soulless: Ghost elves take no penalties from energy draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws. Ghost elves are harmed by positive energy and healed by negative energy. Ghost elves with the fast healing special quality still benefit from that quality.
  • Elven Immunities: Ghost elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Offense Racial Traits

  • Weapon Familiarity: Ghost 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.

Senses Racial Traits

  • Darkvision: Ghost elves can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

  • Resurrection Vulnerability: A raise dead spell cast on a ghost elf can destroy it (Will negates). Using the spell in this way does not require a material component.

Grey

Source Grey Alien Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth

Grey Racial Traits

  • Ability Score Modifiers: A grey has a far more evolved brain and it’s physical form has been adapted to life where precision is key. On the flip side the greys have allowed themselves to atrophy their physical forms in pursuit of greater intelligence due to a more sedentary lifestyle. They gain +2 Intelligence, +2 Dexterity, and -2 Constitution.
  • Size: Grey are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Grey are Aberrations.
  • Base Speed: Greys have a base speed of 30 feet.
  • Languages: Greys begin play speaking Reticuli (their native language), a clicking language unique to greys. Greys with high Intelligence scores can choose from the following: Common, Aboleth, Draconic, and Protean. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Darkvision: Greys can see perfectly in the dark up to 60 feet.

Feat and Skill Racial Traits

  • Culture Explorer: Greys have an innate urge to understand the cosmos. They are naturally inquisitive about cultures, history, technology, and science in particular. They gain a +4 bonus on Diplomacy checks made to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Magical Racial Traits

  • Born Beyond the Stars: If a grey is a sorcerer with the aberrant bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

Offense Racial Traits

  • Ancient Foe (Aberrations): Long have the greys been the protectors of peace in the cosmos. Their battles with other aberrant creatures are written in history and etched upon the stars. They gain a +1 racial bonus on attack rolls against creatures of this type.

Grippli

Source Little Red Goblin Games Racial Guide II: Culture & Class © 2013, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, Christos Gurd

Grippli Racial Traits

  • Ability Score Modifiers: Gripplis are nimble and proud, but spindly. They have a great heart and will face any danger with stern resolve. They gain +2 Dexterity, +2 Charisma, and -2 Strength.
  • Size: Gripplis are Small creatures and 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.
  • Type: Grippli are humanoids with the grippli subtype.
  • Base Speed: Grippli have a base speed of 30 feet.
  • Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Hero’s Heart: A grippli is fearless in the face of danger and doesn’t know the meaning of the word “retreat”. They gain a +2 bonus vs. all fear effects and may use their Charisma in place of their Wisdom when determining their Will save when dealing with mind affecting abilities.

Misc. Racial Traits

  • Stranger in a Strange Land: Grippli spend time in another other culture as a rite of passage. They may count as one other race for the purpose of qualifying for classes and feats.

Movement Racial Traits

  • Climb: Gripplis have a base climb speed of 20 feet.
  • Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump.

Lizardfolk

Source Goblin Rations: Lizardfolk Racial Guide © 2011, Little Red Goblin Games, LLC; Authors: Scott Gladstein

Lizardfolk Racial Traits

  • Ability Score Modifiers: Lizardfolk are strong and hearty creatures who are forced to survive in a harsh land. They gain +2 Strength and +2 Constitution.
  • Size: Lizardfolk are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Lizardfolk are Humanoids with the reptilian subtype.
  • Base Speed: Lizardfolk have a base speed of 30 feet.
  • Languages: Lizardfolk begin play speaking Draconic only. Lizardfolk with high Intelligence scores can chose from the following: Common, Undercommon, Gnoll, or Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Movement Racial Traits

One of the most important things to a Lizardfolk are their brood. Part tribe and part racial subtype, a wide and exotic array of brood diversity exists in Lizardfolk culture. One of the greatest influences on a brood is its habitat. Select one of the following abilities that fit your brood the best.

  • Swim: Lizardfolk have a swim speed of 30 ft. and a +8 racial bonus on Swim checks that a swim speed normally grants.
  • Climb: Lizardfolk have a climb speed of 30 ft. and a +8 racial bonus on Climb checks that a climb speed normally grants.
  • Swamp Stride: Lizardfolk can move through difficult terrain at their normal speed while within a swamp.

Offense Racial Traits

  • Bite: Lizardfolk receive a bite attack. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. It deals 1d3 damage.
  • Claws: Lizardfolk receive 2 claw attacks. These are primary natural attacks. They deal 1d4 damage.

