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Seto Lion

Racial Traits Race Point Cost
TypeMagical Beast (Seto Lion)4
Base SpeedNormal Speed0
Ability Score ModifiersStandard (+2 Dex, +2 Wis, -2 Cha)0
DefenseCat’s Luck1
Feat and SkillAltered Slots0
Feat and SkillSkill Bonus (Acrobatics)2
Feat and SkillSkill Training (Acrobatics and Climb)1
MagicalEverburning Tail1
MovementFast (+10 feet)1
OffenseJaw Weapons0
SensesDarkvision [From Type]
SensesLow-Light Vision [From Type]

Seto Lions are red lion or wolf-like beasts that walk on all fours, though their sentience and sapience are on par with tribal-like races. They are a long-lived race who value honor and courage amongst all else. Many of the race form close-knit tribes of warriors to defend their homes and families.

Physical Description: Seto Lions are thin quadrupeds that stay close to the ground, often having hunches similar to prowling lions. Their height, or length, averages around 4’ with little variation in their fur pigments from reds, oranges, and yellows. The most dominating feature of the Seto Lions is that of their flaming tail tip, providing small amounts of both heat and light, however, these flames do not appear until puberty as a possible defense mechanism for newborns, before hitting their teenage years they have normal lion tails.

Society: As a proud race, the Seto Lions tend to keep to themselves, often keeping outsiders away from their camps and settlements. The strongest and wisest are set up as pseudo leaders for their tribes, with a deep connection to the planet as well as the powers that keep it alive.

Relations: Seto Lions only trade with others of similar mindsets, often staying far from warmongers and those who would damage the planet. Once forming a friendship with either individuals or groups they treasure that connection closely, allowing those creatures access to their homes. As their society revolves around life they have an aversion to undead creatures.

Alignment and Religion: A good portion of the tribes lean towards that of Lawful or Good alignments, though there have been members who loved the thrill of war too much and went as far as chaotic. They often follow deities surrounding the planet, peace, strength, and honor, as such Minerva, Althena, Alexander, and Titan are the most common.

Adventurers: Due to their bodies, Seto Lions are often constrained in their choice of adventurer vocations. Where possible they become martial fighters, though plenty move towards more magical inclinations and shaman-like powers. They mainly train as Astrologians, Beastmasters, Black Mages, Blue Mages, Dragoons, Monks, Ninjas, Red Mages, Thieves, and Warriors.

Male Names: Nanaki, Seto.
Female Names: Deneh.

Standard Racial Traits

  • Ability Score Racial Traits: Seto Lions are nimble and wise but their solitude often leaves them being brasher. They gain +2 Dexterity, +2 Wisdom and -2 Charisma.
  • Size: Seto Lions are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Type: Seto Lions are Magical Beast creatures with a seto lion subtype.
  • Base Speed: Seto Lions have a base speed of 50 feet.
  • Languages: Seto Lions begin play speaking Common and Lionese. Seto Lions with high Intelligence scores can choose any languages they want. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Cat’s Luck: Once per day, when seto lions make a Reflex saving throw, they can roll the saving throw twice and take the better result. They must decide to use this ability before attempting the saving throw.

Feat and Skill Racial Traits

  • Altered Slots: As seto lions lack proper hands their slots are shifted around. Instead of 2 ring slots they have 2 jewelry slots on their headdress. Instead of a hand slot they have 1 arm wrapping slot. Rings can easily fit the headdress, however, hand items must be made specifically for their race, but do not cost any extra.
  • Skill Bonus: Seto Lions gain a +2 racial bonus on Acrobatic checks made with this skill.
  • Skill Training: Acrobatics and Climb are always class skills for a seto lion.

Magical Racial Traits

  • Everburning Tail: Seto Lions of 30 years and older have a tail tip of fire. This fire produces a 10-foot radius of normal light and increases the light level for an additional 10-foot radius beyond that by one step, as well as can deal 1 point of fire damage per round if touching an object as well as being able to set flammable objects on fire. This fire and be turned off and on at will, but cannot alight when wet.

Offence Racial Traits

  • Bite: Seto Lions are used to using their fangs as weapons. Seto Lions gain a natural bite attack, dealing 1d3 points of damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
  • Claws: Seto Lions make use of their claws in combat where weapons or magic are not at their disposal. Seto Lions receive two claw attacks that deal 1d4 damage. These are primary natural attacks, or a secondary attack if the creature is wielding manufactured weapons.
  • Jaw Weapons: Seto Lions cannot handle weapons normally with their claws, instead they train heavily to use weapons with their jaws. Seto Lions may wield any light or one-handed weapons in their jaws, however, they are unable to wield any with their other appendages.

Senses Racial Traits

  • Darkvision: Seto Lions can see perfectly in the dark up to 60 feet.
  • Low-Light Vision: Seto Lions have low-light vision allowing them to see twice as far as humes in dim light.

Other Racial Traits

  • Quadruped: Seto Lions possess 4 legs, ending in claws, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. As quadrupeds, seto lions are counted as long for size categories and have an increased carrying capacity, 1.5x for medium size (1x for small, 3x for large).

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Climb (2 RP): Due to the environment they grow up in, seto lions can sometimes be adapt climbers. Seto Lions with this trait gain a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. This racial trait replaces Skill bonus (acrobatics).
  • Faster (2 RP): Training to be the fastest land-based creatures, seto lions increase their speed even further. Seto Lions increase their movement speed by 10 feet. This racial trait replaces claws.
  • Jumper (2 RP): Some seto lions trade out their reflexes for the ability to jump more accurately. Seto Lions with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces cat’s luck and bite.
  • Nimble Attacks (2 RP): Adapting to the use of weapons more in their combat style, seto lions can become more accurate with their nimble style. Seto Lions with this trait receive Weapon Finesse as a bonus feat. This racial trait replaces bite and fast.
  • Large Bite (1 RP): Eviscerating their prey with dangerous jaws, many seto lions have become adept at using their bite attacks. Seto Lions with this trait increase their bite natural weapon damage to 1d4. This replaces cat’s luck.
  • Point-Blank Shot (2 RP): Some seto lions are best at close-range throwing combat than others. Seto Lions with this racial gain the Point-Blank Shot feat. This racial trait replaces skill bonus.
  • Throw Anything (2 RP): Some seto lions are able to throw just about anything with their jaws. Seto Lions with this racial gain the Throw Anything feat. This racial trait replaces skill bonus.
  • Scent (4 RP): Focusing more on their sense of smell out in the wild, seto lions can heighten one sense while dulling another. Seto Lions with this trait gain scent. This racial trait replaces darkvision and low-light vision.

Favored Class Options

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

  • Astrologian: Add +1/4 to the astrologian’s Reflex saving throws versus area effects.
  • Beastmaster: Add +2.5 feet to the distance the beastmaster can charge or run through rough terrain. This option has no effect unless the beastmaster has selected it twice possesses increments evenly divisible by 5); a distance of 12.5 feet is effectively the same as a distance of 10 feet, for example.
  • Black Mage: Add +1/2 point of fire damage to spells that deal fire damage cast by the black mage.
  • Blue Mage: Add +1/6 bonus to Knowledge (all) skill checks.
  • Dragoon: The dragoon gains +1/6 of an additional 1d6 points of deadly lancer damage.
  • Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five).
  • Ninja: Add a +1/4 bonus to attack rolls when attacking on or charging from higher ground.
  • Red Mage: Add a +1/6 bonus to melee weapon attack rolls when using spell combat and fighting with unarmed strikes or natural weapons.
  • Thief: Add a +1/2 bonus on stealth checks and perception checks made in dim light or darkness.
  • Warrior: Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.