Physical Description:
The Fraxin are a plant race that appear as tall, green or grey coloured humanoids with tough, smooth, bark like skin, slightly serrated green leaves or flowers where other races would have hair and emerald or aquamarine coloured eye. Sometimes they have branch-like horns swept back from their foreheads. They move and act with a slow, deliberate and unsettling grace that belies a strength and tenacity that many have discovered to their peril.
Unsurprisingly, they have a strong connection with plant life and quiet, natural spaces, but are also fearsome warriors and make relentless adversaries when they are roused. They have a respect for all living things and are intuitive healers and carers. Although they have a preference for rural areas, they are happy to stay in urban areas if necessary. However, despite their caring nature, they lack a high level of empathy and can sometimes have difficulty relating to non-plant races, but can often see things objectively and without the prejudice that familiarity can cause. They are likely to think before taking action, which can be seen as hesitant, but they can act quickly if they have prepared ahead of time and thought through all eventualities.
As they grow older, the Fraxin became less communicative and prone to long periods of hibernation. Eventually they become rooted to the ground and immobile, growing branch like protrusions and becoming more like conventional plant life, until they are outwardly indistinguishable from normal trees, like their ancestors. They can live on like this for centuries, periodically waking and becoming communicative, before eventually dying of old age. However, the Fraxin do not believe that this is the end – in this tree-like state, if their roots are in contact with those of their kin, then part of them lives on, becoming a part of a collective consciousness and ancestral memory. They call this ‘Rooting’ or ‘Joining Roots’. While no one can confirm this belief for sure, it is true that some of the most ancient Fraxin appear to have seemingly first had knowledge of events that occurred hundreds of thousands of years ago.

XP Cost: 22,000


- +2 Str, +2 Wis, -2 Cha (Standard 0RP)

- Type: Plant (10RP)

- Size: Medium (0RP)

- Normal Speed: 20ft, but are not slowed by encumbrance from Heavy Load or Armour (-1 RP)

- Senses: Low Light Vision

- Plant Immunities to all mind-affecting effects (charms, compulsions, morale effects, patterns & phantasms), poison, paralysis, polymorph, sleep effects and stunning
Need to breathe and eat, but not need to sleep (although they can do so if beneficial)

- Bark-like Skin: +1 Natural Armour (2 RP)

- Spell Like Ability: Entangle at will (Caster Level as Character level) (2 RP)

- Tree speech: As a continual Speak with Plants spell (2RP)

- Hydrated Vitality: Gain fast healing 2 for each round submerged in clear water. Can heal up to (character level x2) hp per day in this manner (3RP)

- Skilled: +1 to Survival and Heal skills (2 RP)

- Rooting: Gain +2 to all Knowledge skill checks and can use Knowledge skills untrained if in physical contact with a Fraxin Elder attached to the Root network (1RP)

- Weapon Training: Proficient in the use of all Bows and any weapons with the Fraxin descriptor (1RP)

- Languages: Common, Sylvan and Choice of Elven, (Standard 0RP)

Total RP 22

The Fraxin have existed, in one form or another, since before the Gods came to Tulan. For millennia, from pre-history to the Mythic Era, the Fraxin appeared outwardly to be nothing more than tall, smooth barked trees, similar to an Ash trees, imposing but immobile and unremarkable. However, inwardly they were sentient,intelligent and philosophical beings that could sense and partially interact with their surroundings, curious but detached. They lived in vast forest like communities,communicating in a silent manner, holding debates that could last decades.Their main habitats were the forests of what would become modern Enotia, but they slowly spread across most of Tulan.

Despite the longevity and the dispersion of the species, they rarely felt compelled to interact with other races so largely existed unnoticed by most of the inhabitants of the world. This coupled with their ponderous and somewhat alien way of behaving meant that they never appeared as major players on the world stage. The Nim’ari knew of them, but saw them as nothing more than another type of forest spirit and only rarely took the time to communicate with them in anything other than the most cursory fashion.

