Mizuyokai Racial Traits
All amphibious yokai (mizuyokai) races in this section have the following racial traits in addition to the ones listed in their entry:
Mystical Bubble: Mizuyokai instantly create a mystical bubble of air whenever they’re fully submerged under the water. This weightless, fragile object about the size of a coconut conveys the ability for the mizuyokai to breathe normally while underwater simply by having it in their possession. The bubble persists for 24 hours, the mizuyokai surfaces, the mizuyokai is no longer
carrying it, or until it is destroyed (taking any damage at all).
Saltwater Adaptation: With the exception of the mizugumo, these races can derive hydration by drinking sea-water.
Water Native: Mizuyokai gain a +4 racial bonus on Swim checks, can always take 10 while swimming.
Yokai traits: Yokai always count Stealth and Survival as class skills.

Benitsuru are the mystical guardians of the shore and sky. While they prefer wading in shallow streams and quiet lakes, they will occasionally venture to the ocean’s edge to satisfy hunger or curiosity. Though not the only avian race in the world (this book alone details three others), they are the one of the few that are at home on land, in water, and in the air. They use this unique talent to stay out of harm’s way, deliver long distance messages, and to get a unique view of their watery world.

Physical Description: The benitsuru stands nearly 5 feet tall and appears much like a large crane or stork with a human face. It has mostly white plumage, with black feathers on its long neck, chin, near the bottom of its wing, and on the top of its head. A shock of scarlet plumes create a mask around its human-like eyes. It has small, clawed hands where its primary feathers begin (where the alula is located for most winged birds). Its legs are long, black, stork-like and terminate in webbed feet. Similar to many seabirds, a benitsuru’s feathers are waterproof. Although its plumage and body shape is superficially that of a crane’s, its body also subtly incorporates aspects of both ducks and cormorants. Consequently, it is able to dive and swim fairly well, though this is not its best means of locomotion.

Males and females appear remarkably similar, usually only outwardly distinguishable by their voice, of which the female has a higher pitch. Benitsuru mate only once or twice in their life, and typically 1-3 six-inch-long golden eggs result. Hatchlings grow quickly, reaching maturity in about 10 years. The red eye feathers emerge around this time. These red feathers can also help determine the age of a benitsuru. An elderly benitsuru often has a face full of crimson feathers, without any white or black remaining.
Society: Benitsuru are generally a peaceful and cheerful people. Many might think their smile to be an immutable facial feature if they haven’t seen a member of this race in a dire or desperate situation. Even in the heat of combat, if there is hope for victory, the benitsuru will remain calm and grinning.
The benitsuru often see themselves as emissaries of peace and hope. It is quite common for a benitsuru to act as a mediator or an ambassador. Despite this and their frail frame, benitsuru are not afraid to stand up for what they believe in. When pressed, they will not back down from a fight, and have even been known to be great military leaders during times of terrible imbalance.

Relations: Currently the benitsuru are not on the good side of the law, as many are considered outlaws. The average benitsuru believes that the wealthy have too much power, and that the current laws of the land are favoring that arrangement. Benitsuru typically get along with anyone who looks favorably on a peaceful resolution to this conflict.Many believe, the benitsuru included, that the benitsuru are charged with the task bring balance to their surroundings. Some even consider killing a benitsuru to be an evil act that is sure to bring misfortune. Regardless, there are still plenty of lawful races that view the benitsuru as arrogant trouble makers. These races will not hesitate to clip the benitsuru’s wings before it can escape.

Alignment and Religion: Most benitsuru are good aligned, with a few neutrally aligned members. Many worship powers of nature, philosophical doctrines, or the yokai ancestors. Evil benitsuru are exceedingly rare, and are usually outcasts for some other reason such as a curse or deformity.

