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vineco
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PostPosted: Tue Mar 17, 2009 7:52 pm


What is a animal humanoid? A animal humanoid is a evolved version of a animal that is similar to human in which they can walk, talk, and interact as intelligent beings. They still keep some of those animal like features and often have animal ears, tails, claws, and fur.

NOTE: The animal humanoid list does not include the reptilian or insect races.


Racial traits: Things that a generally found common for that race.

Racial bonuses: These are the general ups or downs that come with the race.

Skills + & -: Some races have skills lowered or heightened.

Spells: Some races automatically come with spells that are easy to them, able to cast them normally once a day and doesnt have to have a class that would grant them the spell.
PostPosted: Tue Mar 17, 2009 8:14 pm


Ambyr/unicorn humanoid

Aligned lead humanoids..

Racial Traits
Description: They have equine heads with a predominant horn, a humanoid torso, hands with three large fingers, digitigrade legs and hoofed feet. They have pupil-less eyes that softly glow.
Personalities: They are naturally mystical creatures, and strongly tied to their alignment. You can tell the alignment of an Ambyr by his appearance. (And yes, if an Ambyr’s alignment changes, his appearance will too.)
Religion: Any
Languages: Common and Ambyr

Racial Bonuses/universal
1. Low-light vision
2. Immune to charm and hold spells and effects
3. +4 racial bonus to saves against spells or effects which alter alignment.
4. -2 racial penalty to Spot and Search.
5. Slight resistance agaisnt poisons.
6. +2 racial bonus to Diplomacy and Intimidation
7. +2 racial bonus on Wild Empathy checks.
8. An Ambyr’s unarmed strikes count as magic for the purposes of overcoming damage reduction.
9. Ambyr spellcasters gain a bonus Domain based on their Ambyr racial feat.
10. Ambyr gain an Ambyr racial feat based on their alignment. This feat determines the Ambyr’s physical appearance as well as other racial qualities. Another individual can determine, to an extent, the alignment of an Ambyr from their physical appearance.
11. Ambyr treat Sense Motive and Use Magic Device as class skills for all classes.

Alignment Based Race Bonuses
White Ambyr - ((You have pure white body hair and soft blue or violet eyes. Your coloration shows you are an good-aligned Ambyr.)) - You gain a +2 bonus to Charisma. You may choose either Good or Healing as your bonus domain.

Black Ambyr - ((You have slick black body hair and eyes like burning coals. Your coloration shows you are an evil-aligned Ambyr)) - You gain a +2 bonus to Charisma. You may choose either Evil or Death as your bonus domain.

Grey Ambyr - ((You have gray body fur and eyes that glow black, green or white. Your coloration shows you are a neutral-aligned Ambyr)) - You gain a +2 bonus to Intelligence. You may choose either Magic or Protection as your bonus domain. - You cannot be both a Red Ambyr and a Grey Ambyr simultaneously.

Red Ambyr - ((You have reddish colored body fur and enigmatic eyes of black, brown or amber. Your coloration shows you are a neutral-aligned Ambyr)) - You gain a +2 bonus to Strength. You may choose either Healing or Luck as your bonus domain. - You cannot be both a Red Ambyr and a Grey Ambyr simultaneously.

((NOTE: Any Ambyr who changes alignment changes their Ambyr racial feat accordingly. All benefits of their prior feat are lost. Grey and red Ambyrs cannot be any non-good, non-lawful and non-evil alignment meaning they come from the neutral alignment. Alignment and type can still be changed by natural causes.))

Skill + & -/Universal
+2 Wis
-2 Dex

vineco
Captain

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vineco
Captain

4,150 Points
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PostPosted: Tue Mar 17, 2009 8:28 pm


Ash Cats

Ash Cats are a friendly and outgoing race that enjoys interacting with others.