This all changed during the Mythic Era. One of the few races to have any idea of the events of this time, the Fraxin underwent a startling change – many of their saplings sprouted in humanoid form. For reasons unknown or now forgotten, the high concentrations of magic at this time caused this strange metamorphosis and the young Fraxin found themselves apart from their older kin. Still able to communicate with their forebears, but also now more capable of interacting with other races, this new generation became emissaries for the Fraxin.

Ironically, because of the Fraxin’s insular nature, the invaluable knowledge they possess of the Mythic Era tends to focus on their own endeavours, but there are snippets of information regarding their interaction with other races and their place within the mighty races of the age. It is believed that they had alliances with the Nim’ari and lived in many joint communities that were mutually beneficial to both races. It would appear that many were appointed by some kind of world authority to act as impartial arbitrators and judges for many of the younger races. Much of their knowledge of other races derives from their recollection of their judgements and disputes. They were also known as great healers, teachers, planners, architects and guardians of nature.

What happened at the end of the Mythic Era is unclear, but the result was that as magic ebbed away during the Dark Era, the Fraxin returned to their old tree like nature and fell into deep hibernation. By the start of the Industrial Era they seemed to have disappeared from the face of Tulan altogether and were mostly forgotten, their very existence was only referred to in fragments of dusty tomes locked away in the libraries of the Nim’ari. As they slept, Tulan changed and science and technology began to rival the magics of the forgotten Mythic Era.

During the upheaval of the Reckoning as magic returned to the world, so did the Fraxin. As they awoke, the plant men immediately began to revert to their old ways tending to the wounded, sick and hungry, helping to rebuild shattered communities and looking to do what they felt was best without prejudice.

In the years after the initial devastation, the Fraxin have been mostly apolitical, either individuals or small groups allying with nations as they deem appropriate or ignoring borders and sovereignty altogether and roaming as they see fit. They can be found in many rural areas, acting as healers, arbiters, peacekeepers or simply dwelling close to the forests. Their presence is tolerated by most authorities as they do not favour one group over another, although this in itself can cause hostility if someone wishes to cause an enemy harm.

Although their ancestral homeland is Enotia, the Fraxin seem to share a certain kinship with the Elemental Courts and many have made their way to Kajir despite the new land never having been home to them before.

The Fraxin are a semi-nomadic people, only really settling down later in life as theyfiguratively and sometimes literally become rooted to a particular area. They have no empires, no great nations or kingdoms and rarely have substantial villages or towns. They roam between the communities of their own and other races, crossing borders, helping where they can and seeking to rebuild what was lost. They tend to travel individually or in small caravans.
Due to the nature of their ‘birth’, as saplings growing in nursery gardens from shoots within womb like pods, Fraxin rarely know or care exactly who their parents are. They are instead raised by the extended family group until they come of age. This means they tend not to form close personal bonds, but feel connected to the family group as a whole. Many nursery gardens are tended by elderly Fraxin either planning to or in the process of setting down roots. This suits the pace of the old as they begin to slow down further, tending the
young shots, but also means that the germinating Fraxin can also begin to learn in utero as their sapling roots merge with the ancestors, so newborns usually are much more advanced than those of other races, some even disturbingly able to talk.

As a rule Fraxin have some difficulty with technology, but mostly out of lack of experience rather than any distaste for it. This is simply because they were not active during the Industrial Era and much of what they know of modern technology is new to them having been picked up in the last few decades since The Reckoning.
The Fraxin enjoy large scale physical art, such as sculptures, intricate architecture and painted murals, but are also keen sportsman, particular those sports where there toughness, patience or physical strength are an advantage, such as archery, javelin, martial arts or contact sports.
They practice an extremely physical and, paradoxically for the apparently ponderous Fraxin, frenetic sport called Kantlox, or ‘Stickball’ in the common tongue. This involves two teams vying for control of a ball, the Lox, using a combination of flat wooden sticks, called Kants, and their hands. The Lox is generally struck or carried with the Kants, but players are also permitted catching and running with it in hand for short distances only.
Players are prone to slamming into each other or smashing Kants against each other in aggressive tackles, sending splintered fragments of shattered wood across the field. Due to the Fraxin’s natural strength and frequent ‘accidents’ with the Kants there can be many injuries, but the might and toughness of the Fraxin mean few are serious. However, aside from the odd curious Orc or Minar, few other races are willing to play!