Adventurers: Benitsuru most often adventure to maintain peace or balance in their homeland. A few adventure to satisfy their curiosity or thirst for adventure. Others are just trying to spread good will throughout the land.
Most adventuring benitsuru become clerics, druids, or bards. A few will take up the path of wizard, sorcerer, ninja or rogue. Warriors among this race are quite uncommon, as they seldom have the fortitude for one-on-one combat.
Names: Benitsuru tend to have long,genderless, poetic names that often become shortened by those they adventure with. Typical names include “That which dances in the reeds, quiet and golden, wisdom in the waving wind,” “Fallen snow on the autumn lake, ephemeral, immemorial, until the chill bears ice,” and “The leaf circles the sky, twirling, climbing, yet always finding its rest upon the water.”

+ 2 Dexterity, +2 Wisdom, -2 Constitution, -2 Strength: Benitsuru are quick in both form and wit, but have extremely frail bodies and hollow bones.
Medium: Benitsuru are Medium-sized creatures.
Base Speed: Benitsuru have a speed of 30 feet.
Flight: Benitsuru have a fly speed of 30 feet (average).
Eternal Hope: Benitsuru gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, benitsuru may reroll and use the second result.
Weather Savvy: Benitsuru are so in tune with the air and sky they can easily sense the slightest change in atmospheric conditions. They can spend a
full-round action to predict the weather in an area for the next
24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Languages: Benitsuru begin play speaking Common and Yokai. Benitsuru with high Intelligence scores can choose any of the following: Aquan, Elven, Glacian, Celestial, Delatari, Draconic, Gnomish, Halbok, and Tengu.

Kawako, also known as sea kappa, are the marine cousins of their smaller river-dwelling kin. Once exceedingly rare, kawako populations have exploded in recent times. While some of this is due to a massive shift in the spiritual energies on which the sea kappa thrive, they also found a niche as mercenaries and will often be hired as reinforcements in naval conflicts.

Physical Description: Kawako resemble both sea turtles and their freshwater cousins. Their coloration, eyes, and shells are very similar to green or loggerhead sea turtles. While they are larger than river kappa, they retain the same bowl-like indentation on the tops of their heads, though it is much smaller and less noticeable. Their hands and feet are webbed. Lachrymal glands located behind each eye allow the kawako to eliminate excess salt obtained from ingesting ocean water. On land, the excretion of excess salt gives the false impression that the kappa is crying.

Instead of water being held in their head-bowls, an air bubble balances in this position while they are submerged. While held in by a thin membrane of mucus, it can be forcibly dislodged, thereby robbing the sea kappa of some of its power underwater.

Males and females are virtually identical in appearance. Adult males have longer claws and wider, less domed carapaces than females. Since these traits do not appear until adulthood, kawako do not tend to emphasize gender roles upon their children.

Society: Much like their small kin, kawako relish both good humor and martial prowess. However, unlike the river folk, they collectively lack a mischievous streak and are not as prone to chaotic behavior. Kawako do have hair-trigger tempers that are easily elicited by insults, but this is tempered by a strong sense of honor and dedication to their cause.

Sea kappa are known to always keep their word, which can be both good and bad. When making deals with a kawako, one can be assured they will not back out. However, when receiving threats from one, one can also be certain the kawako will eventually follow through.

Relations: Those that deal with the river kappa on a regular basis find it difficult to take the kawako seriously. Those that have had brief and often malicious encounters with their smaller kin, find that the kawako can only be worse. However, their recent reputation for being excellent mercenaries, especially for coastal endeavors, has done much to help their reputation.

Alignment and Religion: Kawako tend towards lawful alignment, but this is not a hard and fast rule. Though a sea kappa always keeps their word, many refuse to agree to any contracts, and a few rare (and often hunted) individuals take advantage of their race’s reputation and break promises whenever it benefits them. Kawako can be virtually any religion, but they most frequently worship the power of the Yokai .

Adventurers: Kawako make excellent fighters, rogues, and ninja. Quite a few sea kappa will become sorcerers and rangers as well. They adventure for varied reasons, but many include fulfilling a promise or contract, fighting for a cause, or proving their physical prowess.

Names: Kawako are an uncomplicated race that prefer simple, monosyllabic, and non- gender specific names. Some examples include Ak, Bok, Dep, Eck, Gan, Kag, Muk, and Yom.