Racial Traits
Description: Ash Cats seem to be a hybrid between a cheetah and a humanoid. The fur on an Ash Cat is generally a bright vivid orange with some displaying a more yellow tone. They have spots that are both red and black in patterns like those of a cheetah. Along their spines run nearly heatless flames and on males, they also have some at the tip of their tail. They are often a bit taller than humans and much lighter, with males noticeably taller and heavier than females. They generally dress utilitarian except for spellcasters and prominent citizens who dress in all manner of finery.
Personalities: Ash Cats often get along well with those that they encounter, though they are particularly friendly towards dwarves and giants. Other common races frequently find them to be good company and dependable allies, if a bit unorthodox. Most often Ash Cats simply are looking for a good time and are not too choosey about their company so long as they are not a real threat and are fun or have leads on some dangerously interesting mission or treasure hunt.
Religion: Any
Languages: Ignan and common

Racial Bonuses
1. Much faster than normal humanoids. ((Normal speed is 30 feet in to move in a single post. They have 50 feet.))
2. They have claws which do minor damage but is infused with fire damage.
3. Natural Armor Bonus: +3
4. Darkvision 90 feet ((Normal is 60 feet)) and normal low-light vision
5. Small resistance to acid damage
6. Immunity to Poison and Blindness
7. +2 Caster Level for Fire spells and effects and a -2 Caster Level for Cold and Water spells and effects/
8. Energy Absorption: Ash Cats heal 1 hp of damage (and 1 hp of non-lethal) for every 5 points of Fire damage that would normally be dealt to them if they were not fire immune.
9. slight weakness to cold.

Skill + & -
+2 STR
+6 DEX
+2 CHA

Spells
1. Breath Weapon 2 times a day. (This is in the form of the spell burning hands.))
2. Heat Flare: Once a day, immediate action, increases heat in Ash Cat's square causing 10 fire damage (no save) to its square (thus healing itself 2 hp) and 1 fire damage in a 5 ft. radius, ignites readily combustible materials in the 5 ft. Races or creatures immune to fire does not take damage.

Level Penalty
To even out the large amounts of bonuses the Ash Cats get compared to other races. Normally starting at level 10 for everyone, a Ash Cat character starts out at level 7.
PostPosted: Tue Mar 17, 2009 9:44 pm


Basti

They are seen as graceful and mystical, weak of body and mind, but strong of soul.

Racial Traits
Description: Basti are graceful, feline race. They stand on average 5 to 5 ½ feet tall, with basti females usually shorter. Basti are lithe but lack the physical strength and resilience of other races. Basti possess elegant body fur that is randomly spotted with banding on their faces, legs and tails. Their fur comes in five colors: silver, orange-bronze, smoke, black and slate blue. A basti eyes can be any of a variety of shades of green. Basti have fully retractable claws which many basti keep long and razor-sharp.

Personalities: Basti have a love of life, and seek to enjoy it to the fullest. They are hedonistic, seeking adventure and pleasure. Basti are closer to animals than most races. They are instinctual and impulsive, and find it difficult to resist compulsion or enticement. Furthermore, their sexual biology is more animal-like, with basti females going into heat for a period of several weeks every year. For these reasons, the basti value self control even if they do not make a practice of exorcising it. They do not desire to be ruled by their instincts, much less their biology, preferring to act according to their own desires.

Religion: Shari Tabaxi, Olidammara or Pelor.

Languages: Basti and Common

Racial Bonuses
1. Low-light vision
2. Slight bonuses to hide and move silently. +4 on use magical device.
3. Basti possess natural, retractable claws. They do minor damage.
4. Basti suffer a -2 penalty to Will saves against mind-influencing spells and effects.
5. Basti normally eschew artificial weapons and armor in favor of natural weapons and martial prowess. In part this is because their fur makes even the lightest armor uncomfortable, adding an additional +5% arcane spell failure and +2 skill check penalty to any armor.
6. Racial Skills: Use Magic Device (Cha). This skill are always considered a class skill for a Basti, regardless of actual class.

Skill + & -
+2 Dex
+2 Cha
-2 Str
-2 Con

vineco
Captain

4,150 Points
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vineco
Captain

4,150 Points
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PostPosted: Fri May 15, 2009 4:34 pm


Cainnins


Racial Traits
Description: Very gullible and often trusted everyone, Cainnins were created by a wizard who thought that they would be the perfect servants, though they were at first they believed someone was a friend of the wizard and let them in then that person killed their creator. Cainnins stand around 5 feet tall and weigh about 130 pounds. They have average frames, knowledgeable minds, and loyal personalities. Cainnins have heads of either German shepards, labs, or in some rare cases dalmatians.

Personalities: Cainnins, as their history explains, they are very trusting at of all people and see everyone as good until they are proved otherwise. Once friendship is earned with the Cainnins, they serve as faithful, loyal and very trustworthy companions.

Religion: N/A

Languages: Canine and Common.

Racial Bonuses
1. Low-light vision
2. Resistant to fear.

