Post by Vizier Malik Al-Zahhak on Sept 10, 2013 7:21:25 GMT
Race: Skolldir
Lore: Of all legends pertaining to various forms of beast-men and lycanthropes, the Skolldir are perhaps the most indistinct and ambiguous of them all. From what little information is gathered of their race the Skolldir appear as, what one would consider the usual highland human that notoriously mountain dwell, with significant features of several lupine species that also dwell in the highlands. Not only do their canine aspects separate them slightly from that of typical mountain men, but these qualities also supply their race with formidable means to live and survive superiorly in high elevated conditions.
The Skolldir, for as long as most can recall, are among the most proud of races to a degree of bolstering tendencies from their own physical strengths and capabilities. Being a very old race within very few record books many would argue to have been one of the few people in this world to prove the test of time through their own hardships many of their ancestors had to bare. Moving past their proud nature they are not without a deep seated yet selective sense of honor and dignity that is ingrown in every single Skolldir to date.
Much like northern born humans, the Skolldir are just as nomadic as they are sedentary about a particular climate they inhabit. Because of this, Skolldir have only been known to venture within the elevated ridges of Eisenfjord, their most current home, located near the Heraldry of Nise. They will traverse any terrain that greatly resembles their fjord with significant ease but rarely stay in such places as options for settlements.
To this day, the Skolldir are still one of Calidor's grand mysteries to those who are not prone to local legends. This is mostly due to their extreme scarcity within the world, once being part of a larger society in ancient times but no longer a significant minority in recent years. Another contributing factor being their extreme limited lifespan also similar to that of humans but not quite as diverse in their willingness to expand or repopulate. Some even speculate their time on this world has truly come and gone regardless to what they boast, and their race has reached its peak to extinction.
Description: The majority of Skolldir have very little distinction from one another for males and females when it comes to skin color and eyes. All Skolldir usually bare a fair pale complexion to better suit their climate, with some tan exceptions for some more prominent nocturnal warriors and hunters. Their eyes are a unique distinction but share the same look and color with all members of their race. Faintly luminescent yellow coloring surrounding a black pupil, however much like wolves the whiting is near unseen at first glance while black tinting surrounds each eye. Giving the illusion that their eyes only have two noticeable colors of yellow and black. In some extremely rare cases will a female Skolldir bare an icy cyan color instead of the standard yellow. Those who bare this unique mark spark superstitious rumors within Skolldir society that these women are gifted with inherent mystic nature thus normally will become druidic hermits or tribal shaman healers.
Toned physical integrity is also a common trait amongst all Skolldir, even in some women. Much of their society circles around their traditional ability to be effective hunters of large and normally overwhelming beasts; in conjunction with their necessity for upper body strength for the ability to scale high mountains and traverse dangerous cliff sides. That is not to say there aren't more lithe members of their race known, which are most likely found when certain Skolldir take up the mystic arts instead of more physical prowess. Though they are both known for being a strong and dexterous race, they have not been known to inherit a wolf's natural proficiency for more advanced speeds. In whole, the Skolldir are a slow race who rely mostly on sudden sprints when they are hunting their massive game or to leap short distances over ridges without the assistance for small bridges. Should a Skolldir need to apply fleet to their footing however, it is a common sight to see one prop itself on both hands and feet in a crouched position to initiate their sprint on all fours much like their canine counterparts.
Lastly, their most distinctive traits which subsequently make most of their kind stand out from one another the most are their obvious canine appearances. Unlike humans, the Skolldir do not have full hands and feet. Instead, more like other known weres and beast-men, their palms are slightly padded in course flesh and nails shaped to a dulled hook formation. These features also apply to their feet, however the bone structure of said feet are extended to fit their walking style in a significant digitigrade arched manner instead of a human's plantigrade flat foot style. Both hands and feet also share a full lining of animal fur that follows up the hands and feet, arms and legs, and stops just above the elbows and knees. These qualities also are accompanied with a lupine tail that both bone and fur begin at the base of their spine; extended ears which express more beastial shapes lined with the same fur as their arms, legs and tail; and finally elongated perturbing canines that one could mistake for an Orc's bottom incisors. This trait only exists in males while females have theirs shown on their top canines. To conclude, the final significance Skolldir bare in their race differences to other members of their kind are their fur and hair colors, which share the same coloration on the Skolldir's body. These coats follow the same colorations and textures to that of typical mountain wolves, ranging from black, white, grey, and timber.
