Custom Race - Drell (11 RP, Advanced)


Homebrew and House Rules


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I created a race for an evil campaign I'll soon be participating in and after receiving positive feedback from the other players, I figured I'd share it here for others to use. It's an 11 RP build with advanced racial traits. I attempted to fit it into Golarion as much as possible. Feel free to use it however you'd like. Comments, praise and criticism are always welcome. :)

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Drell (11 RP, Advanced)

Standard Racial Traits

  • Ability Score Racial Traits: Drell gain +2 Str, +2 Dex, +2 Con, +4 Int, and -2 Cha.
  • Type: Drell are humanoids.
  • Size: Drell are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Drell have a base speed of 40 feet.
  • Languages: Drell begin play speaking Undercommon.

Feat and Skill Racial Traits

  • Stalker: Perception and Stealth are always class skills for a Drell.
  • Skill Training: Bluff and Disguise are always considered class skills for Drell.
  • Bonus Feat Drell receive Skill Focus as a bonus feat.

Senses Racial Traits

  • See in Darkness: Drell can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Weakness Racial Traits

  • Light Blindness: Abrupt exposure to bright light blinds a Drell for 1 round; on subsequent rounds, he is dazzled as long as he remains in the affected area.

Physical Description

Drell are hairless humanoids with sharp features. Their nose, chin and ears tend to be pointed to varying degrees. Drellen eyes are catlike in appearance and come in a variety of colors including gold, red, violet and grey. Drell tend to be muscular but lean, although that is likely due to their nomadic lifestyle. The most noteworthy feature of Drell is their skin. Drell have tiger striped skin displaying white, greys and black. While this in itself is not unique, the fact that the tiger like stripes move across the skin, swirl and change shade is. The speed at which colors change and move relates directly to the emotional state of a Drell. An angry, excited or fearful Drell is quite a sight to behold, but is often a source of fear or distrust of Drell in other races. It is certainly not the norm. Drell have a midnight black patch of skin around the eyes. This patch has a unique shape for every member of the race and is the easiest way to identify different individuals. Drell are particularly long lived, assuming their life is not cut short unnaturally, generally living at least 500 years with some particularly hardy and intelligent members earning a death of old age with as many as 800 to 900 years behind them. There are stories of a few elders living past 1,000 years, but none are currently known to exist.

Society

Drell hail from the Darklands and typically do not ever venture to the surface, certainly the cause of their unusually keen sight in darkness and difficulties seeing clearly in areas of bright light. While Drellen settlements have occurred in the past, the majority of their population has been decimated by Drow hunting parties. Drellen flesh continues it's hypnotic movement even when removed from the body, although the speed at which the movement occurs is significantly reduced. This feature has created a demand for Drellen flesh in the upper echelons of Drow society as trophy and symbol of wealth and power. The Drow hunting parties have hunted Drell to near extinction, the remaining members of the species the fastest, most powerful and most intelligent. Drow hunting tactics often relied upon magical darkness to blind the Drell and force them into traps or ambushes. The Drell that survived were often those found they had the ability to see through any darkness the Drow could cast upon them.

Generations of forced selective breeding amongst the survivors, owing to the extermination efforts of the Drow, has led to an extremely versatile race. All have an innate ability to hide and move stealthily, as well as very keen senses. Drell are now solitary creatures and coupling is extremely rare. Their naturally quick minds tend to latch onto a single skill that they almost obsessively develop to pass the time on their lonely journey. They are adept at navigating the Darklands and have learned that the ability to appear as something else through disguise and deception are skills particularly well suited to preserving their own lives.

Drell tend to birth several children from a single pregnancy, typically at least 3 but no more than 6. However, the harsh realities of the Darklands generally take the lives of the majority of offspring before their first 100 years. The 100 years mark is generally when a Drell is considered an adult, although they are capable of reproduction somewhere around 50 years of age. Drellen females are generally responsible for raising children to adulthood, but the males have been known to take on the responsibility of raising orphaned or lone children.

Relations

Drell show little concern for other races outside of their hatred for the Drow. However, Drell will usually avoid Drow rather than directly confront them, even if it appears they have a direct advantage. As all Drell pass along the dangers of Drow traps and ambushes to their offspring, this tendency is likely deeply ingrained in their psyche.

Drell almost never harm other Drell as the dire situation of the species is known to all members of the race. There are rare instances of violence between Drell throughout Drell history, but they will generally work with one another to accomplish short term goals and then part ways. Most violence between Drell occurs when a member's mind has fallen into insanity, but only when peaceful options have been exhausted and there is a real threat to the sane Drell in the encounter.

Alignment and Religion

Owing to the harshness of the Darklands and the particularly difficult history of the Drell, most members of this race are primarily concerned with their own survival and well-being. They tend towards Neutral Evil alignments, willing to do whatever is necessary to ensure their own future. While this may simply result in continued survival in the Darklands, a Drell that finds their way to the surface finds a much safer land and will likely concern themselves with their own prosperity. A comfortable life is something that Drell hardly would consider dreaming about, but separation from the everyday dangers of the Darklands frees considerable time to dream and scheme.

Drell have little need or want for religion and are more concerned with their own ability to deliver themselves from danger than prayers offered to a divine being. Drell do, however, have great respect for their ancestors and have even been known to draw divine powers from the spirits of members of their bloodline that have passed. Most Drell are able to recount tales of their direct ancestors that are passed from generation to generation by word of mouth, although this is considered a very private matter in Drellen society and is closely guarded from anyone not part of the bloodline.

Adventurers

Drell have an innate desire to obtain knowledge of anything and everything and wanderlust that helps facilitate this personal growth. Knowledge and experience are considered particularly valuable to survival, which is always at the forefront of a Drellen mind. Drell make excellent wizards, magus and alchemists, but are extremely versatile and capable of fitting almost any role.

Male Names

D'meer, K'thek, A'theem, V'rand, Z'kuhr

Female Names

K'ayris, S'tahy, L'vaan, P'treen, M'steel


Seems like an awful lot for ability score bonuses for 11 RP. Are you sure you calculated that right?


Ciaran Barnes wrote:
Seems like an awful lot for ability score bonuses for 11 RP. Are you sure you calculated that right?

Advanced (4 RP): Prerequisites: Advanced or monstrous power level; Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.

Liberty's Edge

This looks really cool! I cannot wait to see more custom races for your campaign, even if some of them are just new subraces of existing races.

While this race seems to be a built with high-powered campaigns in mind (and thus would not be suitable for low-powered gameplay), I really appreciate the higher-than-average base movement speed. That is not something you see very often.

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