+2 Strength: Kawako are very strong, but most of their other traits are fairly average. Medium: Kawako are Medium-sized creatures.
Base Speed: Kawako have a base speed of 30 feet.
Low-Light Vision: Kawako have low-light vision allowing them to see twice as far as humans in dim light.
Carapace: Kawako have a +2 natural armor bonus.
Claws: Kawako have natural claw attacks which deals 1d4 points of damage
for each claw.
Note: It is traditional (but not required) to keep the sword hand’s claws
cut short. Doing so grants a +1 racial bonus to attacks with one-handed melee weapons, but eliminates the claw attack for that hand. Claws grow back to attack length after one month of no trimming.
Kawako Weakness: Each kawako has an indentation on the top of its head which holds a bubble of air while he is submerged. This bubble will not dislodge in the normal course of events, including when making Acrobatics checks and during combat. A kawako may voluntarily release his bubble, or another may attempt to force it out. Those who successfully grapple a sea kappa may, as a full- round action, attempt a Combat Maneuver which will dislodge the bubble. A successful check inflicts 4 points of Strength and Dexterity damage to the kawako. A sea kappa can restore any ability damage inflicted in this way by surfacing for air for one round.
Weapon Familiarity: All kawako are proficient with the guijian (turtle sword). In addition, kawako treat any weapon with the word “kappa” in its name as a martial weapon.
Languages: Kawako begin play speaking Common and Yokai. Sea kappa with high Intelligence scores can choose any of the following: Aquan, Elven, Glacian, Celestial, Delatari, Draconic, Gnomish, Halbok, and Tengu.

Diving bell spiders are the only natural spider known to spend most of its life under water. As with other spiders, it breathes air, which it traps in a bubble held on its abdomen and legs. Mizugumo, the living embodiments of the mystical elements of wood and rain, mirror these remarkable spiders in both form and habitat.

Physical Description: Mizugumo are Medium-size centauroid spider-kin, replete with 8 limbs and the ability to spin elaborate silk webs. Their lower half is very spider-like, with four spider legs and a bulbous abdomen. Their upper-half is more humanoid, excepting that Mizugumo have four thin arms rather than two. Their faces seem human as well, although in addition to two regularly placed and sized eyes, they have two smaller eyes underneath. Mizugumo range in color from mustard yellow to brownish black, and all have dark brown or black hair.

Males are a bit larger than females (which is odd for spiders in general, but not for diving bell spiders). Males are also lighter in color and often have thick facial hair, especially long drooping mustaches. Mizugumo hatch from small, spherical red eggs which are deposited in silk pouches and carried around by the females during gestation. The spiderlings are bright red in color and reach adulthood quickly, in about 7 years.

Society: Mizugumo society is somewhat divided by gender. Females typically work during the day to maintain and protect their domicile, weave silk, and tend to the children. They rarely venture to the surface and will often spend their entire lives underwater. They are often less adventurous than the males, who are responsible for hunting and gathering air when necessary. The males will often spend their nights climbing into mangrove trees and diving upon submerged prey from above with spears in hand. However, there are also many examples of individuals who eschew these roles.

Relations: Mizugumo are viewed as rather primitive by other races because of their adherence to a simple lifestyle. Nevertheless, they are still respected as important yokai who maintain the freshwater mangroves. They are also sought after for their exquisite silk. Some races, who have particularly strong aversions or fears of spiders, tend to mistrust the mizugumo. For the mizugumo however, everyone is a friend until they prove themselves otherwise.

Alignment and Religion: Mizugumo are simple folk with a mostly neutral outlook. They will often adopt the nature worship and traditions of nearby cultures, but seldom develop belief structures of their own beyond humble superstitions.

Adventurers: Mizugumo adventure either out of necessity or to protect their environment. As the freshwater mangroves are often threatened from a variety of sources, adventurers of this race are not uncommon. Males usually become unsophisticated fighters or barbarians, and females become rogues and sorcerers.

