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Ish ('ish)

The ice shifts and the moons reflect shimmering scales and a preemptive fate.

The daunting and relentless ish dwell within the snowy wastes north and south of the known realm, dwelling in wait for a worthy hunt to meet their eyes, their cold blood living for the cold, dire hunt.   Physical Description: ???

AdulthoodIntuitiveSelf-TaughtTrained
3 years +1d4 years
(4 – 7 years)
+1d6 years
(4 – 9 years)
+2d6 years
(5 – 15 years)
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male placeholder +placeholder in. (placeholder – placeholder) placeholder lbs. +(2d10×5 lbs.) (130 – 220 lbs.)
Female placeholder +placeholder in. (placeholder – placeholder) placeholder lbs. +(2d8×3 lbs.) (95 – 185 lbs.)
Society: Ish, as a naturally forming being, lack actual parents and communities to reside in, manifesting from the cold wastes they live in overtime and growing up alone unless they meet another ish early. This results in a complete lack of societal needs, expertise, or capability, due to their constant traversal of the land and lacking any urgency to create a home or shelter for how little they need to eat and a complete incapacity to reproduce.   Relations: Ish can often never encounter another creature capable of speech for hundreds of years to due their lifestyle, and even then, can commonly decide that such an intelligent being is worth hunting, this often leaves those aware of them worried of their presence as an Ish without a quarry is often an ish looking for one. Despite this, those that are able to properly speak with an ish often leave ish realizing they have very little desire for things, and can often become endearing in their attempts to find secondary activities or interests. This behavior seems to stem from the very unusual fear of being seen as "an uninteresting hunt."   Beliefs and Religion: As entities of malbaar, the ish do not particularly see a need or have a desire to worship or being to a religion, seeing as they being is tied to the world itself, though they do answer chimaeron and en'zavao purely as they are their superiors in the cosmos.   Adventurers: Ish by nature are hunters who travel far distances for their quarry, within the north they reside in, they usually travel in pairs but particularly dedicated hunters will scour the lands, even if resilient to being assisted by those that meet them on their travels. However, when their distant and weary personalities are firmly and properly interacted with, they can become dangerous allies capable of scouting and disengaging spectacularly and thrive in cold environments other may have difficulty even traversing. However, finding one within a group or caravan is incredibly rare if not implausible to ever witness.

Standard Racial Traits

  • Ability Score Racial Traits: Ish are fast predators capable of making swift decisions, but often come off as cold or antisocial. They gain +2 Dexterity, +2 Wisdom, and -2 Charisma.
  • Type: Ish are entities with the cold and mortal subtypes.
  • Size: Ish are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Ish have a base speed of 40 feet.
  • Languages: Ish begin play speaking Brigandine and Glaciat. Ish with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
  • Cold-hearted Hunters: Ish have a +2 racial bonus on Stealth checks.
Defense Racial Traits
  • Cold Resistance: Ish have cold resistance 5.
  • Reptilian Hide: Ish have a thick, rubbery reptilian scales, granting them a +1 natural armor bonus.
Offense Racial Traits
  • Claws: Ish gain two claw attacks as natural attacks that deal 1d4 points of damage.
  • Ice Missile (Ex): Ish are capable of quickly flinging sharp icy shrapnel from their ice shell at prey. Ish gain a ranged attack that deal 1d6 points of cold damage with a range of 30 feet. If an ish's ice shell is broken, they lose access to this ability until they reacquire their ice shell.
Sense Racial Traits
  • Darkvision: Ish have darkvision and so can see perfectly in the dark up to 60 feet.
  • Snow Vision (Ex): Ish can see perfectly well in snowy conditions and do not take any penalties on Perception checks while in snow.
Movement Racial Traits
  • Icerunners (Ex): Ish can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Magical Racial Traits
  • Ice Shell (Su): Ish are capable of magically coating themselves in armor made of ice and often prefer to be like this compared to being exposed to the elements directly. When wearing their Ice Shell, their bonus to natural armor increases by one. their claw natural attack deal an additional 1d4 cold damage, and they gain access to their ice missile racial trait. When the ish is damaged by fire damage or gets struck by a critical hit, the ice shell melts and they lose these benefits. As a full-round action the ish may recover it's icy coat and regain this racial traits benefits.
Weakness Magical Traits
  • Vulnerability to Fire: Ish are hunters adapted to living in cold environments and quickly overheat when exposed to flames. Ish take 150% as much damage as normal from fire attacks.
Geographic Distribution

Feats

Ice Wave (Ish)   Your mastery over ice manifestation allows you to quickly reposition through supernatural means.   Prerequisite(s): Cha 15, character level 5th, ish, ice missile racial trait.   Benefit(s): As a standard action once per day, you may unleash a wave of icy shards, dealing 1d6 points of cold damage for every two character levels you possess to all creatures in a 30 foot cone. This feat can only be used while your ice shell racial trait is active.