Skill + & -
+2 Int
-4 Wis
+2 Cha
PostPosted: Fri May 15, 2009 4:48 pm


Canis Humanis


Racial Traits
Description: The canis humanis are a race of dog-people who are typically kind and gentle. They have a strict code of honor they live by, and submission is usually not an option for them. When forced to fight they fight with a relentlessness not seen in any other race. The canis humanis are not very trusting, and are quite secretive. Canis humanis are a human-like race with dog ears protruding from their heads. Also, they have a tail and sharp nose senses. They have rather large canines, and they tend to age quickly, but they are built quite strong and are definately a challange in combat. Finally, canis humanis are typically more human than dog, and they have mostly skin showing.

Personalities: Canis humanis are not very trusting but are kind and gentle. Themselves and their race are considered more important to them than others.

Religion: Any

Languages: Canine and Common.

Racial Bonuses
1. Slightly faster than other races.
2. Survival is always a class skill for a canis humanis.
3. Rapid Metabolism as a bonus feat at first level.

Skill + & -
+2 Constitution
+2 Wisdom
-2 Dexterity
-2 Charisma

vineco
Captain

4,150 Points
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  • Signature Look 250

vineco
Captain

4,150 Points
  • Hygienic 200
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  • Signature Look 250
PostPosted: Fri May 15, 2009 5:07 pm


Catfolk


Racial Traits
Description: They enjoy looking for money and company. Constantly joyous and playful, Catfolk love to play and there is no end to the mischief they can wreak. Catfolk are short and muscular, but without the weight and ungainliness of dwarves or the slimness and beauty of elves. They stand 4½ feet tall, sometimes a bit more, and weigh around 45 to 55 pounds. They have definite cat features: a short muzzle, whiskers, vertical pupils, a long, graceful tail, and legs shaped like those of big cats; however they walk upright, albeit with a slight stoop. Their skin is covered in a coat of soft fur of any soft color, and their eyes are usually green, yellow or brown. Catfolk have no hair, just fur on their head, and their ears are those of a cat. Their arms are human, but furred less and less going down until their slightly shorter-than-human hands are furless.

Personalities: Catfolk are optimists in all respects. They take life as it comes, usually with much laughter and merriment, and never look to the future, past, or indeed the present. This outlook sometimes does more good than bad, but Catfolk are quick to make amends, and even quicker to forgive themselves. They often live peacefully with gnomes.

Religion: Any.

Languages: Common and Feline.

Racial Bonuses
1. Slightly slower than other races.
2. Low-Light Vision
3. Natural Weapons: Catfolk have two primary claw attacks.
4. Well balanced. Bonuses to balance, jump, climb, hide, and move silently checks.
5. Good with cats.
6. Cat Form: Catfolk may change into a common cat at will.

Skill + & -
-2 Wisdom
+2 Charisma
PostPosted: Fri Jul 01, 2011 1:17 pm


Catgirls ((Catboys, Nekomimi, Neko))


Racial Traits
Description: Catgirls are a largely unknown race, coming from most any humanoid race at any time. While they are born normally as the usual race, they look like a combination of a human with feline features.They are born from normal parents of human or elves but with cat-like features such as ears/tails or others similar to the other feline species.

Personalities: Catgirls have a very strong will to be random in their personalities and mood. They can get along with just about any other race. Their alignment is not restricted but usually follows a chaotic path.

Religion: Any

Languages: Common, Sylvan, and the unique ability to be able to speak any language of another feline species.

Racial Bonuses
1. Advance low-light vision 3x distance
2. Darkvision
3. Ageless Body: Always appears a certain age, usually young. Does not gain any benefits or penalties for aging


Skill + & -
+ 2 CHA
+5 on Diplomacy, Hide, Move silently, Climb, Jump, Listen, Spot, Balance, Escape Artist,
-2 WIS
-3 Tumble

vineco
Captain

4,150 Points
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  • Signature Look 250

vineco
Captain

4,150 Points
  • Hygienic 200
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  • Signature Look 250
PostPosted: Fri Jul 01, 2011 1:48 pm


Cricalan


Racial Traits
Description: Cricalan are a rare race of bird-like humaniods that came from a world that was once ruled by them but that empire fell and a lot of them died and continue to die off as there kind become rare. They look more like humaniods with wings than a bird with humaniod features, there height is average 5ft-5.5ft and have green, yellow and sometimes purple eyes. They have dark skin and their feather colors usually match the environment.