Longbloods

Source Of Angels and Demons © 2013, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, Dayton Johnson

Longbloods are immortal cavemen who have survived since the dawn of time in order to give humanity a fighting chance against angels and devils.

Longblood Racial Traits

  • Ability Score Modifiers: Longbloods have witnessed a great deal of history and are very wise about the ways of the world. However they lack the developed emotional center of modern humans and come off as brutish and feral if they do not control themselves. Their immortality grants them a hearty constitution that ensures they survive. They gain +2 Constitution, +2 Wisdom, -2 Charisma.
  • Type: Longbloods are Humanoids with the human subtype.
  • Base Speed: Longbloods have a base speed of 30 feet.
  • Languages: Longbloods begin play speaking Common. Longbloods with high Intelligence scores can choose any languages (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Living History: A longblood has witnessed mankind’s history unfold. As such they get a racial +2 bonus on all Knowledge (History) and Knowledge (Local) skills. In addition a longblood always treats these skills as class skills.
  • Immortal Ferocity: A longblood remains conscious and can continue fighting even if its hit point total is below 0. He is still staggered and loses 1 hit point each round. He still “dies” when its hit point total reaches a negative amount equal to its Constitution score.
  • Zimpharel’s Curse: A longblood can never truly die. If killed a longblood will remain dead for 1 year before beginning to return to the mortal realm. Even if disintegrated a longblood can return. After one years time they are able to return to the mortal world from the afterlife but they lose 2 class levels permanently (min 1). If they were disintegrated or otherwise destroyed in a fashion that would prevent spells such as resurrection from working they permanently lose 5 class levels (min 1). This is also associated with a great deal of memory loss and jumbled visions of their past. Many longblood characters have been around for ages but have been recently returned from the dead.

Pariah (Boheim)

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Pariah Racial Traits

  • Ability Score Modifiers: +2 Wisdom, -2 Charisma.
  • Size: Pariah are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Pariah are considered Humanoids and Outsiders with the native subtype.
  • Base Speed: Pariahs have a base speed of 30 feet.
  • Languages: Pariah begin play speaking Common and Yuotol. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Cursed Luck: Pariahs receive a +2 racial bonus on all saving throws. All allies within 30 feet suffer a -1 circumstance penalty on all saving throws.
  • No Strangers to Hate: A Pariah gains a +2 racial bonus on all saving throws against fear This bonus stacks with the bonus granted by halfling luck and fortunate.
  • Dreamspeaker: Because of their rich Yuotol blood, pariah gain a +1 bonus to the saving throw DCs of divine spells and spells that produce sleep effects that they cast.In addition, if a pariah has a Charisma of 15 or higher, it may use dream once per day as a spell-like ability (with a caster level equal to the individual’s character level).

Ratels (Badger Folk)

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Ratel Racial Traits

  • Ability Score Modifiers: +4 Constitution, -2 Dexterity, and -2 Wisdom.
  • Size: Ratel are Small creatures and 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.
  • Type: Ratel are Humanoids with the ratel subtype.
  • Base Speed: Ratels have a base speed of 30 feet.
  • Languages: Ratels begin play speaking Terran. Members of this race with high Intelligence scores can choose from the following: Common, Undercommon, and Dwarven. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Fearless: Ratels gain a +4 bonus against fear. They know it exists. They understand the concept of “danger”- they just don’t freaking care. Carnivorous bees guarding your dinner? No problem. A pride of dire lions between you and your goal? So what? Snake bites you in the throat? You’ll deal with it later. When you’re a ratel, it’s you against the world! You don’t have time for petty things like “fear”; the word doesn’t even exist in your vocabulary!
  • Poison Resistance: Members of this race gain a +2 racial bonus on saving throws against poisons and pain affects.Who needs biology to save you against poisons? If you’re stubborn enough you can grit your teeth and sweat it out.
  • Stubborn: Ratels 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 ratel fails such a save, it receives another save 1 round later to prematurely end the effect assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the member of the race has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails.

Offense Racial Traits

  • Frenzy: Once per day, whenever a Ratel takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but suffers a -2 penalty to AC.

Senses Racial Traits

  • Darkvision: Ratel can see in the dark up to 60 feet.

