Oreads

Racial Traits

  • +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
Adulthood Intuitive Self-Taught Trained
60 years +4d6 +6d6 +8d6
Random Starting Height & Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 0 in. +2d6 in.
150 lbs. 2d6x7 lbs.
Female 3 ft. 9 in. +2d6 in. 120 lbs. 2d6x7 lbs.

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 deities.

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.

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 class reward.

RACIAL ARCHETYPES

The following racial archetypes are available to oreads.

Oread Equipment

Oreads have access to the following equipment.

Camouflage Lichen

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.

Fleshgem

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.

Stonechipper Salve

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

Oread Feats

Oreads have access to the following feats.

Dwarf Blooded [Racial]

You have dwarven blood coursing through your veins.

Prerequisites

Oread.

Benefit

Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning dwarf racial trait.

Echoes of Stone [Racial]

Your senses are keener among the rocks and stones.

Prerequisites

Oread.

Benefit

You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.

Elemental Jaunt [Racial]

The spirits of your ancestral home call to you, beckoning you to return.

Prerequisites

Character level 15th, ifrit, oread, sylph, or undine.

Benefit

Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation.

Murmurs of Earth [Racial]

The earth opens up her secrets to your perceptions.

Prerequisites

Echoes of Stone, character level 9th, oread.

Benefit

You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at that moment.

Oread Burrower [Racial]

The ground parts for you at the slightest touch, allowing you to dig with great speed.

Prerequisites

Stony Step, character level 9th, oread.

Benefit

You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.

Oread Earth Glider [Racial]

The earth welcomes you, showing you the secret paths through sand and soil.

Prerequisites

Oread Burrower, Stony Step, character level 13th, oread.

Benefit

You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, you can even burrow through lava. You can burrow through solid stone at 1/2 your base speed.

Stony Step [Racial]

The earth recognizes its kinship with you and does not impede your movement.

Prerequisites

Oread.

Benefit

Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain.

Oread Magic Items

Oreads have access to the following shield special abilities.

Guarding

(shield special ability)

Moderate abjuration
Caster Level: 8th; Craft Magic Arms and Armor, shield other
Price: +1 bonus.

A guarding shield allows the wearer to transfer some or all of the shield's enhancement bonus to an adjacent creature's AC (this bonus stacks with all others). As a free action at the start of her turn before using any of the shield's other abilities, the wearer may choose an adjacent target and how much of the shield's enhancement bonus to allocate at the start of her turn. The target's AC bonus lasts until the wearer's next turn or until the wearer and the target are ever more than 5 feet apart, at which point the target's bonus ends and the shield's enhancement bonus works normally for the wearer. This ability only affects a shield's enhancement bonus to Armor Class, not its enhancement bonus on attack rolls (if any) or any other shield abilities.

Guarding, Greater

(shield special ability)

Strong abjuration
Caster Level: 12th; Craft Magic Arms and Armor, shield other
Price: +2 bonus.

As the guarding property, except as a free action, the wearer selects any number of adjacent allies to receive the shield's bonus. All selected allies receive the same bonus. If a shielded target is ever more than 5 feet from the wearer, the effect ends for that target but not for any other targets.

Belt of Stoneskin

Advanced Race Guide
Aura: Moderate abjuration
Caster Level: 10th
Slot: belt
Price: 60,000 gp
Weight: 10 lbs.

This belt is made of specially treated stone plates held together by thick iron chain. Every 24 hours, the belt's wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.

Requirements: Craft Wondrous Item, stoneskin, creator must be an oread or a creature with the earth subtype
Cost: 30,000 gp

Earthbind Rod

Advanced Race Guide
Aura: Moderate transmutation
Caster Level: 6th
Slot: None
Price: 26,500 gp
Weight: 5 lbs.