Society: It is said in the most ancient texts of Nisengard, that the Skolldir were not always the free roamed lupine-men they are known to be today. In fact, many scholars and historians speculate that at one point in their history the Skolldir had absolutely no human qualities at all. It is believed that the Giants and Titans of the ancient lands once had large mountain wolves much similar to what one would picture a domestic Worg or Dire Wolf to be. The Giants used these hounds mostly for hunting sport and battle companions to some degree. Sometime after this relation had been established between the two creatures did particular breeds of chromatic dragons make their roost in the very same mountains as the Giants, offering the titanic tribes a solid opportunity for further expansion of their might and conquest. Overwhelmed in pride and greed the Giants accepted the seemingly charitable offer, only to realize the dragons used a conjoined power to turn their precious hunting hounds into mortal men. Outraged the Giants revolted in attempt to slay the dragons for their trickery only to quickly discover their might was not to be trifled with, making Eisenfjord and neighboring lands their permanent roost. Soon after the Giants realized with their now mortal pets among them they could put them to work in more innovative means or even to act as fodder for the dragons. At first this was the case, but after seeing how much easier it was to enslave their so-called companions into exhausting servitude the Giants grew slothful and more accustomed to their new servants who were forced to slave themselves for the whim of their colossal overlords.
A century or two later their new slaves began to grow out of their accepted new lifestyle, banding together in mutual agreements and packs as their kind once had done before. Realizing their Giant keepers no longer cared for the well being of those they once called companions, the wolf men saw this as their opportunity to free themselves from their slavery. Having lived with the Giants for so many years the wolf men knew exactly what their masters were prone to on the battlefield, and gladly took advantage of their accustomed lazed nature. It wasn't long before nearly all the Giants had fallen before the new might of the self proclaimed new race of lupine mortals. But even with the Giants now fallen before them their task unto freedom had not finished as they set their sights on the dragons as well. Shortly after observing the actions of the newly proclaimed Skolldir the dragons also feared for their own lives should their very creations poetically end the creator's lives. Under this realization most of the wyrms fled far from Eisenfjord leaving only a handful of their kind to be slaughtered by the newly freed men.
Years after their liberty, the Skolldir relished in their new gained lifestyle and became lords of the mountains their old masters once claimed in ancient times. Their society focused heavily upon a hunter-gatherer establishment in order to properly distribute resources equally amongst their race. Most of them had formed notable tribes which rarely stayed in one part of present day Nisengard as what remained there were nothing but bones of their fallen masters their ancestors purged from the land. While it is rumored that some smaller tribes were bold enough to traverse over the water channels and islands as far south as present day Volkenheim, eventually the biggest and most mystically influential tribes made their permanent grounds back on their original homelands of Eisenfjord. Honing their talents as slayers of colossal game for any titanic creatures that may invade their lands.
Unfortunately, in recent times their numbers have tragically diminished in the past few centuries to complete and utter endangerment. No one knows entirely why their race and culture so rapidly vanished without strong evidence as to what had caused it. Some scholars theorize one day the dragons had returned to Eisenfjord once they were far older and more powerful than they were in ancient times with the necessary means to take vengeance on the Skolldir by purging all that still remained in the mountains; in the process claiming both major casualties of the attacking dragons and the Skolldir race. Others speculate that due to human settlement onto the ancient Giant hunting grounds had pushed the Skolldir further and further up Eisenfjord which marginalized their numbers and gave them little room to breed or hunt effectively; leaving them more prone and susceptible to being attacked consistently by the remaining monsters that resided on the mountain. Finally, there are a very small minority who so believe farfetched that the race of wolf men never really died out, but instead bred out their lupine blood throughout the many years of their existence to a point where humanity settled fully in them; and from this speculate these very humans are the long since forefathers who established Nisengard from it's very beginning.
Relations: During the time of the Skolldir's peak of civilization, their ideal society consisted of them singled out from the rest of the world around them to enjoy their isolation and freedom. Due to this its largely believed that the Skolldir are solitary people and prefer minimal to no contact with other races such as their human or even dwarven neighbors. Regardless to their indifference however, they were not known to widely oppose the coming of human settlements and tribes upon their ancient war grounds as they primarily remained in the valleys and grasslands rather than the actual mountain itself. Regardless, there have been myths and tall tales from the humans of Nisengard supposedly seeing men who stood on furred legs and hands while venturing through some of the higher hills of the adjacent land.