Male Names: Arata, Daichi, Haruo, Hiroki, Isamu, Kamaji, Katashi, Mikio, Takahiro, Takeshi

Female Names: Azumi, Chiharu, Kaori, Katsumi, Rei, Sayuri, Shiori, Suzu, Tamiko, Yori

+2 Dexterity, -2 Strength, -2 Intelligence: Mizugumo are exceedingly nimble, but not very strong or worldly.
Medium: Mizugumo are Medium-sized creatures.
Darkvision: Mizugumo can see in the dark up to 60 feet. Perceptive: Mizugumo gain a +2 racial bonus to perception checks. Base Speed: Mizugumo have a base speed of 40 feet.
Climb: Mizugumo have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
Freshwater Dependent: Mizugumo do not consider seawater to be a viable drinking source.
Quadruped: Mizugumo possess four legs, granting them a +4 racial bonus to CMD against trip attempts.
Multi-Armed: Mizugumo possess four arms. A mizugumo can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
Spin Silk: As a full round action, a mizugumo can use silk glands on its abdomen to create a
30-foot length of silk rope. The mizugumo may do this a number of times per day equal to one half its character level, minimum 1. Alternatively, the Mizugumo can weave 100 feet of silk thread instead of a 30-foot rope.
Languages: Mizugumo begin play speaking Common and Yokai. Mizugumo with high Intelligence scores can choose any of the following: Aquan, Elven, Glacian, Celestial, Delatari, Draconic, Gnomish, Halbok, and Tengu.

A little over a century ago, a small fleet of zeppelins (and a few smaller airships) heavily laden with shibaten refugees plunged through a rift in the sky and landed off of the coast of a human village. They were from around 300 years into the future. In this time, the Far East and the frigid north were locked in a bloody war. The Shibaten were unfairly branded as spies because they look vaguely similar to the squawks that are spearheading invasions of the eastern shores. Subjected to mass genocide, many shibaten boarded aglooik-made airships and flew off to uncharted waters in hopes of finding a new home. Though it is unclear precisely what caused the temporal rift that brought them back in time, their populations have flourished in this new timeline. Temporally native shibaten did exist in this timeline, but they were still primitive and in very remote locations. Currently, these natives have either joined the much larger temporally shifted group, or moved further away into obscurity to avoid them.

Physical Description: Shibaten, or duck-folk, are small, about 3'6”, with duck-like feathered bodies, large beaked heads, bird-like eyes, and black bird legs with finned feet. Shibaten are surprisingly strong and make excellent wrestlers and fighters despite their small size. Their compact, water-repellent body and finned feet make them superb swimmers. Shibaten vary considerably in appearance.

In their original time, Shibaten plumage is typically white, with black, grey, speckled brown, or even bright colors like blue, green, red, orange, and purple in the minority. Unfortunately, this plumage color was linked to personality traits. Black shibaten were considered the most sly and stealthy and therefore first on the list for extinction at the hands of their cruel emperor. The refugees from the zeppelins consisted primarily of Shibatens with black or dark plumage. Therefore, the majority of the descendants in this timeline have those same traits, with the occasional reddish, purple, or brown sheens.

Shibaten have no visible sexual characteristics except for variances in plumage, but follow the sexual conventions of their neighbors regarding dress and manners. Shibaten of both genders typically leave their lower body bare to facilitate swimming.

Society: Shibaten tend to specialize in laborer occupations, such as fishermen, ferrymen, and launderers. Some create their own niches, such as seaweed farming or oyster diving. They also farm and forage in marshes and inland lakes and make great rice planters, forming bands of migrants to work paddies over a wide area — a very labor intensive part of rice farming where their work is much appreciated. Some take to solo wandering and become itinerant craftsmen, mercenaries, or comedians. Yet others are unable to find contentment in any one role, and change professions regularly, trying first one thing and then another. Finally, some shibaten seek to avoid all kinds of work and mooch off friends and neighbors and so form a class of expendable adventurers.

Relations: When they first landed, shibatens were besieged by both humans and aglooiks who wanted to learn about their future technology. This fad only lasted for one generation until they had nothing more to offer. However, it was enough to allow shibatens to take root on the eastern shores and begin to multiply.