This rod looks like nothing more than a large, strange sliver of rough granite. This rod's magic interacts with stone or earth to both steady its wielder and anchor creatures the rod touches. An earthbind rod functions like a +1 light mace, and it grants its wielder a +4 circumstance bonus to its CMD against bull rush, grapple, overrun, reposition, and trip combat maneuvers, but only if the wielder is an oread, has the earth subtype, or is standing on earth or stone. Three times per day, when the wielder hits a creature with this rod, as long as the target of this attack is standing on stone or earth, the wielder can attempt to entangle that creature (Fortitude DC 18 negates) for 1d4 rounds.

Requirements: Craft Rod, stone shape
Cost: 13,250 gp

Mask of Stony Demeanor

Advanced Race Guide
Aura: Moderate transmutation
Caster Level: 6th
Slot: Head
Price: 500 gp
Weight: 4 lbs.

When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposes a -5 penalty on Bluff checks made to pass a hidden message.

Requirements: Craft Wondrous Item, innocence, stone shape
Cost: 250 gp

Oread Spells

Oreads have access to the following spells.

Binding Earth

Transmutation [earth]

Advanced Race Guide
Level: Druid 2, witch 2
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or unattended object (see text)
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

If the target of this spell fails its Fortitude save, areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain.

If the target is a creature, it treats all areas of earth and stone it moves through as difficult terrain. Furthermore, for each 5 feet a creature moves through such areas, it takes 1d6 points of damage. Creatures with a burrow speed or the earth glide ability are unaffected by binding earth.

If cast on an unattended object resting on an area of stone or earth, the stone or earth warps and wraps around it, pulling it firmly to the ground. A DC 15 Strength check is required to pull the object free from snapping earth or stone.

Binding Earth, Mass

Transmutation [Earth]

Advanced Race Guide
Level: Druid 6, witch 6
Target: One creature or object/level, no two of which can be more than 30 ft. apart

This spell functions as binding earth, except as noted above.

Mighty Fist of the Earth

Conjuration (Creation) [Earth]

Advanced Race Guide
Level: Cleric 1, druid 1
Casting Time: 1 standard action
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

You create a fist-sized rock that flies toward one enemy. Make an unarmed strike attack roll against the target as if it were in your threatened area. If the attack is successful, the rock deals bludgeoning damage to the target as if you had hit the target with your unarmed strike. If you have a ki pool, as long as you have at least 1 point in your ki pool, the rock counts as a ki strike.

At 4th level, a qinggong monk may select this spell as a ki power costing 1 ki point to activate (if the monk has 0 ki points after activating this ki power, the rock does not count as a ki strike).

Raging Rubble

Transmutation [Earth]

Advanced Race Guide
Level: Bard 3, cleric 3, druid 3, sorcerer/wizard 3, witch 3
Casting Time: 1 round
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of stones
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: Yes

You animate an area of rubble, gravel, or other small stones, creating a dangerous, rolling area of debris. The animated rubble has a space of 10 feet and acts like a swarm, damaging (1d6 hit points) and distracting (DC 12) anything within it. As a move action, you can direct the rubble to move up to 10 feet. If the rubble is attacked, treat it as a Medium animated object with the young creature simple template and the swarm subtype.

Stone Shield

Conjuration (Creation) [Earth]

Advanced Race Guide
Level: Cleric 1, druid 1, magus 2, sorcerer/wizard 1, summoner 1
Casting Time: 1 immediate action
Components: V, S, DF
Range: 0 ft.
Effect: stone wall whose area is one 5-ft. square
Duration: 1 round
Saving Throw: None
Spell Resistance: No

A 1-inch-thick slab of stone springs up from the ground, interposing itself between you and an opponent of your choice. The stone shield provides you with cover from that enemy until the beginning of your next turn, granting you a +4 bonus to Armor Class and a +2 bonus on Reflex saving throws. If the opponent's attack misses you by 4 or less, the attack strikes the shield instead. The stone shield has hardness 8 and 15 hit points. If the shield is destroyed, the spell ends and the shield crumbles away into nothingness. Spells and effects that damage an area deal damage to the shield.

You cannot use this spell if you are not adjacent to a large area of earth or stone such as the ground or a wall. A qinggong monk may select this spell as a ki power at 4th level.