Oreads ancestry includes a mixture of a now extinct lineage of dwarves mixed with
shaitan genies. Though they have little in common with those dwarves physically, they see themselves as custodians of their memories and knowledge, the same way they keep their lighthouses lit for the old masters of the world to return. 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 homes 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:
Most Oreads are raised near or in the ancestral mountains of Gith-ro-tul, living in the wide monasteries and slowly carving esoteric statues and contemplating their ancient assigned role. 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 cast off races despite inevitable personality conflicts. They have a certain fascination with Dhampir and their strange fate but none know truly why.
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.
Stats Block
Ability Score: (+2 Str, +2 Wis, -2 Cha) Oreads are strong, solid, stable, and stoic.
Type: Oreads are outsiders with the native subtype.
Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.
Speed (Slow): Oreads have a base speed of 20 feet.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Ignan, and Undercommon. See the Linguistics skill page for more information about these languages.
Energy Resistance: Oreads have acid resistance 5.
Spell-Like Ability (Sp) Oread can use magic stone 1/day (caster level equals the oread‘s total level; DC 11 + Charisma modifier).
Darkvision: Oreads can see perfectly in the dark up to 60 feet.
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.
Relentless: Oreads 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.
Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Granite Skin: Rocky growths cover the skin of oreads. They gain a +2 racial bonus to natural armor.
Mountain-Born: Oreads are drawn to mountains and other high places, and after many generations they’ve grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness.
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