Pathfinder Roleplaying Game Advanced Race Guide

+2 Dex, +2 Wis, –2 Str; humanoid (grippli); Small

Gripplis stand just over 2 feet tall and have mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems.

Grippli Racial Traits

  • +2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
  • Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
  • Grippli: Gripplis are humanoids with the grippli subtype.
  • Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
  • Darkvision: Gripplis can see in the dark up to 60 feet.
  • Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
  • Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.
  • Weapon Familiarity: Gripplis are proficient with nets.
  • Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Alternate Racial Traits

The following racial traits may be selected instead of existing grippli racial traits. Consult your GM before selecting any of these new options.

Glider: Gripplis’ aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless). This racial trait replaces swamp stride.

Jumper: Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Princely: The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.

Toxic Skin (Ex): Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage.

Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.

Favored Class Options

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

Alchemist: Add +1/4 to the number of toxic skin uses per day.

Druid: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.

Gunslinger: Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.

Rogue: Add a +1/2 bonus on Perception checks while in a forest or swamp.

Ranger: Add a +1 racial bonus on Swim skill checks. When this bonus reaches +8, the ranger gains a swim speed of 15 feet (this does not grant the ranger another +8 racial bonus on Swim checks).

Background

Random Heights and Weights
Gender Base Height Height Modifier Base Weight Weight Modifier
male 1'7" +2d4 25 lb. ×1
female 1'5" +2d4 20 lb. ×1
Random Starting Ages
Adulthood Intuitive Self-Taught Trained
12 years +1d4 years +1d6 years +2d6 years
Aging Effects
Middle Age Old Venerable Maximum Age
20 years 30 years 40 years +1d20 years
- At middle age, --1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. - At old age, --2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. - At venerable age, --3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Sources:

  • Pathfinder Roleplaying Game Advanced Race Guide

SECTION 15

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