Where does your race tend to live and why?:Colocians live in a variety of enivorments.The small lyric"If the sun can shine bright and high.The Colocians should be nearby."Considering the need for sun or heat(Sun being better).They cannot live in caves for long periods of time without soon becoming weak.The max is a weak before suffering penalties to strength and constitution.The Colocians feed off the energy of the sun or heat.So they can live on moutains,in plains,Forests,espicially deserts,and rarely near the coasts.Why rarely?For they do not like water.
What does your race look like? How does the members’ appearance help them adapt to their typical environment?:They are varying from a shade of brown.Light brown meaning young.Darker shades meaning older.These shades can also show sickness and signs of distress.The color of their skin helps them keep in the heat from the sun.They have 3 distinct markings in the lower cheek bone area distinguishing them from humans.They are very tall.And live to be hundred even more in special cases(Getting to that soon).They stand at around 5’6 around early age,6’3 around teens,and 7’4 feet tall at adult.As they grow olding the become bonier making them need heat.There bones are thicker and make up most of their body as they grow giving them a harder skin aswell to endure hot temperatures.Overall they can have be born having red,black,brown,and even rare cases green hair.The green hair shows that they also have a special trait.
What is your race’s history? Does it have a creation myth? Were there pivotal events in the race’s history?:The Colocians are a simple race.Live just like humans in the dark ages where they will never advance due to lack of intellegence.The beggining Colocian or Grand High Elder was made out of clay.He soon made more Colocians out of clay bestowing them with a crystal in each heart and a piece of clay forming the human-like Colocians today.Some say the
Grand High Elder was human.Some say The Colocians were and clay pot expirement gone wrong.The most important event is the Ideals Of Cutano.This let Colocians take the form of a Colocian Elder and even Colocian Warrior.The ways to do this is gruesome and gory.
What kinds of relationships does your race have with other races? Does it have allies? Competitors? Enemies? Hated foes?:The presence of Sea-dwellers annoy Colocians,but is tolerable enough to make trade.It is allies with dwarves,humans,gaints,orcs,and any other race that are strong and hardy.They Compete with no one hence they can live in deserts and aren’t to picky on were to live.Resources are reliable for dwarves trade.Enemies are mainly sea-dwellers or cave-dwellers(goblins,humaniods,etc).The most hated foe are humans sadly,The persist on questioning the ways of Colocians.Trying to capture some at a time to get samples of tissue.
What classes does your race tend to favor?:Barbian,Fighter,Paladin,Ranger.
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 breathe, eat, and sleep.
Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
Flexible (2 RP): Members of this race gain a +2 bonus to any two ability scores.: +2 Constitution +2 Charisma
Specialized (1 RP): Pick either mental or physical ability scores. Members of this race gain a 2 Strength -2 Intellegence
Standard (0 RP): Members of this race start with Common plus their racial language (if any). Furthermore, choose up to seven languages (except for Druidic or other secret languages). Members of this race with high Intelligence scores can choose from any of these additional languages.
Normal Speed (0 RP): The race has a base speed of 30 feet.
Lifebound (2 RP): Prerequisite: A Constitution score; Benefit: Members of this race gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser)
Vulnerable to Cold(–1 RP): Prerequisite: Colocian Weakness: Members take a +50% damage from cold,frost,or freezing spells and attacks.
(-2 RP): Vulnerable in Water: Prerequisite: Colocian Weakness:Members of this get a -2 to Dexterity and Strength when drenched in water or swimming.Also get a -2 saving throws against nonlethal damage when swimming.Must dry off to reduce effect.
Sunshine Exposure (2 RP): Prerequisite: Colocian Benefit:Members of this race get a +1 bonus to all Physical Stats and a +2 Charisma if in sunlight.
Grand Colocian Elder Insight (2 RP):Prerequisite : Benefit:Members of this race get a 10% chance of getting a +5 check on Intelligence checks once every time they sleep for 12 hours or more.
Scavenger (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.