Though the Skolldir have no loathing for north-born humans, they do however hold their ancestral grudges against all larger humanoids. Specifically all breeds of Giants or Titans who may remain in the same areas as they once did several hundred years ago. Some Skolldir also hold this grudge against wyrmkin as well as dragons historically were responsible for what they became in the first place, but most do not hold them in the highest of priority. Should a scouting party or group of Skolldir see colossal creatures such as them, most feel bound to make it a priority to see them destroyed as well as their settlements so that they may not establish again any further. This goes the same for most monsters who are larger than a number of medium sized races, leaving an extreme distrust for anyone who bears ancestry to that of those particular magical beasts or humanoids.
Alignment and Religion: The Skolldir may follow any alignment but Lawful. As stated, the Skolldir have a long dated history with enslavement over several centuries of their existence. Due to their new found freedom over the previous centuries to now they have cherished their freedom to a fault and made this factor part of their entire society; thus making all Skolldir for the most part unfavorable to most other systems of binding such as mass government or larger religions. To further emphasize this it is common for some Skolldir who are not of Druidic or Shamanistic ways of Saren to place their allegiances with other gods of the pantheon such as Gorum, Ul'ul, Tulis, Yolana, or more commonly to their area Nise.
Languages: Common, Dwarven, Giant
Notable Figures: Skold the Greater, Ysmira, Rokr Sigmir the Boundless, Sonjakten
Age: Lifespan - 75-100 Years
Adulthood - 18 Years
Intuitive - 21 to 25 Years
Self Taught - 21 to 27 Years
Trained - 21 to 31 Years
Height:
Males: Estimated 5'8" - 7'0"
Females: Estimated 5'5" - 6'5"
Children: Born at 1'8" - 2'1"; Aging height estimated 3'9" - 5'2"
Weight:
Males: Rounded 200 lbs. - 330 lbs.
Females: Rounded 130 lbs. - 240 lbs.
Children: Born 6-9 lbs.; Aging weight rounded 30 - 90 lbs.
Racial Traits: 10 RP
Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type. (+2 Str, +2 Dex, -2 Char)
Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
Mountain-Born (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.
Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Defensive Training, Lesser (1 RP): Prerequisites: None; Benefit: Choose one subtype of humanoid. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. (Giants)
Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Humanoid (0 RP): Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features. Humanoids breath, eat, and sleep.
Lore: Of all legends pertaining to various forms of beast-men and lycanthropes, the Skolldir are perhaps the most indistinct and ambiguous of them all. From what little information is gathered of their race the Skolldir appear as, what one would consider the usual highland human that notoriously mountain dwell, with significant features of several lupine species that also dwell in the highlands. Not only do their canine aspects separate them slightly from that of typical mountain men, but these qualities also supply their race with formidable means to live and survive superiorly in high elevated conditions.
The Skolldir, for as long as most can recall, are among the most proud of races to a degree of bolstering tendencies from their own physical strengths and capabilities. Being a very old race within very few record books many would argue to have been one of the few people in this world to prove the test of time through their own hardships many of their ancestors had to bare. Moving past their proud nature they are not without a deep seated yet selective sense of honor and dignity that is ingrown in every single Skolldir to date.
Much like northern born humans, the Skolldir are just as nomadic as they are sedentary about a particular climate they inhabit. Because of this, Skolldir have only been known to venture within the elevated ridges of Eisenfjord, their most current home, located near the Heraldry of Nise. They will traverse any terrain that greatly resembles their fjord with significant ease but rarely stay in such places as options for settlements.
To this day, the Skolldir are still one of Calidor's grand mysteries to those who are not prone to local legends. This is mostly due to their extreme scarcity within the world, once being part of a larger society in ancient times but no longer a significant minority in recent years. Another contributing factor being their extreme limited lifespan also similar to that of humans but not quite as diverse in their willingness to expand or repopulate. Some even speculate their time on this world has truly come and gone regardless to what they boast, and their race has reached its peak to extinction.
Description: The majority of Skolldir have very little distinction from one another for males and females when it comes to skin color and eyes. All Skolldir usually bare a fair pale complexion to better suit their climate, with some tan exceptions for some more prominent nocturnal warriors and hunters. Their eyes are a unique distinction but share the same look and color with all members of their race. Faintly luminescent yellow coloring surrounding a black pupil, however much like wolves the whiting is near unseen at first glance while black tinting surrounds each eye. Giving the illusion that their eyes only have two noticeable colors of yellow and black. In some extremely rare cases will a female Skolldir bare an icy cyan color instead of the standard yellow. Those who bare this unique mark spark superstitious rumors within Skolldir society that these women are gifted with inherent mystic nature thus normally will become druidic hermits or tribal shaman healers.