Personalities: Cricalan are generally a neutral species. They generally get along with Elves, and Halflings but in the world before Stir Jades, was at war with many other species and were once more populated than humans and used them as servants and bodyguards.

Religion: They worship Kindorsian, the skylord.

Languages: They speak their own Cricalan but it is a language other bird humanoid species can understand. They often learn the language of the species closest to their homes as well.

Home Location Restricted: Cricalans are a mountain prone species. Elemmiire is a suitable home for the species, Elore has some elevated countrysides and of course Hiyen Mountains, while Ricell is a highly unlikely place to find this species though it is rumored that a group lives off Ricell's waterfall. NOTE: This does not restrict where they can travel on adventures though, but must return home to mate and stay there a few months until their eggs are hatched.

Racial Bonuses
1. Slightly faster than other species. ((Normal is 30ft, they have 40ft in a post.))
2. They can perfect flight at superior speeds. ((Normal is 40ft for flight, they have 50ft in a post.))

Skill + & -
+4 DEX
+5 Jump skill.
-2 STR
PostPosted: Fri Jul 01, 2011 2:28 pm


Cærel Draconian


Racial Traits
Description: Despite the appearance of a summoned demon from a villainous warlock ((Which is the origin of their birth into reality really.)), these Draconian are a very good aligned species, loyal, and caring. They enjoy friendship and take it as a great personal loss and hurt if they are betrayed or did something to offend their friends. Their height varies from tall human to maybe mid 7ft, they have horns, snouts, and sharp teeth similar to that of a dragon. Their skin is of cerulean scales, and their eyes are metallic gold, while their fingers and toes are tipped in sturdy claws, and their back features draconic wings and tail. Females do not have breasts, any more than a female dragon would, and no draconian has hair, eyelashes, nipples, or a belly button.

Personalities: They have a strong sense of loyalty, and tend to feel very protective of their friends. This, and their good-natured willingness to trust, makes them vulnerable to betrayal, and the hurt and outrage they feel from these betrayals is often worse for them than the direct consequences of the act of betrayal itself. They get along with just about any species except have some issues with different species of dragons. They also tend to dislike evil aligned species and are unlikely to become a friend of someone with that alignment.

Alignment restriction: Cærel Draconian always begin as Lawful good.

Religion: They have restrictions to only good-aligned gods and those gods and goddesses are generally that of eleven or human religions instead of the typical dragon gods.

Languages: They know common and the language of the dragons. But generally also know the language of the species which god he/she worships.

Racial Bonuses
1. Low-Light Vision and darkvision.
2. They have the blood of a dragon.
3. Aura of Magic: Cærel Draconian have a aura of magic that operates around the humaniod in a 10 radius which attracts magics spells, if a spell is cast such as magic missile ands 5 missiles are launch, it is probable that 3 of those missiles will hit the Cærel Draconian instead of it's intended target. It also works with helpful spells, say Cast Serious wound would heal 50 hit points, it is likely that 20 of that divine spell will heal the Cærel Draconian. This does not work on one hit instant damage spells such as the spells Slay Living and Flame Weapon.
4. Natural Weapons: 2 claws (1d4) and bite (1d6)
5. Breath Weapon: Cærel Draconian can breath a 60 ft. line of lightning once every 3posts dealing moderate damage to a single target.


Skill + & -
+4 Strength
+2 Constitution
+2 Charisma
+2 Intelligence
Natural Armor: +3
+2 Intimidate and Spot


Level Penalty
To even out the large amounts of bonuses the Cærel Draconian gets compared to other classes. Normally starting at level 10 for everyone, a Cærel Draconian starts out at level 7.

vineco
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vineco
Captain

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PostPosted: Fri Jul 01, 2011 3:06 pm


Dryder-Born


Racial Traits
Description: Some species of giant spiders can mate with humans, usually agaisnt the human's will and after mating the human is usually killed or eaten, and are born part spider and part human. Being a 'freak of nature' as many see them as, Dryder-born generally follow a darker path or shut themselves away from society and populated places. They can grow to 10ft tall but only reach that height when standing on all it's legs, when not and standing on two legs they are generally 5-6ft tall. They grow up to 8 legs that curl onto it's back when not in use, but besides the extra legs they appear just as humans. The species lives for a abnormal amount of years in comparison to it's humaniod parent.

