Feedback on my approach to Killoren of Golorian.


Homebrew and House Rules


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Wanted to see what kind of response people had to my attempt to recreate the 3.5 Killoren race for galorian.

I used the rules in Advanced race Guide, although I have also done a few strange things (like the floating ability bonus based on what aspect they are manifesting).

I would love opinions and suggestions ;)

Killoren (pathfinder version)
“Hunter, destroyer, and keeper of ancient knowledge....I am natures answer to the rising power of man.”
A newly risen race of powerful fey, the killoren blend natures patience and power with the ambition and aggression of the humanoid races. The ancient places of the world stir with a power of their own, and no where is this truer than the first world.
From this power, the killoren have sprung in answer to the growing might of the humanoid races.
Whether the work of the Eldest or a spontaneous creation of the first world itself, killoren are at once young and eternal, newly released upon the mortal world, but with unknowable ties to the First world and the heart of nature itself.
As fey, the killoren have ties to nature unmatched by the humanoids of Galorian, but unlike many fey, killoren are not content to wait in the dark recesses of dwindeling forests.
Killoren are aggressive, ambitious manifestations of natures power, and they walk through the cities of man as easily as they meditate in a forest glen.
To date, these adaptable fey have only come into isolated conflict with other humanoids; mostly in the regions of Grungnir forest, Irrisen, XXXX.*
but it's obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far seeing and learned sages wonder at the implications of their growing daring and number.
*It has also been rumored that killoren are gathering at the borders of the world wound, although what this portents is unknowable.
Physical Description: Killoren most resemble half elves, and stand taller than humans but shorter than elves.
They tend towards a lean graceful build and the comely features of many fey, but their skin color is normally more ruddy. While killoren sport the pointed ears of most fey, theirs are less pronounced. Their eyes tend to be humanlike in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue.
Ability score: Killoren gain a +2 to any single ability score, chosen from those available for each of their aspects during character creation. From that point on, the same ability score always recieves the bonus when manifesting that specific aspect*.
Fey (2 RP) Killoren are creatures of the Fey type.
Medium: Killoren are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Killoren have a base speed of 30 feet.
Low-Light Vision: Killoren can see twice as far as humans in conditions of dim light.
Fey Immunities (2 RP): Killoren are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
Wildling: (1 rp) Killoren receive a +2 racial bonus on Kn: nature, and survival checks
Manifest Nature's might (Su): Killoren are forever bound to the raw mutable forces of nature, manifesting this bond even in their physical form.
A killoren can only manifest one aspect of nature's might at a time. Each morning, as the sun rises, a killoren spends ten minutes in quiet meditation, filling their spirit with the aspect of nature they wish to embody. Once chosen, the killoren manifests that aspect until the following morning, when they again choose which aspect is most needed for their current task. (5RP)
Languages: All killoren start play speaking Common and Sylvan. Killoren with a high intellegence may choose from the following languages; Acklo, Draconic, Elven, Gnome, Giant, or any human cultural language.

Aspect of the Ancient:While manifesting the aspect of the ancient, a killoren embodies the deep and ancient secrets of nature itself. While a killoren manifests the aspect of the ancient, his hair turns white, his eye's turn the color of a blue summer sky, and his skin glistens as if dusted with crystal.
You may choose to place your ability modifier in either Dexterity or Intelligence*
Natures memory(4RP) A killoren manifesting the aspect of the ancient, treats all Knowledge skills as class skills, and recieves an additional +2 bonus when making a skill check. This bonus stacks with the +2 bonus from the wildling racial trait.
Resist decay (1RP): A killoren manifesting the aspect of the ancient, gains a +2 bonus against desease and mind effecting effects. These bonuses stack with the bonus from their fey immunities ability.

Aspect of the Destroyer: Many races revere naturee for it's power to destroy, but none more so than a killoren manifesting the aspect of the destroyer.While a killoren manifests the aspect of the destroyer, her hair, and eyes turn a deep black.
Many find the gaze of a killoren destroyers obsidian gaze to be disturbing.

You may choose to place your ability modifier in either Constitution or Charisma*
Natures Wrath (Sp): 1 per day, you may use wrath as a spell like ability. The caster level of this ability is equal to your character level. You focus your anger against an enemy. Choose one enemy creature that you can see. You gain a +1 morale bonus on attack rolls and weapon damage rolls against that designated creature for every three levels you have (at least +1,maximum +3). You also receive this bonus on caster level checks made to overcome the creature’s spell resistance, if any. At 12th level, you gain the benefits of the Improved Critical feat on attack rolls made against the designated creature. This effect doesn’t stack with any other effect that expands the threat range of a weapon. ( 1RP)
Hatred (1 RP): Choose two subtypes of humanoids or outsiders or one creature type other than humanoid or outsider.
A killoren destroyer gains a +1 racial bonus on attack rolls against creatures of these subtypes or this type.
Fey Damage Resistance (3 RP): A killoren destroyer gains DR 5/cold iron.