The Fraxin do not have close ties with any other particular race, but have a shared history with the Nim’ari so are more likely to understand and identify with them. They do not tend to enjoy the company of the smaller, more vibrant races such as Halflings or Gnomes as their quick wits and actions sometimes unsettle and confuse them. More stoic or thoughtful races, such as the Dwarves, Dracen or Minar, are of a similar temperament and
are likely to be easier for the Fraxin to interact with.

They are keen to strike up stronger relations with the elemental aligned races, such as the Ifrit, Oread, Slyph, Undine as they too are new to the more cosmopolitan world that Tulan has become. While the Fraxin bear no particular ill will towards the Orc and Goblinoid races, they find their sometimes destructive nature difficult to accept. However, they do appreciate their martial skill and tenacity. Humans are a unique race in the eyes of the Fraxin, seeming to revel in life and enjoying a myriad of pastimes, professions and passions despite their short and oftentimes difficult lives. They view them with a mixture of curiosity, confusion and mindfulness.

Alignment & Religion:
Distant, ponderous and contemplative, yet relentless when roused most Fraxin have a Neutral component in their Alignment. Due to their caring and protective nature their most common Alignment is Neutral Good, although Lawful Neutral and Lawful good are almost as common.

There are no social restrictions upon religions, but they tend not to directly worship members of The Twelve as their racial memory remembers a time before they arrived on Tulan. Their main religion involves veneration, rather than worship, of The World Tree Yggdrasil.

Fraxin tend to favour less organised classes that do not have the need for strict rules and hierarchies. Their most obvious callings are as divine spellcasters that exist outside of established churches, such as Druids and Oracles. Although it is not unheard of, Fraxin are rarely clerics of The Twelve and are virtually never Paladins.

Fraxin have a strong history as Inquisitors due to their knowledge of local communities they visit on their travels and acting as official and unofficial judges and peacekeepers.
While they do not have any great traditions of arcane magic use, there are a number of small Wizard colleges and Witch covens within Fraxin communities. They tend to avoid professions that require a strong force of personality, such as Sorcerers, Bards and Summoners.

The more martially inclined tend to lean towards Barbarians or Rangers rather than Fighters, but their wisdom and personal strength means Fraxin also make excellent Monks if an individual has a mind to follow this path. They are rarely Gunslingers as although they have flair with missile weapons, they prefer the physicality of the bow or the spear.

Their patience and insight sometimes make for more subtle Rogues and once the Fraxin are more confident with the use of technology, they would make excellent Alchemists.

Male Names: Edra, Nyab, Irorgas, Llaspro, Jindzo, Trebon, Nteb, Moran, Andoto, Varago
Female Names: Jiraba, Ptetra, Tara, Babis, Ytera, Pramee, Ulan, Pimo, Tieroda, Erandase

Favoured Class Options:

Barbarian: Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or other increment of five).This stacks with regular barbarian class feature

Druid: Add +1/3 to the druid’s natural armour bonus when using wild shape

Inquisitor: Add + 1/6 to the number of times a day per day that they can use the judgement class feature

Oracle: Add one spell known from the oracle’s spell list. This spell must be at least one level below the highest spell level that the oracle can cast

Ranger: Add +1 hit point or +1 skill point to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill points

Witch: Add +1/4 natural armour bonus to the AC of the witch’s familiar
Alternate Racial Traits: (to be updated)

Alternative Racial Traits:

Shards of the Past: Some Fraxin have a particularly strong link to their ancestral memory and retains fragments of information from those who have gone before. However, they are somewhat frailer and less resourceful than their kin as they are more studious and sagely. Pick 2 Knowledge Skills, these are treated as class skills and receive a +2 bonus. This replaces Skill Training and Natural Armour.

