Gripplis

System: Pathfinder | SRD | Source: Advanced Race Guide

Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems.

Racial Traits

+2 Dexterity, +2 Wisdom, -2 Strength

Gripplis are nimble and alert, but spindly.

Small

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.

Grippli

Gripplis are humanoids with the grippli subtype.

Normal Speed

Gripplis have a base speed of 30 feet and a climb speed of 20 feet.

Darkvision

Gripplis can see in the dark up to 60 feet.

Camouflage

Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Swamp Stride (Ex)

A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Weapon Familiarity

Gripplis are proficient with nets.

Languages

Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Alternate Racial Traits

Glider (replaces swamp stride)

Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Jumper (replaces camouflage)

Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Princely (replaces swamp stride and weapon familiarity)

The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.

Toxic Skin (Ex) (replaces swamp stride and camouflage)

Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage. Grippli Poison : Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; e

Favored Class Options

Alchemist

Add +1/4 to the number of toxic skin uses per day.

Druid

Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.

Gunslinger

Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.

Rogue

Add a +1/2 bonus on Perception checks while in a forest or swamp.

Ranger

Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).

Source: Advanced Race Guide

Back to Races | Feats | Classes | Spells | Traits | Campaigns