Shibaten are regarded as harmless troublemakers by most. While their neighbors find them noisy, they are tolerated for their obvious joy-of-life, and their work in water-craft is useful. Shibaten get along decently with most races, especially those that appreciate humor such gnomes and benitsuru.

Alignment and Religion: Duck-folk are self-centered and boisterous and tend towards chaotic in their personal habits. But they are rarely anarchists— they like to have a stable society to fall back on. They can have any alignment, but act with a flair that makes them seem more chaotic than they are.

Shibaten are drawn to boisterous, brave-faced gods much like themselves, patrons that see the value of a quick, short outburst. They rarely pay more than lip service to religion, and when they do they often misunderstand the creed and become oracles preaching a distinctly unusual or even heretical version of their patron's teachings.

Adventurers: More aggressive shibaten adventure to express their exuberance, while others are forced into a life of adventure because they ran out of welcome or have been kicked out of their homes by bigger or more organized creatures. They make surprisingly good warriors despite their small size. Regardless of their size, they are too impatient and noisy to make truly good rogues, but can do well as con-men.

Male Names: Ahiru, Arata, Haruo, Isamu, Katsu, Kichirou, Orochi, Sadao, Takeshi, Yasuo.

Female Names: Asami, Ayano, Chiharu, Hitomi, Kasumi, Kohaku, Mayumi, Natsuko, Sango, Yoshie.

+2 Strength, +2 Charisma, -2 Wisdom. Shibaten are amazingly strong for their size, and very creative. Their energy is infectious, but they are overly focused on one thing at a time and oblivious to the rest.
Size: Shibaten are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, a +2 size bonus on Fly checks, and a +4 size bonus on Stealth checks.
Speed: Shibaten have a base speed of 20 ft. Can’t Shut Up: Despite their size, shibaten are not good at being stealthy. They tend to lose their temper at just the wrong moment, and suffer a -4 penalty on Stealth checks. This counteracts their size bonus to Stealth.
Ancestral Pilot: Shibaten consider Profession (airship pilot) to be a class skill.
Natural Comedian: Shibaten have a +2 racial bonus to Perform (comedy) checks but suffer a -4 penalty on Perform (oratory, sing) checks.
Quackitude: Shibaten have a +2 racial bonus to Intimidate checks, and ignore Intimidate penalties for being smaller than those they coerce.
Seed Finder: Shibaten have very good eyesight at close quarters and are able to quickly distinguish small details and color differences. They get Perception checks to spot nearby hidden when they first come within 5 ft. of them, as if they spent a move action actively looking for such things. This includes concealed objects, traps, secret doors, and other hidden things that normally requires a move action to be spent on Perception. It does not include noticing creatures using Stealth or seeing through invisibility. This check should be made in secret by the GM.
Sumo Aficionado: Shibaten spend a lot of time wrestling and gain a +2 racial bonus on CMB to grapple foes and on CMD to resist grapples.
Languages: Shibaten begin play speaking Common and Yokai. Shibaten with high intelligence scores can choose from the following: Aquan, Draconic, Goblin, Gnome, Sylvan, Halbok,and Ancient.

While the most commonly encountered tengu are those with the heads of crows or ravens, several other varieties exist, including those with the heads of seagulls. Like their more recognized cousins, these variant tengu, known as tenkamome, live in close-knit rookeries, engaging in clandestine and mysterious activities hidden from the prying eyes of other humanoids.

