Making the indigenous folk on a treasure island a PC race


Homebrew and House Rules


So I am working on some ideas for a treasure island adventure based on the time-honored D&D module "Isle of Dread", you know, with pirates, dinosaurs, indigenous folk, temples, curses, and what have you. The setting will not be Golarion, not even a kitchen sink setting but something more akin to Freeport/Razor Coast. Most D&D Tropes still apply though.

Right now I am contemplating to make the indigenous people of the archipelago where the adventure takes place a separate PC race that can be chosen at game start to play a guide or an exiled or something like that. The idea is to make them focused in living between the sea and the jungle and having a general Polynesian/Aztec theme. I am not sure that a separate PC race is really needed, or even a good idea to begin with, but this is my rough draft:

Archipelago Natives:

Archipelago Natives (Placeholder Name)

+2 to One Ability Score: Archipelago Native characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Archipelago Natives are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Archipelago Natives have a base speed of 30 feet.

Heart of the Archipelago: Archipelago Natives have a close connection to both the jungle and the sea. They gain a +2 racial bonus on Survival and Swim checks. They can hold their breath twice as long as normal, and they suffer no harm from hot tropical climate (as if using endure elements).

Oral Traditions: Archipelago Natives value folklore and genealogies. They gain a +2 racial bonus on Knowledge (local) and Knowledge (nobility) checks and can make such checks untrained.

Resistant: Archipelago Natives gain a +2 racial bonus against disease and poison.

Suspicious: Generations of conflict with foreigners have made Archipelago Natives suspicious. They gain a +2 racial bonus on Sense Motive checks and a +1 bonus on saves against mind-affecting effects, except for fear effects.

Weapon Familiarity: Archipelago Natives are always proficient with atlatls, blowguns and something I have yet to decide.

Languages: Archipelago Natives begin play speaking Archipelago. Archipelago Natives with high Intelligence scores can choose from the follwing languages: Elemental Languages, Sylvan, stuff I still need to flesh out.

Alternate Racial Traits

Blood Ritualist: Some Archipelago Natives believe in blood rituals to honor the spirits and calm the mind. Whenever they suffer from bleed effects or hit point damage inflicted by slashing or piercing weapons, they gain a +1 morale bonus on Fortitude and Will saves. This racial trait replaces suspicious.

Children of the Feathered Serpent (Su): Archipelago Natives with this racial trait believe to be descendents of the feathered serpent god and infused with its divine power. Once pay day as a swift action, they can shroud their arms in acid energy. This lasts for one round per level, and can be dismissed as a free action. All melee attacks made during this time deal +1d6 points of acid damage. This racial trait replaces oral tradition and suspicious.

Death Mask: Some Archipelago Natives cover their faces with tattoos or ritual scarification to frighten their enemies. They gain a +2 racial bonus to Intimidate checks. This racial trait replaces oral traditions.

Jungle Hunter: Some Archipelago Natives become dedicated hunters who adapt to the difficulties of fighting in the middle of the jungle. Archipelago Natives with this racial trait reduce any miss chances due to concealment by 10% and gain a +2 bonus to Survival checks to find and follow tracks made by animals and monstrous humanoids. This racial trait replaces oral traditions and suspicious.

Keeper of Myth: Archipelago Natives with this racial trait grew up listening to tales of the gods and the glory of past aeons. They gain a +2 racial to Knowledge (history) and Knowledge (religion) checks that pertain to the archipelago. This racial trait replaces oral tradition.

Poison Use: A number of Archipelago Natives use poison when hunting animals or fighting enemies. They never risk accidentally poisoning themselves. This racial trait replaces resistant.

Trial by Fire: Some Archipelago Natives expose themselves intentionally to fire to please the spirits or to harden their bodies. They gain resistance 5 to fire. This racial trait replaces suspicious.

I think a few abilities are very strong but not really above what some of the ARG races get, but I am open to any and all criticism. Starting with if the whole thing should just be condensed into an alternate racial trait package for regular humans :)


Silly nit pick: What Type are they? I presume Human due to the floating bonus to one ability score. I guess the campaign will primarily on the island, these would be out of place out of the Archipelago.


How many RP is this? With a total of +10 to various skills, plus other features, it seems higher than 10.


As it stands, it seems possible that condensing it into an alternate racial trait package for Humans would be as effective as creating a new race.

There doesn't seem to be anything in their makeup that differentiates them from Humans at a fundamental level right now?

Like Ciaran Barnes said, that also looks like a whole lot of skill bonuses in there! Definitely looks in the realm of an Advanced (vs Standard) race atm.

None of this is to say I don't dig the concept, because I do dig the concept. Flavor wise you've got a good thing going.

"Death Mask" is begging for a little bit deeper fluff, for example maybe they tattoo/scarify in order to mimic the appearance of guardian or avenging spirits? The effect would be the same but there could be a richer cultural detail to back it.

Right now it's definitely striking me as a complex, isolated Human culture rather than an independent race, though.

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