Hardwood: Possessed of a much denser, tougher bark like skin, these Fraxin have an additional 1 to Natural Armour and gain Spell Resistance (Lesser) (SR= 6character level). This replaces Hydrated Vitality.

Toxic sap: This Fraxin has developed the ability to produce a poison from their sap (blood) that has paralytic quality (Fort DC (10+1/2 Hit Dice + Con Modifier), poison frequency 1/6 rounds, effect 1 Con, cure 1 save. This replaces Weapon Training

Yggdrasil’s Hand: As a tree has many branches, this individual is blessed by Yggdrasil with an extra arm. This is normally seen as a good omen and they are usually expected to follow the path of the druid. This is treated as an additional off hand for all purposes. This replaces Weapon Training and Hydrated Vitality.

Racial Archetypes:

Arbitrator (Inquisitor):

During the Mythic Era and in the time since The Reckoning the Fraxin have been called upon to act as judges and peacekeepers in places where the normal rule of law has either broken down, out of touch or not trusted.
Sometimes this involves simply adjudicating on matters of law, but on other occasions this will require them to investigate matters themselves.

Class Features An Arbitrator has the following class features:

Lawyer (Ex)

At 1st level the arbitrator adds her Wisdom modifier on all Knowledge skill checks in addition to her intelligence modifier when making rolls relating to points of law or historical judgements. This replaces Monster Lore

Judgement (Su)

At 1st level an arbitrator gains the following judgement

Lawman’s Brand (Su): While chasing potential criminals an arbitrator can make use of this brand against particularly elusive target. When using this judgment, the arbitrator gains the ability to brand suspect creatures with positive energy. To do so, she must make a successful melee touch attack against the suspect creature. This attack deals an amount of positive energy damage equal to 1d6 + the arbitrator’s Charisma score, and burns her personal symbol into the suspect creature’s flesh, bone, or even its incorporeal
form. From that point onward, the arbitrator can sense the existence of the branded creature as if it were the target of a locate creature spell (caster level equal to 1/2 the arbitrator’s inquisitor level). A slayer’s brand lasts until the suspect creature is destroyed or until the arbitrator uses this ability on another creature. This replaces the Destruction judgement.

Pact (Su)

An arbitrator is called upon to mediate and pass judgement on important and contentious issues. Once all parties are decided the arbitrator can ensure that the agreement made is not broken by use of his pact ability.

At 3rd level the arbitrator is able to use his pact ability as long as all parties involved in the decision are in agreement. Thereafter, if someone knowingly breaks the terms of the pact they are Fatigued and Sickened for 1 round for every level of the arbitrator and there after they suffer a -2 to all rolls until the perpetrator has either the willing agreement of the other parties to restore them or they are the target of an atonement spell. There is no saving throw. The penalty for the perpetrator increases by 2 for every 3 levels after 3rd maximum of -12 to all rolls at 17thlevel. This replaces Solo Tactics and Teamwork Feats.

Kantlox Player (Barbarian):

The game of Kantlox is one unique to the Fraxin, a mixture of contact sport, ball game and delicate balance.
Its origins are lost during the Mythic Era, but is a pastime that is enjoyed almost universally among the Fraxin, with many playing as amateurs from a young age. There are, however, competitive leagues that employed highly skilled or even professional players. These individuals have honed their skill to a level above significantly above the casual player. They tap into a primeval aspect of Fraxin nature that combines keen sportsman skills with an almost martial fury. They harness this rage for use in the game to perform extraordinary feats of strength, speed, skill and intimidation. These skills have also proven to be extremely effective on the field of battle.

Class Features A kantlox player has the following class features

Class Skills: A kantlox player adds Bluff, Escape Artist and Sleight of Hand to his skill list and removes Handle Animal, Knowledge (Nature) and Ride

Weapon and Armour Proficiency: A kantlox player is proficient with all simple and martial weapons plus exotic weapon proficiency Kantlox. They are proficient with light armour, but not shields.