Toned physical integrity is also a common trait amongst all Skolldir, even in some women. Much of their society circles around their traditional ability to be effective hunters of large and normally overwhelming beasts; in conjunction with their necessity for upper body strength for the ability to scale high mountains and traverse dangerous cliff sides. That is not to say there aren't more lithe members of their race known, which are most likely found when certain Skolldir take up the mystic arts instead of more physical prowess. Though they are both known for being a strong and dexterous race, they have not been known to inherit a wolf's natural proficiency for more advanced speeds. In whole, the Skolldir are a slow race who rely mostly on sudden sprints when they are hunting their massive game or to leap short distances over ridges without the assistance for small bridges. Should a Skolldir need to apply fleet to their footing however, it is a common sight to see one prop itself on both hands and feet in a crouched position to initiate their sprint on all fours much like their canine counterparts.
Lastly, their most distinctive traits which subsequently make most of their kind stand out from one another the most are their obvious canine appearances. Unlike humans, the Skolldir do not have full hands and feet. Instead, more like other known weres and beast-men, their palms are slightly padded in course flesh and nails shaped to a dulled hook formation. These features also apply to their feet, however the bone structure of said feet are extended to fit their walking style in a significant digitigrade arched manner instead of a human's plantigrade flat foot style. Both hands and feet also share a full lining of animal fur that follows up the hands and feet, arms and legs, and stops just above the elbows and knees. These qualities also are accompanied with a lupine tail that both bone and fur begin at the base of their spine; extended ears which express more beastial shapes lined with the same fur as their arms, legs and tail; and finally elongated perturbing canines that one could mistake for an Orc's bottom incisors. This trait only exists in males while females have theirs shown on their top canines. To conclude, the final significance Skolldir bare in their race differences to other members of their kind are their fur and hair colors, which share the same coloration on the Skolldir's body. These coats follow the same colorations and textures to that of typical mountain wolves, ranging from black, white, grey, and timber.
Society: It is said in the most ancient texts of Nisengard, that the Skolldir were not always the free roamed lupine-men they are known to be today. In fact, many scholars and historians speculate that at one point in their history the Skolldir had absolutely no human qualities at all. It is believed that the Giants and Titans of the ancient lands once had large mountain wolves much similar to what one would picture a domestic Worg or Dire Wolf to be. The Giants used these hounds mostly for hunting sport and battle companions to some degree. Sometime after this relation had been established between the two creatures did particular breeds of chromatic dragons make their roost in the very same mountains as the Giants, offering the titanic tribes a solid opportunity for further expansion of their might and conquest. Overwhelmed in pride and greed the Giants accepted the seemingly charitable offer, only to realize the dragons used a conjoined power to turn their precious hunting hounds into mortal men. Outraged the Giants revolted in attempt to slay the dragons for their trickery only to quickly discover their might was not to be trifled with, making Eisenfjord and neighboring lands their permanent roost. Soon after the Giants realized with their now mortal pets among them they could put them to work in more innovative means or even to act as fodder for the dragons. At first this was the case, but after seeing how much easier it was to enslave their so-called companions into exhausting servitude the Giants grew slothful and more accustomed to their new servants who were forced to slave themselves for the whim of their colossal overlords.
A century or two later their new slaves began to grow out of their accepted new lifestyle, banding together in mutual agreements and packs as their kind once had done before. Realizing their Giant keepers no longer cared for the well being of those they once called companions, the wolf men saw this as their opportunity to free themselves from their slavery. Having lived with the Giants for so many years the wolf men knew exactly what their masters were prone to on the battlefield, and gladly took advantage of their accustomed lazed nature. It wasn't long before nearly all the Giants had fallen before the new might of the self proclaimed new race of lupine mortals. But even with the Giants now fallen before them their task unto freedom had not finished as they set their sights on the dragons as well. Shortly after observing the actions of the newly proclaimed Skolldir the dragons also feared for their own lives should their very creations poetically end the creator's lives. Under this realization most of the wyrms fled far from Eisenfjord leaving only a handful of their kind to be slaughtered by the newly freed men.
Years after their liberty, the Skolldir relished in their new gained lifestyle and became lords of the mountains their old masters once claimed in ancient times. Their society focused heavily upon a hunter-gatherer establishment in order to properly distribute resources equally amongst their race. Most of them had formed notable tribes which rarely stayed in one part of present day Nisengard as what remained there were nothing but bones of their fallen masters their ancestors purged from the land. While it is rumored that some smaller tribes were bold enough to traverse over the water channels and islands as far south as present day Volkenheim, eventually the biggest and most mystically influential tribes made their permanent grounds back on their original homelands of Eisenfjord. Honing their talents as slayers of colossal game for any titanic creatures that may invade their lands.
