Oreads

System: Pathfinder | SRD | Source: Advanced Race Guide

Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie. Stoic and contemplative, oreads are a race not easily moved, yet almost unstoppable when spurred to action. They remain a mystery to most of the world thanks to their reclusive nature, but those who seek them out in their secluded mountain hideaways find oreads to be quiet, dependable, and protective of their friends.

Description

Physical Description

Oreads are strong and solidly built, with skin and hair colored stony shades of black, brown, gray, or white. While all oreads appear vaguely earthy, a few bear more pronounced signs of their elemental heritage—skin that shines like polished onyx, rocky outcroppings protruding from their flesh, glowing gemstones for eyes, or hair like crystalline spikes. They often dress in earthy tones, wearing practical clothing well suited to vigorous physical activity and preferring fresh flowers, simple gemstones, and other natural accents to complex manufactured jewelry.

Society

As a minor offshoot of the human race, oreads have no real established society of their own. Instead, most oreads grow up in human communities learning the customs of their parents. Adult oreads have a well-deserved reputation among other races for being hermits and loners. Few take well to the bustle of city life, preferring instead to spend their days in quiet contemplation atop some remote mountain peak or deep below the earth in a secluded cavern. Oreads with a greater tolerance for life among humans often join the city watch, or find some other way to serve their community in a position of responsibility.

Relations

Oreads feel comfortable in the company of dwarves, with whom they have much in common. They find gnomes too strange and many halflings far too brash, and so avoid these races in general. Oreads gladly associate with half-orcs and half-elves, feeling a sense of kinship with the other part-human races despite inevitable personality conflicts. Among the elemental-touched races, oreads have few friends but no true enemies.

Alignment and Religion

Oreads are, perhaps above all else, set in their ways, and any disruption of their routine is met with quiet disapproval. Oreads are fiercely protective of their friends, but don't seem particularly concerned with the well-being of those outside their small circle of acquaintances. As such, most oreads are lawful neutral. Religious life comes easily to the earth-touched. They appreciate the quiet, contemplative life of the monastic order, and most dedicate themselves to the worship of earth- or nature-related deities.

Adventurers

Oreads are initially hesitant adventurers. They dislike leaving their homes and don't handle the shock of new experiences well. Usually it takes some outside force to rouse oreads into action, often by threatening their homes, lives, or friends. Once the initial threat is dealt with, however, oreads often find they've grown accustomed to the adventuring life, and continue to pursue it through the rest of their days. Oreads make good monks and fighters thanks to their prodigious strength and self-discipline.

Male Names

Andanan, Jeydavu, Mentys, Oret, Sithundan, Urtar.

Female Names

Besthana, Echane, Ghatiyara, Irice, Nysene, Pashe.

Racial Traits

+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.

Spell-Like Ability

Magic stone 1/day (caster level equals the oread's total level).

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.

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.

Alternate Racial Traits

Crystalline Form (replaces earth affinity)

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.

Earth Insight (replaces earth affinity)

Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype. This racial trait replaces earth affinity.

Ferrous Growth (replaces the spell-like ability racial trait)

Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape. This racial trait replaces the spell-like ability racial trait.

Fertile Soil (replaces earth affinity)

Oread sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Plant domain use their domain powers and spells at +1 caster level. This racial trait replaces earth affinity.

Granite Skin (replaces energy resistance)

Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor. This racial trait replaces energy resistance.

Mountain-Born (replaces the spell-like ability racial trait)

Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness. This racial trait replaces the spell-like ability racial trait.

Stone in the Blood (replaces earth affinity)

Oreads with this racial trait mimic the healing abilities of the mephits, gaining 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. This racial trait replaces earth affinity.

Treacherous Earth (replaces the spell-like ability racial trait)

Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal. This racial trait replaces the spell-like ability racial trait.

Favored Class Options

Bard

Add +5 feet to the range of one of the bard's bardic performances (max +30 feet to any one performance).

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.

Fighter

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

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.

Paladin

Add +1/4 to the bonus the paladin grants her allies with her aura of courage and aura of resolve special abilities.

Ranger

Add +1/4 to the natural armor bonus of the ranger's animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.

Summoner

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

Source: Advanced Race Guide

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