Core Races | Other Races


Gripplis

Source Inner Sea Races pg. 244, Advanced Race Guide pg. 190, Bestiary 2 pg. 149
Monster Entry Link
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 on combat maneuver checks and to their Combat Maneuver Defense, 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.
Natural Climber: Gripplis have 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: 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 languages: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Grippli Alternate Racial Traits

Replaces Camouflage

Jumper
Source Advanced Race Guide pg. 190
Gripplis with this trait are always considered to have a running start when making Acrobatics checks to jump. This racial trait replaces camouflage.

Replaces Swamp Stride

Glider
Source Advanced Race Guide pg. 190
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.

Replaces Swamp Stride, Camouflage

Toxic Skin (Ex)
Source Advanced Race Guide pg. 190
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.

Replaces Swamp Stride, Weapon Familiarity

Defensive Training
Source Inner Sea Races pg. 215
Gripplis of Golarion, common in the Valashmai Jungle, often live in close proximity to very large animals and dangerous creatures they must learn to avoid in order to survive. They gain a +2 dodge bonus to AC against Large or larger animals and magical beasts. This racial trait replaces swamp stride and weapon familiarity.

Princely
Source Advanced Race Guide pg. 190
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.

Grippli Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Gripplis have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Gripplis who have the listed favored class.

Alchemist (Advanced Race Guide pg. 190): Add +1/4 to the number of toxic skin uses per day.
Barbarian (Blood of the Beast pg. 8): Add 1/5 to the armor bonus granted by hide armor or bone armor the barbarian wears (maximum +3).
Bard (Blood of the Beast pg. 8): Add 5 feet to the range of one bardic performance.
Druid (Advanced Race Guide pg. 190): Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
Gunslinger (Advanced Race Guide pg. 190): Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
Medium (Blood of the Beast pg. 8): Add 1/4 to any checks modified by the medium’s spirit surge ability.
Oracle (Blood of the Beast pg. 8): Add one spell known with the poison or water descriptor from the druid’s spell list. This spell must be at least 1 level below the highest spell level the oracle can cast. The spell is treated as 1 spell level higher, unless it is also on the oracle spell list.
Ranger (Advanced Race Guide pg. 190): 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).
Rogue (Advanced Race Guide pg. 190): Add a +1/2 bonus on Perception checks while in a forest or swamp.
Shaman (Blood of the Beast pg. 8): Add one spell from the druid spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Shifter (Wilderness Origins pg. 8): Add a +1 bonus on Survival checks to follow tracks through swamps.
Skald (Blood of the Beast pg. 8): Increase the skald’s total number of raging song rounds per day by 1.
Slayer (Blood of the Beast pg. 8): Add 1/3 to the damage the slayer deals with bone weapons (maximum +4).
Swashbuckler (Blood of the Beast pg. 8): Add 1/2 to the swashbuckler’s Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim checks when using the derring-do deed.
Witch (Blood of the Beast pg. 8): Add 1/3 to the saving throw DC to resist the poison of the witch’s familiar.