Hypello

Racial Traits 	Racial Traits 	Race Point Cost
Type 	Humanoid (hypello) 	0
Size 	Medium 	0
Base Speed 	Slow 	-1
Ability Score Modifiers	Flexible (+2 Dex, +2 Wis) 	2
Languages 	Standard 	0
Defense 	Camouflage (swamp) 	1
Defense 	Hardy 	3
Feat and Skill 	Amphibious 	2
Feat and Skill 	Skill bonus x2 (handle animal and ride)	4
Feat and Skill 	Skill Training (handle animal and ride)	1
Movement 	Swim 	2
Movement 	Terrain stride (swamp) 	1
Senses 	Darkvision 	2
Weakness 	Poor Communication 	-2
Total 	Total 	15
Hypellos are a race of amphibian creatures from the land of Spira. While their pronunciation of common is off and sometimes full of lisps many races can understand their meaning, with a heavy lisp on words with “S” in them like Shay (say) and Yesh (yes). Though they are also known for converting some words into gibberish, for example Ebullibody (everybody), Inveshtitagating (investigating) Imposhibibble (impossible), as well as ending most of their sentences with a questioning tone. They are agile in the water, but are not so nimble on dry land, walking at a torpid pace.
==Standard Racial Traits==
* Ability Score Racial Traits: Hypellos are sturdy and wise. They gain +2 Dexterity, +2 Wisdom.
* Size: Hypellos are Medium creatures and thus receive no bonuses or penalties due to their size.
* Type: Hypellos are Humanoid creatures with a hypello subtype.
* Base Speed: Hypellos have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Though due to their life near and within water, they have a swim speed of 30 feet.
* Languages: Hypellos begin play speaking Common and Hypello. Hypellos with high Intelligence scores can choose from the following: Moogle, Goblin, Sylvan, Dwarven. See the Linguistics skill page for more information about these languages.
===Defense Racial Traits===
* Camouflage: Hypellos receive a +4 racial bonus on Stealth checks in marshes and forested areas.
* Hardy: Hypellos gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
===Feat and Skill Racial Traits===
* Amphibians: Hypellos begin with the Amphibious racial trait, allowing them to breathe both air and water.
* Animal Empathy: Hypellos gain a +2 to all Handle Animal checks made to influence animals.
* Rider: Hypellos gain a +2 on Ride checks.
* Ride ze Shoopuf?: Hypellos treat Handle Animal and Ride as class skills.
* Swim: Hypellos have a swim speed of 30 feet and gain the +8 racial bonus on swim checks that a swim speed normally grants.
===Movement Racial Traits===
* Swamp Stride: A hypello can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a hypello normally.
===Senses Racial Traits===
* Darkvision: Hypellos can see perfectly in the dark up to 60 feet.
=== Weakness Racial Traits ===
* Poor Communication: Due to their vocal patterns and childish demeanor, hypellos gain a -2 to Diplomacy and Intimidation checks against all other races.
==Alternate Racial Traits==
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
===== Replaces Animal Empathy, Rider =====
* Fishy Merchant: Hypellos who put themselves up as tradesmen do surprisingly well, regardless of their speech. Hypellos with this racial trait gain a racial bonus of +2 to Bluff and Diplomacy checks, as well as ignoring their Poor Communication trait, when engaging in a trade. This racial trait replaces animal empathy and rider.
===== Replaces Swamp Stride =====
* Defensive Training: Hypellos 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.
* Glider: Hypellos’ aerodynamic bodies and thick webbing between the toes enable a falling hypello to treat the distance fallen as half the actual distance. The hypello can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The hypello 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 Swim =====
* Land Lubber: Some hypellos stay away from the waters, taking to the sky in airships or settling in towns, as such their legs are stronger than others in exchange of their swimming ability. Hypellos with this racial trait increase their base speed to 30 feet. This racial trait replaces swim.
==Age, Height and Weight==
Table: Hypello Starting Ages:
Adulthood	Intuitive	Self-taught	Trained
13 	+1d4 	+1d6 	+1d8
Table: Aging Effects:
Middle age	Old 	Venerable	Maximum age
35 years 	50 years	200 years	+2d20 years
Table: Height and Weight
Gender 	Base height	Height modifier	Base weight	Weight modifier
Hypello, Male 	4ft. 10in. 	+2d10 in.
(5ft. 0in.-6ft. 6in.)	80 lbs. 	+(2d10x3 lbs.)
(86 - 140 lbs.)
Hypello, Female	4ft. 8in. 	+2d10 in.
(4ft. 10in.-6ft. 4in.)	70 lbs. 	+(2d10x3 lbs.)
(76 - 130 lbs.)
==Racial Archetypes==
The following racial archetypes are available to hypellos:
* Drigagoonie (Dragoon; Races with Innate swim speeds) 
* Yabbleshammy Archer (Archer; Hypello)
==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.
* Archer: Add +1 foot to the range increment with bows or crossbows. This option has no effect unless the archer has selected it 5 times (or another increment of 5).
* Bard: Add +1/6 to the DC of all songs.
* Black Mage: Add one spell known with the poison or water descriptor from the geomancer’s spell list. This spell must be at least 1 level below the highest spell level the black mage can cast. The spell is treated as 1 spell level higher, unless it is also on the black mage spell list.
* Chocobo Knight: Add +1 hit point to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points.
* Dragoon: Add +1/2 bonus to Acrobatic skill checks for jumping.
* Fencer: Add 1/2 to the fencer’s Acrobatics, Climb, Escape Artist, Fly, Ride, and Swim checks when using the derring-do deed.
* Freelancer: Add +1/4 to the number of rounds the freelancer may remain in exploration  focus. This has no effect if exploration  is not set as the freelancer’s primary focus.
* Geomancer: Add a +1/2 bonus on concentration checks. This bonus doubles in a forest or swamp terrain.
* Gunner: Add a +1/4 bonus on attack rolls when making a utility shot or a dead shot.
* Thief: Add a +1/2 bonus on Perception checks while in a forest or swamp.
Category:Races