Oread Species in Temnia | World Anvil
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Oread

Humanoids with ancestry that is tied to the elemental plane of earth.  

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.  

In Society

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Relations

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Alignment and Philosophy

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Adventures

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Naming Traditions

Oreads born into societies typically have names reflective of their societal norms. Many will receive (or adopt) nicknams and honorifics that reference their unique appearance or strange powers.  

Racial Traits (8 RP)

Standard Racial Traits

  • Ability Score Modifiers: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
  • Type: Oreads are outsiders with the native subtype.
  • Size: Oreads are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Oreads have a base speed of 20 feet. Oread speed is never modified by armor or encumbrance.
  • Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Darsun, ?, ?, ?, and Ignan. See the Languages of Temnia page for more information about these languages.
 

Defense Racial Traits

  • Energy Resistance: Oreads have acid resistance 5.
  • Stability: Oreads receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
 

Magical Racial Traits

  • Elemental Spirit (2 RP): Oreads gain a +2 racial bonus on saving throws against spells with the earth descriptor.
  • Spell-Like Ability (Sp): Oreads can use magic stone 1/day as a spell-like ability (caster level equals the oread’s level; DC 11 + Charisma modifier).
  • Divine Mark (0 RP): Oreads who gain access to one or more Cleric domains must choose the earth domain (or any earth subdomain) as one of their domains.
 

Senses Racial Traits

  • Darkvision: Oreads can see perfectly in the dark up to 60 feet.
 

Other Racial Traits

  • 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 spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
 

Alternate Racial Traits

  The following alternate racial traits may be selected in place of one or more of the standard racial traits above. 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 Deflect 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 affinity.
  • 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 non-magical 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.
  • Isolated: Many oreads are loners and raise their families in isolated groups, either in deep caverns or high mountains. They gain a +2 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.
  • 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.
  • Mostly Human: A few oreads 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.
  • Oread Gem Magic (1 RP): Oreads’ proclivity for long spans of study and concentration makes them natural wizards, witches, and oracles. 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 (see Table: Oread Gem Magic below). 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. This racial trait replaces the earth affinity 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.
 

Alternate Elemental Heritage

 
Gemsoul (Crystal Oread)
Ability Modifiers +2 Str, +2 Cha, –2 Wis Alternate Spell-Like Ability Gemsouls gain color spray as a spell-like ability.   With scintillating personalities to match their captivating appearances, gemsoul oreads command attention—and prefer it that way. Gemsouls tend to have large egos and are flashy in their relationships. They gravitate towards artistic pursuits, most frequently of a performative nature, though they also have a strong tradition of symmetric poetry. Gemsouls prefer to make their homes in flamboyant societies or places where they can make meaningful personal contributions, as well as in nations that appreciate cultivated beauty. Gemsouls typically have dazzling, faceted skin, along with a cluster of crystalline formations instead of hair and pupil-less eyes of vivid colors. Some favor tattoos in complex, branching geometric shapes, and they can frequently be seen wearing silks or brightly dyed linen to contrast their complexions.   By default, Gemsoul Oreads receive the following alternate racials traits:  
  • Crystal Affinity: This racial trait functions as and can be replaced as the base oread’s earth affinity, except it benefits sorcerers with the deep earth bloodline and spellcasters with the Charm domain.
 
Ironsoul (Metal Oread)
  Ironsoul (Metal Oread) Typical Alignment LN Ability Modifiers +2 Con, +2 Wis, –2 Dex Alternate Spell-Like Ability Ironsouls gain unerring weapon as a spell-like ability.   Stolid and indomitable, ironsoul oreads undertake great works, both physical and conceptual, with unwavering determination. Possessed of patience and a sense of self-refinement through struggle, ironsouls reflect their ancestry in their continuous and determined efforts towards self-improvement. Ironsouls are most at home in areas that reflect that same sense of directed and intentional growth, and they operate best within existing formal structures. Ironsouls wear their elemental heritage on their skin, with most having some amount of metallic sheen. Their skin tone varies, with colors ranging from gold and silver to copper-green and dull, oxide gray.   By default, Ironsoul Oreads receive the following alternate racials traits:  
  • Metal Affinity: This racial trait functions as and can be replaced as the base oread’s earth affinity, except it benefits sorcerers with the shaitan bloodline and spellcasters with the Metal subdomain.
 

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
  • 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.
 

Other Planetouched Races

Goliath
Stonechild
Uldinnir

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