Plainsrunner
Medium humanoid (plainsrunner)
Speed 40 ft
Flexible ability scores (+2 dex, +2 con)
- Reactive: Plainsrunners have a +2 racial bonus on Initiative checks and Perception skill checks.
- Desert Runner: Plainsrunners have a +10 racial bonus to land speed and receive the feats Run and Endurance as bonus feats.
- Blazing Heart (Su): A plainsrunner goes into a spiritual frenzy when they are burned. When a plainsrunner is dealt fire damage (even if it is fully resisted) from a spell, spell-like ability, or supernatural ability, they act as if under the effects of a haste spell for 1 round. If the plainsrunner has at least 7 hit dice, it also acts as though under the effects of a freedom of movement for the duration.
- Wildfire Adept (Su): A plainsrunner who casts spells adds a number of fire spells to their class spell list; these spells are spark (0), burning hands (1st), flame blade (2nd), fireshield (3rd), wall of fire (4th), flamestrike (5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), elemental swarm (fire creatures only) (9th).
- Starting languages: common; can learn any language as a bonus language except secret languages (such as druidic).
Plainsrunners dance in fire. They live in the Scorched Plains, notorious both for its volcanic activity and for the wildfires that occasionally ravage the grasslands. The plainsrunners have lived apart from the rest of humanity for so long that the unique stresses of their environment have changed their physiology - they are quicker and hardier than their human counterparts, and as a result of their culture they have developed a unique relationship with fire bordering on obsessive. The raging flames of their home fill them with courage and determination; their hearts are strongest when touched by their element. Plainsrunner food is typically hot and spicy, featuring the peppers that seem to thrive in the volcanic soil of the Scorched Plains but which are difficult to grow elsewhere.
The plainsrunners have a tribal society divided into various clans which frequently end up competing for the scarce resources of the grasslands. Most clans are named for features of the grasslands, such as the Firepelt clan (named for the wild cats which roam the land), the Eagle clan, or the Yellow-grass clan.
I've been working on this for a little while now, and after some suggestions from Ashiel I think it looks pretty good. Main strengths of this race include their quickness and hardiness, as reflected in their ability modifiers. While they don't have any inherent weaknesses, they are hardly the only race that doesn't. Overall, I think the flavor matches up nicely with the stats, and that there is the potential to add a lot to the game world. The main thing that the plainsrunners would add are a race with a strong affinity for fire, along with their homeland (very similar to the Cinderlands of Golarion's Varisia) which burns as much as they do. The flavor I've written up so far is limited, mostly to allow GMs to expand on it in whatever direction they like, but I'm willing to fill in the blanks if necessary as well.
I look forward to getting feedback on this potential race and making any necessary changes.
- Ram/Durathuril