Cumari

== Cuttlefish are Friendshaped ==
"For the love of- don't trust those fish people! I get it; they look all cute and friendly, but that's a straight farce! They do that to let your guard down and that's when they get you!"
-Captain Fireteeth II
Found in nearly any place that has a large body of water, be it a lake, river, or the ocean itself, you will find the Cumari. The Cumari are an amphibious humanoid race only slightly smaller than the average human (on average, standing about 4' 10"). Cumari possess gills along the sides of their bodies that allow them to breathe both fresh, and salt, water. Cumari are great swimmers, capable of swimming through currents with ease. Cumari have large eyes which helps their ability to focus on objects and creatures as well as hunt at night, their eyesight also allows them to see in the dark. Instead of hair, Cumari have tentacles of varying size as well as two fins on either side of the head. There is almost no difference between the male and female sex of a cumari and, due to their androgynous look and nature, are often mistaken for their correct gender. 
When frightened, cumari will often tuck themselves in while crouching. While this may appear 'adorable' to some, this is actually a tactic used to decrease their size, leading to less parts of their body that can be attacked, and to prepare to spring in a direction when needed.
Cumari soceity is mostly nomadic and is led by most influencial, and dangerous, of the clan. Cumari who become too curious about the world leave their group and seek out the company of species that are not related to their own. Once a cumari has found a person they find interesting enough, they refuse to abandon them, even willing to die alongside them in combat. 
==Masters of Charm and Ambush==
Cumari generally focus on pretending to be innocent, playful, and cute inorder to appear like they mean no harm towards their prey. In reality, they are awaiting the best time to ambush and kill their mark. Cumari are dangerous, dexterous creatures who focus on graceful, stealth attacks rather than brute force. In a bind, or when cornered, the cumari can use their powerful beaks to bite deeply into enemies.  
Cumari weapons mostly consist of spears (and, by extension, tridents,) daggers, nets, and, when needed, shortbows. 
Cumari, strangely enough, do not change too much between whether they consider you prey or if you are considered a friend. The most obvious, tell tale sign is that the cumari will shy away from touching any creature they "like" or that they consider a friend.
Cumari are mostly found aboard ships, within water-filled caves, within the depths of the ocean, and in lakes near towns. It is rare to also find them within the Underdark and the Elemental Plane of Water. 
==Playing as a Cumari (Pathfinder)==
Racial Traits:
Type: Humanoid (Cumari)
Ability Score Modifier: Cumari are lithe, attack with grace, and focus more on stealth rather than brawn. +2 Dexterity, +2 Charisma, -2 Strength
Size: Medium
Base Speed: Normal (30 ft.)
Swim:  You gain a swimspeed of 30 feet and gain a +8 Racial bonus on Swim checks that a swim speed normally grants.
Darkvision:  You can see 60 ft. in darkness. 
Amphibious: Cumari are primarily based around water, but can also travel long distances on land. Can breathe both air and water.
Silver tounged: Racial bonus +2 to Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Cumari 
Camouflage: The skin of the cumari reacts to match the terrain around them. If a cumari spends 10 minutes studying the area around her, she can shift the colors on her body, granting a +2 racial bonus to Stealth checks.   
Stalker: The cumari excel at ambushes and spotting prey at a distance. Perception and Stealth are always class skils for members of this race.
Bite:  Cumari possess a powerful beak to bite wtih. You deal 1d3 bite as primary or a secondary if wielding manufactured weapons. 
Languages: Common and Aquan. Cumari with high enough intelligence can choose from the following: Dwarven, Gnome, Elven, Halfling, Goblin, and Orc.
Favored Class Options:
Alchemist: Add +1/4 natural armor bonus when using mutagen.
Bard: Add +1 to bard's CMd when resisting disarm or sunder.
Cleric: Select one domain power granted at 1st level, uses are equal to 3+ wisdom modifier. Add +1/2 to uses per day.
Druid: Add +1 bonus on wild empathy checks to influence animals and magical beasts with the aquatic subtype.
Fighter: Add +1 to fighter's CMD when resisting two combat manuevers of the characters choice. 
Monk: Add +1/4 points to the monk's ki pool.
Oracle: Reduce the penalty for not being proficient with a weapon by 1. When non proficiency reaches 0 because of this ability, trat it as having appropriate martial or exotic weapon proficiency feat for that weapon.
Ranger: Add +1/4 dodge bonus to AC against ranger's favored enemies
Rogue: Add +1 bonus on sneak attack damage rolls during surprise rounds or before the target has acted within combat.
Sorcerer: Add +1 bonus on caster level cheks to cast spells underwater.
Witch: Add one spell from the witch spell list to Witch's familiar. This spell must be at least one level below the highest spell level she can cast. If familiar is replaced, new one knows bonus spells. 
Category:Races
Category:Player Races