Ravan

Source Ravan & Shaper © 2011, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth, Maverik Bishop

Ravan Racial Traits

  • Ability Score Modifiers: Ravan are quick and attentive, but their strange appearances and unnerving personality quirks make even conversation a challenge. They gain +2 Dexterity, +2 Wisdom, and -2 Charisma.
  • Size: Ravans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Ravans are Humanoids with the ravan subtype.
  • Base Speed: Ravan have a base speed of 30 feet.
  • Languages: Ravan begin play speaking Common and Ravan. Members of this race with high Intelligence scores can choose from the following: Abyssal, Celestial, Dwarven, Infernal, Terran. See the Linguistics skill page for more information about these languages.

Senses Racial Traits

  • Darkvision: Ravan can see perfectly in the dark up to 60 feet.

Misc. Racial Traits

  • Changing Form: Ravan physiology can be changed any night that they sleep at least 8 hours. A ravan can wake up each morning with one of the following abilities of their choice:
    • Extra eyes: The ravan grows a number of small, eye-like systems on his body that are somewhat capable of detecting light. These give him a +2 bonus on Perception checks.
    • Extra digits: The ravan grows an extra digit on his hands and feet. He gains a +2 bonus on Climb checks and Sleight of Hand checks. The digit has bones made from cartilage that dissolve when the digit is ungrown and accepted back into the body.
    • Sensitive Hairs: The ravan grows whisker-like stiff hairs that can feel the direction of the air. The ravan grants no bonus on attack rolls to unseen enemies and gains a +2 bonus to Perception checks made to search an area. The ravan still counts as being unaware of an opponent if he manifests this ability, he just provides no bonus to attack rolls if enemies do so.
    • False Persona: The ravan focuses on making a new personality aware of itself. He gains a +2 bonus on Bluff checks and a +2 bonus on saves vs. charm or compulsion effects.

Movement Racial Traits

  • Sunlight Vulnerability: A ravan has a body partially made up of a shadowy material that is burned and irritated easily by sunlight. When out in sunlight and not covered, the ravan takes a -1 penalty on attack rolls, damage rolls, saves and skill checks, and count as being affected by vigorous motion while casting for the purposes of making concentration checks. Ravan can usually stand being only somewhat covered with a few exposed spots. Their eyes and sight are unaffected by the sunlight.
  • Infused with Shadow: Ravan take on a strange countenance in the darkness, appearing more light and quick. They gain a +2 bonus on initiative checks made in dim light or darker conditions.

Senses Racial Traits

  • Superior Darkvision In addition to the bonus to Perception, a Ravan’s extra eyes grant them the ability to see perfectly in the dark up to 90 feet.

Reds (Heckitans)

Source Goblin Rations: Chaos Mage & The Reds! © 2011, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Red Racial Traits

  • Ability Score Modifiers: Reds are nimble and energetic but it is considered to be noble trait to leap before they look. Reds often feel that planning something out means they are taking the excitement out of it. They gain +2 Dexterity, +2 Charisma, -2 Wisdom.
  • Size: Reds are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Reds are Humanoids.
  • Base Speed: Reds have a base speed of 40 feet.
  • Languages: Reds begin play speaking Common. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.
  • Fearless: Red gain a +2 racial bonus on all saving throws against fear.
  • Magical Instability: Reds gain spell resistance (SR) equal to 6 + its level. Reds are irradiated with magic in their very genetic structure and this makes casting magic on them somewhat difficult.
  • The Luck of Chaos: Reds gain a +1 racial bonus on all saving throws.

Sahmeii

Source Little Red Goblin Games Racial Guide II: Culture & Class © 2013, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Jeremiah Zerby, Caleb Aylsworth, Christos Gurd

Sahmeii Racial Traits

  • Ability Score Modifiers: Sahmeii are vigorous and beautiful, but their reclusive ways have made them weak-willed. They gain +2 Constitution, +2 Charisma, and -2 Wisdom
  • Size: Sahmeii are Medium creatures and thus have no bonuses or penalties due to their size.
  • Type: Sahmeii are humanoids with the aquatic subtype.
  • Base Speed: Sahmeii have a base speed of 30 feet.
  • Languages: Sahmeii begin play speaking Common and Aquan. Sahmeii with high Intelligence scores can choose from the following: Aklo, Gnome, Draconic, and Elven. See the Linguistics skill page for more information about these languages.

