Paradise-Seeker for Pathfinder 1E (13 RP Race)
Standard Racial Traits
+2 Dex, +2 Wis, –2 Int: As with most wolves paradise-seekers are agile and wise, but most have a tendency to act follow their animal natures.
Size: Paradise-seekers are Medium creatures and thus receive no bonuses or penalties due to their size.
Type : Paradise-seekers are magical beasts with the paradise-seeker subtype, but lack the darkvision trait that the magical beast type normally grants (2 RP)
Very Fast Speed: A paradise-seeker has a base speed of 50 feet.
Languages: Paradise-seekers begin play speaking Common and Seeker. Paradise-Seeker’s with high Intelligence scores can choose from the following:, Dwarf, Elf, Giant, Gnome, Goblin, Halfling, Orc, and Sylvan.
The racial language “Seeker” is a mixture of body language, barks, yaps, whines, howls, and growls that is largely indistinguishable from normal canine gestures and vocalizations, but can be used to transmit complex information. Speakers of this language can also exchange simple ideas and concepts with unintelligent canines.This language has no written from. Like Druidic and Drow Sign Language, Seeker is a secret language. Paradise-Seekers are born with an innate understanding of this language, and would only ever teach it to another creature that they trusted without question.
Defense Racial Traits
Natural Armor: Paradise-seekers gain a +1 natural armor bonus to their Armor Class.
Offense Racial Traits
Natural Attacks(Ex): A paradise-seeker has a bite attack that deals 1d6 points of damage. The bite is a primary attack, or a secondary attack if they are wielding manufactured weapons. (3 RP)
Magical Racial Traits
Human Guise(Su): As a standard action a paradise-seeker can wrap themself in an illusion that gives them the appearance of a specific single human form of their gender and age. The details of this form are static and cannot be changed , but always reflects major physical changes such as age and injury. This trait otherwise functions as disguise self with a duration of continuous, save that the glamer appears to interact with creatures, objects, and effects as if you were human. For example, a paradise-seeker biting an enemy might appear to be striking an enemy with a knife and paradise-seeker walking around normally on four legs would appear to be a human walking around on two legs. This ability is automatically dismissed and can not be activated if you are under the effects of a polymorph effect that alters your size or form. The DC for this ability is 10+1/2 your character level+ your wisdom modifier. (2 RP)
Senses Racial Traits
Low-Light Vision: Paradise-Seekers can see twice as far as humans in conditions of dim light.
Scent (Ex): Paradise-seekers have a heightened sense of smell. They have the scent special quality.
Other Racial Traits
Quadrupedal : A paradise-seeker is anatomically to the average wolf. This race possesses four legs, granting them a +4 racial bonus to CMD against trip attempts. However, a paradise-seeker is limited in the type of magic items and equipment they can use. A paradise-seeker can wear magic items in the armor, belt (saddle), chest, eyes, feet(ankle bracelets or boots), head, headband, neck, shoulder, wrist slots. In addition paradise seekers can wear and benefit from magic rings (up to two, worn on the tail as bracelets). Rings worn in this manner alter their size to fit the appendage as described in the Pathfinder Core Rulebook pg. 459.
As they have no hands, paradise-seekers cannot cast spells with somatic components, or use items that require two hands or fine manual dexterity (such as wielding a shield or using a lock-pick). They can use such items that could reasonably be used with one hand and course motor control (ex. door latches and wands), manipulating them with some combination of their mouth, paws, and body but at a -4 penalty, but can not speak or use their bite natural attack while doing so.
Paradise-seekers capable of shaping veils can shape and bind veils to any chakra normally, even if they do not possess the corresponding magic item slot. They must still meet any other prerequisites required to use a veil.(-2RP)
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.
- City Dweller: Instead of living in the wilds like most wolves, a rare few paradise-seekers gravitate to and flourish in urban settings. This leads such paradise-seekers to focus on reason more than instinct, and on surviving in cities rather than natural environments, granting them +2 Con, +2 Int, -2 Dex. This alters the paradise-seeker’s ability scores.
- Raised by Humans: Through random chance or misfortune some paradise-seekers find themselves being raised by well meaning humanoids that mistook them for dogs. A paradise-seeker with this racial trait gains a +1 racial bonus on Bluff, Diplomacy, and Sense Motive checks when dealing with humanoids, and one of these skills is always a class skill for them. This racial trait replaces natural armor.
- Touched by the Paradise: On rare occasions paradise-seekers are born with an affinity for magic that is uncommon in most of their kind, and are free of some of the limitations of their form with regard to its practice. They gain Eschew Materials as a bonus feat at 1st level and can perform the somatic components of spells with gestures appropriate for their form. However, their bite attack only deals 1d3 damage. This alters the paradise-seeker’s bite attack and quadrupedal trait.
Paradise-Seeker Favored Class Bonuses
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.
