Oreads (6 RP)
- +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.
Random Starting Age
Random Starting Height & Weight
|Gender ||Base Height ||Height Modifier ||Base Weight ||Weight Modifier|
||4 ft. 0 in.
||3 ft. 9 in.
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.
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
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.
ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing oread racial
traits. Consult your GM before selecting any of these new options.
- 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 Def lect Arrows feat. This racial trait replaces earth affinity.
- Earth Insight: 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 aff inity.
- Ferrous Growth: 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: 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: 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.
- IsolatedInner Sea Races: Many oreads are loners and raise their families in isolated groups, either in deep caverns or high mountains. They gain a +1 racial bonus on Perception checks and Knowledge (dungeoneering) checks, and they can use Knowledge (dungeoneering) untrained. They begin play speaking only Terran, rather than Common and Terran. This racial trait replaces energy resistance and alters the oread's starting languages.
- Mostly HumanInner Sea Races: A few ifrits, oreads, sulis, sylphs, and undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin 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 geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Intelligence is high enough). This ability alters the geniekin's type, subtype, and languages.
- Mountain-Born: 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: 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: 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.
Oread Gem Magic (1 RP)Blood of the Elements Oreads' proclivity for long spans of study and concentration makes them natural wizards, witches, and oracles. This trait can be selected instead of an oread's default earth affinity racial trait. Oreads with this racial trait can augment their earth-related spells and spell-like abilities through the use of precious and semiprecious gemstones as additional material components. The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of oread gem magic can be applied to a spell at a time; excess expended gems do not stack.
- Binding Earth: +1 damage; +1 to DC of Strength checks. Cost: Garnet worth 50 gp.
- Binding Earth, Mass: As binding earth augmentation, affecting all targets of the augmented spell. Cost: Garnets worth 250 gp.
- CalcificTouch: +1 Dexterity damage. Cost: Aquamarine worth 250 gp.
- Clashing Rocks: +1 damage per damage die. Cost: Emeralds worth 1,500 gp.
- Earthquake: +2 Reflex save DC in whatever application the spell is used; area increases to 100-foot-radius shapeable spread. Cost: Jet worth 500 gp.
- Elemental Body: Duration increases to 10 minutes/level. Cost: Amber worth 250 gp for elemental body I, +100 gp per spell level for greater versions.
- Elemental Swarm: Earth elementals summoned gain the advanced simple template (this does not stack with the Augment Summoning feat). Cost: Rubies worth 1,200 gp.
- Magic Stone: Range increment increases by 10 feet. Cost: Moonstone worth 25 gp.
- Meld into Stone: Can bring up to 200 pounds of equipment with you; you can see as normal out of the stone. Cost: Peridots worth 150 gp.
- Mighty Fist of Earth: Increase unarmed strike damage by one step (to 1d4 in most instances). Cost: Sard or sardonyx worth 25 gp.
- Raging Rubble: Rubble deals +1 damage; distraction DC increases by 1. Cost: Tourmaline worth 80 gp.
- Shifting San: Move area of sands up to 15 feet as a move action. Cost: Turquoise worth 125 gp.
- Soften Earth and Stone: Creatures can move only at a quarter their normal speed (minimum 5 feet) in areas of mud and loose dirt. Cost: Fluorite worth 100 gp.
- Spike Stones: +1 piercing damage; spikes deal 1 point of bleed damage. Cost: Topaz worth 300 gp.
- Stone Shape: Shapes that include moving parts have only 5% chance of not working. Cost: Opal worth 250 gp.
- Stone Shield: If your opponent's attack strikes the stone shield, its full damage roll is also applied to its weapon. Unarmed strikes and natural attacks are not affected. Cost: Jade worth 75 gp.
- Stoneskin: The cost of this spell's expensive material component can be reduced or increased to affect the spell's power accordingly. With reduced components, the spell grants DR 10/silver (instead of adamantine); with increased components, the spell absorbs 15 points of damage per caster level before it's discharged. Cost: Diamonds worth 150 gp (reduced); diamonds worth 500 gp (increased).
- Wall Of Stone: Wall is 1 inch thick per 3 caster levels. Cost: Sapphire worth 400 gp.
FAVORED CLASS OPTIONS
The following options are available to all oreads who have the listed favored
class, and unless otherwise stated, the bonus applies each time you select the
- 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.
The following racial archetypes are available to oreads.
Oreads have access to the following equipment.
Though oreads with obviously stony features are rare, almost all oreads have an essentially earthen quality to their skin that makes it perfect for cultivating plant life. Where other races would be appalled at the thought of plants taking root in their flesh, oreads see it as a natural and healthy extension of their elemental nature. For this reason, oread herbalists developed several strains of moss and lichen specifically adapted to grow on their bodies. Camouflage lichen is the most common variety of these oread plants. It takes 1 minute to apply a paste of camouf lage lichen spores to the skin, and an additional 24 hours for the fungus to sprout. After this time, the oread is covered in a thin green layer of living plant matter, granting her a +4 bonus on Stealth checks made in green forest and jungle environments. Red-orange and white varieties exist, providing bonuses in appropriately colored environments (red-orange among autumn leaves or in red deserts, white in snow, and so on). Camouflage lichen has a short lifespan; it withers and dies 3 days after being applied, crumbling away into harmless powder. This item only works on oreads and other creatures with rocklike bodies.
An oread adventurer discovered these small green gemstones when, after suffering a wound from falling on some jagged stones while exploring a cavern, she noticed pieces of beautiful green crystal growing from her skin. Oread jewelers found that these crystals, dubbed fleshgems, seemed to feed on the elemental energy that permeates an oread's flesh, growing from tiny chips of stone into large, elaborate gemstones. Essentially harmless, implanting fleshgems became a unique racial method of body alteration among oreads, equivalent to tattoos and piercings among other humanoids. Decorative fleshgems cost 1 gp and are merely ornamental. Fleshgem spikes, on the other hand, grow into elaborate crystalline shards that function as armor spikes, but the oread wearing them cannot wear armor over the spikes and even normal clothing requires special holes or seams to allow the spikes to stick out. Implanting a set of fleshgem spikes takes 10 minutes, and the resulting shard takes about a week to grow to full size. Removing a fleshgem takes 1 minute; the person removing the gem must make a successful DC 15 Heal check to avoid dealing 1d4 points of damage to the oread. The fleshgem spikes can be sundered or destroyed as if the growths were a worn object (hardness 1, 5 hp), but unless the embedded root of the fleshgem is removed, the shards grow back 1 week later.
This gritty, gray ointment weakens rocky materials. When applied to an object made of stone, it reduces the object's hardness by 3 for 10 minutes. As a standard action, a creature can apply the paste to affect one 5-foot-square or a Medium or smaller creature. The paste only affects hardness, not damage reduction or similar defenses.
Camouflage lichen 100 gp — —
Fleshgem (decorative) 1 gp — —
Fleshgem (spikes) 50 gp 5 lbs. —
Stonechipper salve 150 gp 1 lb. 20
Oreads have access to the following
Oread Magic Items
Oreads have access to the following shield special abilities.
Oreads have access to the following spells.