Rage(Ex): As regular barbarian rage power, except in instead of a bonus to Will saves, the kantlox player receives bonuses to Reflex saves

Leaf on the Wind (Ex): At 1st, 4th, 8th and 12th level the kantlox player receives a Bonus Feat from the following list: Dodge, Mobility, Spring Attack or Kantlox Trick. All normal prerequisites apply. This replaces indomitable Will.

Kantlox Master (Ex): At 3rd level a kantlox player gains a +1 to attack bonus and damage when using a warkant and battlelox. These bonuses increase by +1 every three levels thereafter (6th, 9th, 12th, 15th and 18th). This replaces Trap Sense.

Rage Powers: The following rage powers complement the kantlox player archetype: guarded stance, increased damage reduction, knockback, mighty swing, no escape, powerful blow, raging leaper, strength surge, surprise accuracy, swift foot, deadly accuracy (ultimate combat), hurling (advanced players guide), hurling, greater (advanced players guide), hurling, lesser(advanced players guide), knockdown (advanced players guide) and Sprint (ultimate combat)

Treesinger (Druid): As the Elf archetype of the same name.

Fraxin have a closer affinity for plant life than they do for most animal life so it is unsurprising that their druids tend to interact more closely with this aspect of nature.

Class Features A treesinger has the following class features:

Plant Bond (EX)
At 1st level, a treesinger forms a mystic bond with plant life. This bond can take one of two forms. The first grants the treesinger one of the following domains: Plant; Growth; Jungle, Swamp. When determining the powers and bonus spells granted by this domain, the treesinger’s effective cleric level is equal to her druid level. A treesinger who selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot, and this spell cannot be used to cast a spell spontaneously.

The second option is to form a close bond with a plant companion. A treesinger may begin play with any of the plants listed below. This plant is a loyal companion that accompanies the treesinger on her adventures. Except for the companion being a creature of the plant type, drawn from the list below, this ability otherwise works like the standard druid’s animal companion ability. Plant bond replaces the druid’s nature bond ability.

Plant Companions

Each plant companion has different starting sizes, speed, attacks, ability scores, and special qualities.
All plant attacks are made using the creature’s full base attack bonus unless otherwise noted. Plant attacks add the plant’s Strength modifier on the damage roll, unless it has only one attack, in which case it adds 1-1/2 times its Strength modifier. Some plant companions have special abilities, such ascent. Plant companions cannot gain armour or weapon proficiency feats, even as they advance in hit dice, and cannot use manufactured weapons at all unless their description says otherwise.

As you gain levels, your plant companion grows in power as well. It gains the same bonuses that are gained by animal companions, noted on Table: Animal Companion Base Statistics. Each plant companion gains an additional bonus, usually at 4th or 7th level, as listed with each plant choice. Instead of taking the listed benefit at 4th level, you can instead choose to increase the companion’s Strength and Constitution by 2.

Carnivorous Flower
Starting Statistics Size Small; Speed 30 ft., climb 10 ft.; AC +2 natural armour; Attack bite (1d6); Ability Scores Str 10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities low-light vision, scent.
4th-Level Advancement Size Medium; Attack bite (2d6); Ability Scores: Str +4, Dex –2, Con +2; Special Attacks rage (1/day, as the barbarian class feature for 6 rounds).

Crawling Vine
Starting Statistics Size Medium; Speed 20 ft., climb 20 ft.; AC +2 natural armour; Attack slam (1d4); Ability Scores Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special Attacks grab; Special Qualities low-light vision, scent.

4th-Level Advancement Size Large; AC +1 natural armour; Attack slam (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks constrict 1d6.

Puffball (Floating Fungus)
Starting Statistics Size Small; Speed 20 ft., fly 60 ft. (average); AC +1 natural armour; Attack thorn (1d4 plus poison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6; Special Attacks poison (Frequency 1 round 6, Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities low-light vision.

4th-Level Advancement Ability Scores Str +2, Con +2.

Sapling Treant
Starting Statistics Size Medium; Speed 30 ft., climb 30 ft.; AC +1 natural armour; Attack 2 slams (1d6); Ability Scores Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities double damage against objects, low-light vision.

