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Hypello 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: Hypello aren't very strong. However, they are sturdy yet strangely endearing, despite their method of speech. They gain +2 Constitution, +2 Charisma, and a -2 to Strength.
Size: Hypello are Medium creatures and have no bonuses or penalties due to their size.
Type: Hypello are Humanoid creatures with the hypello subtype.
Base Speed: Hypello 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: Hypello begin play speaking Common and Hypello. Hypello 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

Watery Disposition: A Hypello’s connection to water is stronger than it appears. When struck with an attack or effect that deals water damage, a Hypello recovers 1 hit point per die of damage dealt.
Slippery: Hypello have many frog-like traits, such as secreting a harmless but slippery oil on their skin that helps control their body temperature. Hypello gain a +2 racial bonus on Escape Artist checks to escape grapples and Acrobatics checks to squeeze into tight spaces.

Feat and Skill Racial Traits

Amphibian: Hypello are Amphibious, allowing them to breathe both air and water.
Shoopuf Bond: Hypello treat Handle Animal and Ride as class skills. In addition, they gain a +2 racial bonus on checks to teach animals and Animal Companions tricks.
Swim: Hypello 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

Swampy Plaps: A Hypello can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a Hypello normally. This racial trait applies while both walking and swimming.

Senses Racial Traits

Darkvision: Hypello can see perfectly in the dark up to 60 feet.

Weakness Racial Traits

Poor Communishications: Due to their vocal patterns and childish demeanor, Hypello 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. Consult your GM before selecting any of these new options.

Defensive Training: Hypello 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 swampy plaps.
Selling Fish to a Mermaid: Hypello who put themselves up as tradesmen are well skilled at the art of the sell, even rumoured to be able to sell fish to mermaids. Hypello with this racial trait gain a racial bonus of +2 to Bluff and Diplomacy checks, as well as ignoring their Poor Communication weakness, when engaging in a trade. This racial trait replaces Shoopuf Bond.
Webbed… Wings?: 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 swampy plaps.
Land Lubber: Some Hypello 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. Hypello with this racial trait increase their base speed to 30 feet. This racial trait replaces swim.
Deep Marsh Dweller: Some Hypello grow up in more dangerous marshlands. As a result, a rare subset of Hypello have developed a venom sac or gland that can secret poison. A Hypello with this trait gains the following extraordinary ability: As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be blinded for 1d6 rounds. The DC of this save is equal to 10 + 1/2 your total Hit Dice + your Constitution modifier. You can use this ability once per day plus one additional time per day for every three Hit Dice you have. This is a poison effect. This trait replaces Slippery and Shoopuf Bond.

Racial Archetypes:

None

Racial Feats:

None