Unfortunately, in recent times their numbers have tragically diminished in the past few centuries to complete and utter endangerment. No one knows entirely why their race and culture so rapidly vanished without strong evidence as to what had caused it. Some scholars theorize one day the dragons had returned to Eisenfjord once they were far older and more powerful than they were in ancient times with the necessary means to take vengeance on the Skolldir by purging all that still remained in the mountains; in the process claiming both major casualties of the attacking dragons and the Skolldir race. Others speculate that due to human settlement onto the ancient Giant hunting grounds had pushed the Skolldir further and further up Eisenfjord which marginalized their numbers and gave them little room to breed or hunt effectively; leaving them more prone and susceptible to being attacked consistently by the remaining monsters that resided on the mountain. Finally, there are a very small minority who so believe farfetched that the race of wolf men never really died out, but instead bred out their lupine blood throughout the many years of their existence to a point where humanity settled fully in them; and from this speculate these very humans are the long since forefathers who established Nisengard from it's very beginning.
Relations: During the time of the Skolldir's peak of civilization, their ideal society consisted of them singled out from the rest of the world around them to enjoy their isolation and freedom. Due to this its largely believed that the Skolldir are solitary people and prefer minimal to no contact with other races such as their human or even dwarven neighbors. Regardless to their indifference however, they were not known to widely oppose the coming of human settlements and tribes upon their ancient war grounds as they primarily remained in the valleys and grasslands rather than the actual mountain itself. Regardless, there have been myths and tall tales from the humans of Nisengard supposedly seeing men who stood on furred legs and hands while venturing through some of the higher hills of the adjacent land.
Though the Skolldir have no loathing for north-born humans, they do however hold their ancestral grudges against all larger humanoids. Specifically all breeds of Giants or Titans who may remain in the same areas as they once did several hundred years ago. Some Skolldir also hold this grudge against wyrmkin as well as dragons historically were responsible for what they became in the first place, but most do not hold them in the highest of priority. Should a scouting party or group of Skolldir see colossal creatures such as them, most feel bound to make it a priority to see them destroyed as well as their settlements so that they may not establish again any further. This goes the same for most monsters who are larger than a number of medium sized races, leaving an extreme distrust for anyone who bears ancestry to that of those particular magical beasts or humanoids.
Alignment and Religion: The Skolldir may follow any alignment but Lawful. As stated, the Skolldir have a long dated history with enslavement over several centuries of their existence. Due to their new found freedom over the previous centuries to now they have cherished their freedom to a fault and made this factor part of their entire society; thus making all Skolldir for the most part unfavorable to most other systems of binding such as mass government or larger religions. To further emphasize this it is common for some Skolldir who are not of Druidic or Shamanistic ways of Saren to place their allegiances with other gods of the pantheon such as Gorum, Ul'ul, Tulis, Yolana, or more commonly to their area Nise.
Languages: Common, Dwarven, Giant
Notable Figures: Skold the Greater, Ysmira, Rokr Sigmir the Boundless, Sonjakten
Age: Lifespan - 75-100 Years
Adulthood - 18 Years
Intuitive - 21 to 25 Years
Self Taught - 21 to 27 Years
Trained - 21 to 31 Years
Height:
Males: Estimated 5'8" - 7'0"
Females: Estimated 5'5" - 6'5"
Children: Born at 1'8" - 2'1"; Aging height estimated 3'9" - 5'2"
Weight:
Males: Rounded 200 lbs. - 330 lbs.
Females: Rounded 130 lbs. - 240 lbs.
Children: Born 6-9 lbs.; Aging weight rounded 30 - 90 lbs.
Racial Traits: 10 RP
Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a +2 bonus to two ability scores of the chosen type, and a –2 penalty to one ability score of the other type. (+2 Str, +2 Dex, -2 Char)
Bite (1 RP): Prerequisites: Small or larger size; Benefit: Members of this race gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d2 for Small races, 1d3 for Medium, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
Mountain-Born (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saving throws against altitude fatigue and sickness.
Jumper (2 RP): Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.
Climb (2 RP): Prerequisites: None; Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
Low-Light Vision (1 RP): Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Stability (1 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Defensive Training, Lesser (1 RP): Prerequisites: None; Benefit: Choose one subtype of humanoid. Members of this race gain a +4 dodge bonus to AC against humanoids of the chosen subtype. (Giants)
Slow Speed (–1 RP): The race has a base speed of 20 feet. If the race is Medium, its members' speed is never modified by armor or encumbrance.
Humanoid (0 RP): Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a half-breed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features. Humanoids breath, eat, and sleep.