Personalities: Generally growing up a outcast can lead the species down a dark path but isnt restricted to this alignment choice and can become good as well depending on where and how it is raised. They get along with species that dont find it's appearance disturbing or also suffer from a outcast look on appearances but generally get along with those species native to where it was born, giant spiders are usually found in dark caves, so the species probably gets along with dwarves, goblins, and hill giants. Some Drows also get along with the species and think of them as the off-spring of their goddess Lolth who is the spider queen. They also get along with any other type of vermin species and automatically knows there language.

Religion: Dryder-Born can follow any god but those who know of Lolth often follow this goddess.

Languages: Common, Sylvan, and generally the first species besides it's own that has a language it learns. It also automatically knows all vermin languages.

Racial Bonuses
1. Darkvision.
2. Dryder-born are slightly slower than normal on it's 2 legs but faster when it adds 2 more legs and continuing to grow with each legs it adds to walk/run on. On 8 legs it gains a climb speed of 30ft per post.
3. Immunity to charms: A Dryder-Born is immune to charm effects, spells and spell-like ability's.
4. A Dryder-Born is proficient with his natural bite attack and two natural claw attacks. It's bite attack has a chance to poison it's victim.
5. Dryder-Born can only consume meats, other foods makes it sick.
6. Light Sensitivity: If in darkness for more than 3 posts and exposed to sunlight or light eluminating spells or abilities, they suffer a -2 penalty on attacks for 2 posts. ((Stir Jades Add))
7. Weapon Restriction: Due to it's already heavy size thanks to it's extra legs. Dryred-Born can never wield large weapons or higher sized ones. ((Stir Jades Add))


Skill + & -
+ 2 Strength
+ 2 Dexterity
+2 Constitution
+4 Climb skill.
+2 Disguise, listen and spot skills.
Natural Armor: +2
−4 Charisma
−2 Wisdom

Spell-Like Abilities
Spider Climb-Speed 1/day
Web 3/day
PostPosted: Fri Jul 15, 2011 12:40 pm


Feonix


Racial Traits
Description: The Feonix is a fox-like species featuring the ears and tails and occasionally the fur of a fox which their fur's color is dependable on the environment they were born in. They continue to grow more fox tails as they age up three by the time they are of a old age and some are known to have up to nine in the elder ages. They grow to the average height of humans and tend to always be a skinny weight.

Personalities: The Feonix is a chaotic species which often believe to have ADD in all of their people. They are rarely quiet and enjoy life to it's fullest and tend to have a knack for gathering shiny objects in their adventures.

Religion: The Feonix have no racial gods or goddesses and tend to follow one of another species that allows freedom, enjoyment of life, and wealth gaining opportunities.

Languages: Feonix speak Common and Teforil plus their own language of barking and yaps.

Racial Bonuses
1. Feonix are slightly faster than normal species.
2. Low-Light Vision


Skill + & -
+2 Char
+2 DEX
+2 Appraise, Bluff, Diplomacy, Escape Artist, Jump, and Tumble
-2 STR and CON

Spell-Like Abilities

vineco
Captain

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vineco
Captain

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PostPosted: Fri Jul 15, 2011 1:03 pm


Fox-Folk


Racial Traits
Description: Fox-Folk is another one of the fox humanoid species but this one is more fox than human in comparison to it's relative Feonix. Fox-folk stand about 5ft. to 5½ft. tall, and they weigh far less than humans do. They have fur all on their body which can differ in color to the rarest being silver and the most common being reddish-orange. Their eyes are generally golden with once in a blue moon one being born with blue eyes which are praised by their community. Finally, the Fox-Folk have multiple tails and can live as long as 600 years.

Personalities: The Fox-Folk loves to prank each other, but can be foolishly trusting of strangers which is easily taken advantage of. They treat most species with the ut-most respect to a point where it seems they view others are royalty. Though they don't always treat those barbaric and crude species equally.

Religion: Fox-folk revere spirit deities known as kami.

Languages: Fox-folk speak a language comprised of short, one to two syllable words, there is no written form. They are not bound to this language however and those who tend to stray from their own kind for adventures pick up the common language.

Racial Bonuses
1. Slightly faster than normal humanoids
2. Low-Light vision
3. They have the Scent ability which can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
4. The Fox-Folk's claws can act as natural weapons dealing minor damage.

Skill + & -
+4 DEX
+2 Int
+2 Wis
-2 Con
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