Physical Description: Like other tengus,tenkamome are avian humanoids whose features strongly resemble seagulls. Unlike their corvid cousins, their beaks are relatively smaller in proportion and they lack talons, instead having webbed feet. Seagull tengu are amongst the shortest members of the tengu race, rarely exceding 42 inches in height. Most tenkamome have white or gray heads with yellow or orange beaks although variations exist, including those of a solid dark-grey color. Tenkamome bodies are usually a similar color to the head, or have darker patches of grey or even black.
Like the majority of tengus, tenkamome are unable to fly. A tenkamome’s eyes sit slightly back and to the sides of his head, giving him binocular vision with a slightly more panoramic field of view than other humanoids. Like many avians, tenkamome have hollow bones and reproduce by laying eggs.
Society: Common along coastlines and waterfront cities, tenkamome favor locations such as ships that have been tied up and left abandoned or old fish markets. Loud and abrasive, rookeries of tenkamome often compete with one another for space and territory, leading to secretive wars in the back alleys and dock areas of major cities. These wars often lead to a decrease in the level of crime in major cities as the tenkamome fight amongst themselves, but as soon as the war is over, the victors make up for lost time. While most tenkamome are found in cities, some dwell in isolated locations far from human civilization, living off the sea as simple fishermen.

Tenkamome are typically junk collectors; finding usefulness in just about any discarded object. From their trash collections, they are extremely adept at cobbling together working items including tools, armor and even weapons. While these items are seldom functional for anyone other than the tenkamome who crafted them, Relations: Few races easily tolerate tenkamome. Of the most common races, only humans allow them to settle within their cities with any regularity. When this occurs, tenkamome inevitably form their own ghettos and ramshackle communities, typically in the most wretched coastal neighborhoods. Regardless of their tolerance, most humans maintain as little contact with tenkamome as possible. Tenkamome occasionally make friends with halflings and gnomes, but only when they share mutual interests. Conversely, most dwarves have no patience for tenkamome whatsoever. Other races tend to view tenkamome in a similar fashion to humans, though many actively discourage them from settling in their realms.
Alignment and Religion: Tenkamome tend to be neutral, though those who allow their impulsiveness to get the better of them lean toward chaotic neutral. Religious beliefs vary from tribe to tribe; some worship the traditional tengu gods (most of which are aspects of better- known deities), while others take to the worship of human gods or celestial spirits. Tenkamome can be fickle with regard to their patrons, quickly abandoning religious customs when they cease to provide any tangible benefit. Many embrace polytheism, picking and choosing to uphold the tenets of whatever deities best suit them at the time.
Adventurers: Tenkamome are natural kleptomaniacs, so they favor the rogue class. A rare few tenkamome who come from isolated rookeries are barbarians instead.
Male Names: Bukka, Chak-Chak, Duskfeather, Garagara, Hyōryū, Jichin, Ryūboku, Taicho, Tchoyoitu, Xaikon.
Female Names: Aerieminder, Aikio, Cheetchu, Daba, Hahen, Janku, Mikacha, Ruk, Zangai.

+2 Dexterity, +2 Wisdom, −2 Charisma: Tenkamome are known for their quick reflexes and natural inquisitiveness, but are annoying and bothersome at the best of times.
Size: Tenkamome are Small creatures.
Senses: Tenkamome have low-light vision.
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Flock Mentality: Tenkamome gain a +1 racial bonus on attack rolls when flanking an opponent. This racial bonus increases to +2 if at least two other creatures are flanking the same enemy.
Jury-rig Anything: Tenkamome gain an additional skill rank and a +2
racial bonus to skill rolls which they must apply to Craft (jury- rig). This skill is always considered class skills for a tenkamome. With this skill, the tenkamome can cobble junk and spare parts together into working tools, armor, and weapons. However, while these items work perfectly well for the tenkamome who manufactured them, they retain the broken condition for everyone else. Since worthless rubbish was used to craft these items, they cost nothing to make and have no value to anyone save the tenkamome who crafted them.

The most notable item crafted with this skill is the dinglehopper; a makeshift weapon patched together from other discarded or broken weapons.
Although they all share the same basic statistics, each dinglehopper is as unique as the tenkamome who created it.
Weapon Familiarity: Tenkamome are proficient with their own dinglehopper. They treat all improvised weapons as martial weapons, and are not subject to the normal -4 penalty if they are proficient in martial weaponry.

Languages: Tenkamome begin play speaking Common and their own dialect of Tengu. Tenkamome with high Intelligence can choose any language as a bonus language (though they are not as gifted in languages as other tengu, and
many are illiterate).

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