
The poison loses its potency after 1 hour. 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.
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Toxic Skin (Ex) 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.This racial trait replaces swamp stride and weapon familiarity. Princely The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks.Jumper Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump.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). The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen.
Glider Gripplis’ aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. They gain a +2 dodge bonus to AC against Large or larger animals and magical beasts. Defensive Training: Gripplis often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. Consult your GM before selecting any of these new options. The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Darkvision: Gripplis can see perfectly in the dark up to 60 feet. Weapon Familiarity: Gripplis are proficient with nets. Magically altered terrain affects a grippli normally. Swamp Stride (Ex) A grippli can move through difficult terrain at its normal speed while within a swamp. Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas. See the Linguistics skill page for more information about these languages.
Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.
Languages: Gripplis begin play speaking Common and Grippli. Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet. Type: Gripplis are humanoids with the grippli subtype. Size: Gripplis are Small creatures and thus 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. They gain +2 Dexterity, +2 Wisdom, and –2 Strength. Ability Score Racial Traits: Gripplis are nimble and alert, but spindly. Random Starting Ages Adulthoodġ This category includes barbarians, oracles, rogues, and sorcerers.Ģ This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.ģ This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems. 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. Some believe it was out of loyalty to this world, while others suggest that the drow were a political faction who were against the passive elven response to humanity's encroachment on their land.Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. The exact reasons why they chose to stay behind is still a matter of debate among the elves. Most did so, but a few elves refused to abandon Golarion. With time to avoid this cataclysmic event, the elves called out to their brethren to flee Golarion for their ancient refuge of Sovyrian on the planet Castrovel, via the powerful aiudara gate known as the Sovyrian Stone. They also learned that the alghollthus had grown tired of humanity's arrogance and planned to destroy them by calling down a meteor from the heavens. An elven secret society known as the Winter Council had discovered that the antediluvian alghollthu races were behind the rise of the human civilizations of Azlant and Thassilon. During the Age of Legend, the ancestors of today's drow race were simply elves living in the northwest corner of Avistan, in a small forest kingdom around the city of Celwynvian.