Library / Character Origins

Oreads

Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along the line, often that of a shaitan genie.

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.

Native Outsider

Oreads are outsiders with the native subtype.

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

Defense Racial Traits 1 RP

Prerequisite: Outsider (native) with ties to an elemental plane; Benefit: Pick one of the following energy types that corresponds to the plane the race has ties to: acid (earth), cold (water), electricity (air), or fire (fire). Members of this race have resistance 5 to the corresponding energy type. Special: This trait can be taken more than once. Each time it is taken, select an additional energy type that corresponds to another elemental plane the race has ties to.

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.

Crystalline Form

Defense Racial Traits 2 RP

Prerequisite: Outsider (native) with ties to the Plane of Earth, construct type, or half-construct subtype; Benefit: Members of this race have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays. Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.

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

Magical Racial Traits 2 RP

Prerequisite: Outsider (native) with ties to the Plane of Earth; Benefit: Once per day, a member of this race can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, 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.

Fertile Soil

Magical Racial Traits 2 RP

Prerequisite: Outsider (native) with ties to the Plane of Earth, fey type, or plant type; Benefit: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.

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.

Mountain-Born

Defense Racial Traits 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.

Stone in the Blood

Defense Racial Traits 3 RP

Prerequisite: Outsider (native) with ties to the Plane of Earth, construct type, dragon type, or half-construct subtype; Benefit: Members of this race gaining fast healing 2 for 1 round anytime they take acid damage (whether or not this acid damage overcomes their acid resistance, if any). A member of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

Treacherous Earth

Magical Racial Traits 2 RP

Prerequisite: Outsider (native) with ties to the Plane of Earth or fey type; Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race 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 a square it can touch. This lasts for a number of minutes equal to the user's level, after which the ground returns to normal.

Ability Modifiers
CHA -2 STR +2 WIS +2
Details
Size
Medium
Speed
20 ft.
Languages
Common, Terran, Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, Undercommon
Universe
core
Source
Advanced Race Guide
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.