4th-Level Advancement Size Large; AC +2 natural armour; Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.

Green Empathy (Ex)

At 1st level, a treesinger can improve the attitude of a plant creature. This ability functions just like a Diplomacy check made to improve the attitude of a person. The treesinger rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical wild plant creature has a starting attitude of indifferent.

To use green empathy, the treesinger and the plant creature must be within 30 feet of one another under normal conditions. Generally, influencing a plant creature in this way takes 1 minute but, as with influencing people, it might take more or less time. A treesinger can also use this ability to influence an animal, but she takes a –4 penalty on the check. This ability replaces the wild empathy class feature.

Wild Shape (Su)

At 4th level, a treesinger gains the ability to wild shape. This ability functions at her actual druid level. A treesinger cannot use wild shape to adopt an animal or elemental form. Instead, when she gains this ability at 4th level, she can assume the form of a Small or Medium plant. This functions as plant shape I, except the treesinger does not yet gain access to the constrict or poison abilities of the plant form assumed.

At 8th level, the treesinger’s wild shape gains the full range of abilities available from plant shape I. At 10th level, a treesinger can assume the form of a Large or Tiny plant. Her wild shape ability now functions like plant.

At 12th level, a treesinger can assume the form of a Huge plant. Her wild ability now functions like plant shape III. This ability replaces, and otherwise functions like, the normal druid wildshape ability.

New Racial Rules

The following options are available to Fraxin. At the GMs discretion, other appropriate races may make use of some of these new rules.

Fraxin Equipment

Fraxin have access to the following equipment

Honey sap: Due to physiological differences, normal alcoholic beverages and similar concoctions have no effect on the Fraxin. However, this golden coloured alchemical liquid is formulated to create a gentle calming effect on the Fraxin and is used to alleviate stress. It also has the effect of activating the Fraxin’s Hydrated Vitality ability as if they were in water.

Kantlox gear: Regular kantlox equipment consists of a wooden kant (a stout, flat ended club) for each player, a lox (a heavy wooden ball about 4 inches diameter) and sometimes a protective helmet and guards (treat as leather armour). If used in combat a regular kant is treated as a club and lox is as a bola without the trip feature and counted as a simple weapon.

Thorn Caltrops: These function as regular caltrops except that they also feature curved barbs and hooks that mean that if they are spread over areas of vegetation they get tangled up in the vines/grass/ branches. If this vegetation is then used for an Entangle spell or spell like ability it is classed as having thorns as per the spell description. This is in addition to the normal rules for caltrops.

Warkant and Battlelox: Heavier versions of the regular kantlox gear, specifically designed for combat and are treated an exotic weapon due to their sturdier construction and how they are used together. Anyone proficient with these weapons can use the warkant as a heavy club, but can also use it to hit the battlelox with extra range and accuracy. Used in this manner the Battlelox’s range is increased by 20ft for every +1 strength bonus the attacker has. Additionally, the regular damage is enhanced by Str bonus x1 ½. Some wielders learn special tricks adapted from kantlox manoeuvres (see feats below).

Fraxin Equipment


Fraxin Special Materials

Fraxin Livewood: Elder Fraxin that have ‘rooted’ can sometimes willingly shed branches for use in the construction of items. This wood is still a living part of the donor and is mystically kept alive via connection with the mystical ‘root’ system of the Fraxin. As these sections of wood are still alive, they cannot simply be cut and carved without causing the donor discomfort, although no actual pain or damage is inflicted. Instead, specially trained Fraxin can form the livewood into the desired shape via use of the craft magic item feat or spells such as Wood Shape. After the crafting process, the donor does not feel discomfort from the use of item, although it will feel some pain if the item is completely destroyed.

Any wooden item can be shaped from livewood and is treated as masterwork, including bows, shields and weapons. The item gains the strength of forged steel (Hardness 10 and double regular hit points for the item), but the most remarkable feature is that the livewood item can actually heal over time at the same rate as a regular living creature. This means that unless the item is utterly destroyed it will eventually restore itself.