Movement Racial Traits

  • Swim: As aquatic creatures, Sahmeii have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
  • Amphibious: Sahmeii have a thin coating of natural oil that keeps their skin from cracking even without water. However, this natural oil also makes such them particularly susceptible to flames, and they gain vulnerability to fire.

Movement Racial Traits

  • Enchantment Resistance: Sahmeii gain a +2 racial bonus to saving throws against enchantment spells and effects, but take a -4 penalty on saving throws against spells with the fire descriptor.

Offense Racial Traits

  • Aquatic Weapon Familiarity: Sahmeii treat the harpoon and trident as simple weapons.

Sproutlings (Greens)

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Sproutlings Racial Traits

  • Ability Score Modifiers: Greens are wise and agreeable. They take their time with everything and do not rush into action. Their thoughts are positive and they are continuously reflecting on their actions. They gain +2 Charisma and +2 Wisdom.
  • Size: Sproutlings are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Sproutlings are Humanoids with the plant subtype (?). Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.
  • Base Speed: Greens have a base speed of 30 feet.
  • Languages: Greens begin play speaking Common and Sylvian. Members of this race with high Intelligence scores can choose from the following: Terran, Ignan, Gnome, Elven, Undercommon, Auran, Aquan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Immunity to Mind-Effecting Effects: Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
  • Plant Immunities: Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.

Feat and Skill Racial Traits

  • Camouflage: Greens gain a +4 racial bonus on Stealth checks while in marshes or forested areas.

Magical Racial Traits

  • In Tune with the Earth: Greens are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give Greens early access to level-based powers; it only affects powers that they could already use without this ability.

Senses Racial Traits

Weakness Racial Traits

Tao Reavæn

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Tao Reavæn Racial Traits

  • Ability Score Modifiers: The TaoReavæn are lithe and academically minded but suffer from an emotional emptiness that makes them seem distant. They gain +2 Dexterity, +2 Intelligence, and -2 Charisma.
  • Size: TaoReavæn are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: TaoReavæn are Outsiders with the native subtype.
  • Base Speed: Tao Reavæn have a base speed of 30 feet.
  • Languages: TaoReavæn begin play speaking Common and Tao*. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages. See the Linguistics skill page for more information about these languages. Tao can only be “spoken” telepathically.It is a language of emotion and theory with millions of intuitively understood “words” (sometimes translated as “feelings” or “emotional states”). That being said, Tao racially cannot utilize telepathy in the same fashion that other creatures have. Most Tao only ever develop a limited grasp over their telepathic abilities. Tao who take the “Tao Mind crier” feat can improve their innate telepathic abilities. Tao tend to speak common and think in Tao.

Defense Racial Traits

  • Poison Resistance: When a TaoReavæn is affected by poison, it reduces the number of successful saving throws required to resist the poison by one, to a minimum of one.

Magical Racial Traits

Misc. Racial Traits

  • Tao Telepathy (Su): TaoReavæn can mentally communicate with any other creature within 30 ft. that can speak the Tao language*. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Offense Racial Traits

  • Blood Drain (Ex): A TaoReavæn can drain blood at the end of its turn if it grapples a foe, inflicting Constitution damage. It deals 1d2 Constitution damage and must have a free hand while in the grapple to use this. A TaoReavæn can also drain blood from a recently killed creature (within 2 hours). A TaoReavæn can only drain up to their Constitution score in blood per week. If a TaoReavæn does not drain at least half of its Constitution score points of blood per week it does not get the benefit of their poison resistance racial feature.

Tao Shou

Tao Shou Racial Traits

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

  • Ability Score Modifiers: The Tao Shou are mentally unstable much in the same fashion of a constantly craving drug addict due to their unending hunger for blood. However, this primal need for blood drives them to a near-feral state where they will do anything for it. They gain +2 Strength, -2 Wisdom, -2 Intelligence, and -2 Charisma.
  • Size: Tao Shou are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Tao Shou Outsiders with the native subtype.
  • Base Speed: Tao Shou have a base speed of 30 feet.
  • Languages: Tao Shou begin play speaking Common and Tao*. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Poison Resistance: When a Tao Shou is affected by poison, it reduces the number of successful saving throws required to resist the poison by one, to a minimum of one.

