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
Native Outsider
Medium
Slow Speed
Darkvision
Spell-Like Ability
Energy Resistance
Earth Affinity
Languages
Alternate Racial Traits
Crystalline Form (replaces earth affinity)
Earth Insight (replaces earth affinity)
Ferrous Growth (replaces the spell-like ability racial trait)
Fertile Soil (replaces earth affinity)
Granite Skin (replaces energy resistance)
Mountain-Born (replaces the spell-like ability racial trait)
Stone in the Blood (replaces earth affinity)
Treacherous Earth (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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