Additionally, touching a livewood item counts as being in contact with an elder Fraxin for the purposes of communing with the ‘root’ system. Livewood readily accepts enchantments and the construction time of magic items that can be made from wood, such as wands, staves, shields and wooden weapons is reduced by 50% if livewood is used in their manufacture.

Fraxin Feats

Fraxin have access to the following feats

Efficient Hydration

Your ability to gain strength from water is increased

Prerequisites: Fraxin, Hydrated Vitality racial feature, 3rd

Benefit: You can use your Hydrated Vitality ability when only partially submerged in water (as little as ankle deep), your Fast Heal is increased to 4 and you can heal up to 4 x character level in hp per day.

Improved Entangle

You have greater control of the vegetation that you use with your entangle racial feature.

Prerequisite: Fraxin, Entangle spell like ability, 5th

Benefit: You can use your Entangle ability to manipulate small items, pick up objects (Strength as character level +5) and even attack (as whip – use the character base attack bonus, counts as a standard action for purposes of combat resolution). The vegetation is under the direct control of the character and does not act independently.

Kantlox trick (combat)

You have mastered a number of tricks using the traditional Kantlox equipment that can be utilised in combat

Prerequisites: Exotic Weapon Proficiency Kantlox, Str 13, Base Attack bonus +1

Benefit: You gain access to 2 or more of the following tricks.

Blow to the Head: The Battlelox hits the target in the head and in addition to causing damage may also stun the target. The attacker must make a CMB check and if they succeed the target becomes stunned for ( attackers Strength bonus – 1; minimum 1) rounds. If the target is wearing a helmet they gain a +5 bonus to their CMD.

Catch: A key part of the game is catching a speeding Lox safely. If fighting defensively or taking a total defence action the character can make a combat manoeuvre check as an immediate action to catch a thrown item and negate any attack. If the item has a timed effect (such as certain alchemist grenade attacks) the character must dispose of the item within 1 round to avoid the normal effect. Arrows and other fast moving projectiles can be
caught, but with a -10 to the characters CMD. Bullets are too fast to catch with this ability.

Kant Disarm: The attacker uses the Kant or the Lox in a disarm attack as if they had the Improved Disarm feat

Kant Sunder: One of the most obvious signs of a good Kantlox game is the number of shattered Kants that cover the playing field at the end of a match. The attacker uses the Kant in a sunder attack as if they had the Improved Sunder feat

Kant Trip: The attacker uses the Kant in a Trip attack as if they had the Improved Trip feat

Kneecap: The Battlelox hits the target in the leg and in addition to causing damage may also impede movement. The attacker must make a CMB check and if they succeed the target becomes hobbled and can only move at half speed, cannot run or charge and are at -4 to Reflex checks. The effect lasts for (2 + attackers Strength Bonus) rounds

Ricochet Shot: If you successfully hit a target with the Battlelox and there is another target within 20ft you can immediately take an additional attack at the 2nd

Vault: Using the Kant as a pole, the attacker can move through a threatened area at full speed without provoking an attack of opportunity by leaping over an attacker. The character must succeed an Acrobatics check (see p88 in Core rulebook) as normal.

None of these manoeuvres provoke an attack of opportunity as long as the attacker is using Kantlox weapons.

This feat can be chosen multiple times and each time another 2 tricks are learned.

Shallow Roots

You can partially access the ancestral memory of the Fraxin without directly touching a Fraxin Elder.

Prerequisites: Fraxin, Rooting special ability, 6th

Benefit: You can access the Root System as long as you are making physical contact with bare ground, ideally with their hand buried up to the wrist in soil. If simply touching the ground you can use Knowledge Skills untrained. If your hand is buried to the wrist in soil you can use knowledge skills untrained and gain +1 to all skill rolls.

Normal: The Fraxin can Gain +2 to all Knowledge skill checks and can use Knowledge skills untrained if in physical contact with a Fraxin Elder attached to the Root network.

Fraxin Magic Items:

Fraxin have access to the following magic item.