- All: +1 bonus on disguise checks to appear to be a normal human and to the will save DC of their human guise ability. These bonuses also apply to the Pseudo Real Human Form feat.
- Barbarian: Add +1/4 to natural armor while raging.
- Bard: Add +1/6 to morale bonus from inspire courage.
- Daevic: Add +1/4 to damage rolls with natural weapons.
- Druid: Gain a +1 bonus on wild empathy checks to influence canine creatures.
- Fighter: Add +1 to CMD when resisting a bull rush or trip.
- Monk: Add a +1/4 bonus on combat maneuver checks made to grapple or trip.
- Ranger: +1/2 on Survival checks.
- Rogue: +1/2 on Stealth checks.
- Shifter: Add 1 to the shifter’s base speed. This has no in-game effect unless the shifter has selected this reward five times (or any multiple of five) to enhance her speed by 5 feet. For example, a 4th-level paradise-seeker shifter who has selected this option four times has a base speed of 34 feet, but is treated as if she still had a base speed of 30 feet. When she reaches 5th level and takes this favored class option again, her base speed becomes 35 feet. This bonus applies only when the shifter is wearing no armor.
- Zodiac: Gain +1/4 point of essence.
Drag To The Ground (Combat, Paradise-Seeker)
You are as adept as your feral brethren at tripping up your prey.
Prerequisite: base attack bonus +4, Paradise-Seeker
Benefit: You gain the trip(bite) universal monster ability, allowing you to make a trip attempt as a free action when successfully hitting a creature with your racial bite attack, without provoking an attack of opportunity. If the attempt fails, you are not not tripped in return.
Pseudo Real Human Guise (Paradise-Seeker)
Your human guise has been reinforced by shadow stuff and is now more than just an illusion.
Prerequisite: Paradise-Seeker, Unnatural Manual Dexterity
Benefit: When you activate your human guise racial ability you may choose instead to gain the benefits of the spell false transmutation II(Co7S) used to cast alter self, except that you do not adjust your ability scores and the duration is continuous. The form granted by this effect is identical to the illusory form that is normally granted by your human guise racial ability. If your human form has two hands, you may use and manipulate weapons, tools, or magic items normally.
Savage Bites (Combat, Paradise-Seeker)
In the guise of a normal student you have learned martial arts secrets, which you adapted for use with your fangs.
Prerequisite: Improved Unarmed Strike, paradise-seeker, Weapon Focus(bite)
Benefit: You can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, to your racial bite attack. In addition, you are treated as having Feral Combat Training for the purposes of fulfilling feat prerequisites.
Special: If you are a monk, you can use your racial bite attack with your flurry of blows class feature.
Unnatural Manual Dexterity(Paradise-Seeker)
You can accomplish feats of manual dexterity that are seemingly impossible for your true form.
Benefit: For a number of rounds per day equal to your HD, while your human guise racial ability is active, you can manipulate objects as if by the sustained force effect of telekinesis. The range of this effect is touch, and the weight of objects manipulated is determined by your carrying capacity. The movements of your human guise appear suitable to your manipulation of the object.
Adapted Magics (Magic)
You have learned to adapt the trapping of traditional magic to your unique form.
Prerequisite Race with either the quadrupedal race trait, magical beast type, or the shapechanger subtype.
Benefit You count as having the wild shape class feature for the purposes of meeting the prerequisites of Natural Spell feat. Additionally, if your natural form. or a shapeshifted form gained from your racial abilities, could not normally complete the verbal and somatic components of spells that form counts as a form taken via wild shape for the purposes of Natural Spell.
Potions: Potion Sponges are a strongly suggested item.
Seeker Barding: One of the main concerns of a seeker attempting to maintain the secret of their nature is how to armor themselves for combat unaided. The answer is seeker barding. Constructed along the lines of stiff tabards and loose shirts, made of leather, metal, and other durable materials, paradise-seekers and other intelligent quadrupeds can don such armor unaided by placing it on the ground and slipping their forelimbs and head inside the bottom opening and crawling or wriggling into the armor to slide it into position. This armor is removed via a reverse of the process. Seeker barding otherwise follows the normal rules for barding including cost and proficiency.
Random Paradise-Seeker Height and Weight
|Gender||Base Length||Height Modifier||Base Weight||Weight Modifier|
|Male||4 ft. 10 in||+2d10 in.
(5 ft-6 ft. 6 in.)
|55 lbs.||(2d10×6 lbs.)
(67 – 175 lbs.)
|Female||4 ft. 5 in.||+2d10 in.
(4 ft. 7 in. – 6 ft. 1 in.)
|50 lbs.||(2d10×6 lbs.)
(62 – 170 lbs.)
Random Paradise-Seeker Starting Ages
|3 years||+1d4 (4 – 7 years)||+1d6 (8 – 13 years)||+2d6 years (15 – 25)|
Paradise-Seeker Age Effects
|Middle Age||Old||Venerable||Maximum Age|
|20 years||30 years||40 years||40+1d20 years|