Aspect of the Hunter:The hunt effects nearly every aspect of nature and claims a place of great prominance and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound to natures ancient tradition of the hunt, and his senses sharpen to an amazing degree. While a killoren manifests the aspect of the hunt, his eye's and hair turn a deep forest green, and his skin becomes dark brown and weathered as tree bark.
You may choose to place your ability modifier in either Strength or Will*
Swift as shadow (1 RP): A killoren hunter gains a +10 foot bonus to their base speed.
Silent Hunter (2 RP): A killoren hunter may reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Eye's of the forest (2RP): A killoren hunter gains the benefit of the alertness feat.

Society: The killoren have no organized kingdoms and only a few scattered communities. They live comfortably in nearly any climate, and their dwellings and communities blend beautifully with the natural world around them.
Few members of humanoid races are knowledgable enough about nature to recognize where the wilds end and a killoren community begins.
As yet, killoren claim no specific lands as their own. Killoren concepts of property and land ownership differ greatly from most humanoid races. They see the world as belonging to nature itself.
As stewards and manifestations of nature, they may at some point deny others the right to settle or despoil part of the wild, but their numbers are few enough that this has not come to pass. In the small conflicts that have cropped up between killoren and humanoids, the killoren have not claimed ownership of the land, instead claiming that they guard the land from evil.
Relations: Although tension is beginning to build between the killoren and other humanoid races that live on the edges of their forests, for the most part killoren remain a curiosity in the eye's of humans and their allies.
Of all the humanoid races, gnomes and elves, are closest in their outlook, although even the elves remain curious about the killorens rescent appearance from the first world and their ultimate role in natures plan.
Gnomes find the killoren to be delightful, and the killoren seem to have an almost parental attitude to them in return.

Alignment and religion: Killoren do not simply admire nature-they are part of it. Combined with their origins in the first world, they are strongly driven towards neutral alignment, and most often chaotic. A killoren cannot look at a distant mountain range without feeling it's beauty and power stir her, nor can he walk through a forest glade without being moved by the peace and strength of nature.
Like most natives of the first world, the killoren have little use for the gods of the humanoid races, although they show great deferance and respect to the Eldest of the first world.

Adventurers: With the power of nature forever bound to their souls, killoren have both the enigmatic outlook of most fey, and the inquisitive drive of most humanoid races. This unique outlook, combined with the unusual ability to manifest different aspects of nature's own power, make killoren unique.
Killoren have an innate connection to nature's power; as such, the natural world and it's best interest are never far from their thoughts. Killoren also differ from other races in that they have three different aspects of their personality that correspond to their ability to manifest different aspects of nature's might. Killoren who manifest the destroyer aspect are arrogant and aggressive, those who manifest the hunter are stealthy and subtle, and those who manifest the ancient look deep into the heart of a matter before voicing their opinions.

Aging: Killoren are considered adults at age 10, middel aged at age 30 years, Old at 100 years, and take no age penalties or bonuses beyond this. Killoren age normally through the old age category, but they never reach the venerable age category and can live indefinatly should they choose to do so.


So that would be a "Not Interested" ey ?


Just now saw this.

The variable ability score has me wondering. If they aren't manifesting their normal aspect, are they effectively taking a -2 and getting nothing in return? (Since they're swapping one aspect for another, that's a fair trade, but the ability score as-written doesn't seem to have a repayment.) Or does it move to one of the appropriate options for the new aspect? If not, it should, otherwise you're penalizing them for not just straight sticking with one aspect... and if that's what you're intending, you might as well just have them pick an aspect for forever at level 1. I personally prefer the "have the +2 shift around based on aspect" option myself.

Typos:
A lot of those "eye's" should have their apostrophes removed, and Will in Aspect of the Hunter should be Wisdom.


Orthos wrote:

Just now saw this.

The variable ability score has me wondering. If they aren't manifesting their normal aspect, are they effectively taking a -2 and getting nothing in return? (Since they're swapping one aspect for another, that's a fair trade, but the ability score as-written doesn't seem to have a repayment.) Or does it move to one of the appropriate options for the new aspect? If not, it should, otherwise you're penalizing them for not just straight sticking with one aspect... and if that's what you're intending, you might as well just have them pick an aspect for forever at level 1. I personally prefer the "have the +2 shift around based on aspect" option myself.

Typos:
A lot of those "eye's" should have their apostrophes removed, and Will in Aspect of the Hunter should be Wisdom.

Yes, the +2 ability score is a "floater" that changes based on which aspect the Killoren is assuming. the only time a Killoren would not have the +2 atatched to one of their ability scores, is if they didn't assume as aspect.

And yes....my spelling sucks :P Thanks for pointing out the typos ;)

Dark Archive

Interesting. You've moved stuff around and buffed some stuff, but that might be appropriate for a Pathfinder upgrade.

The Killoren was, of all the new races introduced in 3.5 outside of Eberron, the most intriguing to me. I like your expansion of the base ideas, but am concerned that it's perhaps a bit too wordy. Ideally, a new race shouldn't take much more space than the Dwarf entry to describe, even if the Killoren already has the three aspects to deal with, making this perhaps an unrealistic wish... :)

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