Furious Lox

Aura: transmutation; CL 12th

Slot: none; Price: 35,000gp Weight: 3lbs

This ornately carved + 2 Distance, Returning Lox looks to be made from very old, weathered livewood. The rumours that surround the item say that the spirits of the original Fraxin Elder donors are still contained within the Lox and that they were kept from joining the Root system at their own request due to a particularly violent disposition that was felt would corrupt the system. 5/day the Lox can be instructed to attack on its own for 1 round. It can attack on consecutive rounds or individually. Its attack bonus is 16 and deals 1d610 damage on its own, has an AC of 24, a Hardness of 20 and 100hp and a CMD of 27. All damage dealt to the Lox repairs overnight.


Requirements: Craft Arms and Armour, creator must be a Fraxin, must have Livewood donated by a particularly violent, but willing Fraxin Elder; Cost: 17,500gp

Fraxin Spells:


School : Transmutation; Level: Druid 2, Ranger 1

Casting Time: 1 standard action

Components: V, S, M (a thorny branch)

Range: Personal

Target: You

Duration: 1 min/level

The caster sprouts sharp, dagger like thorns along their forearms, elbows, shoulders and knees. These thorns count as +1 natural weapons that inflict 1d4 damage. These natural attacks can still be used if the caster is pinned or grappled. This effect can be made permanent using a permanency spell

Leaf Wings

School: Transmutation; Level: Druid 3, Oracle 3, Ranger 2, Witch 3

Casting Time: 1 standard action

Components: V, S, M (A large maple leaf)

Range: Touch

Target: 1 creature

Duration: 1 min/level

Saving Throw: Will Negates (harmless); Spell Resistance: yes (harmless)

The subject grows large, leafy wings from their back and can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armour, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its manoeuvrability is good.
Flying with this spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of the spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armour it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level. The wings can be constricted and this will hamper the subjects ability to fly.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds as the leaf wings begin to fall apart. If it reaches the ground in that amount of time, it lands safely. If not, it will fall the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the spell is dispelled, but not if it is negated by an antimagic field.


School: Evocation; Level: Druid 4, Oracle 4, Witch 5

Casting Time: 1 standard action

Components: V, S, M (mortar)

Range: Close; 25 ft + 5ft / level

Target: 20ft radius; or 1 Stone object or one stone creature

Duration: 1 min/level

Saving Throw: Will negates (object) or Fortitude half (for stone creatures); Spell Resistance: yes

This spell is intended as a siege weapon, to slowly grind down the mighty walls of stone castles, but over a matter of minutes rather than centuries. The spell causes 10d10 points of damage/round to stone structures.
The caster must stay in close proximity to the object that is being attacked, which can be difficult if the spell is being used during an actual siege.
The spell will only effect objects made of stone, but will also affect creatures made of stone, such as Stone Golems, but they are able to make a Fortitude save for half damage. Once the object is destroyed, the spell ends even if the full duration has not expired. Similarly, if a stone creature manages to escape the range of the spell then the effect ends.


Yggdrasil – The World Tree, The First Fraxin, Father of All


Portfolio: Fraxin people, ancient knowledge and wisdom, Strength, growth and Nature

Domains: Healing, Knowledge, Plant, Protection, Strength

Favoured Weapon: Fraxin Warkant

This titanic tree is both a physical entity, located in the far north of Enotia, and a spiritual concept. It is thought to be the first Fraxin and serves as focal point for their belief in ‘Rooting’, that they live on after death within the spirit of their people, as its roots spread across the land, touching many others and joining all together.
It’s spiritual and ethereal presence stretches far beyond its physical form, even into the worlds beyond Tulun. Some say that if you walk its branches for long enough, you will find yourself in other planes of existence.
Although it slumbers now, it is reputed to hold the collected knowledge of all Fraxin, a race that has endured for millions of years. It is said that in a time of great trouble Yggdrasil will rise up and defend the Fraxin and Tulun from a terrible evil. Many have stated that it became active during The Reckoning, manifesting as a gigantic Fraxin and battling the Titans alongside the Twelve, but no one has been able to substantiate this.

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Pathfinder: Domain LW79 LW79