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OREAD

RACIAL FEATURES

+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.

Native Outsider: Oreads are outsiders with the native subtype.

Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.

Slow Speed: Oreads have a base speed of 20 feet.

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

Energy Resistance: Oreads have acid resistance 5.

Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.

Freeze: An oread can hold himself so still he appears to be a statue and can take 20 on Disguise checks to appear as such.

Granite Skin: Oreads gain a +1 racial bonus to natural armor.

Shaitan Magic: 1/day - magic stone, stone shield. The caster level for these spell-like abilities equals the oread's level; DC 11 + Charisma modifier.

Stone in the Blood: Oreads gain fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

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ALTERNATE RACIAL FEATURES

Crystalline Form: Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat. This racial trait replaces earth affinity.

Mostly Human: A few oreads have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such oreads appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells such as charm person or enlarge person). These oreads do not automatically gain Terran as a known language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the oread’s type, subtype, and languages.

Rocky Soul: Some oreads are more rock than man. They are treated as a creature made mostly of rock or stone for the purpose of how magic affects them.They are not healed or harmed by positive or negative energy effects which deal or heal hit point damage. Effects which can be used to repair constructs or objects that cost at least 1 spell point (or which use a spell slot of 1st level or higher) can target them and restore their hit points. This replaces the shaitan magic racial trait.

 

Stone Body: Some oreads have a stronger connection to their elemental forebears than others. They gain Basic Magic Training in the Alteration sphere as a bonus feat at 1st level with the Beast Soul drawback for Elemental Transformation (earth elemental only), receiving Elemental Transformation as a bonus talent as normal. Once per day, they may use this talent without paying the additional spell point cost. This replaces the earth affinity and shaitan magic racial traits.

Stone Strength: Oreads who learn the parable of stone know that stone’s nature is patience and passivity, its unstoppable might showing only in rare moments. They gain the Brute sphere as a bonus talent at 1st level, as well as the Burly drawback (which grants the Muscular Surge talent as normal). This replaces the shaitan magic racial trait.

 

Stone Thrower: Some oreads have mastered conjuring and manipulating stone, crystal, or metal. They gain Basic Magic Training in the Destruction sphere as a bonus feat at 1st level with the Focused Energy drawback for a blast type with the earth or metal descriptor, receiving a bonus talent as normal. This replaces the earth affinity and shaitan magic racial traits.

RACIAL FEATS
 

Blood Like Mud

Your blood runs slowly, like mud.
Prerequisites: Con 19, oread
Benefit: Whenever you would receive bleed damage, reduce the amount of damage by half (minimum 1).

Dwarf-Blooded [Background]

You have dwarven blood coursing through your veins.

Prerequisite: oread.

Benefit: Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.

Oread Burrower

The ground parts for you at the slightest touch, allowing you to dig with great speed

Prerequisites: Stony Step, character level 9th, oread.

Benefit: You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.

Oread Earth Glider

The earth welcomes you, showing you the secret paths through sand and soil.

Prerequisites: Oread Burrower, Stony Step, character level 13th, oread.

Benefit: You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, you can even burrow through lava. You can burrow through solid stone at 1/2 your base speed.

Stone Singer

Your songs are in accordance with the ways and lands of your people.

Prerequisites: Cha 13, bardic performance class feature, dwarf or oread.

Benefit: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.

Stony Step

The earth recognizes its kinship with you and does not impede your movement.

Prerequisite: oread.

Benefit: Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain.

FAVORED CLASS BONUSES

Alchemist: Add +1/4 to the alchemist's natural armor bonus when using a mutagen.

Armorist: Deal +1/2 bonus damage when sundering objects or equipment with a bonded weapon.

Barbarian: Add +1/6 to the barbarian's damage reduction.

Bard: Add +5 feet to the range of one of the bard’s bardic masterpieces (max +30 feet to any one masterpiece).

Cleric: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype.

Druid: Add a +1/2 bonus on Knowledge (nature) checks relating to plants and burrowing animals.

Elementalist: Deal an additional +1/2 bonus damage vs. objects when using an elemental pulse.

Eliciter: Gain +1/3 bonus to saves against mind-altering effects.

Fey Adept: Add +1/2 to the hardness of objects made using shadowstuff with the create reality ability.

Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or drag attempt.

Investigator: Gain a +1/4 bonus on Perception checks when underground and +1/2 bonus to the investigator’s trap sense ability regarding stone traps.

Magus: Gain +1/6 bonus to all saving throws vs. magic.

Malefactor: Add +1/4 bonus to your aura of misfortune ability.

Monk: Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.

Occultist: Gain a +1/3 bonus on Appraise and Use Magic Device checks involving stone and metal objects.

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Ranger: Add +1/4 to the natural armor bonus of the ranger’s animal companion.

Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to danger sense regarding stone traps.

Sentinel: Add +1/4 to your natural armor bonus.

Shifter: Gain +1/3 bonus to Athletics checks made to resist nonlethal damage from exhaustion, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold the shifter’s breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

Sorcerer: Gain 1/6th of a Nature sphere talent from the (earth) package.

Soul Weaver: Increase the duration of all bound nexus abilities that have a duration by +1/6 of a round.

Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.

Witch: Add +1 hp to your familiar.

Wizard: Add +1/4 to the wizard’s caster level when casting spells of the earth descriptor.

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