Magical Racial Traits

  • Aberrant Sorcery: If a Tao Shou is a sorcerer with the aberrant bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This ability does not give members of this race early access to level-based powers; it only affects powers
  • Tao Telepathy (Su): Tao Shou can mentally communicate with any other creature within 30 ft. that can speak the Tao language*. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Offense Racial Traits

  • Blood Dependency (Ex): Tao Shou are addicted to blood. They can drain blood at the end of its turn if it grapples a foe, inflicting Constitution damage.It deals 1d4 Constitution damage and must have a free hand while in the grapple to use this. A Tao Shou can also drain blood from a recently killed creature (within 2 hours). A Tao Shou must drain up to its Constitution modifier in blood per day and at least it’s Constitution score in blood per week.If a Tao shou doesn’t meet that requirement it will fly into a frenzy until it fulfills its hunger. Tao Shou have no limit to the amount of the blood they can drain per day.
  • Blood Frenzy: If the conditions of the blood dependency are not met, a Tao Shou flies into a frenzy for until it gets blood, gaining a +2 racial bonus to Constitution and Strength, but a -2 penalty to AC. The almost continuous urge for the Tao Shou to feed on blood, like a junkie, plagues them.
  • Ferocity: If a Tao Shou’s hit points fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. A Tao Shou will still die when their hit points reach a negative amount equal to their Constitution score.

Vosa

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Vosa Drone Racial Traits

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

  • Ability Score Modifiers: Vosa drones have an overbearing, muscular, physical appearance that can be daunting to others. This intimidation is back up with a great deal of physical strength. Their heavy plates restrict movement and get in the way of limber movement more often than not. They gain +2 Strength, +2 Charisma, and -2 Dexterity.
  • Size: Vosa drones are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Vosa drones are humanoids with the insectoid subtype.
  • Base Speed: Vosa Drones have a base speed of 30 feet.
  • Languages: Vosa drones begin play speaking Common and Vosa. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Chitin Plates: Drones have +2 natural armor bonus to AC. This is due to the hulking chitinous plates they are covered in.

Feat and Skill Racial Traits

  • Hive-mind: Any Vosa can take 10 minutes to contact the hive-mind; they can use knowledge checks untrained at no bonus.If they are trained in a knowledge, they get a +5 to that Knowledge check for the hive-mind knows a great deal about many things. This only works if they are on the same plane as their hive.

Movement Racial Traits

  • Flight: Drones have delicate gossamer wings that grant them a 10 ft. fly speed. They have poor maneuverability due to their hulking forms.

Vosa Worker Racial Traits

Source Little Red Goblin Games Racial Guide © 2012, Little Red Goblin Games, LLC; Authors: Scott Gladstein, Caleb Aylsworth

Role: Every worker has a specific role that they fulfill in the hive. The three most common are the attendants that work in the Hive Queen Mother’s chamber, the soldiers who defend the hive from outside threats, and the foragers who gather and produce food for the hive.

  • Ability Score Modifiers: Vosa workers are slender and slight. Their chitin plates are form fitting and are designed to minimize the amount of space they take up. They are psychologically dependent on others and rely on guidance in place of their own will. They gain +2 Dexterity and -2 Wisdom.

    In addition, a Vosa gains one of the following sets of modifiers depending on the type chosen:

    • Attendant: Attendant workers are selected for the beauty and poise. The Hive Queen Mother shows off her genetic pride to prospective drones by surrounding herself with Vosa of such appeal. Attendants gain +2 Charisma.
    • Soldier: A worker who shows martial prowess or at the very least great strength is cast as a soldier. Workers gain +2 Strength.
    • Forager: Long hours and endless days of gathering flowers for the Hive’s voracious appetite can wear anyone down. Normally considered the “lowest” task, due to its simplicity, foragers are generally workers who don’t fit anywhere else. Foragers gain +2 Constitution.

  • Size: Vosa workers are Small creatures and 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.
  • Type: Vosa workers are humanoids with the insectoid subtype.
  • Base Speed: Vosa workers have a base speed of 20 feet.
  • Languages: Drones begin play speaking Common and Vosa. Members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.
  • Hive-mind: Any Vosa can take 10 minutes to contact the hive-mind; they can use Knowledge checks untrained at no bonus. If they are trained in a Knowledge skill, they gain a +5 bonus to that check for the hive-mind knows a great deal about many things.) This only works if they are on the same plane as their hive.
  • Stinger: A Vosa worker has a stinger on its wrist that can be used as a natural weapon that deals 1d4 damage. Once per day it can administer a toxin that can inflict the sickened status on a target. The target of the attacked receives a Fortitude save (DC=10 + Constitution modifier + 1/2 character level)

 

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